[HN Gopher] Simula One: an office-focused, standalone VR headset...
       ___________________________________________________________________
        
       Simula One: an office-focused, standalone VR headset built on top
       of Linux
        
       Author : sandebert
       Score  : 505 points
       Date   : 2021-09-29 08:04 UTC (14 hours ago)
        
 (HTM) web link (simulavr.com)
 (TXT) w3m dump (simulavr.com)
        
       | siva7 wrote:
       | So is this the future? Hundreds of office workers wearing for 8
       | hours a VR Headset in an open plan office?
        
         | m4rtink wrote:
         | So Ready Player One basically? :)
        
         | lolspace wrote:
         | We won't have offices in the future
        
         | mekkkkkk wrote:
         | No, they'll all be working remotely in their own matrix-style
         | cocoons. The nutritional paste will be delivered by Doordash.
        
       | planb wrote:
       | I'm not sure the fullscreen video in the page background helps to
       | promote working with a VR headset. It's lagging, tearing and
       | blurry. If I get dizzy by just looking at the page, how on earth
       | would I last more than 5 minutes in a VR office without throwing
       | up?
        
       | ansible wrote:
       | This is nice and all, but since the dropping in price of larger
       | monitors / TVs, it doesn't seem that practical.
       | 
       | Right now I'm using a 42in LG 4K TV as my monitor, and I've
       | mostly gotten used to it. One thing is that since I'm older, it
       | is nice to push the monitor further away from me than I had in
       | the past, so the monitor itself is on a file cabinet (with an
       | adjustable stand) not sitting on my desk itself.
       | 
       | TVs are _not_ monitors, and it took a bit of fiddling with the TV
       | settings (game console mode, turn off overscan) and drivers on
       | the desktop side, but I 'm fairly pleased with the setup these
       | days. I really like having additional vertical space for editing
       | windows.
        
         | yiyus wrote:
         | But you cannot take your 42in TV with you in a backpack. Mobile
         | setups are more practical than fixed ones for most people.
        
           | ansible wrote:
           | That's true.
           | 
           | Though with the power consumption required for a VR GPU
           | display, you'll likely need a decent-sized battery pack
           | (maybe on your belt), for this not to be tethered to a power
           | outlet.
           | 
           | For this product space, I think I personally would be happier
           | with a AR style solution, though that comes with its own
           | challenges.
           | 
           | I've got to wonder if a CastAR / Tilt5 AR projection system
           | would work better for working. You could certainly roll up
           | the retro-reflective "screen" into your backpack.
        
       | CRConrad wrote:
       | There's a bunch of old guys from Norway here for you, complaining
       | that your name was already taken.
        
         | spindle wrote:
         | inorite?! This is sacrilege! Use any other name!
        
           | kanetw wrote:
           | I actually tried to get us to rename but we never managed
           | before we had to incorporate and, yeah, we're a bit stuck
           | now.
           | 
           | When I was interviewing for a programming language theory PhD
           | program in... Bristol I think, back when this was purely
           | software, I had probably a 20 min discussion on this because
           | the prof thought it was related to the language.
        
       | FrameworkFred wrote:
       | I've tried VR with my phone and it looked promising to me WRT
       | resolution and clarity. I like the idea of a camera to let me see
       | my workspace and I suspect with a few iterations it'll be
       | amazing.
       | 
       | Given what I do to my posture as a desk worker, I'm thinking a
       | little extra weight on my head might do good things for my back
       | tbh.
       | 
       | If the price is right, I'm down to try it anyway.
        
       | Cthulhu_ wrote:
       | For me personally, my main concern would be text readability. It
       | was probably an older model, but on a Vive I played games on for
       | a good while I was struggling to read text on the game's HUD
       | (Elite Dangerous). Pixelation in the center was also an issue,
       | but manageable.
       | 
       | I get by my workday nowadays with minimal head movement, enough
       | to avoid it getting stuck but I don't have to crane around too
       | much. That's probably not an issue in a VR environment either
       | though, since your primary thing will be in front of you as well.
       | 
       | Comfort is another one, I think I'd like to be more reclined if I
       | didn't have to look at a screen. But then I'm worried about
       | muscle atrophy, I don't do enough sports and exercise as it is.
        
         | tantony wrote:
         | The Valve Index significantly improved on text readability. For
         | example, I was able to easily read the blurb on the back of a
         | random paperback in Half Life: Alyx.
        
       | [deleted]
        
       | kesor wrote:
       | Isn't this just a Desktop implementation for the SteamVR? It is
       | even open source right here -- https://github.com/SimulaVR/Simula
       | 
       | No headset in sight, other than just "any headset".
        
         | tommica wrote:
         | "Simula One Headset: We are also in the process of developing a
         | (limited number of) portable VR headsets for sale which come
         | with SimulaVR mounted on them by default. If you are interested
         | in purchasing one, visit our website and join our waitlist to
         | receive a place in line and/or periodic updates on its
         | development."
        
       | msk-lywenn wrote:
       | Except for hololens, aren't they all built on top of Linux?
        
         | moron4hire wrote:
         | I mean, Android has the Linux Kernel in there somewhere, but
         | can we really call it a Linux system?
        
       | kleinsch wrote:
       | From the wiki on their Github [1] and looking at Github
       | contributors, this is a 3 person project (and no Github commits
       | since June 2021). They're clearly not making their own VR
       | headset, they're using something off the shelf (from other
       | comments seems like an HTC Vive). Making the website ambiguous
       | about this is just confusing.
       | 
       | I saw a couple YC apps in there, so I'm sure they had to be
       | ambitious, but thinking realistically there's a big difference
       | between being:
       | 
       | 1) A VR headset for work company
       | 
       | 2) A VR operating system for work company
       | 
       | 3) A window manager for VR for work company
       | 
       | [1] https://github.com/SimulaVR/Simula/wiki/Simula-Master-Plan
        
         | kanetw wrote:
         | We're making our own headset. Nothing off-the-shelf was
         | available or satisfactory.
         | 
         | Most of the recent Github commits are in the dev branch, but
         | right now it's 90% George working on the code. I'm busy on the
         | hardware and wrangling vendors side, our third employee is the
         | ME so no coding there.
        
         | isatty wrote:
         | I suppose it's a difficult field to enter? Idk if it's needed
         | but my naive assumption is that I won't be able to contribute
         | without having a VR headset.
         | 
         | Speaking of, what's a good VR headset that I can purchase in
         | '21 that does not have anything to do with FB? I enjoyed
         | playing Alyx on the Index so that's my prime candidate for now,
         | for both gaming and productivity.
        
           | aero-glide2 wrote:
           | Have you considered HP Reverb G2?
        
       | giantg2 wrote:
       | Pretty cool. Personally, I would love AR for office work. I
       | actually investigated this for my company and got to meet with
       | Microsoft to try the Hololens. Cool stuff. It was too expensive
       | for us though.
       | 
       | Here's a video from a different company.
       | 
       | https://m.youtube.com/watch?v=0NogltmewmQ
        
       | escot wrote:
       | The main benefit of vr seems to have many "screens" for free, but
       | the more years I've worked the more I've reduced the number/size
       | of screens I use. I find it more ergonomic to not be looking
       | around so much.
        
       | plaidfuji wrote:
       | I'll echo both the praise and the concerns here - awesome that
       | somebody has made this, definitely has a long way to go before I
       | would consider using it, but honestly my main question is... is
       | all-day VR not terrible for your eyes?
        
       | TulliusCicero wrote:
       | It's a page about a VR headset, but neither this page nor the
       | 'shop' page that lets you waitlist it has any pictures of the
       | thing even by itself, let alone someone wearing it. What an
       | absolutely bizarre choice.
        
         | aero-glide2 wrote:
         | fwiw its supposed to be around 2k
        
         | the-dude wrote:
         | If you drop the assumption that it is bizarre, you can think
         | about the actual reasons for the omission of said pictures.
        
           | TulliusCicero wrote:
           | Was trying to give them the benefit of the doubt, here.
        
         | amelius wrote:
         | Yes, I want information about the hardware, not just the
         | software (and I hope I can do more with it than just run a
         | virtual window manager).
        
         | martin_a wrote:
         | Not sure if I should feel more safe about this than the usual
         | Kickstarter scam or not. Those have at least some product
         | images.
        
           | spicybright wrote:
           | EDIT: nvm
        
             | TulliusCicero wrote:
             | Think you meant *wary, though yeah sometimes weary fits.
        
         | bewuethr wrote:
         | The video at the top eventually shows somebody in the bottom
         | right corner wearing it.
        
