▲ | cyanydeez 5 days ago | |||||||||||||||||||||||||
no ones playing games, recording videos, taking pictures or doing any kind of immediate activity with smart watches. Those sensor input-only arn't what would push people to want whole-ass screens & VR overlays. It's weird you think there's a similar power profile to a smart phone and a smart watch. They are not a gradient in use cases. | ||||||||||||||||||||||||||
▲ | sunrunner 5 days ago | parent | next [-] | |||||||||||||||||||||||||
> no ones playing games, recording videos, taking pictures or doing any kind of immediate activity with smart watches. This is a good point, but my point was more that if a smart watches are doing less than a smart phone and people still seem to be happy to have to charge them everyday, I'm not so convinced that having to fast-charge a set of AR glasses for time-limited use would put people off if they felt it was useful enough. For context, I was imagining that most of the AR/VR overlays would be time or context dependent. Perhaps when travelling to aid with directions or on a commute for entertainment. Are people really going to be walking through life with an always-on HUD? If they are then yes, completely fair point around battery usage. Perhaps once a global network of wireless charging is fully operational this will be a problem of the past... | ||||||||||||||||||||||||||
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▲ | nomel 5 days ago | parent | prev [-] | |||||||||||||||||||||||||
> no ones playing games, I do. Many take advantage of the wheel. There are even full 3d games (it has a decent GPU, considering how small it is). There's also uBrowser web browser, to help reduce your charge. |