[HN Gopher] This is what Doom looks like on a holographic display
       ___________________________________________________________________
        
       This is what Doom looks like on a holographic display
        
       Author : ttflee
       Score  : 176 points
       Date   : 2021-04-19 08:54 UTC (14 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | hesdeadjim wrote:
       | I've built a non-trivial prototype application for the Looking
       | Glass, and once you are past the initial 'cool' moment the
       | downsides start to rear their head:
       | 
       | - Split a 4k signal into 45 view planes means the effective
       | resolution sucks, bad.
       | 
       | - Likewise, if your content is complicated at all you need a
       | monster GPU because you are rendering your scenes 45 times _per_
       | frame, meaning 45 times the draw calls.
       | 
       | - Field of view is very limited
       | 
       | - The amount of z-depth you can put content in without major
       | blurring is much lower than even this video would indicate.
       | 
       | - You need to design your scene so important content never
       | reaches the edges or things look yuck.
       | 
       | - Some patterns lead to artifacts like moire, and it can be hard
       | to predict. Your content needs to work around this.
       | 
       | - They are (understandably) very expensive.
       | 
       | All that said, these things _are_ cool and would be a perfect fit
       | for some use-cases. After the prototype I built was green lit for
       | full production, the decision was made to ditch these displays
       | for all the reasons above.
        
         | staticautomatic wrote:
         | Just use 45 GPUs. No big deal.
        
         | deanCommie wrote:
         | Uninformed outsider coming in with questions:
         | 
         | 1) Isn't this just based on "naive" implementations? Surely
         | there are optimizations to not have to render all 45 view
         | planes at all times similar to how 3d rendering doesn't render
         | scenes that are not visible until the character moves to change
         | perspective?
         | 
         | 2) The difficulty with layout and design doesn't seem that
         | different from any 3d or game design challenges to make sure
         | the person can't see the wizardry behind the curtain. Is it?
         | 
         | I guess what i'm thinking is if you take an Introduction to
         | Computer Graphics course, you can learn all the math, all the
         | concepts, and all the abstract ideas about building 3D worlds.
         | Then you try to implement them and you immediately realize that
         | none of the ideas are performant enough to actually put into
         | practice in a video game without MAJOR optimizations that on
         | the surface seem 1/ Hacky, 2/ Extraordinarily difficult. We've
         | been doing a range of them for 30 years. But some are only
         | TODAY entering the mainstream despite being the simplest
         | possible concept to explain to a student (ray tracing).
         | 
         | Is it not the same situation with these kinds of displays (and
         | other VR/AR)? We're in the super early stages and we need the
         | John Carmack equivalents to identify all the super insanely
         | clever optimizations to squeeze something practical out of
         | them?
        
           | toast0 wrote:
           | > 1) Isn't this just based on "naive" implementations? Surely
           | there are optimizations to not have to render all 45 view
           | planes at all times similar to how 3d rendering doesn't
           | render scenes that are not visible until the character moves
           | to change perspective?
           | 
           |  _Maybe_ you could add head tracking to prune some angles,
           | but if you were going to do head tracking, other comments
           | have reports of good results without a lenticular setup. You
           | 'd probably lose out on the multiple viewers aspect.
           | 
           | I would think naively that there's some amount of work that
           | could be shared between so many renders from nearly the same
           | viewpoint. But that probably requires driver changes to make
           | it available, I did find an article from NVidia about
           | rendering four viewpoints in one pass, which might be
           | applicable and help somewhat:
           | https://developer.nvidia.com/blog/turing-multi-view-
           | renderin...
        
           | hnuser123456 wrote:
           | The big difference is, unlike VR, you don't know where the
           | viewer's eyes are, so you can't jump from 3D to 2x 2D so
           | easily, you genuinely need a volume resolution instead of an
           | area resolution. I suppose another way to think about it is,
           | if they're splitting 4k into 45 planes, you're chopping 8.3
           | MP into 0.184 MP (~430x430px) x 45 "pixels"/voxels of depth
           | resolution. 3840x2160 pixels is the same number of samples as
           | a 202x202x202 voxel cube. A 1000^3 voxel display equals
           | 31600x31600 pixels of resolution, which is maybe possible to
           | render at 30fps with a very, very simple application and a
           | top-end GPU. 3000^3 = 164300x164300. We would need to rethink
           | the entire graphics stack to figure out a "GPU" that could
           | more efficiently "draw" to a hologram at high resolution and
           | refresh rate. Maybe something like DLSS but 3D. Even then,
           | the bandwidth will be insane. 1000^3, 1 billion voxels, * 32
           | bits of color/alpha, is 32 gigabits per frame. 30fps would
           | need 960 gigabits per second of bandwidth. Displayport 2.0 is
           | 80 gbps. The fastest commercial optical transceivers are
           | 100-400 gbps, although top-end GPU memory bandwidth is
           | approaching 8000 gbps, good enough for 2000^3 @ 32bit @ 30fps
           | or 1000^3 @ 240fps. The "GPU" will need to be tightly
           | integrated into the display.
           | 
           | It would be better if we could just have 3x 2D projectors
           | that somehow interfere in a medium to display, but I don't
           | know of a way to accomplish this. Not to mention none of this
           | allows you to be inside the displayed content as VR does.
        
