[HN Gopher] Show HN: DIY virtual HDMI monitor using "AR" glasses
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       Show HN: DIY virtual HDMI monitor using "AR" glasses
        
       I am making a virtual HDMI monitor using Viture Pro XR glasses and
       an SBC ( currently OrangePi 5 Plus because it has HDMI-in ).  What
       it does is map the frames from the HDMI input onto a virtual
       display that is controlled by the IMU data from the glasses ( 3DOF
       only ). I've put AR in quotes in the title because many won't view
       those display glasses as true AR but by tracking the head movement
       it comes close.  I am trying to build kind of a "low cost" version
       of a virtual screen that acts like a monitor and can be connected
       to anything that has an HDMI output  I started off using the
       official Viture SDK to interact with the glasses but have since
       switched to a reverse engineered implementation of the protocol
       because their SDK is not available for ARM  Here is a video showing
       the first version: https://www.youtube.com/watch?v=D6w5kAA22Ts  Big
       caveat: Performance still needs to improve a lot because the whole
       frame reading/converting is completely unoptimized for now.  What
       other solutions do exist out there? * Streaming the computer screen
       to a headset like Meta Quest/Vision Pro * Connecting a HDMI capture
       dongle to the Meta Quest directly * XReal Beam ( basically the same
       as this project but official and for XReal glasses )  And for the
       obvious question, why I am not use something like a Quest or Vision
       Pro 1. Comfort 2. Price 3. Comfort  After using those display
       glasses over HMDs it's hard to convince myself to use a headset for
       productivity again
        
       Author : blensor
       Score  : 99 points
       Date   : 2025-06-11 09:20 UTC (1 days ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | stavros wrote:
       | I'm actually wearing the Xreal Air 2 right now, and yes, this is
       | basically exactly what their app does. Personally, I only need
       | one screen, so I'm using the glasses without the app, but this is
       | great if you want a virtual second display somewhere in the room!
       | Very well done.
        
         | blensor wrote:
         | I'm actually a bit jealous about the XReals. Back when I bought
         | the Viture I wanted to buy XReal first but they had such
         | strange shipping policies ( they shipped to every county around
         | me but not to Austria ) so I went for the Viture.
        
           | stavros wrote:
           | The Xreals are the only ones I've tried, so I don't know how
           | they compare, but I have trouble with fit. I have trouble in
           | general, because of my nose bridge being too wide, but even
           | when I put the glasses right against my forehead, I still
           | can't get the entire screen in focus, the edges are blurry.
           | 
           | I really wish the screen were smaller and more to the center,
           | then they'd be perfect. I guess it depends on whether you
           | want them for games (the important stuff is usually in the
           | centrer) or for work (the important stuff is usually at the
           | edges).
           | 
           | I really like the focal distance, though, it's around 5m away
           | and pretty comfortable for the eyes.
        
             | blensor wrote:
             | With the viture I have the problem that the bottom of the
             | screen is almost always not visible. I initially used the
             | accessibility feature that let's me zoom into the desktop
             | with mouse follow moving the viewport but that gets old
             | quickly, which is one reason why I started that project.
             | 
             | I'm also planning to add other "display" modes like a
             | curved monitor and in theory we could connect multiple
             | monitors using several hdmi capture devices but that's
             | probably even less useful
        
               | gavinray wrote:
               | I also have this problem with the Viture glasses.
               | 
               | Do you know if this accessibility feature is available
               | when using it with phones?
        
               | blensor wrote:
               | I haven't found a way to do it on the phone unfortunately
               | which is really annoying.
               | 
               | You could in theory use the approach I posted here and
               | use a USB to HDMI adapter to connect the phone to device
               | and it would do the same thing it does with a regular PC
               | but that loses all the benefits of being small and
               | portable if you have to carry around all that additional
               | stuff
        
         | mentos wrote:
         | I'm staying at a friends and using my laptop and a second
         | monitor of his to work. I've wondered if the Xreal Air 2 would
         | be better than a large monitor. My hunch is that having a
         | dedicated smaller monitor not on my face is more comfortable
         | and productive than a large virtual one.
         | 
         | From your experience would you agree?
        
           | stavros wrote:
           | Hm, no, I much prefer the Xreal to the laptop's screen
           | (except for the blurry edges). I don't care about the monitor
           | size, only the resolution, but I'd rather have the monitor
           | always be straight ahead in my vision (no matter how my head
           | is tilted), and I really like the Xreal for that.
           | 
           | As I said, though, I always only use a single monitor anyway,
           | so YMMV.
        
             | 0xffff2 wrote:
             | I haven't previously heard of Xreal. Looking at their
             | glasses, it seems like they're all 1080p. I find it very
             | difficult to deal with text on a regular 1080p monitor
             | after having uses 4k monitors for a while. Is there
             | something about the way the glasses work that makes 1080p
             | glasses equivalent/better than at least a 1440p monitor in
             | terms of clarity?
        
