[HN Gopher] What it's like to spend 40-50 hours in VR every week
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       What it's like to spend 40-50 hours in VR every week
        
       Author : eflowers
       Score  : 918 points
       Date   : 2021-09-28 00:52 UTC (22 hours ago)
        
 (HTM) web link (blog.immersed.team)
 (TXT) w3m dump (blog.immersed.team)
        
       | diskzero wrote:
       | I would like to give this a try, but I don't want to support
       | Facebook in any way. I saw a couple of headsets mentioned below.
       | Is there a definitive list out there of competitors?
       | 
       | As an aside, I used to use VPL eyephones, VPL datagloves and a
       | SGI Crimson to do research back in the late 80s. I honestly
       | thought back then we would all have fully adopted VR by now. I
       | was so wrong!
        
         | ptom wrote:
         | OP here - It takes a long time for research and consumer
         | hardware to align.
         | 
         | The only 2 that run this particular software right now are the
         | Quest, and the Vive Focus 3 (which cost $1000 more). There are
         | other virtual office interface options available, though, and
         | those run on WMR or any Steam compatible headset.
         | 
         | None others that support Linux that I'm aware of, though.
        
       | NoPicklez wrote:
       | I wonder how this will impact our posture given that we're
       | already at risk of a forward head posture seated. More weight on
       | the head or the front of the head would accelerate these problems
       | if you're not sitting properly.
       | 
       | Until the technology gets much much lighter of course, which it
       | will.
        
         | deviation wrote:
         | I imagine similar to the posture of riding a motorcycle, seeing
         | as a helmet on average would weigh a similar amount to a VR
         | headset.
         | 
         | As a rider myself, the first week or so was a bit rough and an
         | unusual feeling- it wears off after that.
        
         | ptom wrote:
         | OP here. Of important note, I also have Ehlers-Danlos Syndrome,
         | a connective tissue disorder that makes me especially prone to
         | muscle stress and joint instability.
         | 
         | Good ergonomics apply in VR just as they do in any occupational
         | setup. I was suffering from cervical lordosis before ever going
         | into VR - but because I've used it to increase my range of
         | motion throughout the day, and eliminate my need to ever hunch
         | or squint, I'm feeling much better than before going full-time
         | VR.
         | 
         | But: don't do it all at once. Work up to it, balance the weight
         | appropriately, position screens properly, and take breaks! Yes,
         | I do 8-10 hours a day in VR - but not all at once.
        
         | WalterSear wrote:
         | IME, it's mostly a step up from a monitor, because I can
         | position the displays wherever I want. In addition to OP's
         | sitting and standing setups, I spend a lot of time working
         | lying down, or sitting extremely back, with my head fully
         | supported.
        
       | gman83 wrote:
       | Have they solved the motion sickness yet? I used an early Oculus
       | (I think it was Oculus Rift DK2) and mainly used it for virtual
       | desktop stuff try to see if I could replace my multiple monitor
       | setup, but I'd feel really unwell after about 30 minutes so I
       | kind of gave up. If that's been resolved I'd be interested to
       | give this another go.
       | 
       | Is there a reason why Immersed only works with Facebook devices?
       | I deleted my Facebook account and this would be a definite
       | dealbreaker for me.
        
         | grumbel wrote:
         | As long as you are sitting or moving naturally, motion sickness
         | is pretty much solved for most people. Refresh rate and
         | tracking are good enough these days.
         | 
         | Where motion sickness is not solves is with artificial
         | locomotion, e.g. using to use the joysticks to move around like
         | in a regular FPS game, that will still make most people motion
         | sick to varying degrees, but many will get used to it after a
         | while.
        
         | mhh__ wrote:
         | I think motion sickness in VR is a bit like taking LSD. Set and
         | setting is all I can think about when I hear people's stories
         | unless they are particularly bad.
        
         | ptom wrote:
         | OP here; motion sickness doesn't really apply to the
         | productivity setup, since nothing's in motion (physically or
         | visually). Good tracking and high framerates take care of most
         | motion sickness for room-scale activities - those in which your
         | physical and virtual motions are well aligned. But experiences
         | which simulation motion are still likely to induce nausea
         | unless you get your "VR legs".
         | 
         | As for the FB devices - available audience and cost of doing
         | business. They also support the Vive Focus 3 now though, and
         | others are in the works.
        
       | PerkinWarwick wrote:
       | The Facebook angle to this sounds absolutely heinous, but just
       | what have they done to lock the headset to Facebook? Is there
       | some kind of secret handshake/encryption going on?
       | 
       | If someone from the Evil Empire was here, it would be interesting
       | to get some notion how Facebook checks identity. Is there some
       | huge glom of software that compares online activity, public
       | records, phone records, bank records, credit records, etc. to
       | make sure you're an OK person?
        
         | soylentcola wrote:
         | As a device that's essentially a smartphone with some extra
         | hardware/custom software, I would imagine that's like asking
         | "what has Apple done to lock the iPhone to iOS?" or "what has
         | Sony done to lock the Playstation to only run Playstation
         | software?"
         | 
         | If you think of it less like a monitor and more like a game
         | console or a phone with a locked bootloader, then it's easy to
         | see how you can require account auth in order to use the built-
         | in software.
        
           | PerkinWarwick wrote:
           | The underlying question is 'what would it take to break the
           | device free'.
        
             | volta83 wrote:
             | Can't answer that question, but suppose you break it free,
             | then what ?
             | 
             | It would be like maintaining a separate appstore for
             | iPhones.
        
               | soylentcola wrote:
               | I recall that being the case when I had an old gen2 iPad
               | and wanted to do a few things that weren't
               | sanctioned/supported by Apple. There were a few well-
               | known repos for homebrew software and that's where I got
               | the handful of useful tweaks and customizations for that
               | (jailbroken) tablet.
               | 
               | I guess the issue there is that the popularity of the
               | platform and nature of its limitations made it worth
               | someone's trouble to maintain those repos. With something
               | like an Oculus, I don't know that there are enough users
               | (and also a sufficient subset that want to avoid Facebook
               | or run some unsanctioned software) to justify the effort.
        
               | PerkinWarwick wrote:
               | Perhaps as a hobbyist device, there's certainly a lot of
               | interesting apps that could be written.
               | 
               | I'm assuming here that it is somehow subsidized (via
               | volume or via data mining) and is cheaper than
               | alternatives.
        
           | Tepix wrote:
           | Just look at the privacy policy of Facebook with regards to
           | Virtual Reality devices and you'll see that they want it all.
           | It's well documented.
           | 
           | No thanks.
        
       | WhereIsSweden wrote:
       | what an awful future awaits :(
        
       | laurieg wrote:
       | I really like seeing this detailed breakdown of VR for work.
       | 
       | I would like to use VR more but even an hour with the Oculus
       | Quest leaves me feeling quite tired. The physical weight of the
       | device and the not quite perfect alignment of the lenses are the
       | likely causes.
       | 
       | The authors points about VR not having the limitations of real
       | life are spot on. Tools like Workrooms are just a stepping stone
       | to more and varied VR experiences.
        
       | dogman144 wrote:
       | Wait till psychologically -informed VR malware develops. VR is
       | the new frontier in more ways than one.
        
         | hprotagonist wrote:
         | if this was a virus you'd be dead now
         | 
         | fortunately it's not
        
           | dogman144 wrote:
           | Not sure what you're implying!
           | 
           | End of the day, it's tech. Tech platforms will have security
           | vulns and thread models. Interested to see what that looks
           | like for VR.
           | 
           | Pretending it won't happen is sticking ones head in the sand.
        
             | feteru wrote:
             | Reference to the book Snowcrash! It's a fun book
        
               | dogman144 wrote:
               | Ahhh the next Stephenson I have on the docket
        
       | danielEM wrote:
       | How does compare Oneplus 9 pro wiith its 120hz screeen in a vr
       | helmet to quest 2? Anyone tried both?
        
         | dougmwne wrote:
         | I have not tried the OnePlus, but every phone VR I have ever
         | seen is only 3 degrees of freedom. The Quest 2 is 6-dof, which
         | is a game changer for comfort, presence and experience.
        
           | danielEM wrote:
           | For games definitely, from dev perspective feels to me like
           | just nice extra feature. Thinking of Quest only in terms of
           | dev. I play literally no games, but I'm dev for 14h a day :-)
        
             | dougmwne wrote:
             | I think 3-dof would lead to motion sickness issues. You
             | might be mostly moving your head rotationally, but if you
             | move at all in the xyz directions your movement is no
             | longer going to match up to the image in the headset. That
             | mismatch between movement and vision is the primary cause
             | of motion sickness. Phone VR was an evolutionary dead end
             | for VR tech. The future is 6-dof, hand, eye, face and body
             | tracked, both for work and for play.
        
               | danielEM wrote:
               | > Phone VR was an evolutionary dead end
               | 
               | Wouldn't be that quick in judgement :-) I think all that
               | 6dof is about image sensors and machine learning and both
               | are already widely used in mobiles. To my senses it feels
               | like nowadays smartphones could handle 6dof with even
               | only single camera with just appropriate software.
        
       | nickstinemates wrote:
       | I'm inspired. I'm gonna spend a month on this.
        
         | ptom wrote:
         | OP here - please work up to it, don't dive in all at once.
         | 
         | And come hang out on the Discord - would love to talk about
         | your new-user experience, and help make it work for you.
        
           | nickstinemates wrote:
           | I have always been a jump off the deep end kind of person.
           | I'll check out the discord
        
       | Wunderdeer wrote:
       | I like the ideas presented here. I wish more people understood
       | that VR has purpose outside gaming, almost anything you do on the
       | web can currently be done in VR. Perception of VR seems to be
       | more focused on virtual worlds, or seeing it as just another
       | gimmicky toy for computer people.
       | 
       | My largest gripe with this piece is if you're going to write
       | about comfort in VR, you need to mention the Valve Index. The
       | base model is, in my experience, the most comfortable headset
       | even without modding. If you wear glasses you can find many
       | prescription lens vendors online for ~60-90 USD. Not to mention
       | the top of the line specs on the Index compared to it's
       | competitors.
        
         | jalino23 wrote:
         | bro thank you so much, I did not know vr has prescription lens
         | you can buy! wearing glasses is literally the only thing
         | stopping me from using VR!
        
           | ptom wrote:
           | OP here. I use Reloptix lenses, $70 and worth every penny -
           | the difference they make the VR cannot be overstated.
        
         | ptom wrote:
         | OP, here. I'm hoping that this article helps change that
         | perception, get people talking and open minds to the
         | possibility.
         | 
         | There's definitely better hardware out there than the Q2 - it
         | just doesn't run the software I need yet.
         | 
         | Valve has great hardware, no question - but this also wasn't
         | about "how to make VR comfortable", it was how I personally
         | make it productive for me. The Immersed software has, until
         | very recently, been Oculus only. They now support the Vive
         | Focus 3, which I hope to try some day (when it's in the budget,
         | or someone notices my article and starts comping me hardware <-
         | subtle hint).
         | 
         | ...and I do use (and mention) prescription inserts - $70 at
         | Reloptix, and I'm delighted with the product and my
         | interactions with the company.
        
         | Sohcahtoa82 wrote:
         | > If you wear glasses you can find many prescription lens
         | vendors online for ~60-90 USD.
         | 
         | Heck, even less than that. I got lenses for my Index for $20. I
         | could have gotten them for as little as $7, but opted for the
         | oleophobic coating to reduce fingerprints when I'm taking them
         | in or out when other people use my headset.
         | 
         | Then you just need a 3D printed adapter which, if you have a
         | printer, you can print with like 5 cents worth of filament, or
         | likely use a 3D printing as-a-Service provider like I did and
         | pay $4 + shipping.
        
       | bowmessage wrote:
       | I really want to try out this setup, so I can work outside
       | without having the sun blind me or otherwise obscure the laptop
       | screen. This post looks like it has everything I need to get
       | started. Thanks OP.
        
         | bostonsre wrote:
         | I don't think oculus works well outdoors.
        
           | caslon wrote:
           | It's... complicated. It works, but there's a near-certain
           | chance you'll eventually burn the display through the lenses
           | if you do it wrong. It's the same reason you shouldn't leave
           | _any_ VR headset laying beside a window without a cover.
           | 
           | The tracking is fine, but you'll probably end up re-buying a
           | headset on a monthly basis if doing it.
        
             | bowmessage wrote:
             | Ah. So the issue is catching stray sunlight through one of
             | the lenses and having it focus onto / burn the display? If
             | that's avoided, are there other issues to worry about?
        
               | caslon wrote:
               | Some users have reported that the tracking cameras have
               | gotten white dots in them from sun exposure, but the
               | units that I've seen generally have a few dots in the
               | periphery straight from the factory, so I think they're
               | just not noticing until after. You rarely use the
               | passthrough view, anyway, so it isn't a huge deal,
               | generally.
               | 
               | Other than that, I can't really think of anything off the
               | top of my head. I know someone who uses one on a
               | trampoline in the heat of the summer to cheat in a video
               | game; Q2s are surprisingly durable little things.
               | 
               | Just don't stare at the sun, I guess.
        
             | Ancapistani wrote:
             | FWIW, I fly FPV and am aware of this issue but haven't had
             | a problem with it.
             | 
             | I probably average about 4-6 hours per week outdoors in
             | sunlight with my Skyzone 04X. It has dual OLED screens and
             | a very similar (if smaller) form factor to my Quest 2.
             | 
             | I'd say it's more a "be aware of this and be careful"
             | problem than a "you're going to break it once a month"
             | problem.
        
               | saberdancer wrote:
               | I am always amazed that people tend to make this into
               | such a big problem. I've used Quest in the sunlight, you
               | just have to be aware of it and remove it carefully, if
               | possible while in shade. With the passthrough or just
               | moving the headset slightly above your eyes you can do
               | this very easily and safely.
        
               | caslon wrote:
               | To be fair, FPV equipment has always been made largely
               | for outdoor use, hasn't it? I wouldn't be surprised if
               | they found some way to mitigate it.
               | 
               | The Q2 without a non-OEM facial interface isn't exactly
               | tuned as well for outdoor conditions (then again,
               | Facebook just put out a new one) as most FPV hardware is.
               | 
               | By the way, do you know the vendor of the panels in
               | Skyzone hardware? I've been wanting to try some out from
               | a certain vendor for ages, but I can never tell what
               | they're in, just that they're occasionally used in FPV
               | gear that's always discontinued by the time I find out
               | about it. Microdisplays are such a worse market than
               | standard displays (like what's in the Quest 2); it's a
               | real headache.
        
               | Ancapistani wrote:
               | > To be fair, FPV equipment has always been made largely
               | for outdoor use, hasn't it? I wouldn't be surprised if
               | they found some way to mitigate it.
               | 
               | To my knowledge, they have nothing to them that would
               | mitigate damage from sunlight - and I can't think of any
               | way to do that, given how the lenses work. Certainly it's
               | a common thing that is warned against in forums and other
               | online venues.
               | 
               | > By the way, do you know the vendor of the panels in
               | Skyzone hardware?
               | 
               | Sorry, I don't off the top of my head. I don't think
               | they're terribly easy to disassemble to that point,
               | either. I wouldn't mind popping them open to check for
               | you... but I have ~$600 in my set at the moment, so I
               | don't want to void the warranty on a whim :).
               | 
               | You might send an email to the folks at Fat Shark,
               | though. You can often get their older goggles, like the
               | HD3, used on Facebook for ~$200.
        
               | caslon wrote:
               | Thanks for the recommendation!
        
       | foxes wrote:
       | There is a part of me that is disturbed. I like working at my big
       | wooden table overlooking the city, nice natural light filtering
       | in, the ability to detach from the screen and pace around to take
       | a break. VR for work seems like a trap, you'll be consumed,
       | ensnared by something that demands all your attention. You won't
       | know freedom. Maybe this is the current state of headsets,
       | clunky, like a chain with cables, bad tracking and screens. Maybe
       | if it was seamless and I could slip it on as needed, like a pair
       | of sunglasses.
       | 
       | The other part of me is that having a giant whiteboard and
       | endless space seems cool. Imagine if the entire virtual space had
       | powerful programming environments, some more powerful version of
       | Mathematica, I could gesture and run a some powerful. Maybe that
       | would be worth it, but it doesn't seem there yet.
        
