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Unfortunately there are some real problems with that. Imagine a pair of regular glasses with a small dark rectangle on the lens. Do your eyes see the nice sharp edges of the rectangle? Nope, they just see a dark blob because it's too close to focus on.

In the same way, even pixel perfect darkening has the same problem. You don't see a nice cutout, you see a blurry blob.



Why is a blurry blob that big a deal? In theory a headset could use the focused additive display to draw passthrough video in the blurry regions that should not be darkened to provide a crisp blackout edge at a natural brightness.


I think that would need to be adaptive to the current focus of your eye when not looking at the display since we're talking AR. That's a much, much trickier problem than delivering light of constant focus in a workable AR package, which itself is no walk in the park.


If you haven't solved the near-far focus problem, you don't actually have AR in the first place?


There's a difference between projecting focused light into the optic path and blocking the natural light you're selectively trying to allow through that same path.




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