           | themanmaran wrote:
           | That person is wearing the HTC Vive.
        
       | evacchi wrote:
       | Looks a lot like Project Looking Glass :-)
       | https://en.wikipedia.org/wiki/Project_Looking_Glass
        
         | xtracto wrote:
         | Also like SphereXP (
         | https://web.archive.org/web/20040130224608/http://www.hamar....
         | ) . A pretty undervalued project from around the same time
        
         | herbst wrote:
         | Such a forgotten classic. I remember it took me hours to get
         | the dependencies on my suse right and once it worked I was so
         | overwhelmed by what's possible. It was so weird and beautiful
         | at once.
         | 
         | Compiz desktop cubes [1] and native zooming were all the rage
         | back then as well.
         | 
         | [1] https://heise.cloudimg.io/width/993/q75.png-lossy-75.webp-
         | lo...
        
       | alteracia wrote:
       | Seems like tool for 3d designer
        
         | prox wrote:
         | Check the previous discussion link, it also allows you to
         | create work environments and such.
        
       | boomskats wrote:
       | I've been following SimulaVR/Simula for a while now, but really
       | did not want to buy a (legacy) HTC Vive headset. This idea of a
       | standalone Linux machine in a headset is something I'd definitely
       | put some money towards given a bit more detail and timelines.
       | 
       | Also pretty excited by John Carmack's recent tweets on
       | sideloading stuff to the Quest. It feels like that would provide
       | a much bigger opportunity for this project (cameras and all),
       | than building/shipping new hardware.
        
         | aero-glide2 wrote:
         | Sideloading to the Go, not Quest right?
        
           | SV_BubbleTime wrote:
           | You're right, Caramack has been working on the Go.
           | 
           | Sideloading does work on the Quest. The Go work has been a
           | more open OS.
        
         | MayeulC wrote:
         | They're pretty cheap second hand. I recently got one for
         | EUR200, including base stations (forward-compatible to a point)
         | and "pro" audio strap. It's my first VR headset though, I
         | understand not wanting to spend too much on something you
         | already have a better version of.
         | 
         | Also, the Valve Index is pretty much last (tethered) gen.
        
       | swalsh wrote:
       | The killer "corporate" app for VR in my opinion would be some
       | kind of teleconference app. I absolutely HATE trying to have
       | interactive brainstorming/collaborative design meeting remotely.
       | There are various pancake tools, but none really compare to the
       | experience of 2 people standing in front of a white board, and
       | making wild motions with their arms that seemingly both people
       | understand while drawing on a board.
       | 
       | Some of the experiences I've had in VR are unrivaled by any
       | pancake game i've ever played for that very reason.
       | 
       | I'm not 100% sure I want to be in VR all day all the time. But VR
       | should have a place in at the very least a remote workforce.
        
         | rattray wrote:
         | What is "pancake" in this context?
        
           | lucky_cloud wrote:
           | Pancake is 'not VR' i.e. a traditional flat monitor.
        
         | vyrotek wrote:
         | I absolutely agree. I'm very much a whiteboard hand-wavier guy.
         | I explain with gestures as much as I do with the actual drawing
         | (might be an Italian thing too).
         | 
         | That said, this "pancake" problem reminded me of the old Wii
         | head-tracking project.[1] There might be an interesting hybrid
         | opportunity with that idea and 3d avatars. I feel like the
         | head-tracking hack never really took off because it only worked
         | as a solo experience. But since remote work is mostly us all
         | individually sitting at a computer I could see it working
         | better.
         | 
         | Combine this idea with a large dedicated monitor/tv and now you
         | have something that would literally just feel like a
         | window/portal to the person you're talking to.
         | 
         | [1] https://www.youtube.com/watch?v=Jd3-eiid-Uw
        
           | usrusr wrote:
           | I'd expect conventional live footage of whiteboard hand-
           | waving to wildly outdo VR for the entire foreseeable future.
           | If you need two guys hand-waving in different rooms, focus
           | the extra tech on the whiteboards, to somehow merge their
           | content.
        
       | kuroguro wrote:
       | Are there any estimates on what would a unit cost?
        
         | kanetw wrote:
         | We're planning for 2k. Due to our low volumes etc going hard on
         | optimizing the unit cost is difficult.
        
         | moron4hire wrote:
         | Well, I can tell you from a lot of research in purchasing
         | headsets to use in an adult education environment: it'll have
         | to be round about $1000 all-in to be competitive. That's what
         | Oculus Quest 2s with Elite Straps through Oculus for Business
         | or Windows MR or HTC Vive headsets with min-spec VR laptops
         | will cost you. Pico Neo 3 is a little cheaper, but it would
         | have also come at signficant extra development cost for us.
         | 
         | Basically, any way I tried to slice the problem of "full VR
         | system I can box up and send to people without having Facebook
         | spy on them" came out to $1000/ea. We ultimately went with
         | Oculus for Business to keep everything small and easy to setup.
        
       | chungus wrote:
       | Fun note, almost all of it is written in Haskell. If I remember
       | correctly they've also done a bunch of stuff that helps Godot, or
       | at least something to do with the Haskell bindings. Very
       | accessible guys, I once asked a question on the gitter, and got
       | helpful replies almost immediately.
        
         | wing-_-nuts wrote:
         | I often find myself wondering what the 'killer app' of purely
         | functional programming languages is. For the longest time I
         | assumed they would become much more popular as multi-core cpus
         | proliferated, but pretty much every purely functional language
         | out there is relegated to a dusty corner.
        
           | kanetw wrote:
           | The absolute killer app is compilers, static analyzers, and
           | similar. Other languages don't even come close for anything
           | in that space.
           | 
           | However, I think that purely functional languages are useful
           | for basically everything. Haskell is my general purpose
           | language of choice, unless libraries or system constraints
           | force me to another language.
        
             | macando wrote:
             | > The absolute killer app is compilers, static analyzers,
             | and similar.
             | 
             | In other words, those problems that don't involve users and
             | the outside world.
             | 
             | Pure languages for pure problems. Impure languages for
             | impure problems. It computes.
        
         | fouric wrote:
         | If it's written in Haskell, it's highly likely that it'll be
         | far harder to modify than something written in, well, not-
         | Haskell.
         | 
         | Haskell might be easy when you get the hang of it, but the vast
         | majority of programmers haven't, and the language ideas are
         | alien compared to the mainstream ones (Python, JS, C++, Lua).
         | 
         | The design of Haskell also encourages users to be very clever,
         | which only makes code harder to read.
        
           | Jeff_Brown wrote:
           | Haskell reduces the size of the developer pool, but increases
           | their productivity (the Haskell ecosystem is _enormous_ and
           | astoundingly solid given the number of devs in that space),
           | and also makes the docs a joy to read.
        
             | go_elmo wrote:
             | This. Im wondering how this is possible, high haskell
             | reusability / easy to get familiar with codebases & extend
             | them when familiar with hs or being a genius? I guess its
             | the first
        
               | Jeff_Brown wrote:
               | Strict static types reduce a giant class of errors
               | (including most of the footguns I'm always triggering in
               | my dayjob with Python). Purity reduces another giant
               | class: It makes it easy (indeed kind of forces you) to
               | restrict your IO to a thin, top-level error, hence
               | keeping the vast majority of the code purely functional
               | and thus easy to test.
               | 
               | Exactly how Haddock produces such wonderful automatic
               | documentation, I don't know, but good God it does. The
               | strict static types clearly help -- you can see exactly
               | what every function inputs and outputs, what every data
               | type needs, etc. And then you can jump to the definitions
               | of any of those things, and if need be (almost never),
               | the source code that defines them.
        
               | darkwater wrote:
               | And what if it was the other way round? A steeper
               | learning curve means that only the brightest, more
               | motivated individuals can enter the realm, and those
               | individuals are capable of doing more than the average
               | developer.
        
               | Jeff_Brown wrote:
               | You're right, that's clearly happening too.
        
           | whateveracct wrote:
           | > The design of Haskell also encourages users to be very
           | clever, which only makes code harder to read.
           | 
           | This is BS - find me some "clever" code in one of these
           | Haskell projects and I bet it's not clever but simply using a
           | set of abstractions there maintainers like and grok and the
           | reader just doesn't understand.
        