               | stavros wrote:
               | Well, 1080p is 1080p, what counts is density. The display
               | looks huge on the glasses, so density isn't great, but it
               | doesn't bother me personally. YMMV, though.
        
         | k__ wrote:
         | The Xreal Air 2 Ultra look pretty interesting.
         | 
         | After using both 3DoF and 6DoF for years, I just can't imagine
         | using a 3DoF headset for more than watching videos or simple
         | writing tasks.
        
           | sitkack wrote:
           | Just so it is clear, the "Xreal Air 2 Ultra" appear to have
           | 6DoF tracking
        
             | k__ wrote:
             | Yes, but the previous versions didn't.
        
         | KeplerBoy wrote:
         | Is the xreal usable outdoors in bright conditions?
        
           | stavros wrote:
           | Yes, I live in Greece and it's fine. The dark cover is pretty
           | dark.
        
       | deivid wrote:
       | Cool project, but I'm missing what does this "remapping" do that
       | the glasses can't do by themselves?
       | 
       | I see the glasses are connected (via usb-c?) to the OrangePi.
       | 
       | Is this project converting HDMI signal to the Viture protocol? if
       | so, can't you run a screen grabber directly on your machine and
       | send it to the glasses?
        
         | blensor wrote:
         | If you connect the glasses to your computer you get a fixed
         | screen in front of your eyes (like those display glasses back
         | in the day that promised to give you a huge screen), which is
         | fine for video viewing but if you want to use it for
         | productivity you want to be able to look at certain parts of
         | your screen vs. straining your eyes to glimpse the edges.
         | 
         | That's where this comes in, it allows you to look around the
         | virtual screen with the added bonus that you can connect it to
         | almost anything and behave the same not just your PC
        
       | xeonmc wrote:
       | If you have 3dof tracking only, consider making the displayed
       | image to have no stereodisparity, this way it is optically
       | correct to being a screen projected onto the celestial sphere.
       | This is also how reflex sights works on fighter jets and guns.
        
         | blensor wrote:
         | I have to look into that, thanks.
         | 
         | I've been thinking about combining it with our work on the
         | reverse engineered HTC Vive Ultimate Tracker stuff here
         | https://youtube.com/shorts/U4vhEPQw-Uo to get 6DOF
         | 
         | But realistically I ( and nobody else ) won't strap the tracker
         | to my head all the time
        
       | LonelyWolfe wrote:
       | Just venting and ranting about AR glasses here:
       | 
       | One thing about AR glasses that I don't get so far: Why do _ALL_
       | of the AR glasses use only 1080p displays per eye whereas all the
       | other VR solutions that also have a display right in front of
       | your eye have even bigger resolutions?
       | 
       | I really do want AR glasses that can act as an alternative to a
       | physical display. But they're always 1080p for some reason. The
       | companies I've seen making them appear to me to keep fixing
       | important issues and adding really useful features - but seem to
       | avoid touching anything that would improve the resolution.
       | 
       | Edit : There's a part of me that believes the situation here is a
       | lot like how Linus Tech Tips described the Dashcam situation.
        
         | k__ wrote:
         | Because the glasses are much smaller than headsets, I'd assume.
        
         | riedel wrote:
         | One of the reason is IMHO that the optical resolution with
         | those lense designs does not get better than 1080p. It seems
         | even that resolution is blurry at the edges. So anything beyond
         | probably would be a waste without totally different optics.
        
           | LonelyWolfe wrote:
           | This feels like the most probable reason. Likely a big
           | redesign would be needed for larger resolutions.
        
         | blensor wrote:
         | Not disagreeing with the resolution but I assume for most last-
         | gen use cases it didn't make much sense because you also need
         | to be able to drive that somehow and you can be happy that you
         | get a 2 Lane display port interface up until the more recent
         | phones.
         | 
         | So if you have high res displays that no one can realistically
         | use for the intended mobile cinema use case then you are
         | wasting money and energy
        
         | spookie wrote:
         | AR solutions value mobility over fidelity. This has numerous
         | repercussions, leading to those displays.
        
         | andrewmcwatters wrote:
         | The screens are two entirely different products. The current
         | Sony micro-OLED screens being used by product manufacturers for
         | AR glasses require out-of-plane reprojection versus VR headset
         | screens which require focal lenses.
         | 
         | The top-of-the-line solutions by Sony used in current products
         | only go up to 1080p120.
        
           | LonelyWolfe wrote:
           | I heard something like this in the Linus video. That video
           | also mentioned Sony as well.
        
             | andrewmcwatters wrote:
             | Yep https://www.sony-
             | semicon.com/en/products/microdisplay/oled.h...
        
         | stronglikedan wrote:
         | Apples to oranges, since VR glasses are a much bigger form
         | factor.
        
         | kevin_thibedeau wrote:
         | It's a packaging problem. They don't have the luxury of placing
         | relatively large screens in front of the eyes.
        
         | charcircuit wrote:
         | AR glasses have smaller FOV which means that a lower resolution
         | can still achieve a higher peak pixels per degree compared to a
         | VR headset.
        
