[HN Gopher] Lenovo's Glasses T1 let you bring a private big scre...
       ___________________________________________________________________
        
       Lenovo's Glasses T1 let you bring a private big screen display with
       you
        
       Author : taubek
       Score  : 160 points
       Date   : 2022-09-03 14:20 UTC (8 hours ago)
        
 (HTM) web link (www.theverge.com)
 (TXT) w3m dump (www.theverge.com)
        
       | numpad0 wrote:
       | Is it actually different from Nreal goggles or is this a
       | rebadged/licensed for better market support?
        
       | Philip-J-Fry wrote:
       | I get the idea, but why would you extend your laptop screen with
       | this? Considering there's no VR or AR type tracking, as soon as
       | you look at your laptop it would be obstructed by the second
       | screen. Granting you no real benefits.
       | 
       | Edit: Apparently there's an accelerometer which can activate a
       | screen when you look up vs looking down. But seems like that'd be
       | clunky.
        
         | Theodores wrote:
         | This is a product that has been invented before.
         | 
         | The original Virtual IO glasses of the late 90's were a
         | consumer product that was riding the Virtuality hype that was
         | in vogue at the time. They failed in the marketplace, however,
         | I remember meeting the rep and what he had to say. I was
         | absolutely smitten by the product and 'knew it was the future'
         | even though that video was somewhat VGA, so not even SD
         | resolution. It was in 'stereo' unlike Virtuality, which relied
         | on novelty to give the impression of 3D.
         | 
         | The use case apart from immersive gaming was just so you could
         | watch TV whilst doing tasks such as washing dishes or making
         | dinner. From what I remember there was a means of seeing the
         | world around you, either out the bottom or with transparency in
         | the image. I can't quite remember. There was composite video as
         | an input, which was in a cheaper variant of the product which
         | had no head tracking, it really was just for watching video.
         | 
         | This was in the late 90's when the big new thing was DVD,
         | however, there were two competing formats. Some products such
         | as the Virtual IO glasses were waiting in the wings for this
         | market to take off, at a point in time where zero DVDs had been
         | sold.
         | 
         | Games did need to be written for it and I think the trick was
         | interlacing, half the VGA went to one eye and half to the
         | other. It would be up to the developer to write the rest. At
         | the time Windows 95 was new and DirectX plus OpenGL as we know
         | it on Windows was in version 0.1.0 with games being DOS.
         | 
         | As you can imagine, this 'watch a soap opera whilst doing the
         | washing up' market with an imagined vast mass of Americans
         | ready to by the product never happened. Price was perceived as
         | the problem to adoption, hence the Virtual IO product tried to
         | address that by being competitively priced, with the 'TV
         | watching' cheapo version available too.
         | 
         | The product was compelling but the imagined mass market was
         | never there. If you want to do stuff in the kitchen and have
         | the TV on then you just put a TV in the kitchen. You don't
         | think 'oh, I must get that expensive headset to watch TV whilst
         | I am preparing dinner'.
         | 
         | Another factor that is overlooked is that people have
         | traditionally been adverse to wanting to be seen wearing a VR
         | headset. There is that matter of losing peripheral vision and
         | security, you are not going to wear anything that blinds you on
         | the subway journey home. Second to that, and not appreciated by
         | some, is that a lot of people put a great deal of effort into
         | their appearance - make up is a thing - and being out and about
         | is about seeing as well as being seen. Times have changed, but
         | even still, Google misjudged this aspect.
         | 
         | Imagine if you had a VR/AR headset that had week long battery,
         | infinite resolution, zero latency tracking and only cost $50.
         | Would your sister, mum or dad be wearing them? Or would they
         | just be checking their phone every ten minutes?
         | 
         | They probably would not have the use case of boring household
         | chores as microwave ready meals, dishwashing machines and food
         | delivery services have solved that problem for those that need
         | it.
        
       | akelly wrote:
       | With transparent lenses and no tracking, how are these better
       | than the non-transparent video glasses that have been available
       | for two decades and never caught on? The contrast ratio on any
       | transparent display is terrible since the pixels can't block
       | light, only add light. The darkest black levels you can get is
       | however much tinting you apply to your glass.
       | 
       | Looks to me like Lenovo developed some display tech for AR and
       | then couldn't get the tracking working and decided to ship a tech
       | demo.
        
       | huijzer wrote:
       | I think these devices make a lot of sense. No big monitors
       | anymore.
       | 
       | Does anyone know how these glasses are for the eyes? Will the
       | cause more nearsightedness?
        
       | [deleted]
        
       | lmarcos wrote:
       | Wonder how comfortable they are for people who already wear
       | glasses.
        
       | Gravityloss wrote:
       | Site has no way to reject tracking cookies.
        
         | dexterdog wrote:
         | Too bad more sites can't be like that and leave it up to the
         | browser
        
       | tommyderami wrote:
       | They are mentioned in the article, but I just picked up a pair of
       | NREAL air glasses to use with my steam deck and I am blown away
       | so far--the price point is about 1/3 of the T1s but most of the
       | specs are very similar. The support for fixing the screen using
       | the 3dof sensors is limited to their android nebula app for now
       | but if they write a driver that allows it on a computer that
       | would be helpful, but for now I find they are most comfortable to
       | use in a fixed position (ie laying back on the couch). The
       | technology to make compelling head mounted displays is finally
       | here--I've owned various HMDs for drone viewing but nothing I'd
       | want to relax and watch a movie/play a game on (the screens are
       | usually too small and 480p resolution at best). More competition
       | will only improve the space so kudos to Lenovo!
        
       | hombre_fatal wrote:
       | My dream gadget is seethru glasses/goggles that can embed a fixed
       | screen in the corner of the FoV so that I can half-attentively
       | watch TV or Youtube videos while cooking, running, etc.
       | 
       | I'd give up half my FoV for it. Audiobooks are great but
       | sometimes I want even more stimulation while I'm doing something
       | else.
        
         | loriverkutya wrote:
         | How much I would love a world where most of the people were
         | walking on the street, having conversation with you, etc while
         | watching something on the glasses and how much it would mess up
         | the last crumbles of attention span we have.
        