             | Rebelgecko wrote:
             | Maybe I'm being overly pedantic but I think that's a
             | textbook description for overly "clever" code in any
             | language- it makes perfect sense to the authors but is
             | nontrivial for the reader to understand
        
               | whateveracct wrote:
               | Except in Haskell, it's not just some pet bit of code by
               | the authors. It's a shared abstraction with well
               | understood laws and theoretical underpinning.
               | 
               | What people call "clever" code in mainstream programming
               | is not in any way similar to the Haskell being referred
               | to.
               | 
               | Luckily in the Haskell world, we don't ascribe negative
               | attributes like "cleverness" to code that isn't outsider-
               | friendly. We gain a lot by not requiring that all our
               | code is understandable by a mainstream programmer.
        
           | Y_Y wrote:
           | I don't think writing Haskell ever gets easy, at least it
           | hasn't for me over about ten years. Writing good code in any
           | language is hard, but Haskell makes it harder to write bad
           | code.
           | 
           | I have to write object-oriented bullshit all day for my job,
           | if I started a fun new project like this I'd happily choose
           | Haskell. If people who only know JS and won't learn anything
           | new can't contribute then that's a cost worth bearing.
        
             | roganartu wrote:
             | > If people who only know JS and won't learn anything new
             | can't contribute then that's a cost worth bearing.
             | 
             | I think this is an unfair and unnecessarily-snarky take.
             | 
             | My list of languages is fairly long these days. I've
             | written php, ruby, and go in reasonable volume for mostly
             | personal projects. I used to teach embedded C at uni. I
             | write python professionally every day. Recently I've even
             | started playing with rust (and had some success thanks to
             | the awesome book). The list is far longer, these are just
             | the ones used the most. I've been writing code in some
             | capacity for the last 20 or so years (first self-taught,
             | then at university, and more recently professionally full-
             | time).
             | 
             | Despite all that, and not for lack of trying, for whatever
             | reason purely functional languages are the only ones that
             | elude me. Every couple of years I try Haskell or erlang
             | again and I just get nowhere fast.
             | 
             | Maybe it's because I was never very good at maths, maybe
             | it's because I haven't had sufficient motivation, or maybe
             | I just haven't found the right monad blog post to convert
             | me. All I know is Haskell remains chronically out of reach
             | to many experienced and inexperienced devs alike.
        
               | moron4hire wrote:
               | Yeah, I don't really see functional programming being
               | that great of a fit for VR. I mean, the 3D environment is
               | inherently object-oriented and stateful. And you're
               | working in an extremely performance intensive task, such
               | that pure immutability really starts to get in the way.
               | Also, Haskell's lazy evaluation has a bad reputation for
               | poor and/or unpredictable performance. It's better to
               | have a higher mean execution time with an extremely
               | narrow standard deviation so you can plan your frame
               | budget and not occasionally blow it, dropping frames all
               | over the floor.
               | 
               | What you want is something that puts the movement of
               | memory between processes and threads front-and-center.
               | Half the difficulty of writing a 3D rendering engine is
               | coming up with a good memory model for loading 3D models
               | and textures to push them onto the GPU. That really
               | sounds more like Rust's wheelhouse than Haskell.
        
               | kanetw wrote:
               | Today I'd definitely use Rust. Most of the rendering work
               | is gone in Godot, which is C++.
               | 
               | GC hasn't been an noticeable issue as a result.
        
           | seanc wrote:
           | I find Haskell to be absolutely impenetrable, but I run
           | XMonad and work with my config file just fine.
           | 
           | So users will probably be able to hack together what they
           | want, but they may struggle to grow a large developer
           | community. But that can still work out okay.
        
       | zokier wrote:
       | I see many comments about resolution, which I guess is fair. But
       | there are high-resolution headsets available on the market right
       | now: Varjo VR-3 afaik is the top dog currently
       | https://varjo.com/products/vr-3/ and Pimax also has some high res
       | models. So don't dismiss the idea too hastily based on
       | experiences of old and/or cheap HW.
        
         | moron4hire wrote:
         | I've never seen a Varjo headset in person, so I can't say
         | anything about it other than it's extremely expensive, both to
         | buy and to operate (you have to agree to a yearly service
         | contract).
         | 
         | But everyone should avoid PiMax like the plague. Their hardware
         | is super buggy with lots of weird lens distortions and colored
         | static in the displays. Their drivers are weirdly front and
         | present like a HP does with their printer drivers, making me
         | wonder just what they hell they think they are doing (and also,
         | very buggy as well). Whatever resolution advantage they claim
         | is wasted on bad image compression and extremely bad optics.
         | 
         | But the worst part of all is that the business side is really
         | scammy. They'll gladly taking your money and sending you a
         | shipping notification long before they ever have an actual
         | headset they can send you. I get that manufacturing delays are
         | a thing, but for PiMax they've always been a thing, long before
         | the global pandemic and chip shortage. Don't tell me I'm going
         | to get a headset "any day now, it's in the mail" for 3 months
         | straight, only to finally get your act in gear when I threaten
         | to reverse the credit card charge.
         | 
         | Of all the people I've talked to who have eventually gotten
         | their PiMax headset, only _one_ says he likes it, but he 's
         | also super DPRC-nationalistic and has accused people of racism
         | anytime they talk bad about PiMax.
        
       | boomskats wrote:
       | Previous discussion here
       | https://news.ycombinator.com/item?id=22823891
        
       | mettamage wrote:
       | I'm super excited with posts like these and the recent [1]. I've
       | never been a digital nomad, but with this stuff, there's now one
       | hurdle less :)
       | 
       | [1] https://news.ycombinator.com/item?id=28678041
        
       | awinter-py wrote:
       | love that the email waitlist signup goes to wolframcloud
        
         | kanetw wrote:
         | I've been meaning to use a proper service but it works right
         | now and once we're actually sending I'll import the emails and
         | do an opt-in and such.
        
           | awinter-py wrote:
           | no I like it -- it feels like I'm interacting with a person
           | who's using powerful tools
        
             | kanetw wrote:
             | both me and george are avid wolfram users. incredibly good
             | stuff
        
       | tifadg1 wrote:
       | I sincerely hope VR will change the way we compute one day, but
       | the wait will be decade or more, as the progress is small and
       | incremental. Unless everything turns out to be proprietary, in
       | which case it'll be never.
        
       | jagger27 wrote:
       | What's the FOV?
        
         | kanetw wrote:
         | We plan for at least 100deg DFOV.
        
       | alex_smart wrote:
       | Reminds me on ~2008 era Linux. Compiz, on steroids.
        
       | mpweiher wrote:
       | Simula One was the first version of the Simula programming
       | language:
       | 
       | https://portablesimula.github.io/github.io/doc/HiNC1-webvers...
        
         | dhosek wrote:
         | My thought exactly.
        
       | nicholassmith wrote:
       | It's the year of linux on your face.
       | 
       | This looks like a really neat project, I think not having
       | pictures of the headset front & centre makes it feel very
       | vapourware though, even if it's a hacked together development
       | unit we still want to see it. Arguably, we might even want to see
       | that more.
       | 
       | I struggle to envision this in my workflow though, my experience
       | with VR headsets suggest that for a lot of text they might not be
       | the best choice just yet. Excited to see where this goes though!
        
         | aero-glide2 wrote:
         | With steamdeck, I really think 2022 will be the year of linux.
        
           | 999900000999 wrote:
           | I'm happy the hardware isn't locked down.
           | 
           | I love my iPad, but it's ultimately an expensive content
           | consumption device.
           | 
           | The Steamdeck can run whatever you want on it, this opens it
           | up to being useful even a decade from now.
        
           | vyrotek wrote:
           | I'm excited for the device and was able to reserve one. But
           | honestly, I'll likely end up putting Windows 11 on mine.
        
       | yewenjie wrote:
       | Has anybody hacked regular consumer VR headsets for working with
       | regular apps?
        
         | mekkkkkk wrote:
         | I have played around with it, and the resolution just isn't
         | there. The desktop space in VR is ironically less than on a
         | laptop, because every window has to be massive to be usable at
         | all. In a future with 2x4K res or something in that ballpark,
         | this might be interesting.
        
           | andybak wrote:
           | If you're anything like me, by your mid-forties you aren't
           | going to need 4k per eye.
           | 
           | The Quest 2 is already pretty much as sharp as my eyes can
           | resolve - and that's with prescription glasses.
        
             | mekkkkkk wrote:
             | I suppose that's an alternative use case for the tech - to
             | simulate and get an understanding of how to build UX that
             | is friendly towards those with poor eyesight. Haha.
        
         | arc-in-space wrote:
         | Well, the non-standalone ones can already do whatever you want
         | them to since they're just a display
        
         | newswasboring wrote:
         | For oculus quest 2 there is already a focus on office work.
         | From the start we've had Virtual Desktop and from v28 software
         | update Oculus itself has had several office focused moves.
        
