AR/VR

last updated 2026-05-04 · +1 sources in last 30d

Physics / mechanism

AR overlays digital content onto the physical world; VR replaces it entirely. Both pipelines share a common optics stack: display (micro-OLED, microLED, LCoS, or laser scanning), waveguide or lens combiner, and tracking (IMU + SLAM + eye-tracking). Key parameters: field of view (current AR ~50–60°, target >90°), exit pupil, see-through efficiency, and photon-to-photon latency (<20 ms threshold for comfort). Waveguides — diffractive (surface relief gratings, volume holograms) or reflective — are the critical bottleneck; coupling efficiency and rainbow artifact suppression remain unsolved at volume yield. MicroLED arrays (1–5 µm pitch) are the likely long-term display winner but fab yield at colour is <40% today.

Competitive landscape

Meta Quest 3 dominates volumetric VR; Apple Vision Pro anchors premium passthrough AR at $3,499 — neither is a mass market device. Competing form factors: smart glasses (Ray-Ban Meta, no waveguide), laser-scanning retinal (Bosch, Dispelix), and holographic waveguide (WaveOptics/Snap, Lumus, Vuzix). Key substitutes are 2D mobile and large-format displays — incumbent inertia is enormous.

ApproachFOVEfficiencyFab complexity
SRG diffractive waveguide50–60°~5–15%High (nanoimprint/etch)
Reflective waveguide (Lumus)50–55°~70%Medium
Retinal laser scan~70°+HighMedium (MEMS)

Companies using

Connected ideas

Sources

Frontier (open questions)

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