This is what Doom looks like on a holographic display
I&#x27;ve built a non-trivial prototype application for the Looking Glass, and once you are past the initial &#x27;cool&#x27; moment the downsides start to rear their head:<p>- Split a 4k signal into 45 view planes means the effective resolution sucks, bad.<p>- Likewise, if your content is complicated at all you need a monster GPU because you are rendering your scenes 45 times <i>per</i> frame, meaning 45 times the draw calls.<p>- Field of view is very limited<p>- The amount of z-depth you can put content in without major blurring is much lower than even this video would indicate.<p>- You need to design your scene so important content never reaches the edges or things look yuck.<p>- Some patterns lead to artifacts like moire, and it can be hard to predict. Your content needs to work around this.<p>- They are (understandably) very expensive.<p>All that said, these things <i>are</i> cool and would be a perfect fit for some use-cases. After the prototype I built was green lit for full production, the decision was made to ditch these displays for all the reasons above.