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apple (15) exploit (1) vision pro (1) rendering tech (1) vrr (1)
This article is a partial-rebuttal/partial-confirmation to KGOnTech’s Apple Vision Pro’s Optics Blurrier & Lower Contrast than Meta Quest 3 , prompted by RoadToVR’s Quest 3 Has Higher Effective Resolution, So Why Does Everyone Think Vision Pro Looks Best? which cites KGOnTech. I suppose it’s a bit late, but it’s taken me a while to really get a good intuition for how visionOS renders frames, because there is a metric shitton of nuance and it’s unfortunately very, very easy to make mistakes when trying to qu
This post is divided into two parts: Variable Rasterization Rate (VRR) and how visionOS renders frames (including hard numbers for internal render resolutions and such), and a testbench demonstrating why photographing the visual clarity of Vision Pro (and probably future eye tracked headsets) may be more difficult than a DSLR pointed into the lenses (and how to detect the pitfalls if you try!)
I’d also like to briefly note, I am first and foremost an ARM64 simp, then a VR simp. Apple just happens to make the ARM64 VR headset with the best specs right now so it’s been fun to experiment with it, but I do also have a Quest 3.