         | jaxn wrote:
         | It does add separation from work and not-work. Take the headset
         | off and you go from work to home without any commute.
        
           | wonnage wrote:
           | Isn't this why everyone is burnt out from WFH? The desk is
           | right there, you can sit down/strap in any time, and
           | "leaving" work is mostly just a mental shift
        
             | jaxn wrote:
             | When you get up from the table, and you still see the
             | environment you work in, you never leave. But when you take
             | off the VR headset, you can't see the environment you work
             | in.
        
             | HanaShiratori wrote:
             | What? Since when does WFH burn everyone out? At least my
             | perception is that people want to stick to it... I'm
             | confused
        
               | Ensorceled wrote:
               | My wife is in HR at a large international tech company.
               | The number of people that want to work remote 100% of the
               | time has been steadily dropping for the past year. People
               | mostly want flex time now ... 2-3 days in the office max,
               | no Fridays ... but the do want to come into the office.
        
               | michaelt wrote:
               | It's difficult to tell apart the effects of WFH from the
               | effects of pandemic lockdowns.
               | 
               | I know plenty of people who had a shitty time and ended
               | up dealing with a lot of mental health issues.
        
         | Ensorceled wrote:
         | > There is a part of me that is disturbed. I like working at my
         | big wooden table overlooking the city, nice natural light
         | filtering in, the ability to detach from the screen and pace
         | around to take a break. VR for work seems like a trap, you'll
         | be consumed, ensnared by something that demands all your
         | attention. You won't know freedom.
         | 
         | That's exactly the point, with VR someone in a small apartment
         | they share with an extended family can ALSO have a nice big
         | wooden table overlooking the city. Even if they are facing a
         | beige wall ...
        
         | namlem wrote:
         | It depends on how you design the VR office. I've found myself
         | staring aimlessly into the distance in Microsoft's WMR Cliff
         | House a number of times.
        
         | dougmwne wrote:
         | I hear you, but there are layers to this. In a way, VR is like
         | a hyper realistic lucid dream, and so actually gives a sort of
         | freedom. VR is like a protective bubble of reality, you can
         | substitute an unpleasant, ugly, and claustrophobic room for a
         | big wooden table overlooking the city. Also there is something
         | strangely anti-materialistic about VR. Why have all this big
         | bulky, expensive equipment, furnishings, decorations around
         | when all it takes is to slip on the glasses. It may be pseudo-
         | dystopian, but I'm really interested in VR on planes so I can
         | cross the continent while watching movies in my ski chalet.
        
           | Filligree wrote:
           | > I'm really interested in VR on planes so I can cross the
           | continent while watching movies in my ski chalet.
           | 
           | It works great, and I actually use my Quest 2 for this.
           | 
           | The only, er, _slight_ issue is it detects rotation using
           | gyros, so when the airplane turns it 'll be immediately
           | visible in a way it isn't when you're not using VR. It
           | ironically makes you more aware of your surroundings.
        
         | keville wrote:
         | > my big wooden table overlooking the city, nice natural light
         | filtering in, the ability to detach from the screen and pace
         | around to take a break
         | 
         | Nice flex, but not everyone has this kind of setup.
        
           | magpi3 wrote:
           | A decent size table, natural lighting and room to pace is a
           | flex?
        
             | [deleted]
        
             | girvo wrote:
             | For some of the jobs I've done over the years, definitely.
             | Gosh I do not miss those.
        
             | [deleted]
        
             | jachee wrote:
             | You skipped "overlooking the city".
        
               | burntoutfire wrote:
               | In post-communist countries in Europe millions of people
               | live in soviet-style tall residential buildings
               | (typically 7-20 stories high), a nice view of the city is
               | not a luxury there (like I guess it is in the US?).
        
               | Ensorceled wrote:
               | And his table went from big and wooden to "decent sized"
        
           | Aeolun wrote:
           | > my small plastic table, looking out on the blank concrete
           | wall of the building next door, some fading indirect light
           | filtering in, the ability to turn around and take a whole
           | step back before bumping into my cabinet to take a break
           | 
           | Sounds more reasonable for Tokyo and I imagine, HK or
           | Singapore.
        
             | distantaidenn wrote:
             | Central Tokyo maybe. Tokyo is huge and on the outskirts you
             | can get some nice places with a view. I personally just
             | moved a bit outside of Tokyo to a house on a hill. Often
             | working from the roof and enjoying the sunset.
             | 
             | Aside from that, this post is about to make me buy an
             | Oculus.
        
               | Aeolun wrote:
               | Of course I was exaggerating for effect, but it's
               | certainly possible.
        
           | brightstep wrote:
           | We should put our efforts toward making pleasant living and
           | working spaces a reality for everyone, rather than funneling
           | ourselves into non-reality.
        
         | idontwantthis wrote:
         | > You won't know freedom
         | 
         | You can...take off the headset.
        
           | [deleted]
        
           | brightstep wrote:
           | Until your workplace requires you to use it. And so does
           | every other company you might move to.
        
         | anotheryou wrote:
         | Let's hope the AR hybrid will be possible soon :).
         | 
         | Sit down and your real room just widens virtually, your window
         | remains and big screens pop up next to it.
        
         | dbtc wrote:
         | > Imagine if the entire virtual space had powerful programming
         | environments, some more powerful version of Mathematica, I
         | could gesture and run a some powerful.
         | 
         | Not sure.
         | 
         | But I think that there will be far fewer people who work
         | relative to those who play in these virtual+immersive
         | environments than there are with any of our more augmented
         | ones.
        
       | RIMR wrote:
       | I have worked a day inside of an Immersed VR environment, and it
       | was a pleasurable, intuitive experience that let me bring a ton
       | of monitors from my Windows, Mac, and Linux machines all into one
       | place. It was a better experience than I expected.
       | 
       | But for doing a day of work, I would almost complain that it is
       | too immersive. It eliminates distractions, but it also traps your
       | eyes in front of screens and eliminates the real world except for
       | things like eating and using the bathroom (and with the Quest
       | passthrough, you don't even have to remove your headset for
       | that).
       | 
       | I feel that, no matter how good you made this kind of tech, it's
       | not going to work until it's full AR. VR isn't comfortable for
       | long periods, even at its most comfortable, because your brain
       | (or at least mine) prefers regular doses of reality.
       | 
       | And if you're going to be trapped in a VR computer, I found that
       | using it for entertainment is the better experience. I can play
       | Gamecube games and watch Netflix and Twitch at the same time,
       | while keeping track discord.
        
       | dougmwne wrote:
       | I think the upcoming Quest Pro could very well take the VR office
       | from an extreme thing that just a few people are doing to
       | something much more comfortable for most people.
       | 
       | Here are the leaked specs from investigations of a recent
       | firmware: https://uploadvr.com/quest-pro-specs-controllers-leak/
       | 
       | If we get improved lenses, fine-ipd and distance control for a
       | really clear picture, plus eye and face tracking for expressive
       | avatars, color HD passthrough so I can see my hands and keyboard,
       | and a lighter, smaller headset, that would go a long way to
       | addressing my issues with working in VR.
       | 
       | I'm personally quite interested since I travel a lot and it would
       | be amazing to have a multi sit-stand setup in a ski goggle case.
       | I have already been having good results using the Quest 2 as a
       | portable gym, so portable office would be icing on the cake. If
       | these specs are real, I'll be a day-1 customer.
       | 
       | One other thing that I had issues with that hope to see
       | addressed: with both immersed and the Horizon Workrooms, the
       | mouse latency was a killer when using their desktop client. Not
       | sure what the deal was but was using a recent MacBook pro.
        
         | Tepix wrote:
         | " _The display is allegedly a Dual-Cell LCD from BOE with the
         | same resolution as Quest 2..._ "
        
       | sktrdie wrote:
       | Here I am instead trying to minimize my hardware by using a less-
       | addicting single black/white display with no video playback
       | capability. VR on the other hand seems the quintessential
       | distraction by literally stimulating way too many senses for what
       | seems healthy.
        
       | ikurei wrote:
       | I've been wanting to test this for a long time, but every time I
       | research this I find that the Occulus seems like the best option,
       | but I can't stand the FB account requirement, and I wouldn't feel
       | comfortable with that.
       | 
       | What alternative would you guys recommend? Would the experience
       | be significantly worse if I tried to do this with an Index, for
       | instance?
        
         | jachee wrote:
         | In the FAQ on Immersed[0] they mention that they're planning to
         | support "other XR platforms in the future". As a G2 owner, I'm
         | holding out hope that it's sooner than later.
         | 
         | [0] - https://immersed.com/faq#tag1
        
       | caslon wrote:
       | The most critical thing in this piece:
       | 
       | Get a better head-strap! He mentions it in passing in the
       | article, but 90% of the strain from wearing the Quest 2 for
       | extended periods of time can be traced to the garbage default
       | head-strap. You want something that properly balances the
       | headset. If you want, you can even get one that gives you a bit
       | of extra charge, too. There are plenty of options.
       | 
       | Something critical that doesn't seem to be mentioned:
       | 
       | You can manually alter the resolution of Quest apps; if an app is
       | looking blurry it's almost always because it's set to a lower
       | resolution than native. This is a problem with a lot of
       | "productivity" VR apps, and the main reason why I ended up
       | working on my own for a few months.
       | 
       | The standard 90hz is comfortable for me for prolonged periods of
       | time, but if you feel nauseous, you can turn it up to 120hz,
       | though some applications will require manual adjustment.
       | 
       | The Quest 2 is really cheap and offers a lot of different ways to
       | do work; you can pretty much throw it in a bag with a USB-C mouse
       | and keyboard (and splitter, so you could technically also bring
       | along a USB-A mouse and keyboard just fine if you bought a
       | 2A-to-C splitter) _or_ a bluetooth keyboard and mouse combo and
       | you 've got a full computing environment anywhere, assuming you
       | set it up beforehand. And if you bring around a laptop or other
       | small form-factor PC while traveling, it works really well to
       | augment those, too.
       | 
       | Literal _years_ ago Palmer Luckey talked about using a Go, a
       | significantly less powerful headset, as a replacement for any
       | monitor setups while traveling with his computer. We 're finally
       | at a point where you can do the same on any operating system, and
       | it's honestly a really good experience.
        
         | bottled_poe wrote:
         | Is it really that surprising that spending 25% of your life
         | with 35% extra weight at the top of your head is going to
         | affect your neck? I'm not convinced that a different strap is
         | going to make a significant difference.
        
           | Armisael16 wrote:
           | The weight matters a little, but people having been wearing
           | helmets at work for millennia. The bigger problem is that the
           | weight isn't balanced - the front is heavier than the back.
        
         | stubish wrote:
         | > Get a better head-strap! He mentions it in passing in the
         | article, but 90% of the strain from wearing the Quest 2 for
         | extended periods of time can be traced to the garbage default
         | head-strap. You want something that properly balances the
         | headset.
         | 
         | I'm very curious why I seem to have heard this exact same
         | advice for every single headset on the market. Why does it seem
         | endemic that headsets ship uncomfortable, fixed within days by
         | amateurs with Velcro and tape? Why haven't manufacturers
         | noticed that they are partly responsible for one of the major
         | blocks to wide spread adoption?
        
           | Kiro wrote:
           | For most people the stock strap is good enough. I spend a lot
           | of time in VR and never even considered replacing the strap.
        
           | Sohcahtoa82 wrote:
           | The Quest 2 was heavily optimized for reduced cost since
           | otherwise, VR is a very expensive hobby to get into. Before
           | the Quest, you had to buy a $600 headset AND a $1500+ gaming
           | PC if you didn't already have one if you wanted to get into
           | VR.
           | 
           | As it is, I imagine at $300, Facebook is likely losing money
           | on the sale of each headset.
           | 
           | High-end headsets like the Valve Index come with a very good
           | strap. There's no need to mod it or get an aftermarket one
           | because the stock one is already very comfortable and
           | balances the weight on your head very well. But the full kit
           | is $1,000 and requires a gaming PC.
        
           | elliottkember wrote:
           | It's all in the box! The standard strap is very foldable and
           | cuts the total size down a lot. Extended wear straps make the
           | kit much larger. I have a Quest 2, with a fancy strap and a
           | standard carry case and they don't really work together. The
           | simple strap is also easier to adjust.
        
           | MichaelEstes wrote:
           | They make money from selling the better head strap, the Quest
           | 2 elite strap is $50 extra.
        
           | wccrawford wrote:
           | Better headstraps are bigger, bulkier, and _more expensive_.
           | In a market that competes on price, it 's most efficient to
           | have the basic version in the box and then charge for
           | upgrades.
           | 
           | Plus, this also allows you to grow your market share by not
           | excluding people that can't quite afford the better version
           | of the headset.
        
           | ptom wrote:
           | I think the Vive Focus 3 has learned this lesson, and ships
           | with what looks to be a very serviceable strap.
        
         | dorkwood wrote:
         | For me the worst thing about the Quest 2 is the lack of
         | adjustable eye-width options. The original Quest had an
         | adjustable dial, but they replaced it with I think 2 or maybe 3
         | different widths to choose from. Because of this, my experience
         | is way more uncomfortable than the first Quest, since none of
         | the settings match my eyes.
        
           | anonred wrote:
           | It's not well known, but the Quest 2 firmware does support
           | intermediate IPD settings, so it's straightforward to 3D
           | print an adapter for the lenses:
           | 
           | https://www.thingiverse.com/thing:4627924
           | 
           | https://www.reddit.com/r/OculusQuest/comments/jeie0q/your_ip.
           | ..
        
           | caslon wrote:
           | Yeah, that's actually a problem that Palmer mentioned years
           | ago with the Go. It hasn't gotten better since these things
           | hit mass-market.
        
         | redisman wrote:
         | It sounds like you're describing the Quest 2 as a full
         | computing device. I thought it was pretty much a replacement
         | for just a monitor in a traditional setup.
        
           | caslon wrote:
           | The Quest 2 has enough performance to run Citra (a recent
           | Switch emulator) without any slowdowns; you can install just
           | about any .apk on it, and if you want you can literally run
           | _Docker._ It works pretty much okay for just about any actual
           | computing task you can throw at it.
        
             | caslon wrote:
             | Small correction that I only realized a minute ago (past
             | the edit window): Citra isn't a Switch emulator, if I
             | recall correctly.
        
           | snailmailman wrote:
           | The quest two is basically an android phone with special
           | hardware/software for VR. It's running android. It can be
           | used completely standalone.
           | 
           | It _can_ be hooked up to a more powerful PC and essentially
           | just used as a monitor, but it can also run less demanding
           | titles natively with no additional hardware. It has a web
           | browser built in and you can connect a Bluetooth keyboard to
           | it. So you can do _some_ stuff without a laptop /pc. There's
           | a good library of native games but if you wanted to make a
           | PowerPoint or do office/work you'd likely be using a web app
           | (or just connecting to a pc)
        
             | jmiskovic wrote:
             | You can also install (sideload) Termux for a decent
             | standalone Linux experience - vim, git, python, ssh...
        
         | leovander wrote:
         | Not sure why he got rid of the picture of it, but he actually
         | put a computer inside his HHKB. I was waiting for him to do a
         | write up.
         | 
         | https://palmerluckey.com/oculus-goblack-how-to-make-your-ocu...
         | 
         | You can see that on wayback machine.
         | 
         | https://web.archive.org/web/20190325121641/http://palmerluck...
        
           | caslon wrote:
           | Yeah! I double-checked that post while writing my comment and
           | noticed the picture was gone, myself. I'm guessing it's
           | because he was using the Facebook CDN.
        
           | jcun4128 wrote:
           | What was it for? That sounds nuts (not a lot of room)
        
             | caslon wrote:
             | What was it for? So... he could have a computer inside of
             | his keyboard.
        
         | cortesoft wrote:
         | Do you have any suggestions for a better head strap for the
         | Quest 2?
        
           | caslon wrote:
           | I talked a little about them in this comment:
           | 
           | https://news.ycombinator.com/item?id=28678568
        
         | gilbetron wrote:
         | Recommendations for a strap? We have the Oculus Elite Strap and
         | while better, isn't as comfortable as our Rift S "strap".
        