           | hesdeadjim wrote:
           | For some context, I've been making games across
           | console/mobile/VR for about 12 years so I can provide
           | (hopefully) some educated responses.
           | 
           | For 1)
           | 
           | - Their SDK implements this rendering strategy, so either
           | they haven't been able to justify the effort for additional
           | optimization, or (much more likely) there isn't a tenable
           | general purpose solution that doesn't fall apart horribly in
           | many circumstances. This latter point is true of many
           | optimizations in games, they work because you can very
           | narrowly scope them to what you are doing.
           | 
           | - Frustum and occlusion culling are used, like you mention,
           | to avoid rendering meshes that are off-screen. This isn't a
           | panacea though, there can be significant CPU cost to doing so
           | to the point where it can be _more_ performant to disable it.
           | Case in point, I used Umbra occlusion culling in my VR game
           | in only a few scenes because my CPU budget for 90 FPS was so
           | small that the PS4 couldn 't keep up.
           | 
           | - Those 45 planes are a series of slices that are _very_
           | closely projected in space, so the odds that there isn 't any
           | work to do is almost nil. Even more true when you consider
           | dynamic scene elements, such as lighting and shadow casting.
           | 
           | For 2)
           | 
           | - All of the challenges present for 3D content creation are
           | unchanged with this device, it just adds more on top (limited
           | FOV, depth blur, and fringe blur). You can't wizard away
           | seeing color separation at the border of the screen, it's
           | just fundamentally the hardware's limitations.
           | 
           | Another example, the PSVR headset's OLED panels cause a
           | purple blur to happen on edges that have too much light/dark
           | contrast. The solution? Call an API and change a floating
           | point "base brightness" level for the headset, or change your
           | lighting -- for _each_ level (this is Sony 's
           | recommendation!). Entirely game and scene dependent, and not
           | something that an automatic solution could accomplish.
           | 
           | - Some of the "magic" techniques invented for VR performance
           | may have the possibility to be applicable (skipped frame re-
           | projection, foveated rendering), but those are based on the
           | math between two camera projections not 45.
           | 
           | - Any improvements that could be created by a Carmack-level
           | person are going to be market driven. The population of
           | people that fit in that category would have the opportunity
           | to work on whatever they want, and VR was compelling to many
           | of them because of how damned cool it is (was?). By
           | comparison, this tech is a novelty that a regular consumer
           | will probably never see.
        
       | boboche wrote:
       | This is autostereoscopic, not holographic. It is however really
       | nice, 10 yrs ago we were playing Quake on a WowVx display from
       | Phillips when not working on autostereoscopic digital signage
       | content. Phillips stopped with as3d and spun off Dimenco which
       | are also selling As3d products, newsight, tridelity, and a few
       | others are around... but all of this is NOT holography. Its high
       | res display with a lenticular sheet splitting viewpoints.
        