           | hombre_fatal wrote:
           | Eh, that world is already here in the form of smartphones. I
           | must wonder if you realize that yet since it seems like my
           | nonexistent device is what made you finally ponder it.
           | 
           | I love the serendipity of meeting people and impromptu
           | conversation, but that doesn't mean my entire day is spent
           | around people. In fact, the examples I give (cooking,
           | exercising) are specifically things I do alone on my own.
        
       | 4b11b4 wrote:
       | pass, will end up in electronics drawer in less than one year
        
       | adultSwim wrote:
       | I was really bummed when Intel shut down its smart glasses
       | project. That seemed like really promising technology that hasn't
       | been picked up elsewhere.
        
       | drewg123 wrote:
       | I want to trade my laptop for a set of glasses like these, plus a
       | portable keyboard/mouse and drive everything from my phone.
       | Imagine being able to code on a plane with a large screen,
       | without having to worry about fitting it into the space in front
       | of you..
        
         | mellosouls wrote:
         | You can already do that with Quest VR headset though the
         | embarrassment factor is rather more sizeable.
        
           | mbreese wrote:
           | Hard to set that boundary zone accurately on a plane
           | though...
        
         | jamal-kumar wrote:
         | I have a friend who does this for productivity reasons. When
         | all you need is a shell to write code in, a phone actually does
         | extremely well because you can project it to your TV and
         | there's just less opportunities for distraction compared to a
         | full desktop PC where there's the temptation to aimlessly
         | browse the web or play video games.
        
           | FeistySkink wrote:
           | Can you share his setup?
        
       | GrumpyNl wrote:
       | I like the promotional images, where all the people are sitting
       | behind screens with those glasses on.
        
       | andsoitis wrote:
       | How do these "monitors-on-your-face" impact eye health?
        
         | hbarka wrote:
         | Light brightness and spectrum are associated with retinal
         | damage. Blue light from LED overexposure can certainly do harm
         | and can also affect your sleep cycle and hormone balance. I
         | would not bake my eyes with these things anytime soon.
        
           | crazygringo wrote:
           | All of this is totally untrue for a device like this.
           | 
           | The brightness is orders of magnitude less than daylight,
           | there's zero retinal damage happening. They're not outputting
           | UV so zero spectrum issues as well. There's also no "blue
           | light overexposure", it's balanced.
           | 
           | Yes, cool color temperatures late at night can keep you up.
           | Which is why 'night mode' exists, even the Oculus Quest 2 has
           | it -- it's trivial to solve using software alone. But that's
           | no different from staying up playing exciting video games or
           | watching too much TV because of the cliffhanger at the end of
           | each episode.
           | 
           | But nothing is "baking your eyes", sheesh. And using these
           | for productivity during the daytime will affect your sleep
           | and hormones precisely zero. Being outdoors on a sunny day,
           | or even a cloudy day, is flooding your eyes with orders of
           | magnitude more blue light than these dinky little screens.
        
             | LouisSayers wrote:
             | Whether it's true or not, I know for me personally I prefer
             | a much darker screen to most other people. My monitor for
             | example is currently on 0% brightness. I find bright
             | monitors uncomfortable to look at.
        
             | hbarka wrote:
             | You can't possibly say it's untrue because long term
             | effects have not been studied for this device but it is a
             | documented fact that screens aren't good for us. Having it
             | literally an inch from your retina cannot make it more
             | benign.
             | 
             | https://health.clevelandclinic.org/are-led-lights-
             | damaging-y...
        
               | crazygringo wrote:
               | Yes I can say it's untrue because it's simple physics.
               | 
               | You can literally measure the light spectrum from
               | sunlight and from LED screens. Daytime sunlight is full
               | of blue light, far more than from a screen. It's
               | physically impossible for LED's to do some sort of damage
               | that doesn't happen from regular walking around outdoors,
               | because it's 100% known what they emit.
               | 
               | And an inch from your retina makes zero difference when
               | the brightness is much less than daytime and the focal
               | length is far. Because with lenses, as far as your eyes
               | are concerned, the light _is_ coming from far away.
               | 
               | You don't need to study long-term effects when the
               | physics are 100% known here.
               | 
               | Again, blue light _close to bedtime_ is the only thing
               | that 's different, and that's trivial to fix.
        
           | unsupp0rted wrote:
           | Citation needed. The first wave of reports I saw suggested
           | this, the second wave suggested the reverse (no damage, no
           | hit to sleep duration or quality). What's the current
           | consensus, if any?
        
         | crazygringo wrote:
         | The same as VR, which is to say... none at all?
         | 
         | Obviously the lenses make it seem like the virtual image is
         | several feet away, so in terms of focusing it's no different
         | from an actual object several feet away. If anything, it's
         | probably healthier than a computer monitor that sits up closer.
         | Plus, these glasses would actually be better than a VR headset
         | in that the lenses can be designed so that the focal distance
         | matches the virtual screen distance perfectly. (In VR, there's
         | a mismatch for most distances.)
         | 
         | The only thing you might have to worry about is interpupillary
         | distance (IPD) -- the space between the OLED displays needs to
         | be adjustable to the space between your eyes. E.g. the Oculus
         | Quest 2 has 3 settings for this, while the Quest 1 had a smooth
         | adjustment. Adjustable IPD is essential, so I'd assume this
         | either has it or they'll sell different versions for different
         | IPD's?
        
           | makeitdouble wrote:
           | > The same as VR, which is to say... none at all?
           | 
           | VAC is not yet solved for VR, and while it can be mitigated
           | it's still significant cause of eye strain.
        
           | jrootabega wrote:
           | I'd bet they're going to be overall better for your health.
           | You'll be able to have a focal distance farther than a
           | screen, without having to look up or down (causing eye and
           | neck strain), while also choosing the healthiest posture for
           | yourself.
        
         | chrischen wrote:
         | Can't possibly make the eyes in China any worse. But in all
         | seriousness, if they cause you to be cross eyed like regular VR
         | glasses, then it has the same negative impact on development of
         | eyesight as normal VR/3D has.
        
           | sp332 wrote:
           | Crossing your eyes to look at something is normal. What's
           | weird is that it's all at one focus depth, so your individual
           | eyes don't need to refocus on things that should be at
           | different distances, even though you're still getting the
           | depth signal from crossing your eyes.
        
