The decision as to whether a tablet or an AR device is the better choice for augmented reality (AR) depends heavily on the specific requirements and application scenarios. However, there has been a decisive development: classic AR glasses, as introduced in the early days of the technology, have all but disappeared. Even the HoloLens 2, once a flagship model, is increasingly seen as a discontinued model. Instead, mixed reality (MR) devices such as the Apple Vision Pro are dominating the market.
In this article, we'll take a look at the pros and cons of the remaining options and help you make the best decision for your purposes.
Augmented reality (AR) fascinates with its ability to integrate digital content directly into the real world. However, the basis of every successful AR experience lies in the hardware that makes this magic possible in the first place. From smartphones and specialized AR glasses to innovative VR devices with AR functions, technologies are constantly evolving. While AR glasses are currently still primarily used in professional applications, the smartphone has long since established itself as the dominant AR device.
A key difference between AR glasses and tablets lies in the way they interact. With AR glasses, your hands remain free, which enables intuitive and natural control. This is particularly helpful in scenarios where freedom of movement and gesture control are crucial, such as in industrial manufacturing, training or medical applications. Users can place virtual objects directly in their environment, manipulate them or interact with them using gestures without having to hold a device.
In contrast, using a tablet always requires one hand to hold the device while the other is used to control it with touch gestures. This limitation can reduce immersion, as the user is constantly physically tied to the device. In addition, holding a tablet for long periods of time can be tiring, especially with larger models.
However, the tablet also offers advantages in certain situations. It is more readily available, does not require complex set-up such as calibration or customization, and the user interface is intuitive for many, as tablets are widely used in everyday life. These advantages make tablets particularly attractive for entry-level augmented reality applications, for example in education or retail, where speed and accessibility are more important than a fully immersive experience.
Smartphones and tablets are undoubtedly the most important devices for augmented reality. Their ubiquity and performance make them the preferred platform for most AR applications. With powerful processors, high-resolution cameras and increasingly precise sensors, these devices provide an excellent basis for AR experiences.
Whether it's shopping apps such as IKEA Place, where users can virtually place furniture in their rooms, or playful filters on platforms such as Snapchat and Instagram, smartphones have taken AR out of its niche and integrated it into everyday life. Thanks to their availability and access to app stores, they also offer an easy way for companies to distribute AR content.
While AR glasses have been heralded as the next big step for the technology in the past, they have so far mainly established themselves in specialized industries. Devices such as the Microsoft HoloLens 2 or Magic Leap 2 are aimed at professional users in areas such as industry, medicine and education.
The advantages of these devices lie in their ability to create hands-free and immersive AR experiences. For example, a surgeon can view real-time information during an operation, or a technician can have maintenance instructions projected directly into their field of vision. However, AR glasses remain expensive and bulky, making them unattractive to the mass market so far.
One interesting development is the integration of AR functions into modern VR headsets. Devices such as the Meta Quest 3 offer users the opportunity to experience both virtual and augmented realities. These "mixed reality" functions combine the immersive possibilities of virtual reality with the flexibility of augmented reality.
One of the biggest challenges when using a tablet for augmented reality applications is capturing scenes or objects that are larger than the visible area of the tablet. Users often only see a section of the virtual object, which can quickly become frustrating as it is difficult to get a feel for the whole. Therefore, when using a tablet, users often limit themselves to displaying smaller objects that can be fully captured in the tablet's field of view. Larger objects are usually avoided in such scenarios, as they would severely limit the user experience.
In contrast, glasses such as the Apple Vision Pro or Meta Quest 3 offer a much more natural experience as they allow a relatively large field of vision. Even if the virtual object is larger than the glasses' field of vision, the user can grasp the object in the room by moving their head and develop a holistic perception. Modern headsets have largely overcome this "tunnel vision" that was previously noticeable with devices such as the HoloLens 2. With a headset like the Apple Vision Pro, the feeling of perceiving an object in its entirety is much more intuitive and immersive thanks to the larger field of vision.
AR headsets also impress with more immersive controls that come amazingly close to the haptic interactions of the real world. Movements such as gripping, pulling or pushing and pulling virtual objects can be precisely emulated, creating an immersive and natural user experience. In comparison, interactions on a tablet are highly abstracted and are usually limited to simple touch and swipe gestures. This greater abstraction makes interaction on tablets less intuitive and significantly less immersive.