         | mdip wrote:
         | Thanks for the info -- I had assumed this was the case[0].
         | 
         | When I looked at the animations/video, I thought it was _really
         | slick_ and as I read more about the tech it appeared to be as I
         | expected, but I 'm not sure if I should be disappointed by
         | that.
         | 
         | I think it was quite intelligent for the company to offer a
         | smaller, relatively inexpensive ($249 early-bird isn't bad)
         | display because I fully expect it'll be impossible to properly
         | evaluate the quality of the tech without actually seeing it
         | live. The few times I've played with some of the more exotic
         | screens (even oddball LCD screens like the promising, but brief
         | IGZO LCD panels) are very difficult to evaluate. The videos are
         | usually far from what it looks like in-person (and I'd wager
         | about 75% of the time, the video makes displays look worse than
         | it is).
         | 
         | I'm curious if you can speak to the down-sides of doing things
         | this way. Were this screen a "real holographic display" but
         | with the similar constraints[1], would it be substantially
         | better? From the videos, I get the impression that this screen
         | can only display 3D within the bounds of the "box", so if a
         | real holographic display behaved similarly, what could it do
         | that an autostereoscopic screen cannot?
         | 
         | I'm curious because I was left behind during the 3D craze (that
         | disappeared, as I predicted, a few years later). I can handle
         | about 30 minutes of 3D-glasses before I start getting the early
         | symptoms of Migraine. I was hopeful when the TVs came out that
         | I might be able to watch Avatar[2], finally, but I tried
         | various sets with different types of 3D glasses
         | (active/passive, I recall?) and they felt more uncomfortable
         | than at the theaters[3]. I've never been diagnosed with lazy
         | eyes/other eye problems, but I feel like my eyes go cross-eyed
         | with the glasses on.
         | 
         | I'd have to see this, physically, to be comfortable with buying
         | it. At the price-point of their smaller option, that's getting
         | pretty close, though. If they had a very convenient/complete
         | return policy, I'd probably check it out.
         | 
         | [0] That's not to diminish the value of the comment, I had only
         | assumed it was some form of "Glasses-free 3D", but know nothing
         | about the tech or how it works.
         | 
         | [1] As in, the dream is a "projector like" screen where a
         | hologram could just be displayed in an arbitrary location in a
         | room, is out.
         | 
         | [2] I have not seen it, yet. When it had finally died down in
         | theatres, I had read that the story was "not very
         | interesting/creative" and "kind of dumb". This was supported by
         | the fact that everyone I know who went to see it told me
         | _nothing_ about what the movie was about and not one of them
         | mentioned anything they liked about the  "story". I think the
         | best summary I received was from a close friend who said "I
         | left the theater and 'the world' seemed a little less real" and
         | I was interested to see the result of this camera that was
         | invented for the purpose of filming that movie, but I haven't
         | seen a second of it, yet.
         | 
         | [3] I thought it was normal to feel "off". I call it "almost
         | dizzy" because I don't feel off balance, it just feels like it
         | takes an amazing amount of effort to pinpoint objects with my
         | eyes -- screen or otherwise -- with any kind of 3D glasses on.
         | I wear a very low prescription pair of glasses (not required
         | for driving, I'm nearly 20/20) and other than really cheap
         | sunglasses, I generally have no difficulties otherwise.
        
       | icegreentea2 wrote:
       | Like other people have said, this looks like a Looking Glass dev
       | unit or something.
       | 
       | And here's a Linus Tech Tips video of it:
       | https://www.youtube.com/watch?v=-EA2FQXs4dw
       | 
       | They have some good footage (though obviously it's setup as a
       | hype reel too).
       | 
       | Edit: Skip to follow for "beauty shots": 4:45 and 8:50. 6:12 for
       | funky shot of the 'flattened' image to give you a sense of what
       | 'trick' they're playing
        
       | ekianjo wrote:
       | Cool but technically looking glass is not an holographic display.
        
         | bredren wrote:
         | Neither was Time Traveller, but it was also cool.
         | 
         | So far "holographic" seems to describe the experience of the
         | viewer more than a technical spec.
         | 
         | https://en.wikipedia.org/wiki/Time_Traveler_(video_game)
        
       | tito wrote:
       | Incredible stuff! I first saw Looking Glass Factory [0] at Maker
       | Faire in San Mateo around 2016. It was simple back then, probably
       | 64 x 64 pixels "display". Imagine a bamboo garden made of 64 LED
       | strips standing up, about 3'x3'x3' cube. Playing screensaver type
       | light displays, entertaining at low res.
       | 
       | Then I saw a more recent version at a coffee shop in Providence.
       | They're up to legit resolution now, and as a poster said, the
       | light is split so all you're doing is moving your head. No head
       | tracking/whatever.
       | 
       | It's one of those things that's tough to "get" without seeing
       | yourself. Feels like a definitive piece of the future. I joined
       | their Kickstarter awhile back as well.
       | 
       | Go Looking Glass crew!
       | 
       | [0] https://lookingglassfactory.com/
        
       | elyobo wrote:
       | > This is not available to you
       | 
       | -\\_(tsu)_/-
        
         | tumetab1 wrote:
         | That's a twitter bug/feature that requires one or more browsers
         | refreshes to find and show a tweet.
        
           | MaxBarraclough wrote:
           | This seems to happen a lot. Not the first time I've seen this
           | crop up in an HN thread.
        