       | moron4hire wrote:
       | Their approach of having a desktop metaphor within the VR
       | environment is one that I have argued for a long time is the
       | "right" approach to eventually grow VR as a general purpose
       | compute platform.
       | 
       | The only two other examples of this going right now are
       | Microsoft's Windows Mixed Reality platform with Windows
       | Holographic and the Magic Leap One's interface. Windows MR works
       | really well, Magic Leap is extremely half-baked and has had very
       | little effort put into it (well, at least that was the case a
       | year ago. I ended up selling my headset for lack of use).
       | 
       | Being that I've been a Windows developer for 20 years, it's
       | extremely frustrating to me that Microsoft won't make a
       | standalone VR headset. They have all the technical capability to
       | do it. The HoloLens 2 is a sufficiently powerful compute platform
       | and runs the full Windows MR experience. The PC-tethered Windows
       | MR headsets are very high resolution and some of them are even
       | quite comfortable (I regularly use a Samsung Oddyssey+ for work).
       | But they seem hell-bent on pushing difractive waveguide displays
       | for any mobile devices, which I think by now have pretty handily
       | proven to be straight up garbage.
       | 
       | How a Linux headset could succeed here where others are really
       | stagnating is to develop:
       | 
       | A) Hotswappable batteries. You're not going to get all-day usage
       | out of a single battery pack anytime soon (my Quest 2 with the
       | Elite Strap doubles the battery life to a whole TWO HOURS OMG!),
       | and having to connect a wire to a device that is supposed to be
       | standalone just for power is kind of like playing with one of
       | those line-tethered model airplanes: what you really want is an
       | RC model airplane, so you're just stuck being disappointed all
       | the time.
       | 
       | B) A really good spatialized audio system. Spatialized audio is
       | an often overlooked component of making a believable VR scene.
       | All of the ambisonic audio drivers are platform-specific right
       | now, and they each have their pros and cons. I really like
       | Microsoft's HFRT as it seems more realistic than Oculus'. It'd be
       | especially nice to have work put into Chromium and Firefox to
       | upgrade the WebAudio system to use the system's spatializer
       | rather than implement their own (Google's Resonance is
       | particularly bad).
       | 
       | C) Really big emphasis on accelerated 2D rendering. 3D rendering
       | is great for games, but work is all text and text is all 2D
       | rendering. Some of the most costly components of my VR projects
       | are the text rendering. You can go a long way with low-fi 3D as
       | an aesthetic, but 2D absolutely needs to be crisp and tight. And
       | it's not just about the resolution of the display. Your 2D
       | buffers aren't going to ever map one-to-one to the display's
       | pixels, because your head is moving around, you'll be looking at
       | things at slight angles and in motion, etc., and most mipmapping
       | algorithms are designed for gradients, not sharp edges. So making
       | clear text is really hard. Oculus has a hack where 2D quads can
       | be rendered in a separate pass from the rest of the 3D
       | environment, but there are issues with it regarding scene
       | compositing and hit testing.
       | 
       | D) A native scene graph, something akin to extending the desktop
       | metaphor into 3-dimensions, not just for compositing 2D windows
       | but for allowing 3D applications to mix and match objects.
       | Windows MR and SteamVR are the only systems that really even
       | attempt to do this, with neither really seeing enough emphasis.
       | Every VR app right now runs in a completely exclusive, retained
       | mode. That's fine for games, but it's completely unnecessary for
       | things like teleconferencing apps. Why shouldn't you be able to
       | "spaceshare" like we do screen-sharing? Then you'd be able to
       | have your teleconferencing app separate from your whiteboard app.
        
         | georgewsinger wrote:
         | Great points.
         | 
         | - (A) is tractable, and will be placed on our queue.
         | 
         | - RE (B): Simula has developed a special text filter to help
         | improve its text quality. See
         | https://github.com/SimulaVR/Simula#text-quality for a
         | demonstration. As you point out though, there are even deeper
         | things that can be done. We have considered making a vector-
         | based based terminal before (in which text is rendered on a
         | vector basis).
         | 
         | - (D) is a point brought up by Forrest Reiling in his master's
         | thesis on window managers (which influenced Simula's early
         | founding). See [Toward General Purpose 3D User Interfaces:
         | Extending Windowing Systems to Three Dimensions](https://github
         | .com/evil0sheep/MastersThesis/blob/master/thes...).
        
           | moron4hire wrote:
           | Jaron Lanier did a lot of writing on what a VR system
           | interface might look like. He was (well, probably still is,
           | though I take it he doesn't really program anymore)
           | interested in cutting away from traditional process and
           | window models entirely. Indeed, he argued that even something
           | like interprocess communication should take place solely
           | through the VR environment, as bot avatars interfacing with
           | the same virtual control interfaces that a human avatar would
           | have to do.
           | 
           | I think his main concern was mostly dog-fooding the VR
           | environment, not building back-door interfaces that the bots
           | could use that the humans could not. I don't know if it
           | really has to go that far, but there is a lot that needs to
           | be done to define common interfaces between objects.
           | 
           | Whenever I do my own thinking on how such interfaces would be
           | built, I always end up with something akin to Bluetooth GATT
           | profiles, which is... less than ideal. There's certainly a
           | lot to like about GATT, in that it has a lot of different
           | functionality pre-defined. The dream of device and software
           | interoperability is certainly _there_. But at the same time,
           | vendors in the wild seem to just shove everything into the
           | public use space and vertically integrate with their own
           | stand alone apps, so maybe Lanier was right.
           | 
           | It probably needs to be something more akin to how AR systems
           | attempt to understand their surrounding world. AR apps also
           | run exclusively, but they do have to consider the huge design
           | challenge of not owning the entire environment. Perhaps a
           | model of AR that can't differentiate between the real world
           | and the virtual world that includes other AR apps is the way
           | to go.
        
       | agentultra wrote:
       | Compiling Haskell in the background? Sold.
       | 
       | Jokes aside I've tried a few virtual desktops in VR and it
       | _seems_ promising. The text clarity is a hard one, the weight of
       | the headset for prolonged sessions would also be difficult.
       | 
       | A whiteboard app that works with non-VR users w/o 3D would be
       | nice. Something like Miro but with nice feel in VR.
        
         | whateveracct wrote:
         | The Simula VR window manager is actually written in Haskell ;)
        
       | symmetricsaurus wrote:
       | For a work VR headset to work I think you need a couple of
       | things.
       | 
       | One is that it needs to be comfortable enough to wear for long
       | periods of time. I usually get quite warm when wearing one. You
       | also often end up with impressions on your face. This is fine for
       | gaming or shorter sessions but would be a distraction if trying
       | to focus for longer periods of time.
       | 
       | It would also need to have a higher resolution than most (all?)
       | current VR headsets. Text needs to be huge so even though you can
       | have lots of virtual screens you can't fit much on each.
       | 
       | Finally, I imagine that there could be a more innovative
       | interface than just screens in a virtual space. Something that
       | embraces the close-to-physical-reality illusion of VR.
        
         | mkmk2 wrote:
         | The issues you're presenting seem real for some, but
         | enthusiasts seem to be making it work[1: post from yesterday].
         | 
         | I like the call in your last point, but personally I think an
         | innovation like 360 degree resizable and movable windows is a
         | reasonable step up from where we're currently at. It would be
         | nice to integrate the work we do into physical space a bit more
         | though. I've wondered about doing practical programming work in
         | an infinifactory-type[2] interface. I don't think it's
         | necessarily a good idea, but it'd be fun to see attempts at no-
         | code tooling embedded in the space.
         | 
         | [1] https://news.ycombinator.com/item?id=28678041 [2]
         | https://www.zachtronics.com/infinifactory/
        
         | XorNot wrote:
         | Resolution is the killer. The distance I'm currently typing
         | this on my 32" monitor is much larger then the virtual draw
         | distance I can "see" in VR at current resolutions.
         | 
         | Regarding comfort: I have been curious whether you could take
         | the weight off the head by suspending the headset off the back
         | of a chair so it "floats" at face level via a tether or
         | something.
        
       | hsbauauvhabzb wrote:
       | Finally, RSI for your neck!
        