           | numpad0 wrote:
           | "VR gets you cross eyes and impacts development" has never
           | been substantiated, so far only the opposites were reported
           | online. That means there are unknown side effects, but don't
           | seem like there are serious harms.
        
         | aspyct wrote:
         | On my camera, the viewfinder (the thing you use to look
         | "through" the lens) is a screen. You can alter dioptry, which,
         | AFAIK, is the equivalent of "moving the screen back".
         | Essentially, you can have the screen visually as close or far
         | as comfortable.
         | 
         | Odds are, these glasses have that built-in. And it's going to
         | be a lot better for your eyesight than staring at a screen 50cm
         | away from your face.
        
       | jfoster wrote:
       | If this worked well enough, some "laptops" could become just a
       | slab with a keyboard & touchpad on it. Screens are thin & light
       | already, but perhaps there would be some power savings in that?
        
         | swader999 wrote:
         | Or mini format with a power brick when you don't want to use
         | the plug.
        
       | arberx wrote:
       | This would be super convenient in tight, small workplaces like
       | airplanes (as advertised in the video).
        
         | jamal-kumar wrote:
         | Very useful for shutting out those chatty people who don't
         | realize some of us have stuff to do on deadlines even if we're
         | on our way to some vacation destination
        
       | willcipriano wrote:
       | Like headphones for your eyes, could see this being nice on a
       | plane or something.
        
       | ChuckNorris89 wrote:
       | Neat! Now I can finally watch p0rn in public. /s
       | 
       | But seriously, watching something private/sensitive in public is
       | the only use case I see for those as they're not AV/VR capable
       | and you already need a phone/laptop to use them, so you might as
       | well watch your videos on that instead.
        
         | fsckboy wrote:
         | watching a PG-13 movie in bed while spouse reads or sleeps?
         | watch a movie immersively on a plane, train, or long bus ride?
        
         | kQq9oHeAz6wLLS wrote:
        
       | omar_alt wrote:
       | I wonder what this will do for concentrating when using the
       | terminal or writing code?
        
         | LouisSayers wrote:
         | It could actually be useful to block out some surroundings (if
         | it can do this) in say an office - I find people walking around
         | can be incredibly distracting, especially if someone starts
         | pacing.
        
       | jaimehrubiks wrote:
       | I feel like 1080p is not enough to fit enough information in such
       | a tiny screen. Even smartphones are sometimes too small for
       | certain tasks, just a tiny section of my smartphone would be even
       | less suitable for working, watching or gaming.
        
       | ryukafalz wrote:
       | This looks like it could be a fun companion device for the Steam
       | Deck on e.g. a long train commute or flight. If the display is
       | fixed in the center of your line of sight it may not be great for
       | productivity work as that's fairly unnatural, but for gaming
       | you're most often looking at the center of the screen anyway so
       | it might be okay?
        
       | Apocryphon wrote:
       | Finally, data goggles:
       | 
       | https://starwars.fandom.com/wiki/Data_goggles/Legends
        
       | seydor wrote:
       | Also a monocle would work
        
       | LinuxBender wrote:
       | _Additionally, the glasses come with multiple nose pads that'll
       | be helpful for extended use and a prescription frame if you need
       | it._
       | 
       | Would it be feasible to build slim adjustable optics that could
       | allow anyone to _set_ their prescription dynamically and directly
       | within the glasses or would that make the glasses too bulky or
       | hideous looking?
        
         | toast0 wrote:
         | Adjustable optics aren't optically good. It's a challenging
         | enough optical environment, being compatible with prescription
         | lenses is a good step.
        
       | dawnerd wrote:
       | The NReal is better is a lot of ways and their support people
       | seem active and open to suggestions. They just need to bring it
       | to the states. Even importing it's still fairly cheap compared to
       | the T1.
        
       | dtx1 wrote:
       | 1080p60? No thx
        
       | andybak wrote:
       | I presume these use 3DOF tracking - not literally just a fixed-
       | in-place screen?
       | 
       | EDIT 1: Oh no. It isn't. That's not very pleasant to use in my
       | experience.
       | 
       | EDIT 2: It's a good job so few people in the "early adopters"
       | segment wear glasses /s
        
       | solarkraft wrote:
       | The price of these hasn't been announced, but the competitors
       | cost 600-800$. That's a bit much for me.
       | 
       | That they're a lot lighter and smaller than full-fledged VR
       | headsets is nice, but they're also more expensive and lower-
       | featured, so that's a tough sell.
       | 
       | One thing I like about them is that they're really just dumb
       | displays rather than requiring a connection to the Facebook
       | servers or some other dumb stuff that will ensure a limited life
       | time and limited user control about what they do.
        
         | officialjunk wrote:
         | $1499 https://www.lenovo.com/us/en/p/smart-devices/virtual-
         | reality...
        
           | kfarr wrote:
           | That's a different model with 6DOF head tracking for AR/VR.
           | The op model has no tracking and is more of a "dumb display"
        
             | officialjunk wrote:
             | ah. thanks for pointing that out! i didn't realize it.
        
       | cerol wrote:
       | Whatever they do, let's hope they don't decide to stick a camera
       | in it (for AR purposes), or it could be another Google Glasses
       | fiasco.
        
         | timmg wrote:
         | I think that's a Google-specific problem.
         | 
         | If Apple comes out with AR glasses with cameras, no one will
         | bat an eye. (And if they do, Apple will already have a great
         | story for why it isn't an issue.)
        
           | cerol wrote:
           | I might have been to young to actually have noticed it. But
           | from what I remember, in 2014 Google didn't have the
           | reputation it has now.
        
             | timmg wrote:
             | They had a reputation for great tech but not great
             | products. Glass was not compelling (or, at best, not
             | marketed well). No one wanted it -- except gadgets nerds.
             | So it was easy to complain about one thing or another.
             | 
             | If Apple does it, _everyone_ will want one. Apple makes
             | great products and has the best marketing of anything ever.
             | Even if it has a camera going 24x7, people will be able to
             | live with it.
        
       | GordonS wrote:
       | These sound great - if they were < PS200 and lightweight, I'd buy
       | them in a heartbeat!
       | 
       | ...but I'm guessing they'll be >PS1,000 and weigh enough to hurt
       | my nose bridge in mere minutes.
        