           | elyobo wrote:
           | Thanks, not one I'd encountered.
        
             | Black101 wrote:
             | Probably happened at least 20 times to me... the first time
             | was probably a year ago...
        
               | isoskeles wrote:
               | I've always wondered why it happens. Best guess is they
               | have a short timeout like 1s to retrieve that content.
        
       | alvarlagerlof wrote:
       | I wish people would stop calling these holographic
        
         | forgotpwd16 wrote:
         | Why?
        
           | f6v wrote:
           | I guess that's not how people imagine holograms based on sci-
           | fi.
        
           | chmod775 wrote:
           | Because it's a lenticular screen.
        
           | mnw21cam wrote:
           | Because they aren't holograms. A hologram is "a recording of
           | an interference pattern which uses diffraction to reproduce a
           | 3D light field" [0]. This is something completely different.
           | 
           | [0] https://en.wikipedia.org/wiki/Holography
        
       | monsieurbanana wrote:
       | This is... way cheaper than I thought it would be at $250(pre-
       | order price?).
       | 
       | But I don't understand how it works. Seems like... head/hand
       | tracking? But then why the weird-looking screen?
       | 
       | A bit disappointed, at first I thought it was something similar
       | to those cards we had when we were kids, that change image
       | depending on which angle you look at them (forgot the name).
       | 
       | Edit: seems like it's a bit of both:
       | https://docs.lookingglassfactory.com/KeyConcepts/how-it-work...
       | 
       | Edit2: Okay so it does work like the cards we had when we were
       | kids. The screen shows 45 different views of the scene at once.
       | I'm back at being non-disappointed.
        
         | kgwxd wrote:
         | Lenticular photos
         | https://en.m.wikipedia.org/wiki/Lenticular_printing
        
         | frankenst1 wrote:
         | The display shown in the video is the 15.6" display which costs
         | $3,000 (https://lookingglassfactory.com/product/15-6).
        
           | gaudat wrote:
           | It takes probably less than $300 to DIY this from a off-the-
           | shelf 15.6" display and a piece of dot lenticular sheet...
        
             | andybak wrote:
             | Which would look entirely different.
        
               | monsieurbanana wrote:
               | Me: Mom can we have Dropbox?
               | 
               | Mom: We have Dropbox at home
               | 
               | Dropbox at home: ftp + curlftpfs + svn
        
               | mdip wrote:
               | I laughed so hard when I read this, but then I realized
               | something. Dude, you have a _really cool mom_.
               | 
               | But I'm "that Dad". For home-related projects, about 25%
               | of the stuff I replace with "home-built" ends up being
               | the things my kids show off to their friends[0]. The
               | other half is duct-tape and rubber bands. Unfortunately,
               | the duct tape exists in the worst places -- like DHCP,
               | and my routers, so while they don't require extra effort
               | to use, they flake out on some of their devices[1].
               | 
               | My favorite is when I have to be called over to explain
               | that, no, Son is not lying us doing that ourselves. He
               | used to walk into his room and hit a few keys on the
               | remote, which would trigger Plex to play a song, dim the
               | regular lights and enable some really slick music
               | visualizations. Hit pause/quit the app and the room goes
               | back to previous state. If his phone started ringing, the
               | app would auto-pause[2] and play-back after the phone
               | returned to idle state.
               | 
               | [0] It goes something like: "Son: Can I buy this
               | (overpriced) LED/gaming PC thing?" and usually ends with
               | me saying "... or, we can buy $10 worth of things I don't
               | already have and make something that when you're friends
               | as 'where can I buy that', you can say 'You can't, but I
               | sell them for (overpriced) if you want to buy one!'". .
               | 
               | [1] Recently better -- ESP8266 devices and Android
               | devices didn't play well with one of my DD-WRT based
               | routers.
               | 
               | [2] Home Assistant and Android allowed me to read phone
               | state. It worked but there was _horrible_ delay and after
               | a phone update, it just broke entirely, causing it to
               | interrupt playback constantly. I ended up wiping out
               | every related piece of that automation with the intent of
               | doing it right (with a bluetooth sensor in his room which
               | would allow me to trigger actions when he arrives /exits
               | the room) but haven't completed that, yet.
        
               | supermatt wrote:
               | Isnt this exactly how it works (a lenticular lens)? Why
               | would it look different?
        