       | onion2k wrote:
       | It's important to remember that this is on the way to being an
       | MVP. It's not a finished, polished product. This is HN. Don't we
       | _like_ people hacking on startups any more?
       | 
       | I think it looks like a really positive first step. Yeah, the
       | resolution is too low but that's solvable with a better headset.
       | It's a bit laggy, but that's probably due to recording video of
       | VR being hard. The windows are weird sizes, but that might be
       | user choice. Heck, I personally don't want to code things
       | floating in space, but that's just a matter of choosing a
       | different background. All those problems are solvable.
       | 
       | There are loads more problems that are also likely solvable too.
       | And maybe some that aren't. We don't know yet. I'm glad someone
       | is working on the problem to find out. That's far better than not
       | having, _maybe, one day in the distant future_ , a VR option to
       | use for work.
        
         | shaneprrlt wrote:
         | Makes sense to me. This is going to be sick once it's ready!
        
         | ilaksh wrote:
         | I think the conclusion is unfair. It IS an existing VR option
         | for work right now if you have a compatible headset. No it's
         | not perfect and many people will not want to stay in there for
         | a long time with existing headsets. But that doesn't mean it's
         | not an option.
        
           | mekkkkkk wrote:
           | I think that viability of an "option" is assumed. It's not
           | viable in general today. I'd be surprised if there is even a
           | single person that has actually fully replaced their
           | conventional workspace with a VR desktop like this.
        
             | MayeulC wrote:
             | I think you missed
             | https://news.ycombinator.com/item?id=28678041 from a few
             | days ago...
             | 
             | To each their own. You might not be on the left of the S
             | curve for that technology, that's all :)
             | 
             | https://en.wikipedia.org/wiki/Technology_adoption_life_cycl
             | e
        
               | mekkkkkk wrote:
               | Color me surprised then! I'm still not sure I'd call it
               | viable in general. But I've moved from "convinced" to
               | "uncertain".
               | 
               | I'm at the tail of that S-curve for sure, so maybe I'm
               | just get-off-my-lawning. Thanks for sharing.
        
         | efsavage wrote:
         | Agreed, I'm happy to see people working on this, but with VR
         | there are so many limiting factors/dealbreakers that I don't
         | envy anyone playing in this space without massive resources to
         | tackle them all.
         | 
         | For me, the MVP for working in VR is replacing my fairly
         | standard monitor setup (3x24-27", 12-14px text size, 60hz). I
         | don't really care about virtual meetings or whiteboards or
         | environments, I just want to make the transition to having what
         | would be unreasonable/impossible in hardware (dozens of
         | resizable windows I can easily rearrange and fill my whole FoV
         | with. Nail that and I will gladly drop a couple of grand on it.
        
         | amelius wrote:
         | > It's important to remember that this is on the way to being
         | an MVP. It's not a finished, polished product. This is HN.
         | Don't we like people hacking on startups any more?
         | 
         | It doesn't need to be a finished product. Just give FOSS
         | developers something to work with, and the finished product
         | will automatically emerge ;)
        
           | amelius wrote:
           | And to add to this: hardware without software is a feature,
           | not a flaw.
        
             | codezero wrote:
             | Sometimes true, but sometimes not, it depends on how the
             | hardware is designed to integrate with software. The Leap
             | Motion failed miserably (my opinion) at this by expecting
             | software to figure out where it fit as a human interface
             | device rather than having a strong opinion based on
             | software/reference drivers.
        
               | amelius wrote:
               | Well, you know what they say: fail fast, fail often.
        
           | toyg wrote:
           | _> the finished product will automatically emerge_
           | 
           | "Finished"? No. Somewhat usable and constantly being updated
           | or rewritten? Probably.
        
             | amelius wrote:
             | At least the software never deliberately works _against_
             | the user, and never is defective by design.
        
               | crooked-v wrote:
               | > At least the software never deliberately works against
               | the user
               | 
               | I look at some of the Gnome 3 design choices and I start
               | to question that.
        
               | simfree wrote:
               | What do you expect from Red Hat/IBM? We've all seen how
               | poorly they handled OpenOffice.
        
       | tuco86 wrote:
       | 10x more productivity. oh boy, can i work just an hour a day with
       | this thing?
        
         | Joker_vD wrote:
         | No, you will still work 8 hours, maybe even 10; it's the great
         | paradox of productivity increases: e.g., teachers had to write
         | way fewer reports before the computers became ubiquitous but
         | when they did, the amount of reports increased slightly out of
         | proportion so that teachers now spend more time on reports than
         | they used to. Progress!
        
           | simmo9000 wrote:
           | Hopefully it can autofill all these TPS reports that I have
           | to fill out to show my productivity!
        
         | eafkuor wrote:
         | I'm glad someone pointed this out. What is it with this
         | obsession to be 1000x productive all the time? I will not get
         | paid more for it, will I? And how is this going to make me more
         | productive anyway? By removing "distractions"? I doubt anything
         | can make me solve problems twice as fast as I already do, let
         | alone 10x. This is ridiculous.
        
       | erikbye wrote:
       | What's the resolution per eye?
        
         | lallysingh wrote:
         | Depends on the device you use. They seem to support a few
         | different ones.
         | 
         | From here: https://github.com/SimulaVR/Simula it seems like
         | anything that will run steamvr should do it.
        
         | kanetw wrote:
         | We're evaluating 2880x2880 displays right now. With our
         | upcoming optics, we can get up to 45PPD in the foveal area if
         | everything works out as planned (they're basically a variable
         | magnification optic).
         | 
         | Depending on vendor support we might have to go to 2.5k
         | displays from another vendor, but hopefully we can get the
         | support we need for the 3k displays.
        
       | journey_16162 wrote:
       | I don't like to see where it's going. I mean, there are good
       | chances this is the future of desktop computing. And it's no good
       | in my opinion. Computers already cut us out from our bodies and
       | trap in head as is. Replacing the screen with VR will push this
       | effect even further. Expect more anxiety, depression, social
       | awkwardness.
       | 
       | I feel lucky to be born in times where we have technology and
       | abundance but it didn't yet turn to a sci-fi dystopia created by
       | tech nerds.
       | 
       | And even from a productivity perspective, a regular screen is
       | enough if it's powered by a good window manager (i.e. i3wm).
       | There's no reason to block the reality with a VR, unless you are
       | living and working in a room with no windows, then maybe you can
       | get yourself a nicer view and that's it.
        
         | BlueDingo wrote:
         | The ease and portability are what make me moderately
         | interested. I had kids over the last few years and no longer
         | have a home office. I might get a desk area at some point but
         | the only option is right next to my wife and my time to code
         | would be when she's asleep.
         | 
         | So I plop on the couch with my laptop but the constraints of
         | that setup quickly drain my energy. If I had a quality "multi
         | monitor" setup that is ready any time, anywhere, my
         | productivity would increase, even if the device/process itself
         | isn't better than monitors + i3.
         | 
         | And if that happens, I'll have a happier time coding, probably
         | produce more code, and live a happier life (because currently I
         | am unhappy with my lack of output and that feeds back into my
         | family life). That isn't some magical hope either, the same
         | would happen if I had a multi monitor office again, but buying
         | a single device is easier.
         | 
         | So don't despair, there will be plenty of good outcomes from
         | stuff like this project.
        
       | jrm4 wrote:
       | Yo. I want! How about Oculus Go compatibility, especially since
       | Facebook decided to be a step closer to "reasonable" when it
       | comes to sideloading et al?
        
       | butterisgood wrote:
       | I would definitely try AR glasses as a monitor replacement but I
       | find most VR headsets to make me feel pretty ill after less than
       | one hour.
        
         | maaaaattttt wrote:
         | I feel the same. I'd be ready to pay good money for an AR
         | headset focused on replacing external monitors (no gaming but
         | very good text readability). AR and not VR because I don't want
         | to be completely isolated from my surroundings.
         | 
         | And, if luminosity would allow, working outside with it would
         | be a dream come true to me!
        
           | xtracto wrote:
           | So much this!. I'm writing this while sitting in my desk, in
           | front of it is my 27in monitor and to the left is my Mac's
           | monitor in on a stand.
           | 
           | Behind all of this is my room's white wall with an area of
           | around 4x2 meters. Imagine if I could change my monitor with
           | an AR version of it that mapped/projected the "desktop" to my
           | wall.
           | 
           | And then, let's say I want to get into a meeting with a
           | colleague to do some diagrams, so we "map" some Whiteboard
           | software into another wall in my room and a wall in my
           | colleague's room. We will be looking at the same and could
           | even "draw" with hand gestures or something.
           | 
           | I have more hope for AR than for VR as well.
        
       | deanclatworthy wrote:
       | The number one thing stopping this is resolution. Monitors need
       | to be sharp and crisp. It's none of those things in VR.
        