       | LouisSayers wrote:
       | They should make a hat to go with these to read your brainwaves,
       | and an ear piece. We'll all look like we're undercover agents.
        
       | swader999 wrote:
       | The perfect gift for the back to the office crowd.
        
       | blagie wrote:
       | I feel like we're about 3 generations from "shut up and take my
       | money." A no-brainer version would:
       | 
       | - Allow AR, or at least not block my full field-of-view, so I can
       | use them in contexts.
       | 
       | - Have competitive resolution with my normal monitor. 1080p, as
       | these are, seems like an MVP, but 4k is where I'd start to really
       | use these.
       | 
       | - Sci-fi: Support some kind of wireless protocol. A cable running
       | down my shirt feels awkward. It's fine if I need a cable for
       | 30fps movies, but for emails/coding/etc., I'm happy with much
       | less refresh.
       | 
       | - Less plastic. More metal (or carbon fiber or whatever).
       | 
       | - Price point of $200 makes these a no-brainer shut-up-and-take
       | my money. $400, I'd probably buy. $600, I'd probably /almost/
       | buy, but wait for used on eBay. $1000 is a no-buy.
        
         | makeitdouble wrote:
         | > Less plastic. More metal (or carbon fiber or whatever).
         | 
         | I'm intrigued by why you feel plastic is a drawback. Especially
         | as metal has IMO very few advatnages in this case (heavier,
         | lower radio transparency, bends under shock etc.)
        
           | UmbertoNoEco wrote:
           | developers are not industrial designers; i would even argue
           | the skillset is at the 'opposite side' of the spectrum
        
         | Steltek wrote:
         | > - Have competitive resolution with my normal monitor. 1080p,
         | as these are, seems like an MVP, but 4k is where I'd start to
         | really use these.
         | 
         | When talking goggles, I would take a wider FOV over super high
         | resolution. 4k smooshed into an image 30mm across would be a
         | waste. That said, I can't find any mention of what FOV these
         | glasses are.
         | 
         | > - Sci-fi: Support some kind of wireless protocol. A cable
         | running down my shirt feels awkward.
         | 
         | I think I would trade a high quality cable over a heavier
         | battery, necessary to support wireless at video bandwidths.
        
         | AtlasBarfed wrote:
         | Depends on quality of simulated display, and how many.
         | 
         | It might be the display bandwidth that gets in the way, but if
         | I could get N simulated arbitrary resolution displays that can
         | be moved in AR fashion, I'd pay a lot more than $1000 for
         | portable 8k virtual displays.
        
         | eunos wrote:
         | Sword Art Online is supposed to be released this year
        
         | mcwhy wrote:
         | The general public is never going to voluntarily start wearing
         | glasses, no matter the features people do not want to look like
         | a nerd.
        
           | makeitdouble wrote:
           | The "looking weird" is an argument that I find really
           | interesting, as it is both completely true, but also
           | extremely volatile.
           | 
           | For instance wearing headphones in public 40 years ago had a
           | strong social opposition, and you would totally look weird
           | with headphone on. This was replayed with bluetooth ear
           | pieces. Those ships have long long sailed.
           | 
           | Same argument was also made for the smart watches. Every time
           | there was a kernel of truth, but as this is only a question
           | of perception, there just needs to be a switch in people's
           | mind and we reach the other side.
        
           | ThrowawayR2 wrote:
           | One could have said the same thing about mobile phones a
           | couple of decades ago when the first primitive PDAs came out
           | but plenty of people are glued to theirs now, even in public.
        
           | Jcowell wrote:
           | I say bull on this. The public has been consuming more and
           | more nerd culture compared to 10 years ago.
        
             | cerol wrote:
             | Everything's a cycle.
        
               | lolc wrote:
               | Or a trajectroy in case of tech adoption.
        
           | mertd wrote:
           | Careful with that statement. General public seems very happy
           | adopting wearables. Much more than anyone would have guessed
           | in the early 2000s.
        
       | ravenstine wrote:
       | Normally, I'm not one of those "shut up and take my money" types,
       | but... I think I really want these.
       | 
       | Unless I'm missing something, it's too bad there isn't a wireless
       | option. Maybe it's technological limitations of standard wireless
       | technology, but I would think that wifi would be at least
       | somewhat adequate. I could at least picture hooking a Pi Zero to
       | it and using that either alone or to VNC into my other devices.
        
       | crazygringo wrote:
       | This is an intriguing idea, possibly much more convenient and
       | ergonomic for productivity than a fully fledged VR headset.
       | 
       | But the fact that these are 1080p internal displays suggests it's
       | a "fixed" 1080p screen that moves with your head, not a "virtual"
       | screen that appears to stay in place as you move your head.
       | 
       | Does anyone here have any experience with how usable that is?
       | When I start up my Oculus Quest 2 and it has the fixed startup
       | screen logo before it switches to head-tracking mode, it's rather
       | disorienting, since visual cues are totally mismatched with my
       | sense of balance.
       | 
       | I'm not sure whether I could get used to a big screen "tethered"
       | to my head angle like that, or if you get used to it?
       | 
       | Also I wonder about the brightness here -- the Quest 2 isn't very
       | bright at all, but it's OK since virtually all surrounding light
       | is blocked out and my eyes adjust. Whereas this device is
       | basically large sunglasses that lets in tons of surrounding light
       | -- does the screen brightness compete?
        
         | trafficante wrote:
         | >When I start up my Oculus Quest 2 and it has the fixed startup
         | screen logo before it switches to head-tracking mode, it's
         | rather disorienting, since visual cues are totally mismatched
         | with my sense of balance.
         | 
         | Since you already have a Quest, you might be able to
         | approximate the fixed AR experience using a media player and a
         | 1080p video file.
         | 
         | Moon VR[1] is free and has a passthrough mode to overlay the
         | video on your external surroundings. I haven't personally used
         | it but I'd be surprised if it doesn't have a head-lock option
         | for making the video track your head (if it doesn't, Skybox VR
         | does, but it's a paid app) - in theory this should be fairly
         | close to the Lenovo glasses experience only much heavier and
         | with a grainy B&W passthrough.
         | 
         | [1]https://www.oculus.com/experiences/quest/4304774742883035
        