               | andybak wrote:
               | I've used a Looking Glass and it doesn't look like a a
               | lenticular display. It looks closer to a hologram
               | (despite the fact it's not.)
               | 
               | The image appears suspending inside the block of glass
               | and responds sufficiently well to head movements to be
               | convincing. You can't see the giveaway "ruled lines" that
               | lentincular sheets have.
               | 
               | Once you know it's not truly holographic it becomes
               | fairly obvious and you notice that up/down doesn't
               | provide any depth (only left/right) but the effect is
               | convincing and magical at first.
               | 
               | So although it might be lenticular in principle - it's
               | far from what you could achieve with your proposed
               | method.
        
               | mdip wrote:
               | Thanks for the information -- this was one of the
               | concerns I expressed in a previous comment. It's going to
               | be _very_ difficult to evaluate this product via video.
               | The videos /animations look _so good_ that I had a hard
               | time believing that the display performs that well in-
               | person[0].
               | 
               | I can understand how this might really look a bit better,
               | now, with the clarity on the left/right vs up/down depth
               | (I recall reading something about depth perception that
               | makes this less important, but I don't recall
               | where/when), so it's sounding promising.
               | 
               | [0] I'm not saying it doesn't -- this is just based
               | simply on the fact that I have yet to see one that does
               | (and, in fact, if this isn't the technology I think it
               | is, I haven't seen one _at all_ ).
        
               | supermatt wrote:
               | Is not really my proposed method, it's just how I
               | understood them to work. IIRC they had a diagram with the
               | original models that showed the lens, and also labelled
               | things like a diffuser, etc. I'm not sure how much the
               | technology has changed since their last generation.
        
           | monsieurbanana wrote:
           | ... Ah.
        
       | [deleted]
        
       | teekert wrote:
       | Cool, but, it looks exactly like watching a display with a Wii
       | remote on your head [0, 2007]. What's so special? Is it actually
       | 3D this time?
       | 
       | [0] https://www.youtube.com/watch?v=Jd3-eiid-Uw
        
         | mattowen_uk wrote:
         | > _https://www.youtube.com/watch?v=Jd3-eiid-Uw_
         | 
         | I did this at the time. I downloaded his Wii app that shows the
         | little red/white discs, and bought a battery powered Wii-bar
         | thing that had the IR leds in it and strapped it to my head.
         | 
         | Can confirm, the 3D effect is 100% spot on, even the smallest
         | move of your head caused the display to adjust perspective and
         | your brain is totally fooled into thinking the Wii display is a
         | just a window into a 3D scene.
         | 
         | tbh, it was the only cool thing I actually did with my Wii!
        
           | SirHound wrote:
           | Surely the depth effect only worked with one eye closed?
        
             | wffurr wrote:
             | Nope, works with both eyes.
             | 
             | Your brain takes a lot more cues for depth than
             | stereoscopic vision. The way the perspective changes as you
             | move your head around is sufficient even for a flat
             | display. It's uncanny.
             | 
             | Only works for one person though. If you stand at an off
             | angle to the sensors, there's no effect at all.
        
               | RHSeeger wrote:
               | Its amazing how the brain works...
               | 
               | I am very cross-eyed at the moment (surgery resulted in
               | both my eyeballs moving) and require a little plastic
               | "stickon" that goes on the left lens of my glasses; which
               | has prisms to redirect the light so that both eyes are
               | looking in the same direction (prisms are fairly normal;
               | it's the _amount_ of correction I need that is abnormal).
               | 
               | The correction on the left lens is so bad that looking
               | through it is completely blurry (with lots of rainbows if
               | I'm looking towards a light). However, when looking
               | through my glasses with both eyes, everything appears
               | normal. I can see in stereo (which I cannot do w/o the
               | correction) and everything is in focus. There is still
               | _some_ rainbow effect.
               | 
               | So, my brain is taking the "clear image" from my right
               | eye and overlaying it with the distance information that
               | the left eye adds to that... but ignoring the blurry
               | image from the left eye completely.
               | 
               | Honestly, I find it mind boggling.
        
           | cbm-vic-20 wrote:
           | And that video is over 13 years old! Too bad this idea didn't
           | catch on more widely.
        
             | Wowfunhappy wrote:
             | It doesn't seem to exist anymore, but I had a variant
             | (literally same graphics) on my iPhone a decade ago. No
             | fancy headgear and the effect was just as good--but instead
             | of moving your head, you held still and tilted your iPhone.
             | 
             | Apple later added the effect to the homescreen in iOS 7,
             | but much more subtle.
        
