In the meantime, AR and VR devices powered by smartphones, also known as head mounted displays (HMDs), share similar problems around mobility and power consumption.
“The target power we have to spend is maybe 15 W. That’s not a lot of power to spend on high performance graphics,” said Simon Solotko, chief mobile officer at Seebright. To circumvent power and mobility issues in head mounted displays like that of Seebright, Solotko suggested adding an extra GPU that could be worn on a user’s back.
Solotko is also banking on improvements beyond Moore’s Law to further CPUs and GPUs, which he expects will deliver desktop-like performance and overall improve the capabilities of HMDs. Memory bandwidth at high resolution will still be a challenge at these performance levels, but Solotko assured, “Everyone’s eyes are on this problem.”
The author, Jessica Lipsky ia an Associate Editor at EE Times.