         | fsiefken wrote:
         | Yes I walked around with a 640x480 monocular display tethered
         | to a compactflash card in my toshibia e750 pda with usb host
         | controller, around 20 years ago. Of course I didn't do desktop
         | work with it, but I looked up offline wikipedia entries (in
         | tr3/tomeraider3 format), read books, watched slideshows and
         | played interactive fiction.
         | 
         | I could do that lying on my bed or sitting in public transport.
         | The only problem was that when I was walking I noticed that I
         | was walking in a sinus wave. I never noticed that as I never
         | had something to read so close attached to my eyes . The
         | problem with this is that my right eye clear real world vision
         | merged with the left eye 640x480 display vision creating an
         | transparency effect on the virtual window. So in essence when I
         | was moving I struggled to read the sentences on a moving
         | background. If it was sideways it would be less of a problem,
         | but it was up and down. Obviously you don't have that problem
         | on a bike, but then it could be dangerous. But sitting and
         | worknig should be ok, it would just take a little bit getting
         | used to, but I guess it would a bit be less ideal then a fixed
         | in space desktop like with the Oculus or Hololens.
         | 
         | For brightness, I used it in broad daylight, I could still see
         | the virtual screen brightly.
         | 
         | Some time later I did the same with a eMagin800 HMD which had a
         | 800x600 screen for the left and a 800x600 for the right. I used
         | that for winamp stereoscopic visualisation. So for these types
         | of applications it's for sure great.
        
         | rwxsh wrote:
         | I have the Avegant Glyph, which is fixed, and I it is
         | uncomfortable. It's natural to move your head to change your
         | view, but that doesn't work with these devices. In practice I
         | use a Quest instead, but even Daydream was more comfortable for
         | media consumption.
        
         | NonNefarious wrote:
         | This product has essentially existed for years:
         | https://moverio.epson.com
         | 
         | They're about $1000 and show the potential of this indeed
         | seemingly obvious product. They do suffer from a lack of
         | sufficient fit adjustment, and the image should be larger.
         | 
         | I don't know why almost no one has explored this product
         | category. One company stands above all others in failing to see
         | the potential: DJI. Not only has DJI failed to put HDMI inputs
         | on its FPV goggles, but it has released a string of drones that
         | aren't compatible with them. Yes, most DJI drones are not
         | compatible with THEIR OWN GOGGLES, despite having wireless
         | video transmission that allegedly uses the same protocol.
        
         | gfodor wrote:
         | I would be surprised if it's fixed - gyro based head tracking
         | is very well established tech now. It's probably 3dof tracking.
         | (So no translation, just rotation.) the Oculus GearVR and
         | Oculus Go took this approach which works fine for most people
         | for sit and watch theater use cases.
         | 
         | Edit: oh, yeah so I think you're referring to 3dof. I could
         | imagine these being fully tracked but thought you were
         | suggesting entirely untracked.
        
           | crazygringo wrote:
           | These do suggest being entirely untracked from the specs.
           | 
           | Otherwise the 1080p internal OLED, if tracked, would result
           | in a usable effective virtual screen resolution of more like
           | 320x240, unusable for much of anything. Since the field of
           | view would need to be significantly wider than the virtual
           | screen to avoid clipping, and then there's effective
           | resolution loss from resampling during virtual screen
           | placement on top of that.
        
             | Someone wrote:
             | If the tech allows making the display see-through on a per
             | pixel basis, they could simulate seeing the full display as
             | a monitor hanging a meter before your eyes. Turn your head,
             | and the virtual monitor would move out of view, with the
             | outside world showing up.
        
         | Maursault wrote:
         | > This is an intriguing idea
         | 
         | It is an obvious idea. AR/VR is hard. Dumb displays are not. I
         | think we should have had similar products a decade ago, and if
         | I'm not mistaken, these exist in cheaper SD versions from
         | noname manufacturers.
         | 
         | That said, I want this, and not Meta's thing or whatever Apple
         | is cooking up, because I knew ahead of time that no one is
         | going to get the VR part right initially. They are barking up
         | the wrong tree, because as far as I know, no developer is
         | paying attention to proprioception. From what I can tell,
         | they're focused on the eyes only, and proprioception is
         | essential for VR. AR is different, maybe they're getting that
         | right. I'm just not interested in AR. It's great for a
         | futuristic technology in a film, but in practice, it seems
         | silly to me.
         | 
         | But I don't know everything, hardly anything, really. What is
         | the metric called that is the _distance_ to where the display
         | _appears_ to be? It is not focal length, and I need really a
         | word for what that is called. If the display appears to be,
         | say, 10 ' away, I probably don't want it. It would be awesome
         | if this apparent distance was adjustable. I am near sighted,
         | hate contacts and correctable lenses cause me migraine. Thus, I
         | prefer to view displays quite close, no more than 2', or to
         | appear no more than 2' away when it is actually much closer to
         | the eye and using a magnifying lens. Pads have worked well for
         | me for consuming media because I can hold at the right (close)
         | distance for comfort.
         | 
         | Really hope I get what I want, have wanted it for about 25
         | years and been confused why HMDs had only mostly been used for
         | military purposes, for insane prices.
         | 
         | It is about time someone has ignored the difficult to get right
         | AR/VR tech, and just gave us a high quality, personal, wearable
         | display.
        
           | codeulike wrote:
           | _They are barking up the wrong tree, because as far as I
           | know, no developer is paying attention to proprioception._
           | 
           | Not sure what you mean by this. VR headsets know exactly
           | where your hands are and can infer most of the rest of your
           | pose from head height, they rely pretty heavily on that for
           | the immersion.
        
             | Maursault wrote:
             | While position tracking is important, what I was talking
             | about was the user's sense of proprioception. Seems to me
             | that too much attention has been given to tuning the visual
             | response to the user turning their head or looking up and
             | down, or turning around, and little to no attention being
             | given to attenuating the user's sense of proprioception, to
             | reenforcing the feeling that the virtual body parts are an
             | integral part of the user's actual real-world body.
        