             | mrguyorama wrote:
             | TrackIR is a consumer product using the exact same tech for
             | headtracking in video games. I think it might actually be
             | older than the Wii
        
           | mdip wrote:
           | Thanks. I just created a nice storage box for my Wii, got
           | everything organized and put it on the bottom of a large pile
           | of things to sell.
           | 
           | This sounds way too interesting, so I'll be doing some
           | digging, apparently. Any idea if this would work effectively
           | on a large projector screen?
        
         | Jemm wrote:
         | TrackIR and variants are quite popular for simulator type games
         | like flight simulator or truck simulator. They let you look
         | around in the game just by moving your head.
        
           | dividuum wrote:
           | Hm. I haven't really looked too deep into TrackIR, but I
           | always thought it tracked your head movement to simulate head
           | rotation within the game. So you could look around more
           | naturally. The linked Wii "tracking" demo used the tracking
           | to find your position relative to the display to change the
           | rendered perspective accordingly. Does TrackIR also allow
           | this?
        
             | winthrowe wrote:
             | As a TrackIR user, it feels to me like it should be
             | possible to do something like this with the 6dof
             | headtracking data from TrackIR, but basically nobody uses a
             | 1-1 mapping that would produce a camera trick like this.
        
               | mrguyorama wrote:
               | TrackIR DOES do this. In flight simulator, with full
               | 6dof, you can move your virtual head around and look
               | under and around things
        
         | runawaybottle wrote:
         | Well, if it's as simple as head tracking with a IR emitter on
         | your headphones or the like, then I'm a little surprised first
         | person shooters don't enable peeking around corners with head
         | motion.
        
           | xwolfi wrote:
           | It doesn't seen to be, or rotating the thing with a fixed
           | camera wouldn't produce the effect, I guess ?
           | 
           | https://lookingglassfactory.com/tech
        
         | mnw21cam wrote:
         | I'm just going to link
         | https://www.cl.cam.ac.uk/research/rainbow/research/autostere...
         | here - an autostereo display that was working way earlier than
         | that. "The first displays were built in the late 1980s and
         | early 1990s". They worked by projecting different images out to
         | different horizontal areas in front of them, so your right and
         | left eyes would see a different image, you could move your head
         | and see around objects, and multiple people could look at it
         | and see an appropriate view for their position.
         | 
         | Not sure if they ever ran Doom on it though.
        
         | detaro wrote:
         | > _What's so special?_
         | 
         | That it's not based on head tracking, and in a product you'll
         | be able to reasonably buy.
        
         | jcelerier wrote:
         | with an holographic display two persons looking from different
         | angles would see the image corresponding to their angle
        
           | mdip wrote:
           | I think that sums it up pretty perfectly. It's the single
           | reason I watched the video and my first thought was "there's
           | no way that works that well"
           | 
           | From the comments, here, it sounds like it might. There's
           | some interesting applications, here. Thinking back to last
           | night, it would have been really nice if when I was looking
           | at the split-screen in my driving game with my kids, my own
           | corner had that kind of depth to it. Hell, driving/flying
           | games, in general, suffer from realism issues due to not
           | being able to faithfully produce the effect of looking out a
           | window.
           | 
           | Doing this on a larger screen (and throw in a transparent LCD
           | after you work out how to bend all of _this_ into _that_ ,
           | assuming it can be done) and you could have a light-switch
           | that changes the scenery from "outside" to "outside somewhere
           | else"[0].
           | 
           | [0] I remember seeing that in Back to the Future II as a kid
           | and thinking it'd be really nice to have on a cold, gloomy,
           | February day in Michigan.
        
       | 0-_-0 wrote:
       | Cool, but it's not using the correct FOV to make sure the
       | viewer/eye is at the focal point. That would look way cooler,
       | I've seen a demo like that before. You get the impression you're
       | looking through a window to another world.
       | 
       | Edit: the video linked here by _teekert_ does it correctly
        
       | supermatt wrote:
       | i love these displays, but the smaller one feels too small for
       | anything other than a photo-frame, and the large(r) one is CRAZY
       | expensive (and still too small...)
        
       | Black101 wrote:
       | The next wall hackers
        
         | mdip wrote:
         | Every hacker's basement[0] (with enough money) is going to be
         | walls of these. Can't wait for the first take on a holodeck[1]
         | 
         | [0] Garage/shed/lab
         | 
         | [1] Not implying this would come even _close_ , especially not
         | being a "true hologram", but it'd still be the closest we could
         | probably get with current tech outside of headgear.
        
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       (page generated 2021-04-19 23:02 UTC)