         | thanatos519 wrote:
         | Right, and it's most important that text be crisp. Maybe they
         | could re-render all of the visible text every frame with the VR
         | perspective matrix, so you could have helmet-pixel-sharp
         | antialiasing and hinting.
         | 
         | Maaayyyybe.
        
         | Stevvo wrote:
         | Comfort is a bigger blocker. Headsets with a high enough
         | resolution already exist, but they are too large and
         | uncomfortable to wear for more than a short session.
        
       | georgewsinger wrote:
       | One of the founders of Simula here.
       | 
       | We're flattered that someone posted us to HN, but we were
       | honestly not ready for this much publicity at this precise stage
       | of our project. It would have been better had this happened a few
       | weeks from now, when we have more accurate footage of our actual
       | prototype to show. Let me explain:
       | 
       | 1. *Video footage.* The video footage on the front page of
       | www.simulavr.com is taken against an HTC Vive and an older
       | prototype of our window manager. It doesn't showcase the higher
       | resolution of the Simula One (more than 4x that of the Valve
       | Index), or any of the new features we are intending on releasing
       | with it (hand tracking, AR mode, environments, etc).
       | 
       | 2. *Prototype pictures.* The website doesn't have any actual
       | photos of our headset yet! That's because we are in the process
       | of finalizing the design. We have printed parts and plenty of
       | renderings, but they are still changing every week.
       | 
       | 3. *Specs.* The specs are close to the final specs, but still
       | placeholders. Between supply chain issues, stuff still under
       | development, and issues getting support from manufacturers at our
       | volumes, we might have to change things for the final prototype.
       | 
       | One of the reasons we threw up this website in its current form
       | was to get the ball rolling for manufacturers. They won't supply
       | us with parts unless we have some sort of product interest, but
       | we can't generate any sort of product interest unless we have
       | some sort of website. It's very much a chicken and egg sort of
       | problem.
       | 
       | We appreciate everyone's kind words, yet also understand the
       | skepticism. For people on the waitlist: expect updates to start
       | to come from us in a few weeks, when we will show some previews
       | of some of the actual goodies which makes our headset special.
        
         | nynx wrote:
         | How good is the battery life for the prototype headsets? If the
         | headset is small enough and lasts long enough, I could totally
         | see myself tossing it in my backpack instead of a laptop.
        
         | notjustanymike wrote:
         | > They won't supply us with parts unless we have some sort of
         | product interest, but we can't generate any sort of product
         | interest unless we have some sort of website. It's very much a
         | chicken and egg sort of problem.
         | 
         | Well I reckon that problem is now solved.
        
         | chaps wrote:
         | Thanks for posting here. I was getting ready to post something
         | about the resolution, but... dang, now I'm excited. Good luck
         | and god speed!
        
         | edoceo wrote:
         | Shut up and take my money!
        
         | karlkloss wrote:
         | Any price indication? $500, $1000, $2000?
        
           | kanetw wrote:
           | Tentatively 2k.
        
         | pmdulaney wrote:
         | Your humility is endearing. Seriously.
        
         | kanetw wrote:
         | Another founder here, with some more comments on the tech side
         | of things:
         | 
         | 1. The software is relatively usable, and you can try it out
         | right now on https://github.com/SimulaVR/Simula
         | 
         | 2. The hardware is still being worked on, and the website is
         | kind of a list of expected specs/placeholder in that regard:
         | 
         | 2.a. The compute unit is tested and works, but requires a
         | custom carrier board to fit the form factor. This is a blocker
         | for the final product, but relatively low priority for the
         | prototype.
         | 
         | 2.b. Lens system design is scheduled to be complete in early
         | November, with first prototypes available in early December.
         | We're planning to use Valve Index lenses as a stopgap right now
         | for prototyping etc.
         | 
         | 2.c. We're currently solving a few challenges in driving the
         | displays, as we're pushing the boundaries of the available
         | technology, and at our volumes support from manufacturers is
         | like pulling teeth. BOE supplies the 2880x2880 panels and there
         | aren't even enough docs to figure out how to drive the (non-
         | trivial, local dimming based) backlight.
         | 
         | 2.d. We're also experimenting with different approaches to
         | tracking as our original plan (RealSense) became end-of-life
         | recently. I'm interested in an mmwave based solution, but we
         | might just use RGB cameras instead.
         | 
         | 2.e. The mechanical design for the front part is reasonably
         | advanced, but we're still working on the back part.
         | 
         | There's a lot more going on right now that's probably not
         | coming to mind immediately, but that should provide a good
         | overview.
        
           | billconan wrote:
           | does the device have a cpu or it needs to connect to a pc?
           | 
           | what is the predicted price point?
           | 
           | how to fit prescription lens ?
        
             | kanetw wrote:
             | Compute module based on NUC will be included, and is
             | pluggable on the back of the headset.
             | 
             | About 2-2.5k predicted price point.
             | 
             | Prescription lens we'll figure something out. We're trying
             | to keep enough eye relief to support glasses, and we'll
             | have _at least_ provisions for mounting prescription
             | lenses.
             | 
             | If we can, we'll be able to supply prescription lenses with
             | the headset (for a surcharge) or collaborate with an
             | existing vendor to provide lenses.
        
               | denysvitali wrote:
               | 2.5k price point, ouch.
               | 
               | On a side note... are you on Kickstarter?
        
               | kanetw wrote:
               | We will be, once we've sorted out all the blocker issues
               | and our prototype is complete.
        
           | gfodor wrote:
           | What's the best off the shelf inside-out tracking system you
           | can get now? Does anything compete with Quest yet?
        
             | kanetw wrote:
             | Nothing that's satisfactory in one way or another. Probably
             | Luxonis DepthAI?
             | 
             | The main problem with off-the-shelf solutions is that they
             | add another set of cameras, and afaik nothing exists that
             | allows custom cameras.
             | 
             | We're gonna need an FPGA anyway due to the large amount of
             | IO (2 cameras for AR, 2 for eye tracking, IMU, whatever
             | other sensors we need, plus potentially mmwave radar if we
             | decide to go that way) so it's tempting to put the
             | processing on the FPGA as well.
        
               | gfodor wrote:
               | Interesting - I guess I assumed the hurdle is both
               | hardware and software. Oculus's hand tracking was a huge
               | lift. Is there any commercially available software stack
               | being worked on that is at least hardware generic? Or is
               | everyone forced to build from scratch?
        
               | kanetw wrote:
               | There's a lot of research papers that I found, but
               | nothing hardware generic unfortunately.
               | 
               | Hand tracking is a difficult beast especially, and we
               | would like to just use the new Ultraleap module for that,
               | but they don't support Linux yet.
               | 
               | Eye tracking is relatively simple because it's a
               | closed/controlled environment. Just some IR LEDs, an IR
               | camera, and some edge detection and math.
               | 
               | SLAM (positional tracking) has a lot of different
               | approaches . There's open source software, but it's
               | generally running on a normal computer and that's not
               | particularly efficient (especially with our GPU already
               | loaded). Some research papers use a FPGA, but the code is
               | rarely available so you just have a starting point.
               | 
               | You could probably crib the software from DepthAI or
               | similar? We could implement the AI coprocessor they're
               | using and adapt the code. I haven't looked closely enough
               | yet to see whether that's a good use of resources.
        
               | gfodor wrote:
               | Cool, that's helpful, thanks!
        
               | alecdibble wrote:
               | I recommend QP if you are going to do FPGA processing
               | using a softcore or hardcore processor. It's an event-
               | based state machine framework that handles IO really
               | well. A hardcore processor would be more performant and
               | take less LUTs but softcore will give you more
               | flexibility as far as sourcing FPGAs.
        
               | kanetw wrote:
               | Appreciated. FPGAs are something I've been aware of for a
               | long while now but haven't used before, so recs are
               | always good.
        
           | Miraste wrote:
           | What are the potential advantages of an mmwave tracking
           | system? The only previous commercial application I can think
           | of was the pixel 4, which was very range and accuracy limited
           | and power hungry.
        
             | kanetw wrote:
             | You get position/velocity/angle data directly, and it's
             | less power hungry than running high-res cameras
             | specifically. Also some research papers show an increased
             | tracking accuracy with mmwave+IMU than RGB+IMU.
             | 
             | So less processing + potentially less power + better
             | performance, in theory.
        
