Critical Factors for the Mass Adaption of XR

Room GH

XR technologies are still at infancy stage with projections of reaching 200M+ units and 100+Billion dollars market size in five to ten years. Its potential growth trajectory is compared to mass adaption of mobile phones, world wide web or laptops. To reach desired growth, industry players are trying to overcome roadblocks mainly in four categories i.e. form factor, cost, image quality and usability, putting a lot of effort into making head mounted displays smaller, lighter, cheaper with better FOV/resolution as well as easy to set up and use. We would like to add/emphasize ‘Visual Comfort’ as an additional factor for the success of the industry. More than 30% of XR users express some kind of discomfort after 20 minutes of usage such as visual fatigue, dizziness or motion sickness. We believe XR technologies cannot be mass adapted when general public has such comfort issues and negative perception. We define ‘Visual Comfort’ as the natural viewing experience in harmony with our eye & brain visual system. Our viewing experience and visual comfort depends on leveraging both binocular disparity & retinal blur in low latency. High latency and vergence & accommodation conflict are main factors significantly reducing visual comfort. Ultimate head-worn display should mimic human vision and provide high-resolution at fovea and moderate to low resolution for peripheral vision, and need to present information with true depth cues even for one eye, which is required for comfortable viewing experience without any visual conflicts.

Develop Track