           | fomine3 wrote:
           | Quest 2 original strap + cheap strap pad significantly
           | improves comfortability.
           | 
           | https://www.aliexpress.com/item/1005001657071604.html
           | 
           | Add a weight on the back is also good.
        
           | ptom wrote:
           | Hi! OP here - I use a GoQuestVR Halo strap. I'd originally
           | purchased it for my Quest 1, and adapted it to fit the Quest
           | 2. There are several makers of this form factor now, though.
        
             | gilbetron wrote:
             | I'll give that one a try since you and the article mention
             | it, thanks!
        
               | ptom wrote:
               | Well... I'm the author of the article, so that still only
               | counts as 1.
        
               | gilbetron wrote:
               | Ah, I thought "OP" as in the comment I was replying to!
               | Good article by the way, I'll have to give it a try.
        
           | caslon wrote:
           | The Elite Strap has some _really_ awful reliability issues; I
           | 'd definitely recommend returning it if you can.
           | 
           | If you've got a 3D printer, there's a pretty popular project
           | that allows you to adapt the Vive Deluxe Audio Strap to a
           | Quest 2; I've heard little but glowing praise for it.
           | 
           | However, since you mention the Rift S, as far as I'm aware
           | the halo strap(s, there are a lot of different brands pushing
           | pretty much the same thing) the author mentions in the page
           | is pretty much just a clone of the Rift S strap, and I've
           | also heard _really_ good things about it. It 's like $20 on
           | AliExpress, so it's probably worth a try, at least.
        
             | kilroy123 wrote:
             | Mine broke after a few months and not very heavy usage
             | either. Very frustrating.
        
               | caslon wrote:
               | Your Elite Strap? Yeah, they're all pretty awful.
        
           | PrivateButts wrote:
           | The Vive Deluxe Audio Strap is the way to go. You can 3d
           | print or purchase the adapter off of Amazon. I also strapped
           | a usb battery pack to the back of the headstrap to
           | counterbalance the HMD. The DAS is very comfy and solves the
           | audio problem with the quest 2 as well.
        
         | ekianjo wrote:
         | > The Quest 2 is really cheap
         | 
         | But it requires a FB account right? Or is there a way to use it
         | without one?
        
           | caslon wrote:
           | It requires an _Oculus_ account. There are ways to get a new
           | one even now that don 't require you to make a Facebook
           | account. If you check the subreddit you'll probably be able
           | to figure it out in about ten minutes. I make a habit of not
           | mentioning exactly how to do it here because I don't trust
           | employees of companies on HN to avoid fixing any user-
           | beneficial problem involving their work.
        
             | girvo wrote:
             | Is that still the case as of today? Even the subreddit
             | itself seems convinced its no longer possible to create an
             | Oculus account with a Quest 2 without linking a Facebook
             | account.
             | 
             | https://www.reddit.com/r/oculus/comments/k81bg2/oculus_with
             | o...
        
               | caslon wrote:
               | It still is the case. I was alarmed by how many people
               | were insisting I'm wrong, so I factory reset mine and
               | walked through the process with a new, non-FB Oculus
               | account. Still works.
        
             | sneak wrote:
             | Oculus is owned by Facebook; an Oculus account is still a
             | Facebook (Inc) account.
        
             | stronglikedan wrote:
             | They say they will eventually force everyone to Facebook.
             | At least, that's what they said when I got mine back in
             | January.
        
               | caslon wrote:
               | Nope, that's not what they were saying. They did say that
               | they'd eventually cut out the store for people on legacy
               | Oculus accounts, but your headset would still be
               | perfectly usable; you'd still be able to load .apks in
               | like you can now, you'd still be able to use it with a
               | computer, and it would still more or less work just fine,
               | as long as you weren't depending on Oculus functionality
               | beforehand.
               | 
               | It'd be more like a Wii without _Nintendo Wi-Fi
               | Connection_. It really won 't be that different unless
               | you're dependent on their online services.
               | 
               | However, eventually they'll be getting rid of the avenues
               | to make a new account without a Facebook account like
               | they've already slowly been doing. Which is a bad move,
               | but while the avenues are available they might as well be
               | taken.
        
             | [deleted]
        
             | grumbel wrote:
             | Quest2 requires a _Facebook_ account, only Quest1 /Rift/S
             | still work with an old Oculus account (at least until 2023
             | when that goes away as well and it's Facebook for
             | everybody).
        
               | caslon wrote:
               | _False._ I literally factory reset and made a new Oculus
               | account just to verify that the comments so harshly
               | _insisting_ that I was wrong were in fact wrong, and they
               | are. You 've gotta jump through a _single_ hoop, but that
               | hoop isn 't making a Facebook account.
        
           | asdff wrote:
           | why not just make a burner fb account for these things
        
             | kjaftaedi wrote:
             | Because they close your account for not being real and you
             | lose your game library?
        
               | rspoerri wrote:
               | Oculus support did help me in that case and apparently
               | disconnected the facebook account so i could still use my
               | quest 2
        
             | Apocryphon wrote:
             | Yeah, I never understood why people don't treat Facebook
             | just like email, where you can have a throwaway account
             | unrelated to anything.
        
               | grumbel wrote:
               | Every account on Facebook must be attached to a real
               | person and every person is only allowed a single Facebook
               | account. A throwaway account is an automatic TOS
               | violation and can lead to an account ban. Facebook does
               | actively enforce their TOS, so especially with new
               | accounts it isn't uncommon for the account to get locked
               | and Facebook will force you to verify your ID.
               | 
               | In the case of Quest2 that would mean you lose all the
               | games you bought on the device along with the Facebook
               | account.
        
               | pjerem wrote:
               | I needed a temporary Facebook account recently. I put a
               | fake but plausible name and I did what I had to do. That
               | account was blocked in no less than 20min, asking for my
               | ID and my phone number.
               | 
               | I'm pretty sure that Facebook is unofficially << closed
               | >> for new << non verified >> accounts.
               | 
               | And that's not even surprising : literally everybody was
               | on Facebook a decade ago, it's definitely not the social
               | network of the younger generation, and nobody who had the
               | occasion to register 10 years ago is going to change its
               | mind today. So the vast majority of new registrations
               | must be spam bots.
        
               | bserge wrote:
               | New service: subscription identity - buy a real identity
               | of a real person from some poor country and use it for
               | yourself in the glorious developed world.
               | 
               | Official government issued ID, passport, photos, video
               | verification available for a fee.
        
               | Apocryphon wrote:
               | There are already marketing scams that involve renting
               | out one's Facebook account so that third party entities
               | can make posts with them:
               | 
               | https://www.buzzfeednews.com/article/craigsilverman/faceb
               | ook...
               | 
               | Come to think of it, that could be a way to get accounts
               | with which to use Oculus with.
        
               | tommica wrote:
               | Also known as identity theft
        
               | Aerroon wrote:
               | If you don't steal someone's identity is it still
               | identity theft? Ie they give use of their identity to you
               | voluntarily for using these services.
        
               | Ensorceled wrote:
               | That's not what is happening in this scenario.
        
               | Sohcahtoa82 wrote:
               | If something is given with permission, it's not theft.
        
               | Apocryphon wrote:
               | I wonder if they restrict Google Voice or other VoIP
               | numbers.
        
               | burnished wrote:
               | I thought they weren't allowing that? Like, you had to
               | appear to be a real person and can't just make and keep a
               | blank profile?
        
               | grumbel wrote:
               | It's a ToS violation, but you can still do it. Facebook
               | will only ask for ID verification after they locked your
               | account, but not while creating it. Locking of accounts
               | is however pretty common.
        
               | Grustaf wrote:
               | Because people are ideologues, especially on HN.
        
             | Daniel_sk wrote:
             | It's actually now pretty hard to create fake FB accounts.
             | You will at least need a phone number, but often times they
             | will also ask for ID scan if the detection mechanism will
             | mark your account as fake.
        
               | nextlevelwizard wrote:
               | None of this is true. I have bunch of fake FB accounts
               | created for one reason or another. I haven't checked on
               | all of them, but the one I use for Oculus works fine. It
               | is literally two random names picked from generator and a
               | picture of Kermit the frog.
        
               | bserge wrote:
               | I had a few, too. They're suspended now! I think they
               | started looking at action history - little to no
               | posts/likes/friend requests/logins will probably suspend
               | your account and ask for an ID.
               | 
               | Now, Facebook can go fuck itself, but damn the Quest 2
               | looks nice. What a shame.
        
               | dredmorbius wrote:
               | When were these created?
               | 
               | New account creation on numerous services (not just FB)
               | has become increasingly limited. Even simple MS Windows
               | registrations.
        
               | klausjensen wrote:
               | My cat's facebook account disliked this post.
        
           | banana_giraffe wrote:
           | Yep, according to the FAQ [1]:
           | 
           | > Quest 2 requires everyone to use a Facebook account to log
           | in.
           | 
           | > If you are an existing Oculus user and have an Oculus
           | account, you will have the option to log in with your Oculus
           | account and merge your Facebook and Oculus accounts.
           | 
           | I can't speak how enforced these are, but even if it's a soft
           | requirement for now, it's enough for me to avoid it. Pity,
           | since it seems pretty good tech wise.
           | 
           | [1] https://support.oculus.com/fb/
        
             | dev_tty01 wrote:
             | Yep, that rules that out. It is a competitive space, I'll
             | wait.
        
               | wintermutestwin wrote:
               | >I'll wait.
               | 
               | Same here. Such a shame that this toxic company is
               | stifling VR adoption by wrapping their tentacles around
               | such a prime product.
        
             | vkoskiv wrote:
             | > I can't speak how enforced these are, but even if it's a
             | soft requirement for now, it's enough for me to avoid it.
             | Pity, since it seems pretty good tech wise.
             | 
             | Strictly enforced. I borrowed an older oculus headset from
             | a friend to try out a while ago. It wouldn't let me use it
             | without providing Facebook my personal details. I tried
             | making a new anonymous facebook account, which was
             | immediately locked out before I could provide government
             | issued identification. I borrowed my friends' oculus
             | account to briefly give it a go, but quickly returned the
             | hardware because I was just too creeped out by the Facebook
             | association.
             | 
             | It really is a shame that the companies with the biggest
             | R&D budgets are also the ones which are the least aligned
             | with the interests of the user.
        
               | caslon wrote:
               | This is either a lie or a heavy misconception; my Quest 2
               | (the _first_ Oculus headset to  "require" a Facebook
               | account; none of the others do), didn't require a
               | Facebook account, and works even with Oculus accounts
               | made within the month.
        
               | Ensorceled wrote:
               | I have an Oculus Go that I logged into last week that I
               | hadn't used in months. There were a lot of dark patterns
               | trying to get me to use a facebook login but I finally
               | figured out how to use my original Oculus account.
               | 
               | Falling for shitty dark patterns doesn't earn being
               | called a liar; take the victim blaming somewhere else.
        
               | blensor wrote:
               | Carmack just announced that they will unlock the
               | bootloader of the go to allow root access and give the
               | owners full control.
               | 
               | As for the Quest, you can buy a Facebook free version for
               | about twice the price of the standard one
        
               | caslon wrote:
               | I said a lie _or_ misconception, and I was right.
        
             | jeofken wrote:
             | Deal breaker sadly. I will pay 3x for a hackable/free setup
        
             | micromacrofoot wrote:
             | Yes, also a dealbreaker for me. Guessing it's a loss leader
             | for data collection.
        
             | [deleted]
        
           | ptom wrote:
           | The "business" class Quest does not require the FB account.
           | Same hardware, $800 IIRC.
        
             | nielsbot wrote:
             | Link?
        
               | ptom wrote:
               | Oof - $999, worse than I thought:
               | 
               | > Every Oculus Quest for business costs $999.
               | 
               | https://skarredghost.com/2020/05/22/oculus-business-vr-
               | price...
        
               | taneq wrote:
               | So that's how much all the tracking and other data
               | (biometrics? 3D model of your home?) is worth to them.
        
               | luc4sdreyer wrote:
               | No, that's now much they think businesses or other
               | professional consumers will pay.
        
               | romanhn wrote:
               | On top of the high price, you don't get the Oculus Store
               | either. I think you can theoretically sideload the
               | consumer apps, but it won't be a straightforward process
               | from what I understand.
        
               | Someone wrote:
               | But, if that article is correct, ( _"When you buy a
               | headset like Oculus Quest, it is meant for consumer
               | usage, and theoretically speaking, you can't use for
               | commercial purposes (exhibitions, training applications,
               | VR cinemas, etc...). Yes, I know, we all use it for
               | commercial purposes as well and for sure Oculus won't
               | enforce the licensing in the short term, but if you want
               | to play exactly by the rules, you should buy a Business
               | Quest for every enterprise application."_ ), you can use
               | it commercially! That's a steal!
               | 
               | What's next? Ballpoints for business use, at double the
               | price of ballpoints for personal use?
        
           | Rebelgecko wrote:
           | Technically FB says they won't require an FB account until
           | 2023. However they make it a pain in the ass to use a Quest
           | without a FB account, and presumably your device will be a
           | paperweight in a year once the FB requirement rolls out
        
             | grumbel wrote:
             | Quest2 requires a FB account today and for everybody, the
             | 'until 2023' is only for old Oculus accounts used on old
             | devices, i.e. Quest1 and Rift/RiftS.
        
               | caslon wrote:
               | Nope! Mine works perfectly fine with Oculus accounts made
               | within the month; I literally just factory reset the
               | thing and made another to verify that the comments saying
               | otherwise were wrong, and yeah, they're wrong.
        
             | hellbannedguy wrote:
             | Mark is ruining it for every upcoming nerd.
             | 
             | It's almost like he's working on being disliked?
             | 
             | Maybe it's his a way of get back at the world for being
             | invisible on so many levels, until financial success?
        
               | nicoffeine wrote:
               | Deep down he knows that all he did was create a cleaner
               | version of MySpace at the perfect moment. He's used that
               | lottery ticket to acquire companies built by people
               | smarter than he is, and he'll keep trying to tie their
               | genuine innovation back to FB to soothe his fragile ego.
        
               | dougmwne wrote:
               | I would have said so too before his investments in VR.
               | Instead of Google's pie in the sky moonshot projects, he
               | picked a tech that was just out of reach and focused an
               | enormous percent of the company on bringing it into the
               | present. He will be hailed as a Jobsian genius if he
               | actually pulls off the next general computing platform,
               | but even if not, certainly caught my attention.
        
               | ChildOfChaos wrote:
               | Yeah and it's a shame, because Myspace was awesome and
               | facebook sucks, it's a bloated mess with so much crap
               | attached to it these days.
        
               | baby wrote:
               | It's almost like every device you buy these days have you
               | create an online account to use it.
        
               | ekianjo wrote:
               | Even some hp printers recently
        
             | kjaftaedi wrote:
             | How do they store your purchases if you refuse to use
             | facebook?
        
               | Rebelgecko wrote:
               | I use an Oculus account instead
        
           | magnetowasright wrote:
           | Yes, they require accounts. A while ago, FB were saying the
           | FB account must also be "in good standing" in response to
           | people who had purchased the Quest 2, created the compulsory
           | FB account, and were then banned immediately rendering the
           | device totally useless.
           | 
           | There was a fair amount of bad press about the issue and how
           | there was no way to get unbanned. The bad press forced their
           | hand a bit, but I wonder if it's an issue again now that it's
           | not such a hot topic.
           | 
           | https://www.tomshardware.com/news/oculus-quest-2-users-
           | banne...
           | 
           | https://screenrant.com/oculus-quest-worthless-facebook-
           | accou...
        
       | azinman2 wrote:
       | Having a screen blast your eyes 2" away is only ok for so long.
       | Perhaps some can handle this but I cannot possibly imagine this
       | is good for most people at scale. There's already concern about
       | eye problems due to cell phones in youth, and that's at least
       | 6-10" away from one's eyes and with other light coming in.
       | 
       | The resolution isn't there yet compared to my 4-5k monitors for
       | text, but clearly will get there in the future. For now I don't
       | see what advantages it really gives me compared to a normal
       | monitor in the real world, especially if I'm just coding. The
       | exception would be if I were on something like an airplane --
       | being able to look forward is a big deal here.
       | 
       | Personally it makes me feel a bit nauseous, particularly if
       | there's any movement (I get motion sick easily in VR but not
       | normally in real life). My understanding is that about 20% of the
       | population is like this and nothing is known to prevent it.
       | 
       | There are cool things about VR that I really enjoy (particular
       | things like Google street view) but I think it's way over hyped,
       | and possibly dystopian depending on what people are leaving
       | behind.
        