         | cs702 wrote:
         | Thank you for the clarification.
         | 
         | Let me ask you a quick question that is surely on the minds of
         | many other HNers:
         | 
         |  _Are you guys using the prototypes for day-to-day work (i.e.,
         | are you dogfooding Simula hardware and software)?_
        
           | georgewsinger wrote:
           | Yes. We're building the Simula One because we ourselves
           | wanted to work all day in VR, using the best OS (Linux).
           | Here's a fun video I made working on Simula, in Simula:
           | https://youtu.be/FWLuwG91HnI
           | 
           | And I love seeing the progress unfold on our own headset,
           | because I can't wait to start working in it.
        
             | cs702 wrote:
             | Awesome. That means more than any tech specs to me.
             | 
             | Wait a sec, are you on HN via Simula _right now_?
        
             | georgewsinger wrote:
             | I should also say that when you work a lot in VR, you get
             | intimately familiar with its improvement bottlenecks:
             | 
             | 1. *Text quality.* Text quality is _really_ important,
             | especially to sustain long work sessions. This is why we
             | 're pushing as hard as we can on resolution. It's more
             | important for work than it even is for gaming, because
             | gaming doesn't require you to sustain focus on detailed
             | text for long periods of time.
             | 
             | 2. *Headset bulkiness/portability.* Headsets are too bulky,
             | and tethered ones are annoying to work with. While the
             | Simula One won't be as light weight as headsets will become
             | 10 years from now, it will at least be truly portable (not
             | requiring you to tether to a PC with chords or over WiFi).
             | We are also planning on using something like a halo strap
             | to make flipping the headset up and down more easy (instead
             | of requiring you to take the headset fully off or on).
             | 
             | 3. *Real world stuff.* VR forces you to be very touch-type
             | proficient. But sometimes you want to be able to see your
             | keyboard, or see your surroundings, etc. We are planning on
             | having an "AR mode" for our headset to help accommodate for
             | this.
        
               | emaginniss wrote:
               | "because gaming doesn't require you to sustain focus on
               | detailed text for long periods of time"
               | 
               | Have you never played VR Zork? You haven't lived yet.
        
               | cs702 wrote:
               | Points 1-3 make a lot sense to me.
               | 
               | What about 4. _Impact on neck._?
               | 
               | Is there any risk of repetitive-stress neck injury from
               | all the looking up and down?
        
               | kanetw wrote:
               | Good question. That's an open research area for this
               | particular use case. Some research about flight
               | helmets/night vision goggles indicate that a
               | counterweight alleviates neck strain. But it doesn't have
               | the specific up/down motion that'd be more common here.
        
       | suriyaG wrote:
       | The video in the website is really bad quality. this one is
       | better https://www.youtube.com/watch?v=FWLuwG91HnI
        
       | Jeff_Brown wrote:
       | Do you have to air-guitar the keyboard?
        
       | KaiserPro wrote:
       | I'm very keen for this market to open up, but we need to talk
       | about the quality of the desktop before moving on.
       | 
       | On the website, the demo has the person drinking coffee, the
       | youtube window is the wrong ratio, the text is too tall. For me,
       | I really want picture perfect rendering before jumping. I don't
       | want to look at badly rendered stuff, its part of the reason
       | linux was so hard back in the day, getting your text to render
       | and screen resolution to work right.
       | 
       | Now, for me, it looks like I can fit about as many terminals on
       | "screen" as I can on two 1280x1024 screens. In all the demos,
       | there are at most 5 windows open. On my current screen I have one
       | browser, and 8 terminals, and there is still loads more space.
       | 
       | The thing that makes me a little sad is that we still all appear
       | to be stuck at rendering everything on the inside of a sphere. If
       | we are in VR, then we don't have to limit our selves to laying
       | out windows on a single primitive. Where are the virtual shelves?
       | where is the quick change, what about hotspots to bring groups of
       | windows back into near field.
       | 
       | We have unlimited z depth, surely this is time to start using it?
       | unlike a normal screen, we have parallax _and_ gaze sensors, we
       | really need to start using them.
       | 
       | (it looks like they don't have room tracking, so feels like they
       | have limited 6dof source: coffee video, I'd expect much more
       | sideways translation if they had proper headset tracking)
        
         | dgellow wrote:
         | What do you do with 8 terminal open at the same time? I can
         | never focus on more than one or two at a time.
        
           | KaiserPro wrote:
           | good question!
           | 
           | depending on the project, it'll normally be browser for
           | reference (or if its web based testing as well, but thats
           | rare)
           | 
           | then I have about between 1/2 and 2/3rds of the screen space
           | left to have terminals in.
           | 
           | I'll have one/two long terminals open with vim for the main
           | file(s) I'm working on, then 1-4 smaller terminals for
           | running the program/tests. if its a big project, then more
           | terminals for reference (ie library one, library two etc.).
           | 
           | Think of it more as having a really big desk, with loads of
           | copies of the same reference book open to different pages.
           | Its quicker to glance than it is to alt-tab. For me (and i'm
           | not claiming this is a universal trait) that flash of screens
           | where we switch context from one full screen to the other
           | makes me loose context on what I'm working on.
           | 
           | I have virtual monitors as well, all split into contexts, so
           | one will have email/slack/$messenger one will have "personal"
           | internets (ie timewasting sites) and a professional browser,
           | thats logged into company services. If I'm doing graphics,
           | then drawing/editing screens as well.
           | 
           | I used to be a proponent of many monitors. I bought a matrox
           | parhelia new to support triple monitors when they came out.
           | (yes I am that old). However due to the way my mind works, I
           | found that with three screens I would end up in a spinlock
           | with two browsers open, one in each monitor, and not do any
           | work.
        
             | thom wrote:
             | Surely vim can manage its own display and you don't need
             | multiple terminals each running their own instance?
        
               | gpm wrote:
               | Vim _can_ , but why in the world would I have vim do that
               | itself when that means I have to learn/use both vims
               | windowing system and my window managers windowing system?
               | What advantage does it give me...
        
             | Jeff_Brown wrote:
             | My eyesight is bad, and I use a 15" laptop with about 300
             | views open at a time. I feel no need for a bigger screen.
             | 
             | I keep one window on screen at any time, full screen. I use
             | 2 sets of 16 virtual desktops, tmix, emacs and brave. Maybe
             | 10 instances of each app, and of within each maybe ten
             | tabs. So that's a total of about 300 windows. It gives me
             | zero visibility problems. I much prefer using my hands to
             | change whatn I'm looking at instead of my neck.
        
           | gtirloni wrote:
           | Same. I also stopped using two monitors because it was
           | distracting.
        
           | VortexDream wrote:
           | Maintain context. I might have several terminals up, each
           | ssh'd to a different server. At least one terminal per
           | software project. It helps that I use a tiling manager, so I
           | can keep them all visible at the same time.
        
           | piaste wrote:
           | "Microservices, son!"
        
           | marco_craveiro wrote:
           | In Emacs I have tens of eshells open, not to mention SSH
           | sessions, etc! I use one shell per task and then context
           | switch using Emacs buffer switching machinery.
        
           | ansible wrote:
           | I'm debugging a embedded system, and have three different
           | minicom sessions going on, looking at the simultaneous output
           | of the various consoles.
           | 
           | In general, I often have up to 10 tabs open on Gnome
           | terminal, and a GNU screen session in each with up to 10
           | screens. Maintaining lots of context.
           | 
           | Within a single GNU screen session, I'll often have a build
           | window, some editing windows for code, editing windows for
           | config files, etc.
        
         | curryst wrote:
         | I think they'll get there. This is still early, they're
         | probably focusing on the core rendering right now.
         | 
         | > If we are in VR, then we don't have to limit our selves to
         | laying out windows on a single primitive. Where are the virtual
         | shelves? where is the quick change, what about hotspots to
         | bring groups of windows back into near field.
         | 
         | From playing VR games, actually the best implementation of this
         | I've seen is to put them on a "belt" of sorts. Like an
         | oversized toolbelt (so they're away from your body) so you can
         | simply look down and grab stuff.
         | 
         | Spheres do work well, though. It keeps all the text at the same
         | distance from you, so the edges aren't out of focus. I suspect
         | it also makes zooming easier since you can just move the camera
         | closer. If you have an actual 3D space, moving the camera can
         | get weird, and the camera being weird in VR is really
         | disorienting.
         | 
         | > (it looks like they don't have room tracking, so feels like
         | they have limited 6dof source: coffee video, I'd expect much
         | more sideways translation if they had proper headset tracking)
         | 
         | Not having room tracking doesn't prevent movement. You'd just
         | move with wasd like before. Not having room tracking means you
         | can move your chair 6 inches without all your windows getting
         | shifted. Likewise, you can stand up in your standing desk
         | without re-adjusting all the windows.
         | 
         | Plus I'm sure it'll help keep the cost down.
        
