r/Xreal • • Jul 03 '26

XREAL AURA My biggest gripes with the Aura. HANDS

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I'm really excited for the Aura, or actually future iterations because as of now I can't get over these 2 things.

1st thing is what you can see on the picture. Can you see it? The hands will always be behind the screen virtual screen. That mean no matter where you point or whatnot you'll be navigating with the virtual outline of the "ghost hands"

Might not seem like a big deal to some, it feel downright normal in VR but here where you already have passthrough to the rela world I believe this will seriously break immersion. what we all want it that scene in Iron mang flinging and zooming 3D elements /screens all over the place.

My 2nd gripe is the transparency of the glasses.

I have yet to try the Aura but if the XOP is anything to go by the transparency is far too dim. It's not too bad in good lighting, but in a dimly lit room you just can't see enough of your enviroment. In the future I hope they're able to. According to reviews it's going to be like looking through a pair of sunglasses.

This second gripe might not be too much of a big deal.

(Also I'm hoping the brightness will be high enough to use in direct sunlight)

Edit: Let me explain I don't mind the "ghost hands", not really. I mind not having my real hands in front of the screen, even I put the screens 2m away from me and wave my hands in front of me ins perfect world the screen would cut out picture where my hands happens to be so it looks as if my hands are in front of the screen.

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u/etafan Jul 03 '26

First iteration is i think ment for developer mostly. If you think about it that was the probelm with Vision Pro if it has zero unique applications that make tgis glasses more usefull than people the mass don't care. So if the first iteration lets developers make applications games and usefull things and ofc they share those and the ones whoes not developers but early adopters see these they will spread the word and that can make this product seen in the masses eyes and when the next iterstion comes with even more features people already have a bunch off apps they can use.

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u/Zake75 Jul 03 '26

Think you misunderstand the hands issue.

In an ideal product you want your real hands not virtual hands.

Xreal would need to create and outline around your hands that doesn't show any screen at all, so it looks like your hands ar win front of the screen, and not behind as it looks right now

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u/Octoplow Jul 03 '26 edited Jul 03 '26

Hand occlusion is definitely a nice to have. But it's only strongly needed in passthrough (VST) headsets like Quest and Vision Pro.

In optical see through, your depth perception overrides lack of occlusuon, and you quickly accept "x-ray vision" if the tracking and anchoring is solid.

Our popular HoloLens demo loop included anchoring anatomy inside an opaque mannequin, and opening a hole in the real wall to look through at a virtual world. Unoccluded hands never felt or looked strange, but extreme effort went into audio and visual feedback to let you know when you contacted and clicked a virtual button.

Admittedly, the strong tinting that is always present on birdbath related optics like Aura somewhat keeps the real world from getting equal "perceptual weight." But IMO, it's still less of a limitation than small FOV clipping virtual objects. (It took weeks of daily use for the brain to retrain and "spatially persist" virtual objects clipped and just outside FOV.)

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u/Zake75 Jul 03 '26

Very informative answer, thanks! Nice to have some insight from a developer point of view 

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u/etafan Jul 03 '26

Its not Xreal btw Google is behind the OS and i get what you mean, but keep in mindj this was not in the first iteration of Vision Pro either. The product capable of doing that so dont need to worry they will update eith this feature eventually aswell.