         | jiggawatts wrote:
         | The physical distance from the glass to your eyeball is
         | irrelevant.
         | 
         | What is relevant is the distance to the _focal plane_.
         | 
         | For typical screens, the focal distance and the screen distance
         | are obviously identical.
         | 
         | For VR systems, they're very different. The last one I tried
         | had a focal plane that was about 4 meters away. This makes it
         | _better_ than typical screens!
         | 
         | However, the low resolution is an issue. I've found that I get
         | sore eyes if I use a low-resolutions screen. This is because my
         | eyes try to focus, fail, and keep "hunting" by changing focus
         | back and forth looking for the point of sharp focus -- but it's
         | never there. This is why all of my displays are 4K.
         | 
         | For VR because of the large field of view, the required
         | resolution is at least 8K per eye or equivalent. Ideally a
         | "fake" 16K using foveated rendering.
        
           | Retric wrote:
           | Focal distance is only part of the issue another is is
           | consistency. Using a headset for 8 hours means your eyes are
           | constantly focusing within a very narrow range of distances
           | for 8 hours which isn't good. Your brain might be somewhat
           | fooled when looking at a wall vs a VR window, but your eyes
           | don't change focal distance.
           | 
           | Similarly VR has a narrow range of possible brightness, this
           | is less of an issue but can also cause problems long term.
        
             | colordrops wrote:
             | Isn't the focal distance to your monitor also static? Well
             | mostly static, since you do move around a bit.
        
               | max46 wrote:
               | every time your eyes look outside your monitor (even for
               | a fraction of a second), they get a little rest.
               | EG.:Looking a your coffee mug before you grab it, looking
               | at the window, adjusting your keyboard, looking at your
               | colleagues, your 2nd/3rd monitor that's a bit further,
               | moving back and forth on your chair, etc. You never spend
               | 100% of your time starring at the center of your monitor.
               | 
               | On a VR headset, your eyes will always focus at the exact
               | same distance until you remove the headset.
        
             | ptom wrote:
             | Hi! OP here. It absolutely can cause issues, and the same
             | occupational hygiene and ergonomics apply in VR as they do
             | for sitting at a desk.
             | 
             | So while I spend 8-10 hours a day in VR, I don't do it all
             | at once - I do take breaks, which means walking the dog 3
             | times a day right now, in addition to bio breaks or just
             | stretching my legs a bit.
        
               | paul7986 wrote:
               | Why not just walk the dog in VR?
               | 
               | Pardon and I believe that I am futurist .. forward
               | thinker like AR Glasses apps I want to make...
               | 
               | - Keep track of real life ping pong game score via AI &
               | show each awarded point in glasses view (can do similar
               | for fencing, card games, etc)
               | 
               | - AR location history (show me how this building looked
               | decades ago)
               | 
               | - AR turn day into night & vice versa
               | 
               | - AR zoom in ... Apple just added their Magnifer app ..
               | put that in AR/smart glasses
               | 
               | AR/smart glasses (really should call them that "smart,"
               | it makes more sense to regular consumer) will be
               | revolutionary for sure as it enhances and innovates
               | something millions and millions already do wear glasses.
               | People will pick them up by the millions to billions and
               | possibly because some of the app ideas I listed above.
               | 
               | VR has been around for 30 years .... why would millions
               | to billions want to strap on a headset to talk to memojis
               | of their co-workers for hours each day. It's isolating
               | vs. AR ... AR glasses will enhance social behaviors ...
               | VR i never see becoming anything like the iPhone. AR
               | glasse are no doubt the next iPhone especially where
               | developers create revolutionary apps for them.
        
               | djrockstar1 wrote:
               | I'd be interested in hearing the perspective of a forward
               | thinker such as yourself on the Google Glass.
        
               | paul7986 wrote:
               | Google glass was the very first of such a headset and not
               | a good experience. It's probably still a little early for
               | smart/AR glasses but they make a ton more sense to be the
               | next big thing vs. VR. VR requires everyday people to do
               | something unusual ... something they havent done before
               | .. that is isolating ... that is uncomfortable for long
               | periods of time ... maybe it will make sense for
               | videogames but not working 8 hours a day with a headset
               | strapped to your face (lol).
               | 
               | Ask those outside of your VR circle ... are they excited
               | to use VR ... strap a headset on their face and work in a
               | virtual world with their co-workers' memojis for 8 hours
               | or would they prefer to wear their sunglasses or
               | prescription glasses that are smart & enhance the world
               | around them like never before. If my AR ideas are not
               | good ...not ground breaking ideas that get millions to
               | billions of regular people buying them im sure other
               | developers ideas will be even better and prompt billions
               | to adapt and buy them. But i am excited to be able to
               | play real life games like ping pong (card games) and have
               | my glasses keep/show me the score in my glasses view. I
               | guess that is a stupid completely void of innovation type
               | idea..... not changing how we do everyday things
               | 
               | Maybe out of all this work in VR things will be learned
               | and used to create smart prescription or sunglasses.
        
             | ketzo wrote:
             | Yeah, but again, that's an issue that is shared with
             | physical computer screens as well.
             | 
             | It's obviously easier to look _up_ from a physical screen
             | and look around to change up your focal distance, but
             | frankly, this is something that people already forget to do
             | -- and it 's just as easy to do in VR if you've got
             | something in the far distance to look at.
        
               | Retric wrote:
               | Looking at something "far away" in VR doesn't change your
               | eyes physical focal distance. You need to physically
               | remove the headset to rest your eyes.
        
               | ketzo wrote:
               | Huh, okay, after some very cursory googling it looks like
               | you're right. I was misunderstanding how VR focal
               | distance worked.
               | 
               | Then your point definitely stands: taking off a headset
               | in order to mix up your focal distance does sound like a
               | pain.
        
               | taylorius wrote:
               | There are lightfield displays that can synthesise
               | arbitrary focal planes, but they're still experimental
               | afaik.
        
               | Filligree wrote:
               | There are consistent rumors they'll appear in the Quest
               | 3.
               | 
               | I rather doubt it, but if we're lucky it's something
               | they're working on. A generation or two after, maybe?
        
           | tgsovlerkhgsel wrote:
           | It's not just the resolution. Lenses get dirty, and you get
           | other optical artifacts (god rays, chromatic aberration,
           | screendoor effect) that mess with the quality of the picture
           | and create eye strain.
        
         | fouric wrote:
         | > Having a screen blast your eyes 2" away is only ok for so
         | long.
         | 
         | Distance isn't really a factor here, at least not as far as
         | total light entering your eyes goes - a 1W/m^2 source 10cm from
         | your eyes causes the same amount of light to enter as a 16W/m^2
         | source 40cm away.
         | 
         | What matters, as others have pointed out, is the distance
         | between your eyes and the _focal plane_.
        
         | anentropic wrote:
         | Seems like you'd have to be able to touch type to do this
        
         | sp332 wrote:
         | The focus issue is not that things are too close (as jiggawatts
         | covers) but that the focal plane never changes. You might want
         | to specifically do some eye exercises by focusing on objects at
         | different distances outside of VR.
        
         | [deleted]
        
         | caslon wrote:
         | > Personally it makes me feel a bit nauseous, particularly if
         | there's any movement (I get motion sick easily in VR but not
         | normally in real life). My understanding is that about 20% of
         | the population is like this and nothing is known to prevent it.
         | 
         | This is almost always one of two things:
         | 
         | * A low or unsteady framerate or tracking
         | 
         | * Lack of spending twenty minutes in it to teach your body to
         | cope with the aforementioned low or unsteady framerate or
         | tracking
         | 
         | The Quest 2 won't drop below 90hz if in any productivity app,
         | and you can even turn it up to 120hz (it can handle games at
         | 120hz; a productivity app won't put any stress on the
         | hardware), so there isn't really the opportunity for nausea.
         | 
         | It really does sound like you've only used Cardboard or
         | Daydream, since the only thing you're listing is Street View.
         | There's nothing _wrong_ with Cardboard and Daydream, but they
         | 're 3DoF and you were lucky if it would hit 60hz consistently.
         | They're a box for nausea. Even the original Vive (still an
         | admirable headset, although pretty rough these days) is
         | significantly below the state of the art enough that judgements
         | about VR as a whole can't justifiably be made.
        
           | sp332 wrote:
           | VR gear has improved dramatically, but there are some things
           | you can do to make yourself more comfortable. https://web.arc
           | hive.org/web/20190813004505/http://elevr.com:... I think the
           | most important piece of advice is to take a break right away
           | when you're feeling bad instead of trying to push through.
        
           | azinman2 wrote:
           | I have a quest 2, and have put it at 120hz. I still get
           | motion sick. It's not just frame rate. Movement in real life
           | involves more inputs than just eyes.. you feel it in your
           | vestibular system for example. Here we have a disconnect
           | between motion in the eyes and the rest of your body. And for
           | many, such as myself, that results in motion sickness.
        
             | _flux wrote:
             | Do I understand correct that you don't get motion sickness
             | if standing still but looking around--when there is no
             | disconnect in motion? This is the use case for productivity
             | apps.
             | 
             | In my understanding it is extremely rare to experience VR
             | motion sickness if the motion in VR matches the motion in
             | IRL.
        
       | thih9 wrote:
       | As someone who works with a single screen, I don't get it.
       | 
       | I spend most of my time in the terminal, occasionally switching
       | to a browser. The fact that I see a single window at a time is a
       | "feature" to me.
       | 
       | Then again, if there was no difference in comfort, size, weight,
       | etc, I'd happily increase the size of my screen, if only to
       | increase the font size. I guess I'll be a late adopter.
        
         | backoncemore wrote:
         | Nice to see another single screen maximalist. I was given two
         | screens at work and always kept the second one clear. Alt-tab
         | is my go-to second screen.
        
         | fouric wrote:
         | It seems to be generally easier for the human brain to look in
         | another physical place for some information than to "overlay"
         | them on top of each other (as happens when you alt-tab between
         | two fullscreen windows).
         | 
         | This is both noticed anecdotally by a lot of people (the
         | majority, if the prevalence of multi-monitor setups are
         | anything to go by) and you can also derive this from the facts
         | that people put more than one thing on their single monitor at
         | a time, and prefer larger screens.
         | 
         | You've probably either gotten in the habit of using a single
         | screen, or your brain hardware behaves in a way that most
         | peoples' doesn't. I don't think that your preferences are
         | actually reflective of an objective increase in efficiency, or
         | comfort for the majority of computer users.
        
         | ehnto wrote:
         | I do miss two screens from time to time, but single screen
         | using i3 is a total productivity win for me because it helps me
         | minimize context switches and focus better.
        
         | vlunkr wrote:
         | I had the same thought, most of the argument here seems to be
         | about screen space. I think at some point we're all attracted
         | to the idea of having a bunch of monitors so you can feel like
         | some kind of multi-tasking movie hacker, but the reality is
         | that if you learn to use your window manager efficiently, one
         | monitor is almost always all you need.
        
       | shannifin wrote:
       | Anybody know how reading & desktop work on the Quest 2 compares
       | to the original Oculus? I tried programming in the original
       | Oculus years ago, but the low resolution was just too annoying...
       | is it improved a good deal? (I know the resolution is higher,
       | just wondering about the actual experience.)
        
         | pault wrote:
         | Still not good enough, unfortunately. Anything below 18-ish
         | point type is too difficult to read.
        
         | mherrmann wrote:
         | I recently consulted as a VR programmer on a Quest 2. There is
         | a built-in way to see your PC screens in the headset (I can't
         | remember what it was called). I used the Oculus Link cable.
         | 
         | It worked and I could certainly program. But it was far from
         | comfortable. The resolution is very noticeably worse than on my
         | physical monitors. I don't know why OP's experience is so
         | different. I suspect he's just willing to sacrifice crisp text
         | for the coolness of the experience.
        
           | cschmittiey wrote:
           | I've also used that feature and I've spent >10 hours working
           | in Immersed - Immersed (and even another app called Virtual
           | Desktop) absolutely is leagues above the built in experience.
        
         | cgag wrote:
         | This post is making me wonder if I did something wrong, but I
         | hated the low resolution in the quest 2 for programming when I
         | tried it.
        
       | nbzso wrote:
       | This is cool. As a experimental experience. I will wait fro a
       | hologram solution to remove the Eizo's from my workflow.
       | 
       | Reasons: I don't like to be totally disconnected from
       | reality/physical world. I work in a room with balanced natural
       | light. Removing this is not productive for me. In recent years I
       | developed a technique to refresh cyclically my brain by making
       | timely stops away from my computer. Example: In the breaks I walk
       | away completely in a different room and may play guitar, draw, do
       | physical exercise or just meditate. Advantages from this
       | interruptions are immense. Your brain is never bored, and your
       | work sessions are effective and absent from procrastination.
        
         | dougmwne wrote:
         | My timely steps away from my desk have been VR boxing, table
         | tennis, and mini golf. There's no better way to destress after
         | a meeting than 3 rounds and a knockout. I think it taps deep
         | into the limbic system and evaporates stress through a full
         | activation then resolution of the fight or flight response.
        
           | nbzso wrote:
           | This is a completely different use case (in my view).:) I
           | have a long daily work sessions, interruptions (brakes) are
           | part of the flow. To remove something from my head 3-4 times
           | per hour obviously is a lot slower than simply to stand up
           | and go.
           | 
           | This is your way to evaporate stress, everyone has individual
           | choices in this regard.
           | 
           | Mine include going outside, walking, running, some exercise,
           | shoot photography, drive to a near village, etc.
           | 
           | I spend enough time in-front of a set of displays. And since
           | early 2000s my choice is always towards high-quality displays
           | as Eizo or Nec. The newer models have eco-friendly mode which
           | adjust automatically the brightness with accordance to
           | ambient light.
           | 
           | Thats why my preference for the work of future is towards
           | holographic displays or projectors. It is more natural.
        
       | ChicagoBoy11 wrote:
       | I can't speak to the use-case for this amount of time, but as
       | someone who has used it plenty I can attest to pretty much
       | everything the author has stated. The experiences that have blown
       | me away the most have ironically been the ones that are the most
       | "boring", or like essentially being a close analogue to the real
       | world. When I tried online poker in VR, it was mind-blowing. It
       | wasn't like reality... it was objectively better.
       | 
       | Whenever I have friends over, the hands take some time, the game
       | can be slow and boring, etc. In VR, we're in an amazing scene,
       | folks not in the hand can play all sorts of games in parallel,
       | the game is much more dynamic since you have an expert dealer,
       | etc. It made me realize that if I did have 5 people over in my
       | house, I'd rather us all plug into the VR environment than
       | playing in real life.
        
         | heax wrote:
         | Oh come on, im not an experienced poker player but even i know
         | that reading the facial expression and body language of your
         | opponent is a core element of the actual game.
        
           | nouveaux wrote:
           | Facial expressions and body language is not a core part of
           | modern poker. Many pros play online.
           | 
           | Online poker among friends gained a lot of popularity during
           | Covid. With the computer dealing, its much easier to play for
           | 1-2 hours. Given our stage in life, we can play once a week
           | online instead of once or twice a year in person.
        
           | Sohcahtoa82 wrote:
           | If your goal is to optimize money, then yes.
           | 
           | But since PokerStars VR is only with fake money, most are
           | there just to have fun, at least in the lower stakes tables,
           | so people make (and call) a lot of silly bets.
        
       | yubiox wrote:
       | Sounds great until you find out that it requires windows.
        
         | ptom wrote:
         | Ah, but I'm running Linux. :) (oh - and I'm the OP)
         | 
         | They also support Mac, and yes, Windows for those unable to
         | escape the pull of Redmond.
        
           | rdrey wrote:
           | I had a question about your Linux setup: Does Immersed VR
           | support multiple monitors in Linux now? Or do you have to
           | mirror a "real" 4k monitor to have it show up in your app?
           | Edit: Ah, I've found some `xrandr` tricks that should work.
           | 
           | Thanks for the post!
        