This could be a viable solution for many users, as it combines several application options in one device. It is clear that the boundaries between VR and AR are becoming increasingly blurred, which makes devices interesting for a larger target group.
Here is an overview of the current AR and mixed reality glasses with the most important properties, prices and price factors. Note: The Microsoft HoloLens 2 will no longer be produced and support for this device will be discontinued in the future.
Model | Field of view (FOV) | Weight | Tracking | Price (approx.) | Special features |
---|---|---|---|---|---|
Magic Leap 2 | 70° | 260 g | Inside-Out | €3.300 | High-end for industry and medicine |
HoloLens 2 | 52° | 566 g | Inside-Out | €3.500 | Production discontinued, support ends soon |
Meta Quest 3 | 100° (horizontal) | 515 g | Inside-Out (6DOF) | €570 | Cheapest mixed reality glasses |
Meta Quest 3S | 100° (horizontal) | 520 g | Inside-Out (6DOF) | €350 | Compact and affordable mixed reality option |
PICO 4 Ultra | 105° (diagonal) | 580 g | Inside-Out (6DOF) | €600 | Lightweight, with a strong mixed reality focus |
Apple Vision Pro | 120° (horizontal) | 612 g | Inside-Out (6DOF) | €3.999 | Very high resolution, limited access to environmental data |
A decisive factor in the legibility of texts in augmented reality is whether the text is displayed in a 2D or 3D world. Texts that are set in 2D in the classic way on a screen, such as a tablet, are easy to read due to the stable display and sharpness. However, if 3D graphics are used, the sharpness of the text on a tablet is just as limited as on AR glasses.
This is because texts in 3D environments, as rendered by engines such as Unity or Unreal, lose sharpness due to edge smoothing. To ensure legibility in 3D, font sizes must be significantly larger than would be necessary for 2D texts. Small fonts, which are easily legible in a classic 2D environment, are technically not feasible in 3D environments. This poses a challenge both on AR glasses and when using tablets with 3D graphics.
Using a tablet for AR experiences can be tiring over long periods of time as the device has to be held. AR glasses, on the other hand, offer a hands-free experiencewhich enables longer sessions without physical strain. However, AR glasses can also cause discomfort or dizziness during prolonged use, which can limit the duration of the immersive experience.
The performance of AR devices is based on a combination of hardware innovations and software optimizations. Three key technologies play a decisive role here:
Sensors such as LiDAR and depth cameras capture the environment in real time and enable the precise placement of digital content. Smartphones such as the iPhone 12 Pro and newer models use these technologies to display AR objects stably and realistically.
The quality of the display is a key factor in how sharp and clear AR content is perceived. Modern devices often rely on OLED or MicroLED displays, which offer brilliant colors and high resolution. This technology allows AR experiences to be displayed even more realistically.
Chips such as the Qualcomm Snapdragon AR2 power most modern AR applications. They ensure fast computing processes and smooth animations, even with complex AR content. Future processors could be equipped with AI functions to make AR experiences even more intelligent and personalized.
The future of AR will increasingly focus on wearables and seamless integration into everyday life. Devices such as AR contact lenses, which are being developed by companies such as Mojo Vision, could become a reality in just a few years. Smartwatches could also receive AR features, opening up new areas of application.
While AR glasses currently tend to remain niche products, smartphones and tablets will continue to be the leading platform for AR. However, the increasing integration of AR into everyday devices and advances in the miniaturization of hardware could ensure that AR becomes even more versatile and present in the future.
Feature | Mixed reality devices | Tablets |
---|---|---|
Immersion | High | Low |
Costs | High | Moderate to low |
Mobility | Restricted | High |
Tracking precision | Very high | Medium |
Target group | Companies, specialized users | Broad user base |
Augmented reality is defined by the hardware that powers it. While smartphones and tablets remain the undisputed kings of the AR market, specialized devices such as AR glasses or VR headsets with AR functions offer additional possibilities for professional applications. However, the future of AR lies in the broader integration of wearables and the further development of hardware and software.
It is crucial for companies and developers to choose the right devices for their target group. The choice of technology can make the difference between a successful project and one that remains unused. The next few years will show how profoundly AR can actually change our lives.
Are you interested in developing a virtual reality or 360° application? You may still have questions about budget and implementation. Feel free to contact me.
I am looking forward to you
Clarence Dadson CEO Design4real