           | toast0 wrote:
           | > It is an obvious idea. AR/VR is hard. Dumb displays are
           | not. I think we should have had similar products a decade
           | ago, and if I'm not mistaken, these exist in cheaper SD
           | versions from noname manufacturers.
           | 
           | These products _have_ existed for decades. I can 't find the
           | one I remember seeing ads for during the 2000s, but Sony had
           | one in 2011 called the HMZ-T1, they had a much earlier model
           | called the Visortron. I think the widely advertised ones were
           | maybe iTV goggles, but I can't find any history on them.
           | Typically advertised as equivelent to a large screen tv
           | farther away.
           | 
           | If you want a demo of a real product, call around to
           | children's dental offices. Many of them have (or have had)
           | these to help distract kids during exams and procedures,
           | although mounting a tv above the exam chair is also popular
           | (a lot easier with a lightweight lcd or oled than a crt or
           | plasma)
        
             | Someone wrote:
             | Wikipedia (https://en.wikipedia.org/wiki/Glasstron) says
             | the lineage is Visortron (????), Glasstron (1996), HMZ-T1
             | and HMZ-T2 (2011), HMZ-T3 (????, maybe also 2911)
             | 
             | https://www.digitiser2000.com/main-page/the-first-
             | playstatio... claims the Visortron was never released
             | commercially.
        
             | NonNefarious wrote:
             | There is already a current product that is essentially
             | this: https://moverio.epson.com
             | 
             | I bought a pair for experimentation as a viewfinder (about
             | $1000). They proved the potential of that application, but
             | suffered from some fit-adjustability issues and too small
             | of an image. They could have been very good, however.
        
             | 13of40 wrote:
             | I had a Sony Glasstron in 1999 that was basically the same
             | idea but TV-resolution instead of 1080p. It was fine for
             | playing games and watching movies. A little bit alienating
             | to anyone else in the room, though.
        
           | kfarr wrote:
           | Yeah these have been around for almost a decade as cheap VR
           | knockoffs for the unsuspecting, albeit I haven't seen the
           | direct USB c output option before. Not until you take it home
           | and turn it on do you realize the resolution of 1080p
           | strapped to your eyes is a pixelated mess and the lack of
           | even basic 3DOF makes these things uncomfortable for most
           | people.
        
             | Maursault wrote:
             | > Not until you take it home and turn it on do you realize
             | the resolution of 1080p strapped to your eyes is a
             | pixelated mess
             | 
             | Well, that sucks. Thanks for the clue to never purchase
             | without a personal demonstration. I figured SD would be
             | like that, but really hoped that 1080p would be
             | satisfactory.
             | 
             | But doesn't this depend on pixel density? If the displays
             | approach the pixel density of displays of high end
             | smartphones, I'd probably be satisfied with that. Even
             | though those pixels can be seen (at 10x magnification), at
             | high enough pixel density, pixels can be ignored when
             | focusing on the video content. I used to sit really close
             | to CRT televisions, which have huge pixels, so there is
             | bound to be some improvement from the way it was in the
             | dark ages.
        
               | trafficante wrote:
               | I've repeatedly tried to get into virtual dev work on my
               | Quest 2 (1920x1832 per eye) but the screen density still
               | isn't there yet. Feels similar to trying to code on a
               | classroom projector screen if that analogy makes any
               | sense.
               | 
               | Quest Pro is hitting in October (supposedly) with
               | 2160x2160 per eye but I still don't think that gets
               | density to where it needs to be for doing desktop work.
               | 
               | I think Apple has realized this, which is why every
               | screen resolution leak I've read has it pegged at 4K per
               | eye or more. But who knows when that thing will even get
               | announced?
        
               | ajconway wrote:
               | HP Reverb G2 has a 2160x2160 full-matrix LCD. I would say
               | it comes very close to being usable as a virtual monitor,
               | but the virtual screen still needs to be quite large.
               | Extrapolating from this and older generation headsets, I
               | would guess 4K per eye should be enough for a true office
               | experience.
               | 
               | On top of that, the headset itself must be comfortable to
               | wear for sessions longer than 30 minutes. None of the
               | current models are that comfortable.
        
               | NonNefarious wrote:
               | The problem is that Apple, if they ever do release such a
               | thing, will not provide an HDMI input to make the product
               | versatile and useful. It'll be gimped by Apple's fear of
               | connectivity, just like all of their iOS devices.
        
               | ben_w wrote:
               | Regarding the Apple headset, I'll only believe it's real
               | when Apple officially announces it -- it's been bouncing
               | around the rumour mills as "6-12 months away" for at
               | least half a decade, with whatever specs sounded good
               | that year.
               | 
               | (Also, I remember the initial rumours for the iPad;
               | everyone I saw was saying it would run normal Mac OS X).
        
               | extrapickles wrote:
               | The Valve Index does 1440x1600 per eye and it probably
               | needs to be at least double that before artifacts become
               | hard to notice.
        
               | Maursault wrote:
               | I am starting to see resolution doesn't matter. According
               | to the specs, Valve Index has a very low average pixel
               | density of about 13-15ppi. Criminal. Compare that to the
               | high end iPhone display's pixel density of 128ppi. So if
               | we could have ocular displays around 100ppi @720p, that
               | would look a lot better than that of Valve Index displays
               | at its seemingly impressive 1440x1600.
        
               | michaelmrose wrote:
               | Firstly a definition PPI: pixels in a single dimension /
               | size in that dimension in inches.
               | 
               | A nice high end phones screen is like 300 PPI a 20 year
               | old laptop screen is around 100. A nice desktop monitor
               | is 160-240.
               | 
               | A calculator https://www.sven.de/dpi/
               | 
               | It's hard to discuss a monitor being 100ppi@720p because
               | those 2 variables are related via a third variable size.
               | A 720p screen would be 100dpi at about 14" and indeed
               | that is a common size for crappy laptops. A tiny screen
               | with that PPI strapped to your face would look like shit.
               | For instance a 2" square screen would be 200px x 200px.
               | 
               | Resolution matters a lot.
        
               | numpad0 wrote:
               | A 20/20 or 1.0 visual acuity equals 1MOA(1/60deg).
               | 
               | A 20/20 equivalent 360 degrees panorama image is has a
               | size of 21600x10800px minimum. For a VR headset with
               | 120x120 degrees H/VFOV(178deg diagonally), you need a
               | 7200x7200px panel. 2 x 7200px x 7200px x 24bpp x 144Hz =
               | 360Gbps, or worth 4x 100GE LAG'd, or one PCIe 4.0 x23
               | link, or one DDR5 channel.
               | 
               | That's a bit hard to put onto a face cheaply...
        