           | yubiox wrote:
           | Well crap. The first hit on google with "Oculus Quest version
           | 2 mac" is recent and completely wrong apparently. Sorry.
        
       | yodon wrote:
       | I suspect a lot of us would be working this way (VR Quest
       | headsets simulating a large multi-monitor workstation) by now if
       | the pandemic hadn't forced the world to be on zoom calls 40
       | hours/week.
        
         | ptom wrote:
         | OP here - fortunately my meeting load isn't as absurd as some
         | place, since this company figured out "remote work" long before
         | COVID forced it upon people who don't know how to go 10 minutes
         | without a meeting.
         | 
         | I join most of my Hangouts and Zooms as an avatar, using a
         | virtual webcam from within the software. If it's personal,
         | sensitive, or requires more professionalism, I'll still
         | "resurface" and use a regular webcam - but it's a special
         | occasion.
        
       | zmmmmm wrote:
       | My biggest issue with Immersed currently is it eats a tremendous
       | amount of CPU on my Mac, which is admittedly aging (2016 era).
       | Perhaps its unfair to expect it to run well on something of that
       | vintage but it's definitely a problem.
       | 
       | Then the next obvious one is screen resolution is just not high
       | enough yet. It probably needs to double and I don't think even
       | the top end of headsets are quite there yet.
       | 
       | It's exciting because all the problems I can identify are
       | essentially things that have high confidence of being solved over
       | time. So I can see there is an inevitability this will be a major
       | way of working at some point and for those of us willing to
       | stretch to it, you can get to the future ahead of everyone else.
       | 
       | At the same time, every time I do the experiment it is
       | objectively less productive than just using a basic 3-screen
       | setup outside of VR. The bar, unfortunately, is quite high.
        
         | jimmySixDOF wrote:
         | Try vSpatial - they have an approach where each PC window is
         | displayed as a completely separate screen in the VR
         | environment. Everything is seperated into layers so you work in
         | a cockpit instead of on a desktop. I like their design a lot
         | for most tasks although some display scaling edge cases just
         | don't work. They have a web cam emulator that projects your
         | workspace with you as an avatar & its very cool in zoom calls.
         | Definitely worth checking out for any extended workflows like
         | TFA.
        
       | MarcelOlsz wrote:
       | As someone who has spent quite some time tuning their VR setup
       | for iRacing, I highly recommend the Pimax headsets (Pimax 8K X
       | has dual native 4K). Best resolution and FOV, decently priced,
       | light software, and surprisingly great support.
       | 
       | I 3d printed some supports to mount a vive headstrap to it, and
       | removed the vive headphones in favor of Airpods. 200 degrees of
       | FOV @ 75hz would be incredible for work with a far superior
       | viewport than OP.
       | 
       | This blog post makes me want to give this a try.
        
         | R0b0t1 wrote:
         | What do you mean by light software? Are they not just dumb
         | displays?
        
           | MarcelOlsz wrote:
           | I mean literally that the PiTool running in the background
           | takes like 10mb of memory. I've seen a lot of reports from
           | friends and online in the sim community that their beastly
           | systems can barely pull 90fps steady in the G2/Oculus
           | headsets, meanwhile I'm at almost double the FOV at 120hz
           | steady, maxed, on a worse system.
           | 
           | We've tried everything we could to get their headsets to run
           | smoothly. There are multiple guides in the iRacing forums
           | about combing through every line in all relevant .ini files,
           | setting up windows, nVidia settings, etc.
        
           | CobrastanJorji wrote:
           | I haven't used one of those, but I can guess what he means
           | based on owning an Oculus Rift 2. Let's say I want to start
           | playing a Steam game with my headset. To do so, I must
           | install the Oculus software, sign in with my Facebook account
           | (it's a brick with a headstrap without an account), then find
           | the setting that enables "non-Oculus software" to operate the
           | Rift display. Using the Rift always starts the Oculus
           | software. There are shortcuts on the headset that throw you
           | into Oculus's own environment for buying and launching games.
        
           | caslon wrote:
           | There's no real avenue for a "dumb display" to work as a 6DoF
           | headset, and even back in the DK1, 3DoF days you'd still end
           | up needing _some_ software (mainly drivers) for things like
           | the gyroscope.
        
             | soylentcola wrote:
             | If I remember correctly, weren't the early ones at least
             | _more_ akin to this? I have a DK2 sitting in a box
             | somewhere. Ordered it to mess around with and it was cheap
             | enough that I could risk not getting a ton of use out of
             | it.
             | 
             | I seem to remember that it was mostly done on the computer:
             | IR emitters on the headset for tracking with a
             | sensor/camera to receive the positional data to be
             | processed by the computer. Then the generated output of the
             | "camera" was sent to the display sitting behind the lenses.
             | 
             | There was definitely processing going on and you did need
             | drivers/software. I'd imagine you could still use it with
             | not much more than some lightweight drivers/software to
             | process the positional data and render the appropriately
             | distorted output.
        
               | caslon wrote:
               | Things _were_ a lot lighter.
        
         | jachee wrote:
         | Just a _caveat_ -- the article is very Facebook-centric. All
         | the software they mention seems to be Oculus-specific within
         | that closed ecosystem. No mention of non-Oculus options.
        
         | throwaway675309 wrote:
         | Thank you for bringing up FOV. It frustrates me to no end that
         | in nearly 5 years of VR advances, we're still stuck with a ~90
         | degree periscope angle of view for the vast majority of
         | headsets.
        
           | copirate wrote:
           | Most headsets have > 90deg FOV: https://arvrtips.com/vr-
           | headset-comparison-tool/
        
             | throwaway675309 wrote:
             | Sigh. If you had read my comment you'd have seen the tilde,
             | which indicates "approximate". I've used the vive with 110'
             | , that is _not_ a significant difference, particularly when
             | you consider that the human eye has an fov of ~200 (notice
             | the tilde)
             | 
             | Only 7 of the 21 VR listed in that page exceed 115 degrees.
             | And four of those are PIMAX systems.
        
               | Tepix wrote:
               | I consider a 22% improvement (110deg instead of 90deg) a
               | significant improvement.
        
       | bob229 wrote:
       | I'm a skeptic but this actually sounds amazing. Only mad person
       | would ever use a Facebook product though
        
       | joejohns wrote:
       | Shortly, VR will help industries train their employees and
       | experience tasks under different scenarios. This will probably
       | help them reduce their budget and at the same time improving the
       | training quality.
        
       | archon810 wrote:
       | All I could think about when reading about the coffee shop
       | experience was that the author would be robbed blind (pun
       | intended) in the San Francisco Bay Area. Computer snatched
       | because of the lack of awareness, phone stolen, etc.
        
         | arnaudsm wrote:
         | Fortunately Quest Intrusion Passthrough is rolling out soon
        
       | lodovic wrote:
       | I'd be very afraid to fry my eyes. I can't imagine strapping a
       | bright display at 10cm from your eyes, for hours on end, won't
       | lead to eye issues later on in life. I already feel strained
       | after using a headset for an hour.
        
         | rspoerri wrote:
         | I am unsure wether you are aware that the screen is only
         | physically 5cm away. But our eyes have to focus (Focal
         | Distance) on a distance of 2m (oculus quest 2) or infinity
         | (vive) (afaik, i'd love to get more detailed informations on
         | what glasses have what focal distance). This is archived by the
         | fresnel lenses used in the vr glasses.
         | 
         | So it's not the problem focussing something in 5cm distance.
         | The big issue is that your eyes never have to adapt the
         | distance they are looking at. Watching a screen all day 50cm
         | from your eyes is equally bad. You could say that focussing a
         | distance 2m or infinity is better, but i am no eye-scientist.
        
         | dougmwne wrote:
         | Using my phone is frying my eyes today. I am getting lots of
         | eyestrain and blur from too much phone time. Once I got a Quest
         | 2, I substituted enough screen time that my eye strain issues
         | went away. Not saying there will be no long term effects, just
         | that today in the here and now, my eyes feel better using VR
         | for an hour or 2 a day.
        
         | taneq wrote:
         | There's no headset display on earth that will be brighter than
         | the outside world on a sunny day, and we've evolved to handle
         | that for 8+ hours a day indefinitely.
        
         | goodpoint wrote:
         | As many people pointed out, the focal point is at a much higher
         | distance than the typical screen.
         | 
         | If anything, this could be much healthier.
         | 
         | If only the head mounted displays were designed with health in
         | mind rather than making a quick profit...
        
         | backoncemore wrote:
         | I've had problems with eye pain for years due to, what I
         | thought, was computer use.
         | 
         | After a lot of trial and error and just thinking about what
         | could possibly be causing this, I believe I have found that I
         | wasn't getting enough sleep. I haven't had eye pain in months
         | and I have been using my computer even more frequently than
         | before (because my eyes don't hurt).
         | 
         | I have learned that I need at least 8 hours of sleep, but try
         | for 8 1/2 - 9 hours. If I go a couple of days getting 5-6 hours
         | of sleep, my eyes start killing me again.
         | 
         | Might be worth looking into your sleeping habits.
        
         | tigershark wrote:
         | I'm sure that I would fry my eyes. When I was working with 6
         | screens for one year and half I couldn't focus anymore far
         | away, everything was blurry. After years that I didn't use that
         | setup now my eyesight is normal again. I can't imagine what
         | would do to my eyes to focus on a screen mere centimetres from
         | my eyes.
        
         | teekert wrote:
         | One nice thing is that (next to being able to dim the screen as
         | there is no background), the eyes actually focus on infinity
         | with the lenses in a VR headset. This is the eye's natural
         | state (staring in the distance, relaxed circular muscles around
         | the lenses, which then flatten), and should be much better in
         | the long term that staring at a screen 50 cm away from you.
        
           | danielbln wrote:
           | Generation 1 headsets were focused at infinity, these days
           | they're focused around 2 meters[1].
           | 
           | [1]
           | https://twitter.com/ID_AA_Carmack/status/1130973138362294272
        
             | teekert wrote:
             | Ah, thanx for the the clarification! Would be neat if it
             | could be set at a therapeutically optimum setting or
             | something. Or perhaps vary? Or that would be weird I guess.
             | Best thing would be if certain elements require close
             | focus, while others require one to focus on infinity. In a
             | ratio that mimics natural use. But I guess that is a lot
             | more difficult to implement.
             | 
             | Btw, too little light is also not good for the eye,
             | outside, in the sun it can easily be 100x brighter than
             | your screen and your eye needs that every now and then to
             | remain in good shape.
        
         | q_andrew wrote:
         | People keep bringing up vision problems, but I think my biggest
         | concern would be circadian rhythm. How does my brain know when
         | to release sleepy chemicals when I shut off the daylight for 10
         | hours at a time? All that artificial light would really mess up
         | my sleep patterns. Although, with the winters we have here, it
         | wouldn't make a difference during the twilight months.
        
           | btbuildem wrote:
           | I imagine that's something that could be compensated for
           | within the virtual environment -- similarly to the way apps
           | like f.lux change the average colour temperature of a screen
           | depending on time of day.
        
         | SimCity3000 wrote:
         | I feel like people had the same worries when television,
         | computers and video games invaded homes everywhere in decades
         | past. I'm thinking the problems (if any) won't be as bad as you
         | think they will be.
         | 
         | And to your last point I think that's where common sense comes
         | in. If something is painful, if it causes you discomfort, stop.
         | You're body is decently good at protecting you from things that
         | are harmful to it (except sugary sweets for me...)
        
           | tamrix wrote:
           | The amount of people being prescribed glasses is growing each
           | year due to phone and computer use.
           | 
           | I have poorer vision in low light conditions then when I was
           | younger. My optometrist has confirmed my sensitive eyes and
           | advised to wear blue light filters but I choose not to. I
           | have friends who need glasses to drive legally at night for
           | similar reasons.
           | 
           | Don't give people the wrong impression without first asking
           | professional advice as you could do harm by misleading
           | someone.
        
             | 93po wrote:
             | >Don't give people the wrong impression without first
             | asking professional advice as you could do harm by
             | misleading someone.
             | 
             | The irony of posting this after a statement that is
             | patently not supported by any evidence, and is generally
             | thought to be wrong:
             | 
             | >due to phone and computer use.
        
               | mcbishop wrote:
               | Word, that sort of claim begs for an associated reference
               | to a study.
        
             | kmmlng wrote:
             | While it is true that incidences of myopia are increasing,
             | we don't quite have the evidence to assert that it is due
             | to phone and computer use. Indeed, many studies suggest
             | that the reason might actually be a lack of bright light
             | (i.e. sunlight) and that deliberate exposure to bright
             | light may actually be a good intervention to prevent myopia
             | (see e.g. https://journals.plos.org/plosone/article?id=10.1
             | 371/journal...,
             | https://www.nature.com/articles/s41598-018-26635-7, https:/
             | /iovs.arvojournals.org/article.aspx?articleid=2355431)
        
               | ninkendo wrote:
               | Relevant YouTube video about this from SciShow:
               | https://www.youtube.com/watch?v=qwQzTKHIkb4
        
             | Filligree wrote:
             | > The amount of people being prescribed glasses is growing
             | each year due to phone and computer use.
             | 
             | I have some hope the use of VR gear might start to reverse
             | that trend. The focal plane is normally set a couple meters
             | away from you -- I think six meters for the Quest.
             | Anecdotally, I find it comfortable to look into; it has a
             | 'night' mode that reddens the light, too.
             | 
             | I don't know how provable it is, but I've always heard that
             | nearsightedness may be caused by looking at things that are
             | too close, too often.
             | 
             | Right now there's a concern in that the focal plane is
             | _always_ six meters, but light-field displays will be
             | coming at some point, probably before these become a mass-
             | market product.
        
           | rtpg wrote:
           | Well specifically to the brightness, how much light is going
           | into your eyes when using a VR set relative to, say, a TV? Or
           | a 27-inch monitor close to your face?
        
             | meheleventyone wrote:
             | I'd imagine most discomfort is eye strain rather than
             | brightness. The way VR headsets work right now it's
             | important to have your eye correctly positioned and the
             | headset adjusted for your own distance between pupils.
        
             | growt wrote:
             | Or the sun/daylight while being outside? I'd guess that's
             | some orders of magnitude more.
        
               | empiricus wrote:
               | Ironically you need to be exposed to the strong light
               | outside (as a child), otherwise you will need glasses.
        
               | kataklasm wrote:
               | Yep, I really regret spensing so much time of my youth
               | indoors in front of a monitor... At age 19 I can
               | experience the loss in sight quality already. It is
               | recommended to spend AT LEAST 2 hours everyday outside in
               | daylight to prevent myopia. I did not follow that
               | recommendation and regret it sorely.
        
               | robbiep wrote:
               | The evidence around this appears to be most strong for
               | actually having a long focal distance as being one of the
               | most important factors (as opposed to the lux) - unless
               | the evidence has significantly changed.
               | 
               | I mean there's probably a pretty strong correlation
               | between being outside and having a long focal distance,
               | but my understanding was that when attempting to control
               | for this (ie rise of increase in apartment living, first
               | in Japan and then other Asian cities) its tightly
               | correlated to not focusing on things a long way away
        
           | toshk wrote:
           | I think it's a little bit more then the worries we see with
           | TV's since children under a certain age are not allowed to
           | use it.
           | 
           | But yeah I couldn't imagine using it for a workday. I bought
           | an Oculus Go once, my eyes couldn't handle it for more then 5
           | tot 10 minutes.
           | 
           | But I guess everyone is different, can imagine for some
           | people like me it's not healthy
        
             | Filligree wrote:
             | The Oculus Go has a resolution of 12.67 pixels per degree.
             | The Quest 2 has a resolution of 15.5 (vertical) to 20
             | (horizontal) pixels per degree, and a massively reduced
             | screen-door effect.
             | 
             | Anecdotally (i.e. for me), that makes it far less straining
             | to look into. although I'd really want twice that.
        
           | kjaftaedi wrote:
           | You can't really feel pain in your retina though.
        
         | scotty79 wrote:
         | Indirect sun light on average sunny day is many times more
         | energetic rhan anything screens put out.
        