         | fudged71 wrote:
         | I would love to see VR/AR work cross paths with the concept of
         | the "Memory Palace". Maybe groups of folders, websites, screens
         | etc could be set up to be in different rooms of your house.
         | Home automations could be configured to be in sync with your
         | movement around the house.
         | 
         | Every time I stand up and walk to a different room the screens
         | move to the periphery, and return when I sit. When a loud sound
         | is heard, a notification identifies the sound and asks if you
         | want to replay it. Etc.
        
       | chinaev wrote:
       | I'm so joining the wait list
        
       | [deleted]
        
       | n_time wrote:
       | They should probably talk to someone who knows something about
       | ergonomics-the way his neck was craning to look at those vertical
       | "screens" looked painful
        
         | dpflan wrote:
         | This is what I started thinking about: what are the proper
         | ergonomics for a VR-office, constantly rotated one's neck may
         | not actually be good. It's like this would become like
         | immersion in a curved display with a huge horizon for every
         | subscreen you want, then a "window" into the real world when
         | you completely turn around (180).
        
       | GrigoriyMikh wrote:
       | I have a question. Why? How it will improve my multi-monitor
       | setup? I see only potential cons here. Wearing headset all day.
       | It doesn't sound good for your neck and eyes, at all.
        
         | mentos wrote:
         | Yea I don't think its going to improve a multi-monitor setup.
         | Having a real office illuminated by the trillions of ray traces
         | from the free sun in the sky is always going to be better than
         | VR. That's why I really think the future is going to be an AR
         | display that lets you leverage 90% of the real world with 10%
         | of a simulated overlay. But! the road to the AR future is paved
         | with VR work like this so I dare not write it off as useless.
        
           | jermaustin1 wrote:
           | My office is an interior room, no windows. VR is definitely
           | better than my office.
        
         | xtracto wrote:
         | This reminds me a lot of SphereXP [1] A WindowsXP application
         | that converted your desktop into a "spherical" desktop.
         | 
         | I agree on the cons: Wearing a headset all day? Also I wonder
         | how looking at a light-bulb at 5cm of your eyes all day long
         | will feel like.
         | 
         | OTOH for me one _advantage_ that these type of VR/AR
         | technologies can bring is are "endless desktop space". Right
         | now we have something like that with "multiple desktops" in
         | Linux and OSX. But it will be cool to have just an endless
         | space of screen real-estate to tile all open windows.
         | 
         | [1] https://www.youtube.com/watch?v=oeHe-li-cZE
        
         | fudged71 wrote:
         | You might have it backwards about neck movement.
         | 
         | Sitting at a desk looking at a monitor in one position sounds
         | terrible for your neck.
         | 
         | With VR you don't have physical (and cost) limitations of
         | having screens above and below you, they could be all around
         | you. You could even program the screen(s) to slowly rotate
         | around you to induce motion so your neck/body isn't in the same
         | place all day.
        
         | Stevvo wrote:
         | If you don't have the space for a multi monitor setup then
         | virtual monitors could be an alternative.
        
       | ldbooth wrote:
       | The website states "10x more screens ... 10x more focus ... 10x
       | more productivity"
       | 
       | That's a stretch! Or where to improve your pitch. Personally the
       | only 10x productivity I get is by disconnecting from wifi.
       | 
       | I'd love to see the windows non-square, more like a POV or
       | fisheye if that's possible. Cool product, I hope to use it soon.
        
         | stemlord wrote:
         | After about 2 or 3 visible windows at a given moment, I start
         | becoming more distracted than productive, but this development
         | still seems like an inevitability that I'm excited to try out.
        
       | forgingahead wrote:
       | Excited for this! I know it's early, but everything was early
       | once - VR will definitely be one of the next big computing
       | interfaces, and we need alternatives from the current options
       | being put out by Big Tech.
        
       | abrookewood wrote:
       | One thing that worries me about wearing VR headsets for extended
       | periods of time (whether for game or for work) is that your eyes
       | are focusing at a single distance for so long. Not sure if there
       | is any research to suggest extended usage is a problem, but it
       | 'feels' like it could be. At least with a desktop or laptop, when
       | you look around the room, you are actually changing your focal
       | length.
        
         | jermaustin1 wrote:
         | From experience, I can tell you that you aren't focused on a
         | single point, and in fact your eyes will change focus to look
         | at objects in the distance just like in real life. In my
         | virtual office set up, when I want to relax my eyes, I can look
         | over my right shoulder and look at the office wall, or out the
         | window, and my focus shifts. You can also make your screens as
         | big as you want and as far away as you want, there are a lot of
         | options to keep your eyes from looking at a single focal length
         | for extended periods of time. My YouTube screen is also pushed
         | back a bit from my normal monitor so I can shift focus for a
         | few minutes every hour or so.
        
           | MayeulC wrote:
           | Your eyes do move, and they point at other stuff, but the
           | focal length afforded by the lenses is fixed (it makes as if
           | everything was at a few meters IIRC).
           | 
           | I also wonder what could happen if the ciliary muscle isn't
           | used enough. Does it get weak and you rapidly get short-
           | sightedness, or is occasional exercise enough?
           | 
           | Edit: maybe an answer could come from looking at people who
           | recovered from extended comas. Does their visual acuity
           | degrade? If not, that's promising. If yes, it could also come
           | from other causes like the light of light (lack of UV light,
           | especially during teenage years, has also been linked to
           | short-sightedness).
        
             | jermaustin1 wrote:
             | > but the focal length afforded by the lenses is fixed
             | 
             | That seems weird to me because when I look at a screen at a
             | different distance to the one I'm using I can see the other
             | screens getting blurry just like in real life.
        
               | krastanov wrote:
               | My guess is that this has to do with stereoscopic vision,
               | not focal distance. Does the other screen become simply
               | washed-out blurry or is it double-vision-type of blurry?
        
               | jermaustin1 wrote:
               | ok that makes sense. I actually just did this one eyed,
               | and you are absolutely correct everything is in focus. So
               | it must be just stereoscopy that looks that made me feel
               | I'm focusing differently.
               | 
               | That said, it isn't any more or less strenuous on my eyes
               | than IRL except when the text is too small. Font
               | smoothing still isn't great, but if the screen is big
               | enough you dont notice it.
        
           | krastanov wrote:
           | This statement does not make much sense to me. In VR
           | everything is at the same focal distance, you just fake
           | perspective/parallax/size/stereovision to make it feel 3D.
           | You can not change the focal distance if you just have a
           | screen and fixed lenses. Even actuated lenses would not be
           | enough as they will change the focal distance for the entire
           | scene.
           | 
           | "Perceived distance/depth" has little to do with "focal
           | distance" in this situation.
        
       | macawfish wrote:
       | My neck hurts already just watching that teaser video...
       | 
       | Looks cool though!
        
       | Vinnl wrote:
       | See also a project member (allegedly) talking about it yesterday
       | here: https://news.ycombinator.com/item?id=28678541
        
       | ilaksh wrote:
       | Really interesting. And when I have a headset that is comfortable
       | and has high enough resolution I may switch to working in VR.
       | Right now the Quest 2 that I have is too low resolution and too
       | uncomfortable.
       | 
       | There are a few reallly high resolution VR headsets that I can't
       | afford. But I just heard about a 200 gram (supposedly) on coming
       | out of China. If it has good resolution thag might be a viable
       | choice for this (as an alternative to whatever the hardware is
       | which they didn't say).
       | 
       | But what makes this stuff REALLY interesting to me are the
       | possibilities for 3D widgets and interface elements and
       | metaphors. That has been explored a little and generally
       | discarded in flatland but I think in an environment that is
       | always 3d with good hand tracking, it's a different ballgame.
       | 
       | One thing to imagine would be, what could 3d "web browsing" be
       | like if you knew that everyone looking at your site was in VR?
       | Maybe something along the lines of JanusXR. Although I think they
       | barely began to scratch the surface.
       | 
       | To me the idea of working in VR could be a gateway to the
       | 'metaverse'. It could start with people trying to make more
       | interesting environments for their floating 2d windows. Then they
       | add some physics and locomotion. Now they want to collaborate
       | over the network.
       | 
       | In three years, the most popular Linux distribution could be the
       | one you run on your headset, and could come with multiplayer VR
       | baked in.
       | 
       | But anyway I would want to escape from the 2d windows. There
       | might even be some interesting ways to represent code or
       | codebases in 3d. Or even new ways to manipulate text with your
       | hands.
        
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