               | rowanG077 wrote:
               | Valve index has a PPI of 598. What I assume you are
               | talking about is PPD, or Pixel per Degree. Iphone doesn't
               | have a fixed PPD since the distance to your eyes is not
               | fixed.
               | 
               | An ocular 720p display at 100ppd would be be about an
               | inch diagonally at 10cm from you eye balls. That's
               | basically unuseable
        
           | moron4hire wrote:
           | > no developer is paying attention to proprioception
           | 
           | That is not true at all. Proprioception is top of mind for
           | every serious VR developer. Outside of poor software
           | performance, it's the #1 cause of simulator sickness. Short
           | of hacking the vestibular system, there's nothing we can do
           | about the lack of virtual acceleration cues. So we design
           | within the constraints we have. It's why you see teleport
           | locomotion. It's why developers get into such arguments over
           | "smooth movement" with gamers who think they know better.
           | Lack of proprioception with virtual movement is a huge
           | problem that we would love to solve, but laypeople have an
           | irrational fear of a little extra electricity getting piped
           | through their ears, so I doubt we're going to see much change
           | there.
           | 
           | Fixed-view, wearable displays violate proprioception even
           | more than VR HMDs, because they don't even give you the
           | _real_ acceleration cues you get from _actually_ moving your
           | head.
           | 
           | As for your question about distance, I suspect you're looking
           | for "accommodation". Accommodation is the physical distortion
           | of the eye to change the focal distance of the lens. Combined
           | with vergence (the distance at which our binocular vision
           | rays converge), the two systems work together to give you a
           | sense of how far away something is (among other things, like
           | atmospheric hazing, parallax, and trained memory of similar
           | objects). Most modern VR systems lack the ability to account
           | for accommodation, leading to what is called "vergence-
           | accommodation conflict". It can be a source of eye-strain for
           | some people, but it tends to be adaptable over time.
           | 
           | Note that I said "most" modern VR systems. It's an active
           | area of hardware research, as the solutions--light field
           | displays and varifocal lenses--are large, complex, and
           | therefore expensive. The latest developments in "pancake"
           | optics, where focal distance for the lens is folded in on
           | itself via a clever system of internal reflectance, has a
           | possibility of bringing the size down, but unfortunately not
           | the complexity or cost.
           | 
           | So again, it's really not fair to say developers are
           | "ignoring" these problems. We are all extremely aware of the
           | them. There are just some things you can't do anything about
           | without a major breakthrough.
        
             | Maursault wrote:
             | > there's nothing we can do about the lack of virtual
             | acceleration cues.
             | 
             | I think we're not talking about the same thing. I don't see
             | how it could be a cause of simulator sickness, which I
             | thought had to do with eye strain from focal points not
             | being correct, and the inner ear.
             | 
             | Proprioception is a sense like the ordinary 5 senses, the
             | perception or awareness of the position and movement of the
             | body. It is what makes our body feel like _our_ body.
             | Dissociation, caused by dissociatives, can cause inanimate
             | external objects to _feel_ like they are part of us, which
             | could be considered chemically hacking proprioception. The
             | wooden arm illusion is another way to hack proprioception
             | using touch to reinforce the sense of it. But VR should be
             | able to do this without chemistry or touch, because visual
             | clues reinforce the sense of proprioception.
             | 
             | VR can really be the wizbang killer app, but it isn't.
             | Maybe they show you a virtual arm and you see yourself
             | manipulate it, but it doesn't _feel_ like your arm (I am
             | not talking about the feeling of touch). That is how they
             | are ignoring proprioception. And it doesn 't have to be
             | _an_ arm, because in VR, you don 't have to be human. It
             | should be possible to blow the wooden arm illusion out of
             | the water with VR, and have ten arms, and they all feel
             | like they are distinctly _your_ arms. But we don 't see
             | that, and no one is working on it. All we get is a stiff
             | arm without natural reticulation.
             | 
             | So it is fair to say developers are ignoring
             | proprioception, because they are unaware of their own sense
             | of proprioception (like knowing where your hand is without
             | looking at it). Proprioception should be of primary concern
             | in Virtual Reality. They should toss everything, and start
             | all over again with inducing proprioception as the prime
             | driver of the technology.
             | 
             | > As for your question about distance, I suspect you're
             | looking for "accommodation". Accommodation is the physical
             | distortion of the eye to change the focal distance of the
             | lens. Combined with vergence (the distance at which our
             | binocular vision rays converge), the two systems work
             | together to give you a sense of how far away something is
             | (among other things, like atmospheric hazing, parallax, and
             | trained memory of similar objects). Most modern VR systems
             | lack the ability to account for accommodation, leading to
             | what is called "vergence-accommodation conflict". It can be
             | a source of eye-strain for some people, but it tends to be
             | adaptable over time.
             | 
             | Interesting, but complicated. Should be called "apparent
             | display distance," or something simple and easy to
             | understand. Still, gives me more information. Appreciated.
        
               | satokema wrote:
               | A non-trivial number of VR users experience phantom sense
               | of varying strength, including myself. Proprioception is
               | not the only thing being consulted here, seeing someone
               | touch what visually seems like your face is a common low-
               | level manifestation of this. It's possible to be in an
               | avatar and have someone touch the avatar's tail and
               | somehow weirdly you can feel like "your tail" is being
               | touched (albeit you feel it in your tail bone).
               | 
               | Maybe the technology to better integrate more brain
               | variants will eventually exist, but current VR tech
               | already has a niche to cater to and develop from.
        