           | capableweb wrote:
           | Is the output of the sun somehow equal to the output of LED
           | lights? One could imagine there are slight differences in how
           | they react with the eye, so they probably bring different
           | issues by being received by your eyes for long durations.
           | 
           | Not to mention humans have evolved with sunlight in mind and
           | LED lights are relatively new. Our eyes most likely are more
           | used to sunlight than LED lights.
        
         | basisword wrote:
         | Likewise. I worked from a laptop for the last decade. Got a new
         | job and switched to a large monitor that I sat pretty close to.
         | 6 months later I needed glasses after having perfect vision for
         | 30 years. It could be coincidence but I feel the screen caused
         | the vision deterioration. Having a screen strapped to my head
         | sounds like it would be a more extreme version of the large
         | monitor.
        
         | GuB-42 wrote:
         | While it is physically 10cm from your eyes, there are
         | collimating lenses, resulting in a picture that is apparently
         | much further away from you, I think 1.3m is a typical distance,
         | but it can vary by headset. It is much further away than a
         | typical monitor. As for the light itself, it is light, no UV,
         | not overly bright, sunlight is orders of magnitude brighter
         | (which is a problem for AR btw). The image is also in front of
         | you so no weird eye movement. I don't really see how it can
         | damage your eyes though maybe some people know better, maybe
         | the low resolution/screendoor effect can be a problem on
         | current-gen headsets.
         | 
         | There are things that can cause strain. For example, items too
         | close to you can be out of focus, the low FOV makes you move
         | your head a lot more, and it has extra weight strapped to it,
         | there is the heat, the motion, etc... But a well designed
         | desktop setting like in the article avoids many of these
         | problems.
        
         | illwrks wrote:
         | I would feel the same.
         | 
         | I'm not ophthalmologist but I do wear glasses for myopia. My
         | concern would be emitted light, distance and emitted heat...
         | 
         | Screens are emitted light. Having a screen strapped to your
         | head emitting light into your eyes is very different to having
         | a monitor in a room (adjusted to ambient light) emitting light
         | and in an environment with a lot of natural reflected light.
         | 
         | Distance, yes there are lenses that bend the emitted light and
         | change the perception of distance to the screen but it's still
         | only a short distance from your face emitting light and heat.
         | 
         | You might be fine for a few years but I would be willing to bet
         | you will have some form of eye issue in later life.
        
           | ako wrote:
           | Isn't everything picked up by your eyes emitted light?
        
             | illwrks wrote:
             | No.
             | 
             | Think of it like a cinema projection vs TV screen.
             | 
             | In a cinema a projector sends light onto a screen that
             | bounces off and towards your eyes, this is a reflected
             | light.
             | 
             | If you were to watch a TV of the same size it would be
             | emitting light from LED's shining light directly to you.
             | 
             | There are some comments on an older thread with some good
             | info: https://news.ycombinator.com/item?id=17993615
        
               | goodpoint wrote:
               | Direct or reflected light is just light. Same stuff.
               | 
               | What matters is the content and quality of the light
               | spectrum.
               | 
               | LED lights or even LCD screens can be designed with a
               | more or less healthy spectrum depending on the priorities
               | of the manufacturer. But this is an economical problem
               | that can be regulated.
        
       | smoldesu wrote:
       | Meh, what the hell. Immersed has a Linux build, I've got a spare
       | headset, I decided to give it a whirl. While I'm a little
       | disappointed by how little input the controller affords me, I'm
       | impressed with how well it works! You've got my attention, but
       | not my 40-50 hours a week... Yet.
       | 
       | Edit/disclosure: corrected a typo I made while in VR
        
       | revicon wrote:
       | For me, the problem is I wear glasses and I have no interest in
       | switching to contact lenses. I've never found a car headset that
       | worked with glasses well
        
         | banana_giraffe wrote:
         | I haven't looked into it for other devices, but it is
         | technically possible with the Quest to get custom lenses for
         | the Quest. Not from FB, but other companies have filled this
         | space.
         | 
         | I've gotten rid of my unit, but back when I had it, custom
         | lenses were the best thing I did for comfort. I can't wear
         | glasses close to my eyes, and was just generally miserable with
         | the glasses squished in an already small space. The custom
         | lenses solved all of that.
        
         | kovek wrote:
         | > If you need corrective lenses, get lens inserts: it's
         | superior to wearing glasses, and I find it better than wearing
         | contacts. For horrible astigmatic myopia like mine (-7.5), it
         | was cheaper than most pairs of glasses I've had, and a totally
         | reasonable expense since I use them all day for work.
        
         | arc-in-space wrote:
         | No problem at all. I use these: https://vroptician.com/
         | 
         | Custom lenses, appropriate fitting for every major headset. The
         | inserts don't seem to limit the field of view at all, and they
         | even serve as an extra layer of protection against scratching
         | the headset's particularly delicate lenses.
        
         | bryceacc wrote:
         | my glasses fit in the hp reverb g2, very snug though, i can get
         | you caliper measurements if you care
        
         | caslon wrote:
         | There's actually a mod for this! $10 prescription wireframe
         | glasses, pop the lenses out, 3D-print a facial interface for
         | it. There's a guide for it somewhere.
        
       | jdlyga wrote:
       | The main problem is the poor image quality. It's much nicer to
       | look at monitors than fuzzy text and images on the Oculus Quest
       | or Oculus Quest 2. It also makes me feel sick after an hour even
       | if I'm in a static space that's not moving.
        
       | est wrote:
       | I wonder what's the focal length like in a decent VR set?
       | 
       | Is it just few centimeters or can be adjusted to be like 15
       | meters?
        
         | ptom wrote:
         | It's currently fixed distance, until the varifocal tech
         | improves. That distance is about 1.3m/4'3".
         | 
         | You can change the effective stereographic distance though, so
         | things _look_ like they 're pretty far away (or super close, if
         | that's your thing), and the movement parallax, and eye
         | convergence agree - but the resolving power is still the same
         | for all objects in the visual field.
        
       | barrenko wrote:
       | "Memory Palaces, or the method of loci, is perhaps the most
       | effective mnemonic device ever created. Dr. Lynne Kelly has
       | proposed that pre-literate cultures maintained their encyclopedic
       | knowledge by combining a similar approach with physical,
       | ceremonial settings...
       | 
       |  _We use the very environment around us to think_ ".
       | 
       | Yes, exactly. Great blog post.
        
       | HMH wrote:
       | > The trip from video encoding on the PC, over the WiFi, and
       | display in the headset averages about 3ms for me, using a 5ghz
       | access point that's several years old.
       | 
       | Wow that's pretty impressive, especially considering the 4K main
       | screen + additional virtual screens used. I wonder how you get
       | the latency this low. 3ms means no buffering at all, neither
       | during encoding nor decoding. The best I could achieve so far is
       | a little less than 60ms but with the additional restriction that
       | playback has to be done via browser.
        
         | dougmwne wrote:
         | I had major issues getting the latency down to something
         | reasonable, so didn't end up trying immersed for more than 10
         | minutes.
        
         | smilespray wrote:
         | Yeah, that's impressive. A little too impressive.
         | 
         | Does OP have any documentation on how this latency can be
         | achieved and measured?
        
           | ptom wrote:
           | Yes I do!
           | 
           | 1. WiFi direct, or as direct as you can make it - which means
           | the computer is either the AP itself, or wired directly to it
           | in order to keep the hops short.
           | 
           | 2. Measurement can be done via a companion ping that looks at
           | frame timing, but that's kind of a secondary measure. Best
           | way to _really_ check it is with high-speed video capture of
           | a hardware display and the mirrored content in the headset,
           | of a high-(temporal-)resolution stopwatch. I can also watch a
           | YouTube video streamed with the desktop to the headset, and
           | listen to it on headphones wired straight to the laptop, with
           | no discernible offset (and this is with years of audio
           | engineering experience) - the error bars on that subjective
           | experience are much larger, but demonstrate that it 's at
           | least usable.
           | 
           | 3. Hardware acceleration, via Nvidia NVENC, and rather than
           | use Immersed's own virtual screen tech, I usually rely on
           | HDMI dummy plugs ($12 for a 3 pack) to maximize GPU
           | throughput (and not cannibalize CPU cycles).
           | 
           | 4. Not ALL content is going to move at this speed even in the
           | best of circumstances - I have a low overall rate of change,
           | which means the delta streaming of the NVENC encoder is super
           | short: not much data to grab, not much data to send.
           | 
           | I can absolutely get _worse_ rates than this if I want to
           | push a ton of video content, or if I were to use it for
           | gaming, etc. I don 't think everyone would have this level of
           | performance for every use case, but it's what I've been able
           | to achieve and maintain.
        
             | smilespray wrote:
             | Thank you for a good response, which takes into
             | consideration several of my concerns.
             | 
             | My advice would be to both include these points and
             | demonstrate this (perhaps with a video) in your article, as
             | latency is IMHO correctly perceived as the killer of
             | several concepts, such as remote game streaming services
             | and host-to-goggles interactivity. This is especially
             | important as you're using a cheapish consumer device as
             | your primary display.
             | 
             | Do include the circumstances that contradict your 3ms
             | claim. You do this elsewhere in your article (the gray old
             | computers example) but it will serve to bolster your
             | overarching argument.
        
             | HMH wrote:
             | Thanks for the insights!
             | 
             | > Best way to really check it is with high-speed video
             | capture of a hardware display and the mirrored content in
             | the headset, of a high-(temporal-)resolution stopwatch.
             | 
             | Agreed, it's a little cumbersome but afterwards you can be
             | pretty confident in your result. Have you measured 3ms like
             | that? Getting below 3ms with small deltas using NVENC
             | sounds possible but considering that even with a refresh
             | rate of 120fps there is over 8ms between two frames, 3ms
             | does sound suspiciously low.
             | 
             | One last question, have you done any experiments with the
             | video codec, due to compatibility requirements I am pretty
             | much limited to H.264 but was wondering if there is
             | something better for super low latency encoding?
        
       | georgewsinger wrote:
       | This is such a great post, and really covers the _spiritual_
       | aspects of what it 's like to work for prolonged periods in VR.
       | Glad to see Immersed getting traction, and taking VR forward. We
       | all benefit from this.
       | 
       | For Linux enthusiasts (possibly the OP as as well): SimulaVR
       | (www.simulavr.com) is working on a portable Linux VR headset with
       | office/programmer productivity as the #1 goal. It will offer the
       | following advantages over the OP's Immersed setup:
       | 
       | 1. *More than double the text quality.* We are making a headset
       | with more than double the PPD (pixels-per-degree) of the Oculus
       | Quest 2. This is extremely important for facilitating multi-hour
       | VR sessions without eye fatigue.
       | 
       | 2. *Proper window management.* SimulaVR is a fully functional
       | Linux window manager (built over Wayland/wlroots infrastructure).
       | Unlike Immersed, it isn't just emulating screens on another host
       | OS. This means you get an unlimited number of windows, popups can
       | (when desired) behave as new windows, etc. No hacks are required
       | to get this sort of functionality. It will also later on
       | facilitate proper 3D/VR applications being able to share the same
       | space with 2D applications.
       | 
       | 3. *Proper portability.* Our headset is going to be fully
       | portable (with a detachable compute pack in the back), and won't
       | require you to tether your headset to another computer over WiFi,
       | or take along an additional laptop just to get your VR computer
       | working somewhere else.
       | 
       | 4. *Proper hackability.* Simula is built over FOSS, and is not
       | tethered to the Facebook platform. If there's something you want
       | to change or tweak, you're free to do so.
       | 
       | One thing Immersed has though is immediate availability and
       | scalability (there are an unlimited supply of Oculus Quests
       | floating around :). We're likely going to be constrained on the
       | number of headsets we can produce, at least initially, and will
       | have to queue first to the early users.
       | 
       | We (and the industry at large) also have a lot of work ahead of
       | us to improve upon a VR-centric UX (incorporating proper tiling
       | management, and other things). Very exciting.
        
         | MikusR wrote:
         | Is there even a prototype?
        
         | ptom wrote:
         | OP here! I've been keeping a very close eye on the SimulaVR
         | project for a while. I agree with most of what you've got here,
         | and would love to be able to try it out in the future.
         | 
         | One question I've got about the window management system - I
         | make heavy use of virtual desktops so I can swap several
         | windows out simultaneously (all my source code on one screen,
         | my database GUIs on another, etc.). I'd run out of room using a
         | spatially tiled VR interface unless I had "sets" or other
         | groups of windows (or different vantage points); how is that
         | being approached? Is there a "virtual desktop" equivalent?
         | 
         | Any chance of coopting other hardware as part of your
         | development/deployment strategy? (Vive Focus 3, maybe?)
         | 
         | I'll definitely continue to watch the project - please let me
         | know if I can ever be of service in the endeavor. You guys are
         | building an awesome future.
        
           | lwneal wrote:
           | The current build of SimulaVR[1] does support workspaces,
           | accessed via Super+number keyboard shortcuts. I use them like
           | a higher-level alt+tab, to switch between a set of text
           | editor windows (super+1) and a set of browser and terminal
           | windows displaying test output (super+2).
           | 
           | [1] https://github.com/SimulaVR/Simula/tree/dev#usage
        
           | georgewsinger wrote:
           | Hi ptom.
           | 
           | 1. Simula is planning on adding a window tiling/window
           | grouping dynamic to its UX. Agreed this is a useful feature,
           | and we've heard from other people as well that this would
           | improve things.
           | 
           | A short-term hack though, since Simula is a fully functioning
           | window manager, is to simply launch another window manager
           | inside Simula as a client (e.g., launching i3 or xfce4 inside
           | Simula, and using it as a way to group applications
           | together).
           | 
           | 2. We've been unable to get Linux support from other VR
           | manufacturers in order to run Simula on other hardware. In
           | fact, our initial goal was to only do this (so that we could
           | focus on the software only), but eventually decided it was
           | better to just build our own headset (in particular a high-
           | fidelity one that is uniquely suited for office/programmer
           | productivity).
           | 
           | Would love to stay in contact. Your office VR setup really
           | captures the spirit of the VR age.
        
         | FieryTransition wrote:
         | I have been eyeing the xr3 headset, it has a really good pixel
         | density and arrangement, to the point it's unreal, but it's
         | really expensive.
         | 
         | But if you have enough money to burn, you can taste the future
         | now.
        
         | nullifidian wrote:
         | solving vergence-accommodation conflict could also be important
         | for long term use fatigue, which no current or near future
         | headset even attempts to solve.
        
         | lobocinza wrote:
         | Gargoyles from Snow Crash are now becoming a reality.
        
           | Apocryphon wrote:
           | Smartphones have already made aspects of being a gargoyle
           | common to society, outside of the AR bits.
        
         | amelius wrote:
         | Question: what happens when you open a webpage that shows 3D
         | content?
        
           | nickpow43 wrote:
           | ideally it would render stereoscopically but I imagine since
           | most 3D applications control the camera themselves this will
           | be difficult to make work across all things. 3D using css may
           | work since it is up to the browser how it gets rendered.
        
           | throwaway_2047 wrote:
           | Would be great if there is support between navigation of 3D
           | content and VR headset.
           | 
           | If no support between them, there will be a virtual window
           | embedding e.g https://threejs.org/examples/#webgl_decals ,
           | which is weird
        
         | m4rtink wrote:
         | Simula looks like how ptoper open VR should be. If (and/or
         | _when_ ) they can pull it of is still a question though.
        
         | lindseymysse wrote:
         | What is your webXR support going to be? I think for business
         | applications, webXR is going to be the communication medium of
         | choice.
         | 
         | Nothing beats HTML for expressiveness and transmit-ability, and
         | with frameworks like A-Frame you already have an enormous
         | amount of software written for your headset.
         | 
         | Between you guys and Frame.work, it feels like hardware might
         | get inspiring again. Good luck!
        
         | Xevi wrote:
         | Wow, I noticed that it even has Tobii Eye Tracking. That's
         | extremely exciting imo. It would allow me to code fully hands-
         | free with something like Serenade/Talon, and just use the eye
         | tracking to move the mouse.
         | 
         | Can the headset be connected to a Windows PC? I'm running very
         | heavy stuff when developing, and need all of the the horsepower
         | available. On top of that I also need access to certain
         | software that don't exist on Linux.
        
         | danielEM wrote:
         | What is more less the price range you expect for your headset?
        
       | OOPMan wrote:
       | I can't wait for the n-gate take on this...
        
