Qualcomm Brings Augmented Reality to Life with the Snapdragon XR2 Platform

Everyone loves the idea of full virtual reality, but the really interesting future is in augmented reality. With this, you’re still seeing the world around you, but you’re getting an overlay of new details, from inventory management to pretending you’re catching Pokemon. Qualcomm wants to push AR to new heights with their Snapdragon XR2 Platform, and it offers some really exciting potential!

Snapdragon XR2 Platform

They’ve drawn up a reference design that utilizes dual monochrome cameras, one RGB camera, head and hand tracking, and dual micro-OLED binocular displays that offer 1920×1080 per eye. For reference, the first iPhone had a whopping 480×320 screen —  a little side-note about how far and how swiftly technology can evolve.

In any case, back to Qualcomm’s Snapdragon XR2 Platform. It has a few features that will definitely make the AR experience smoother, such as less than three milliseconds between smartphone and AR display. They’ll also support WiFi 6/6E and Bluetooth, along with low power modes to keep the AR running longer.

All jokes about Pokemon Go aside, AR has immense potential in many professions and situations. On the one hand, it’s creepy to link ourselves deeper to screens; on the other, having information running in front of you might allow people to put their phones away and engage more with each other.

The future is coming. With the Snapdragon XR2 Platform, Qualcomm is ready for it!

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About the Author

Zek has been a gadget fiend for a long time, going back to their first PDA (a Palm M100). They quickly went from researching what PDA to buy to following tech news closely and keeping up with the latest and greatest stuff. They love writing about ebooks because they combine their two favorite activities; reading anything and everything, and talking about fun new tech toys. What could be better?

2 Comments on "Qualcomm Brings Augmented Reality to Life with the Snapdragon XR2 Platform"

  1. 920×1080 resolution per eye is phenomenal

  2. I look forward to seeing what companies do with this. Something to not about the resolution is that a VR or AR display is much closer to your eye, and fills a large part of your field of view, compared with a phone, so it needs high resolution to avoid looking badly pixelated.

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