               | moron4hire wrote:
               | Even this, what you are saying about "virtual arms", has
               | been tried. Inverse-kinematic self-avatars were a big
               | thing within the industry about 5 years ago. And it
               | was... largely not that important. Without a tracking
               | point for the elbow, it's nearly impossible to do IK for
               | limbs. Remember, a double-pendulum is a chaotic system. A
               | small perturbance can lead to dramatic divergence between
               | simulated and actual state in chaotic systems.
               | 
               | That said, it's still possible to get body sense in VR,
               | for the head, main torso, arms, and especially hands.
               | It's hard to do. And when things are hard like this,
               | there are economics of scale to consider. For example,
               | the Quest 2 has native hand tracking built in, but not a
               | lot of other VR systems do, and the ones that do often
               | have dramatically different APIs (though OpenXR helps a
               | lot here, which shifts the problem to whether or not the
               | system in question has an OpenXR-compliant driver). Do
               | you go all in on one platform and support its input
               | modalities to the maximum degree? Or do you try to target
               | the common denominator between a broader swath of the
               | market.
               | 
               | Non-VR consumer software developers get to develop their
               | software in an environment of operating systems that have
               | well-established UI and UX metaphors. You make a button
               | in WxWidgets or UWP or SwiftUI or HTML and that button
               | comes with a LOT of functionality that you don't have to
               | program yourself. We don't have that in VR. To make a
               | button in a game engine for a VR game you basically have
               | to implement that entire thing yourself. Oh, the game
               | engine probably gives you a raycaster to be able to find
               | objects, but you have to program up where that raycaster
               | should be firing, which objects you should be interested
               | in, and what interactions hitting the buttons on your
               | controller map to how the button in the view reacts. To a
               | large degree, every VR developer has to reinvent the
               | world when they make something. We're working on the very
               | edge of performance that these systems can eke out.
               | 
               | We don't have shared UI metaphors, but not for lack of
               | trying. There are several projects underway attempting to
               | do just that. MRTK and StereoKit in particular have put a
               | lot of work into just that. But they aren't for everyone.
               | They can't do everything. It'd be like expecting Call of
               | Duty to be implemented strictly in Win32 controls. And
               | the input modalities are so much more diverse and non-
               | standardized than desktop mouse-and-keyboard that I doubt
               | there will ever be a one-size-fits-all UI toolkit for VR.
               | 
               | I reassert that you are not being fair to the VR
               | industry. Everything you have talked about so far has
               | been tried and either found to not be worth the
               | complexity or not possible to do within the current
               | constraints.
        
         | lukeschlather wrote:
         | Trying to move around while you've got a screen like that
         | active in a VR headset is a bad idea, but I love watching
         | Netflix VR like that. Just find a comfortable position and
         | chill.
        
         | mungoman2 wrote:
         | In a random video on YouTube the demonstrator person says that
         | the screen can be fixed in virtual space, so that you can look
         | away from it. https://youtu.be/6uOoS2EF4CI
        
           | Duralias wrote:
           | Well, all they would need is a gyro (because it doesn't seem
           | to have cameras), it wouldn't be as good 6dof, but better
           | than fixed.
        
             | Closi wrote:
             | It would need more than a gyro - if it's fixed in space the
             | optics are very different and much simpler, and the
             | required screen resolution is completely different.
        
       | gurumeditations wrote:
       | Streaming video will be a killer app of AR. Such a basic thing
       | though is a huge challenge so far. There isn't even a good AR
       | display yet let alone everything else.
        
         | criddell wrote:
         | For me, watching television or movies in AR/VR has very little
         | appeal. Usually, I'm watching with other people and turning to
         | them to see their face or reaction to something on screen is
         | important.
         | 
         | The short-term killer app of AR for consumers is probably a lot
         | more mundane. I think things like heads-up displays on a car
         | windshields or motorcycle helmet visor is a likely contender.
         | But that could change if they get rid of the need for goggles.
         | AR contact lenses could be pretty wild and a less anti-social.
         | 
         | There are a lot more opportunities for AR in commercial
         | applications (like surgeons, technicians, etc...).
        
           | gurumeditations wrote:
           | I'm referring to TikTok and Netflix etc where you can stream
           | video content on transparent normal everyday glasses as
           | easily as popping in your AirPods for music now, or a virtual
           | shared display in 3D space so you retain 100% of the social
           | sharing factor.
        
       | pigtailgirl wrote:
       | -- "With a vibrant and stylish design..." - uhmmm - uh -well
       | -errr -hmm---
        
       | ChildOfChaos wrote:
       | I've got a Oculus Quest 1 which I use for fitness it's perfect
       | for me, because it gets me moving and my heart rate up and I hate
       | normal exercise / gyms.
       | 
       | The other thing I have used it for is to watch movies and sync my
       | screen from my PC. It's a bit awkward for this so i've stopped
       | using it (due to poor battery, being too large bulky, annoying to
       | setup with the VR features getting in the way like boundaries
       | etc).
       | 
       | However, when it did work watching a movie on it was great. To me
       | it seemed like this was far better in terms of the view/screen
       | than a top end TV, so it seems obvious to me that glasses can be
       | the future of watching.
       | 
       | Why have multiple screens? I can have a laptop for portability
       | and then at home, pop on my glasses and have whatever type of
       | screen setup I want, better than any monitor setup, want to watch
       | TV or a movie? Pop the glasses on and it's the same as being at
       | the cinema, in your own home.
       | 
       | No need to take up space with a desktop computer + monitor or TV,
       | no need to worry about finding the right place to set everything
       | up, can literally do it from anywhere with a touch of a button.
       | Heck can take laptop to hotel and watch movies from there and
       | have the same experience I would at home.
       | 
       | I'm surprised there is not more focus on something like this.
       | Perhaps this is something Apple are going to do with all there
       | rumoured moves into this space.
        
         | Majestic121 wrote:
         | The number one issue with this is that it only works if you're
         | alone.
         | 
         | If you want to watch a movie/tv show with friends or a
         | significant other, a screen is mandatory
        
           | alas44 wrote:
           | Or couple glasses synced together?
        
             | [deleted]
        
             | inawarminister wrote:
             | There are some apps that offer synced watching with friends
             | in the Quest, they've been working just fine. Having the
             | ability to share a virtual screen in the same physical
             | location would be a game-changer though. That could be a
             | killer feature.
        
       | aspyct wrote:
       | I would love that. Provided the price is fair, I'll probably get
       | a pair. Neat :)
        
       | blacksmith_tb wrote:
       | Not their target market, but I can imagine a world where plugging
       | them into headless servers (like in a rack in a DC) might be
       | simpler than having physical monitors hooked to KVMs (or more
       | realistically the little fanless machine I have on top of my
       | bookcase, which is just enough of a pain to pull down and hook up
       | to a monitor and keyboard...)
        
         | pintxo wrote:
         | Think a QR Code on the server, scanned by the glasses. Confirm
         | and then have a connection to this machine. That's part of the
         | future I have been waiting for.
        
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