       | 0x4d464d48 wrote:
       | "Realism will increase (perhaps to hyperrealism) and our ability
       | to perceive and interact with simulated objects and settings will
       | be indistinguishable to our senses."
       | 
       | Hard pass from me.
       | 
       | Gaming addiction was only officially recognized within roughly
       | the past decade. The idea of developing some sort of dependance
       | on virtual reality fills me with absolute dread. Whats worse is
       | that companies promoting virtual offices like this have every
       | incentive imaginable to promote this (hi Facebook!).
       | 
       | I don't have anything against VR and think it has a lot of
       | potential as a medium for gaming and the arts but theres a lot of
       | danger in assuming there is no risk or minimizing the risks.
       | Ignore the addictive power of the things which tune out the
       | inconveniences of life at your own peril.
        
       | overgard wrote:
       | Idk it sounds nice for some people but I think he handwaves away
       | real motion sickness concerns. I can't spend more than 10 minutes
       | in VR without being dizzy. Maybe it gets there some day but Ive
       | yet to try a headset without getting sick
        
         | ptom wrote:
         | Author here; no hand waving was intended, and I do make note of
         | it in the FAQ.
         | 
         | There's a lot of VR content I still can't handle, even though
         | I've built a tolerance to many others. But for a stationary
         | experience like productivity, where I at most walk in a very
         | small area while at the standing desk, it's not applicable -
         | I'm running 100fps+, and the 6DoF tracking does an excellent
         | job.
        
       | globular-toast wrote:
       | > even with my higher-capacity headset and accessories, my entire
       | outlay is easily competitive with a conventional multi-monitor
       | configuration.
       | 
       | I highly doubt it. My dual monitor setup cost me about PS300
       | including a nice desk stand. No fancy GPU or anything required.
       | If that VR setup really cost that much it would be an impulse buy
       | for me.
        
         | dougmwne wrote:
         | The Oculus Quest 2 really is $299 and it's the only necessary
         | piece of equipment. It's a standalone computing platform
         | running a flagship mobile processor. It's a completely amazing
         | device along several different use cases, VR office is just one
         | of them. Gaming, art, media consumption, social, education,
         | work and more are eventually going to get revolutionized by
         | this tech. For any tech geek, I would recommend an immediate
         | purchase.
        
           | globular-toast wrote:
           | Ah, I won't buy tech that needs a cloud subscription, though.
           | Especially not one linked to Facebook.
        
       | kovek wrote:
       | Vario XR has a very good resolution. Did anyone try to code with
       | it?
        
         | ptom wrote:
         | OP here - Doesn't run this particular software, and it's
         | prohibitively expensive unless you've got corporate
         | sponsorship. Would love to give it a try, though.
        
         | caslon wrote:
         | I think you mean Varjo. It's a pretty ridiculous headset, but
         | the thing also forces you to buy a $2000/month subscription
         | _after_ you purchase it. It 's safe to say it's not a really
         | reasonable option.
         | 
         | It also doesn't _actually_ have a particularly high resolution,
         | and sort of cheats by making your periphery have a
         | significantly lower resolution (hardware, not software, is
         | responsible for this, so you can 't just turn foveated
         | rendering off), which makes it good for many use cases, but
         | worse for programming.
        
           | samplatt wrote:
           | Got a source for the "forces you to subscribe" bit?
           | Everything I've seen says that part is optional.
           | 
           | Also, even disregarding the extra focal-spot screens, you're
           | wrong about the resolution. It's the highest of all headsets
           | that don't have insanely wide FOV's like the Pimax8K, by a
           | long way. 2880 x 2720 per eye (Varjo VR-3) > 1832 x 1920 per
           | eye (Quest 2) > 1440 x 1600 per eye (Vive Pro 2) ~= 1600 x
           | 1440 per eye (Valve Index)
        
             | caslon wrote:
             | https://store.varjo.com/xr-3
             | 
             |  _A valid Varjo XR subscription is required to use the
             | device Every XR-3 user must have a Varjo account and a
             | valid XR subscription. Read more here._
             | 
             | You could have just checked the store.
        
               | caslon wrote:
               | Just to eliminate any doubt, the same is also the case
               | for the VR-3 and every other Varjo model:
               | 
               |  _A valid Varjo VR subscription is required to use the
               | device Every VR-3 user must have a Varjo account and a
               | valid VR subscription. Read more here._
               | 
               | https://store.varjo.com/vr-3
        
         | gardaani wrote:
         | I haven't tried coding on Varjo, but I've played Alyx on their
         | Varjo VR-1 headset. The resolution is incredible! No blur, no
         | pixels visible. While playing, I often just stopped to look at
         | things to see pixels or other flaws in them, but I couldn't
         | really see any flaws. Also, texts looked very sharp like in the
         | real world.
        
       | tcmb wrote:
       | I have only 40% acuity in one of my eyes, is a typical VR headset
       | still a good experience?
        
         | modeless wrote:
         | Yes, that shouldn't present any problem for using VR.
        
       | wisienkas wrote:
       | Discussed this with co-workers 2 years ago, seems this could be
       | reality. I think for offices this might be a usecase for office
       | mainframes coming back
        
       | rcarmo wrote:
       | Weird. I have a Quest 2 and the thought of having it constantly
       | on my face (likely powered by cable) is... daunting.
        
         | ptom wrote:
         | OP here; it takes some getting used to. I've adapted well to
         | it, but I also: replaced the facial interface, moved to a halo
         | mount for better balance and reduced facial pressure, and keep
         | everything clean and cool (small or medium desk fan, depending
         | on the day).
        
       | resonious wrote:
       | I was really excited about VR for awhile when the Oculus Rift was
       | first getting press. The idea of programming on an infinitely
       | large screen also seemed really cool. I couldn't afford one at
       | the time so just held out.
       | 
       | Since then, I've been able to try a number of headsets and they
       | all give me a headache after about 30 minutes. Depending on how
       | the camera moves around, I can speedrun getting a headache in
       | less than 5 minutes.
       | 
       | Does anyone else experience this? The OP's setup or SimulaVR
       | sound really cool but I highly doubt I'll be able to do it for
       | any productive amount of time.
        
       | suyash wrote:
       | It's like being in front of a large television screen for many
       | hours. Can't be good for your eyes, curious to hear how your eye
       | test results will come out after 6 months to year of 40-50
       | hours/week of VR usage.
        
         | inDigiNeous wrote:
         | Curious about how blasting WiFi next to your head 8 hours a day
         | affects your brain also, especially when dealing with high
         | bandwidth streams like video all the time.
        
         | drath wrote:
         | There is nothing wrong with sitting in front of a large
         | television screen, as long as your eyes are not dry and you
         | don't look at one point all time.
        
         | Doxin wrote:
         | The main difference there is that the lenses in a VR headset
         | make the focus plane be infinitely far away. The main thing
         | that's bad for your eyes with monitors and TVs is focusing your
         | eyes up close for hours and hours. If anything a VR headset
         | would be better for your eyes than a regular monitor.
        
           | rspoerri wrote:
           | Funny ppl downvote this comment while it's actually true. If
           | you check out the "focal distance" of "focus plane" you will
           | find out that everything you see in vr is on a fixed
           | distance. What distance it is depends on the vr glasses
           | (2m-infinity). I am unsure wether it's proven to be better,
           | but it's surely not worse then watching a screen at 50cm
           | distance all day long.
        
           | kgwgk wrote:
           | Infinitely far away as in 1.3m away according to other
           | comments. How close are you to your tv?
        
             | rspoerri wrote:
             | not "as in" but depending on the vr glasses.
        
       | sp332 wrote:
       | Elevr had some great research and blog posts about this kind of
       | thing, but they ran out of funding and even the website is gone
       | now. Here are a couple of my favorites:
       | 
       | The Office of the Future
       | https://web.archive.org/web/20190816013625/http://elevr.com/...
       | 
       | The Three Scales
       | https://web.archive.org/web/20190830025347/http://elevr.com/...
        
         | ptom wrote:
         | Author of the article here - these are really cool, thanks for
         | sharing! I'd not seen these at the time, they were definitely
         | working on good stuff - the technology is taking a while to
         | catch up.
        
       | malloreon wrote:
       | I'd like to try this if there was an option to do so without
       | giving Facebook money.
        
       | stubish wrote:
       | Curious if the op now uses quick head movements to focus
       | attention rather than rapid eye movement. I haven't used the
       | Oculus, but with another headset found reading text to the far
       | left or right difficult, as the resolution there is poor. Moving
       | your head so the text is centered increases the pixel density and
       | the text becomes readable.
        
         | ptom wrote:
         | OP here; some of each, actually. The resolution does drop off
         | at the edges, especially with more aggressive foveated
         | rendering (which I turn off, so as to get as much clarity as
         | possible). I do end up moving my head, but it's casual rather
         | than quick, certainly not like darting around. The end result
         | is improved ergonomics, too - used to be, with a fixed monitor
         | my neck would become very tight and snap/crack horribly when
         | stretching after a long session. The frequent movement in VR
         | has completely eliminated that issue while working.
        
       | alfiedotwtf wrote:
       | I've had to do a lot of reading for work and I have to say, the
       | Quest 2 has saved me from a lot of migraines, because I can
       | recline while reading so as not put strain on my neck.
       | 
       | I'm not a Zuck fan, but damn the Quest 2 is a game changer for
       | me.
        
         | ptom wrote:
         | OP here - I suffer from migraines as well; being able to work
         | in a black void with minimal interface has helped me be
         | functional in situations I'd otherwise just have to stay in
         | bed, triptans notwithstanding. I didn't want to bring it up in
         | the article though because I didn't want to make false promises
         | or urge migraine sufferers to adopt it - in the early days of
         | VR, the bad software IPD management in the DK2 would actually
         | _trigger_ migraines for me.
         | 
         | As an accessibility tool I'm delighted to see it working for
         | another migraine sufferer though.
        
           | alfiedotwtf wrote:
           | Hey! Yes, that's why I thought to bring it up in the comments
           | here, just in case there were other people in the same boat.
           | I'm glad it worked for you.
           | 
           | I've been wanting to do more to get towards your setup i.e
           | coding in VR, but just haven't had the time. That's why I got
           | excited when I saw your post, because now I've got the
           | blueprints :)
           | 
           | If I ever move more into this, I'll blog about it and credit
           | your post. Thanks again!
        
         | spiderice wrote:
         | How can you stand reading on something with as low resolution
         | as the Quest 2? That sounds painful.
        
           | alfiedotwtf wrote:
           | The in-built browser with large font, and also Adobe Acrobat
           | side-loaded works really well. I'd rather have larger text
           | than usual if it can save me from a sore neck.
        
       | superasn wrote:
       | I don't know but for some reason this article feels like one of
       | those things - which is what will be see in a show 20 years from
       | now about where/how it all started.
       | 
       | Like the guys from 1980s talking about video games in the recent
       | Netflix documentary 'high score', where some people started
       | spending 8+ hours a day playing games with really primitive
       | graphics because it was just enough to be enjoyable.
       | 
       | VR now seems like something that is almost finally ready to
       | explode and like the atari or iphone is going to change all our
       | lives forever.
        
         | paul7986 wrote:
         | Yes VR a technology that's been around since the 90s is finally
         | going to take off ... maybe ...can anyone name another
         | technology that started decades before and later became a
         | product that changed the world like the iPhone?
         | 
         | Why would I want to wear a headset strapped to my face for
         | hours to interact with memojis of my co-workers? I've
         | definitely tried out VR games in the past few years ... cool,
         | but novel fun and the headset strapped to my face annoyed me.
        
           | soylentcola wrote:
           | The example you gave (iPhone) is itself the result of decades
           | of advances in microprocessors, cellular communication,
           | display tech, and input devices. Apple was successful because
           | they put in the resources to develop a device with mass
           | consumer appeal once the underlying tech and engineering
           | allowed for it.
           | 
           | You could've asked someone 20 years earlier "why would you
           | want to walk around with a suitcase attached to a phone so
           | you could make calls from your car?" Or you could ask someone
           | 10 years earlier why they would want to carry a small brick
           | in their pocket so they could scribble notes with a tiny
           | stylus. Or 5 years earlier why they would want a phone that
           | ran "apps" when you had to buy them at the store on SD cards
           | and interact via a small resistive touch screen.
           | 
           | Few-to-none of these things spring fully formed from the
           | minds of a lone genius. They're the result of identifying new
           | and potentially useful things that can be done with tools
           | that are just becoming good enough to be adequate.
        
           | dcx wrote:
           | Yes, lots of technologies work like that. Solar panels. Deep
           | learning in pretty much its modern form was invented decades
           | ago, but had to wait for the hardware to get good enough to
           | show results. Personal computing took decades to take off.
           | Heavier than air travel spent centuries as a curiosity.
           | 
           | Tipping points are fundamental to the nature of reality.
           | Technology improves through decades of little tweaks and
           | incremental improvements, which can sometimes bring a
           | technology to a point where it's optimal and suddenly
           | dominates the landscape.
        
             | paul7986 wrote:
             | Sure I agree with you but the cellphone brief case of the
             | 90s looks way different our iPhones.
             | 
             | The form factor basic idea of VR hasn't changed since the
             | 90s which is still strap a bulky headset to your face.
             | Prescription or sunglasses aren't bulky ..what humans have
             | worn for possibly centuries.
             | 
             | Maybe it will finally change how we play video games but
             | working virtually with my coworkers emojis for 8 hours or
             | long periods of time with a headset strapped to my face is
             | lol
        
           | Sohcahtoa82 wrote:
           | Do not confuse the existence of a technology with its
           | viability as a consumer product.
           | 
           | VR may have been invented in the 90s, but it likely wasn't
           | until a few years ago that we could do it well enough and
           | cheaply enough to make it worthwhile for consumer-level
           | gamers.
           | 
           | VR in the 90s was incredibly low resolution and and had low
           | framerates, not to mention thousands of dollars and with
           | shitty latency. It was ugly and nauseating.
           | 
           | To make VR useable for consumers, it had to be semi-
           | affordable and attractive. It wasn't until the last 10 years
           | as small high-DPI LCD screens dropped in price and PCs could
           | render at the 90+ fps needed to keep latency low (And really,
           | since it's 90+ fps PER EYE, it's really rendering at 180 fps)
           | that VR became viable.
        
         | titzer wrote:
         | I can tell you what, that much screen time right _on your face_
         | is going to fucking _ruin_ millions of eyes.
        
           | ianlevesque wrote:
           | The actual focal distance on a Quest 2 is about six feet,
           | that's further away than I keep my desk monitors.
        
             | titzer wrote:
             | The issue isn't (only) the focal distance. The difference
             | is that your desk monitors don't encapsulate your entire
             | eye cavities and cause pupil dilation, pumping blue light
             | directly onto your retinas, which has been suspected to
             | accelerate macular degeneration, night-blindness, and dry
             | eye, as well as cause poor sleep.
             | 
             | https://www.webmd.com/eye-health/blue-light-health
        
               | Loocid wrote:
               | Can't you use blue light filters in VR like you can with
               | regular monitors (eg Flux or Windows Night light)?
        
               | dougmwne wrote:
               | Yes, that is a system level software option in the Oculus
               | menu, along with brightness control.
        
           | westoncb wrote:
           | Is there some basis for thinking that? AFAICT your eyes/brain
           | seem to overlook the physical location of the screen and are
           | tricked into variably focusing based on simulated depth.
        
             | titzer wrote:
             | It's not just focal distance, but also accommodation and
             | general eye coordination. (Today's) VR screws up your
             | visual neurological systems and studies show this:
             | 
             | https://www.sciencedirect.com/science/article/abs/pii/S0003
             | 6...
        
               | Kiro wrote:
               | Worth it.
        
               | frankenst1 wrote:
               | Are "focal distance" and "accomodation" separate issues?
               | Isn't accomodation focusing on an object at a certain
               | distance?
        
               | titzer wrote:
               | Sorry, I meant to also mention _convergence_ , which is
               | the movement of the two eyes together to focus on near
               | objects because of line-of-sight. This is perhaps the
               | bigger problem.
        
             | ux-app wrote:
             | >are tricked into variably focusing based on simulated
             | depth
             | 
             | No, the focal distance in a headset is fixed. The light
             | hitting your eye is always coming in at the same angle.
        
       | stuaxo wrote:
       | I wonder if you end up short sighted.
        
       | sharmin123 wrote:
       | How to hack someone's phone | 6 Ways to hack someone's phone:
       | https://www.hackerslist.co/how-to-hack-someones-phone-6-ways...
        
       | mulmen wrote:
       | Please, for the love of everything good, do not hijack the right
       | click.
        
       | brightstep wrote:
       | Anyone else _not_ want to cut themselves off from physical
       | reality for hours at a time for productivity purposes? I like
       | looking away from my screen and seeing my dog and cat on the
       | couch. I like looking out my window. I like being distracted by a
       | car driving by. This sounds awful.
        
         | rubyist5eva wrote:
         | It doesn't just sounds "awful" to me...it sounds absolutely
         | hellish. Reminds somewhat of being "jacked-in" to The Matrix
         | and completely "blue pilled".
         | 
         | As time goes on and technology becomes sufficiently advanced, I
         | can't help but feel all the dystopian nightmare sci-fi created
         | as _warnings_ are instead being used as instruction manuals by
         | power hungry Silicon Valley execs.
        
           | brightstep wrote:
           | Those novels are natural extrapolations, deductions given the
           | way our economy and society are organized. They are warnings,
           | but given the incentives of market capitalism, they are in
           | many ways inevitable. Even if Facebook et al decided not to
           | do such things on moral grounds, it wouldn't be long before
           | someone else appeared to fill the void.
        
             | fouric wrote:
             | Very few things are "inevitable", and I don't think that
             | the things you cite are an exception. Regulation exists for
             | a reason, and we have many examples of going from _worse_
             | conditions to _better_ ones e.g. from the 12-hour workdays
             | to 8-hour workdays and banning child labor. Don 't give up
             | - these are things that can be legislated around.
        
           | rhn_mk1 wrote:
           | The Matrix, according to the lore, was created as the perfect
           | world for humans to happily live in :)
        
             | closetohome wrote:
             | _Did you know that the first VR office was designed to be a
             | perfect human world? Where none suffered, where everyone
             | would be happy. It was a disaster. No one would accept the
             | program. Entire interns were lost._
        
       | Diggsey wrote:
       | Maybe things have improved a lot since I last tried VR, but the
       | combination of low effective resolution and distortion from the
       | fresnel lens (which also produces a kind of discretization effect
       | similar to visible pixels) meant it was very unsuited to
       | productivity tasks.
       | 
       | (Gaming was amazing though...)
        
         | erikbye wrote:
         | Not to mention the terrible lens glare.
        
         | ptom wrote:
         | Hi! OP here - the discretization effect is also known as the
         | "screen door" effect. That can be even worse when the VR is
         | trying to provide a picture of a picture.
         | 
         | It's improved a little bit, but still takes a lot of tweaking
         | to maximize readability. I'd say it's "maybe passable" for most
         | users without a lot of patience to do that tuning and
         | compromise in favor of density over beauty.
         | 
         | So it might not be there for you yet - but it's moving in the
         | right direction.
        
       | erikbye wrote:
       | I tried working like this but the resolution is not there yet,
       | not sure why some people are not bothered by this. For me it's
       | very important text is as crisp as on my 4k display.
        
         | pornel wrote:
         | I'm very surprised that OP is using Quest 2 instead of a high-
         | end headset. I don't think VR is ready yet for working with
         | text.
        
           | Filligree wrote:
           | The Quest 2 works without any stationary equipment. (LIDARs,
           | whatever.) This makes it massively more portable, and the
           | resolution is _almost_ good enough. It 's also much cheaper.
           | 
           | Personally I wouldn't do it, but it'd be difficult to use a
           | setup based around e.g. the Pimax without building a room
           | around it, and... at that point why not just install some
           | regular monitors? You can buy quite a few at that price
           | point.
        
           | Sohcahtoa82 wrote:
           | Quest 2 has a higher resolution than Valve Index.
           | 
           | IIRC, the only headset with a higher resolution than Q2 is a
           | PiMax.
        
         | dkh wrote:
         | There are plenty of people who don't seem to notice how crappy
         | things look when their monitor is set to non-native resolution,
         | or the differences between SD/HD/4K, or a clearly uprezzed JPG.
         | Might be something to do with what they are used to, and/or
         | their individual eyesight. Resolution is just as critical for
         | me as it is for you, but my eyesight is good and my eyes/brain
         | are pretty well-trained from years of having to do things like
         | spot a single dead pixel in a 6.5k video frame for a living.
        
       | jjcm wrote:
       | This is a great breakdown of the early state of VR productivity.
       | There are still a few key items that are barriers for me
       | personally:
       | 
       | 1. Eye and face tracking. The author mentions lip syncing and
       | hand tracking. That goes a long way, but it doesn't recreate the
       | video experience to me. There are a few vtubers out there that
       | are doing some seriously impressive tracking, but it requires
       | tons of special equipment at the moment. Once this gets resolved
       | in a consumer model, I think things will really shine for virtual
       | presence.
       | 
       | 2. Lighter weight headsets. For longer sessions, a custom
       | headstrap helps a ton, but even still lighter headsets will go a
       | long ways to helping here.
       | 
       | 3. Better lenses and better displays. The lower res means you're
       | really forced to work at huge virtual screen sizes, as the author
       | mentions. While this is the least needed item in this list for
       | basic productivity, the screen door effect definitely creates a
       | barrier some of the time.
       | 
       | I highly anticipate that we'll see a sizable portion of the
       | population change over to VR for productivity within ten years.
       | It has huge potential, especially with the remote work
       | environment many are in these days. I would love to be able to
       | feel the presence of people around me again, while still not
       | having a commute or the risks associated with being physically in
       | the same room.
        
         | qq4 wrote:
         | > risks associated with being physically in the same room
         | 
         | What risks are you anticipating in ten years time?
        
         | drited wrote:
         | The latest firmware update for the Quest 2 (v33 [1]) brought
         | "Link sharpening" which improves text clarity when connecting
         | to your PC through Air Link (wirelessly) or Link (via USB). I
         | tested before and after the update. Before the resolution
         | wasn't quite there for coding etc., but I could definitely work
         | with the post-update resolution.
         | 
         | As an aside, a handy cheap way to get more screens in VR with
         | Oculus Link is to insert a headless HDMI plug into your video
         | card. This also works for creating new screens in VR using
         | Immersed although they claim that the virtual screens (paid
         | feature) work better.
         | 
         | [1]: https://support.oculus.com/release-notes/
        
         | caslon wrote:
         | There are actually a few decent choices for eye tracking now (a
         | company that was just acquired by Bytedance had a pretty good
         | eye-tracking standalone), and there are a few crazy headsets
         | that do all of your listed requirements for 1. and _more_ , but
         | they're all in the $1,000+ range.
         | 
         | Lighter-weight headsets is something necessary but also
         | something that is in sort of a weird spot. The Quest 2 is
         | actually a lot heavier than average, because it's standalone.
         | As cool as it is, it's regressive in some interesting ways.
         | 
         | For better displays, there's already some pretty impressive
         | displays these days if you don't mind jumping up in price a few
         | notches. Enthusiast-range, for sure, but still consumer models.
        
           | rattray wrote:
           | Which device would you overall recommend for all day
           | productivity use?
        
             | caslon wrote:
             | Honestly, it depends on what your setup is. I would
             | recommend taking a look at the recent Pimax headsets, the
             | Quest 2, and the new Reverb G2 Omnicept, figuring out which
             | features you can't live without (and which price tags you
             | can), then picking one.
        
         | josephg wrote:
         | > The author mentions lip syncing and hand tracking. That goes
         | a long way, but it doesn't recreate the video experience to me.
         | 
         | The oculus team put together a seriously jawdropping demo of
         | facial tracking using a few cameras in a headset, combined with
         | a lot of AI. The prototype was from a couple years ago. I can't
         | wait until it makes it into commercial headsets. I wonder what
         | the hold up is?
         | 
         | Well worth a look if you haven't seen it:
         | 
         | https://www.youtube.com/watch?v=v3XcQtoja_Y
        
         | the_af wrote:
         | Your last paragraph reminded me of Isaac Asimov's novel "The
         | Naked Sun" and his fictional world of Solaria, where people
         | have grown used to living far from each other and only "meet"
         | in VR, and this has happened long enough that people feel
         | repulsed by other people and feel sick if they believe they are
         | in the actual presence of another person.
        
           | dougmwne wrote:
           | Well that one certainly came to pass, didn't it?
           | 
           | The pandemic is the best opportunity FB will ever have to
           | push VR into the mainstream. Zuck has also been playing up
           | that it could replace business travel post pandemic and there
           | have been leaked specs for a Quest Pro that would deliver a
           | very cutting edge productivity experience.
        
             | wlamartin wrote:
             | Years ago I had a dream that VR companies had released an
             | airborne virus such that the only way for humans to
             | experience outside was to wear VR tech.
             | 
             | I woke up thinking, "I need to invest in drone deliveries!"
        
         | ekianjo wrote:
         | > change over to VR for productivity within ten years
         | 
         | Curious, but why not AR for productivity rather than VR? Both
         | could work, and AR is less invasive.
        
           | Groxx wrote:
           | AR has a lot further to go on a fundamental technology level
           | to reach "usable without uncomfortably dim surroundings". VR
           | already works.
           | 
           | E.g. the very best AR stuff you can buy right now is still
           | moderately-bright glowing pixels on top of whatever you're
           | currently looking towards. So if you have too much contrast
           | in the background, or actual light sources, they show right
           | through and ruin much of the visual clarity.
           | 
           | As much as I like AR as a concept, it's much further from
           | "ready". It has all the complexities of VR, plus real-world
           | tracking, plus visual overlay - it'll necessarily trail VR
           | until those latter two are "good enough", and they certainly
           | are not at the moment.
        
             | kderbyma wrote:
             | if they had some form of e-ink like backing it could block
             | the light on the external side and the. render the emitting
             | light on the eyes side
        
               | kirrent wrote:
               | How do you block light away from the focal plane? There's
               | been research headsets with incredibly long and
               | convoluted indirect light paths so that an attenuation
               | layer could be inserted at a separate focal plane.
               | There's also out of focus attenuation layers which can be
               | surprisingly effective. Neither seems sufficient for a
               | consumer headset.
        
             | leereeves wrote:
             | Why don't AR headsets use variable tint sunglass lenses to
             | dim the incoming light?
        
               | Groxx wrote:
               | There have been some tech demos along these lines -
               | basically an LCD filter layer that turns black where the
               | pixels are lighting up.
               | 
               | Last I saw, that opaque layer's pixel density was far too
               | coarse (so it blocked too much or too little - it needs
               | like >10x higher density than the highest density
               | consumer screens out now), and every tech I've seen has
               | had a fundamental issue with focus - we can project AR
               | pixels at comfortable focus ranges with complex enough
               | techniques, but nothing exists to project "darkness", so
               | it's at an entirely different visual and focal distance
               | as the pixels, and it never looks quite right.
               | 
               | On top of that, you can't really use it to make semi-
               | opaque pixels - you can only darken, and draw brighter
               | stuff on top. So even if you solve ^ all that, you
               | _still_ have to accurately track the world, figure out
               | what 's being occluded, and re-draw that along with the
               | pixel you want to draw. Without blocking vision, so the
               | cameras to do all this can't see exactly the same thing
               | you see.
               | 
               | ... so every AR headset just adds a pair of literal
               | sunglasses behind it all to dim the world so things don't
               | look quite as bad, and that's the best we have now.
               | 
               | In VR with a couple cameras, you... just draw a semi-
               | opaque pixel on top. And it looks perfect.
        
           | Impossible wrote:
           | VR with pass-through might still win this because it's more
           | practical for work scenarios. Arguably this is still AR, but
           | subtly different than HMDs with transparent displays.
        
           | jjcm wrote:
           | I would argue that the future of AR is VR with passthrough.
           | AR fundamentally has issues with light passing through the
           | display screen. VR passthrough is solvable with current tech.
           | AR that solves the problem of not being able to selectively
           | block out light is a breakthrough or two away.
        
       | idorosen wrote:
       | This can't be good for your eyes.
        
       | formvoltron wrote:
       | Maybe take a walk & find a girlfriend?
        
         | dougmwne wrote:
         | Friend, this is probably not the website for you.
        
       | jstrieb wrote:
       | > Complete control over my visual environment is like using
       | noise-canceling headphones for my eyes.
       | 
       | Could not agree more. I tried out a much simpler setup on my
       | friend's Oculus Go (predecessor to the Quest 2, since abandoned
       | by Facebook), and was amazed at how well I was able to focus.
       | 
       | For my setup, I used the a web browser on the headset itself to
       | connect to ttyd [0] running on my computer for doing programming
       | homework when I was in college, and it worked really well. I
       | wrote about my experience, and drew similar conclusions. [1]
       | 
       | When I looked into immersive coding environments at that time, I
       | didn't find much. I guess I didn't look hard enough...
       | 
       | [0] https://github.com/tsl0922/ttyd
       | 
       | [1] https://jstrieb.github.io/posts/vr-programming/
        
         | hyperpallium2 wrote:
         | The future of cubicles.
        
           | fouric wrote:
           | Cubicles suck, but if I'm going to be stuck in one anyway, I
           | might as well opt to block everything out of my vision except
           | for my screen. My monitor bezels, keyboard, mouse, desk
           | surface, phone, post-it notes, office locker, etc. are just
           | distractions unless I actively need to interact with them.
        
           | mhh__ wrote:
           | I suppose so, but in a remote world it might be _your_
           | cubicle? Probably just another bifurcation between the
           | "cattle" (provocative term that I disagree with but still)
           | and the 5x-ers (HN readers...).
           | 
           | One man's prison is another man's minimalist office?
        
       | MrDresden wrote:
       | Sounds interesting, and I'd love to try this.
       | 
       | However I am never buying an Oculus device, for fear and loathing
       | of anything made by Facebook. Having to have and use a FB
       | account, with their track record of privacy blunders has
       | completely alienated me from all their products.
       | 
       | Sadly that doesn't leave very many options on the table, some of
       | which cost an arm and a leg.
        
       | OneTimePetes wrote:
       | Now can i train a NN that parses the code and my actions as input
       | and auto-rearranges the windows depending on the workflow?
        
       | drumttocs8 wrote:
       | "...experience less eye strain than I ever did with a bunch of
       | desk-bound LCDs."
       | 
       | Is this really true? As someone who has never used VR, I assumed
       | that an issue would be higher eye strain.
        
         | ptom wrote:
         | Hi! OP here. The screens are physically close, but the lenses
         | give it an effective focal range of about 1.3m / 4'2", further
         | than most monitors are placed. It feels a lot further, though.
         | 
         | As other posters have shared, the bigger issue is that the
         | focal plane is _static_ , at least until the varifocal
         | technology matures. Getting good eye exercise outside of VR is
         | important, just like it is with all-day computer work.
         | 
         | Cheers!
        
           | titzer wrote:
           | Exposure to UV light (not blue light) is also really
           | important for eyes. Get good eye exercise
           | outside...literally. Outdoors.
        
       | dr_faustus wrote:
       | nauseating
        
       | smarri wrote:
       | I had an interesting VR experience, I bought the Oculus during
       | lockdown when I had some time off work. I played a lot of hours
       | over a few days to complete the Walking Dead Game. What I felt
       | was most curious, was afterwards I now have visual memories of
       | being in the apocalyptic town fighting zombies. Almost like, a
       | fake memory of it. I think because VR is total visual immersion,
       | there could be some memory link unlike that which can be found
       | from film or monitor based games.
        
         | ptom wrote:
         | That was my experience with the Tuscany demo from the DK1 days
         | - my brain craved the missing sensations, such as the change in
         | temperature from sunlight falling on my face, or the texture of
         | the worn stone pillars, the humidity on various surfaces. But
         | then thinking back on it later, I didn't remember the screen
         | door effect, or many of the things that _didn 't_ work - the
         | visual memory was as though I'd actually been in that place.
        
           | smarri wrote:
           | Glad to hear of your experience too. I wonder if there is any
           | research being done in this area? Seems like an interesting
           | opportunity to explore and understand memory in a new way.
        
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