         | numpad0 wrote:
         | The display panels used for AR(and some pre-Oculus VR) displays
         | are completely different thing from normal LCDs. Lots of them
         | used to be a reflective panel made of silicon wafers with RGB
         | front lights flashing in sequence. Driving circuits and
         | interfacing protocols are all non-standard, under NDA, and
         | quite complicated. The panels also needs to be coupled to a
         | complicated optical lens - they're just magnifying glasses,
         | only fancier. The complete thing that has a digital input and
         | an optical output is often referred to as an Optical Engine.
         | 
         | What that means is, these glasses are made by someone paying
         | $$$ once to Asian engineering companies to have it figured out,
         | and everyone reuse that exact setup for years on.
         | 
         | And companies like Sony or Canon, they develop stuffs by
         | scraping engineers off a wall instead of first throwing them at
         | the wall, so every Sony or Canon cameras and projectors come
         | with novel viewfinders and crazy patented lenses. Or panel
         | suppliers like Kopin, Epson, or Sharp can arrange contacts to
         | engineering consultants. I guess. Same likely goes for all the
         | Chinese companies too, though I'm not familiar enough on that
         | front to be able to offer googlable keywords.
         | 
         | Startups and even mid-sized consumer electronics companies
         | don't have that kind of time or financial backings or margins
         | to do the same. They barely manage to pay for assembly and ship
         | it. And so the spec of the final product is whatever spec of
         | parts that they could buy off the shelf.
         | 
         | What about Apple? Well, they pay to have 2 extra display
         | factories built for redundancy by policy - I'm sure that most
         | military organization don't do that. And even then they use a
         | rather simplistic, completely concentric and rotationally
         | symmetric optical design.
         | 
         | (I kind of have a crazy idea to bypass some of that, but
         | unfortunately I'm crazy and so is the idea)
        
           | blensor wrote:
           | now I'm intrigued, any hints?
        
             | numpad0 wrote:
             | Straight up homebrewing display devices. How hard can it
             | be.
        
               | sitzkrieg wrote:
               | some are very hard :-) fun problem space tho
        
               | underlipton wrote:
               | It's depressing but not surprising when you remember that
               | that only reason any of this exists is because Lucky
               | Palmer pointed out that you can kickstart modern VR R&D
               | with off-the-shelf smartphone displays (IIRC).
        
         | z3t4 wrote:
         | In my experience you need at least 8k per eye to get sharp
         | text. But if you just want to watch a movie 4k will look very
         | crisp and 1080p@30hz also works for movies.
         | 
         | So what you get is basically a larger mobile screen for
         | watching videos, something that competes with video projectors,
         | but you can use it on the bus. It's an easier sell compared to
         | a device that will give you a good reading experience and
         | competes with paper books.
         | 
         | Those of us that want to use them as terminal emulators are
         | still too few.
        
         | msgodel wrote:
         | I don't know what I would do with higher resolution personally.
         | This is already enough that xterm's "tiny" font is extremely
         | hard to read. Personally I'd prefer lower power draw to more
         | resolution.
        
       | amelius wrote:
       | I looked at those Viture glasses, but the pitch of the glasses
       | (how far the eyes are apart) looks strangely low. Perhaps this
       | works in the Asian market, but it just seems inadequate for the
       | Western world.
        
         | gavinray wrote:
         | I own them, bought just recently. The eyes have these circular
         | wheels near your eyebrow above the frame that lets you
         | independently adjust the distance for each eye, if that's what
         | you're talking about.
        
           | amelius wrote:
           | Good to know, but does that move the arms too? Some people
           | have bigger heads than others.
        
             | gavinray wrote:
             | It does not, but for what it's worth, I have been told I
             | have quite a large head and they fit comfortably.
        
               | amelius wrote:
               | Ok, one more question: does the wheel also make the black
               | glasses move? Because I'd imagine that if only the
               | internal optics move to the sides, you get to have less
               | protection from external light on the sides of your view.
        
               | blensor wrote:
               | I think they suit bigger heads as well is because the
               | hinge on the stems can go slightly beyond 90deg
        
       | unsupp0rted wrote:
       | I, for one, would like to see AR glasses that use e-ink. Black
       | and white with a slow refresh rate. Would be perfect for my use-
       | cases.
        
         | blensor wrote:
         | you still would need a backlight but it's an interesting idea
        
           | unsupp0rted wrote:
           | Would be cool to wear a "light panel" on your sleeve.
           | 
           | Outdoors you see the e-ink fine. Indoors you look down at
           | your illuminated sleeve to see the e-ink in your glasses.
        
           | sleepybrett wrote:
           | You can't backlight an eink display. They are opaque, by
           | design. Thats why they make such great ebook displays, so you
           | can take them outside and still read them. Eink displays
           | require .. i guess 'forelight'. Light that reflects off the
           | display front.
        
             | blensor wrote:
             | I didn't know that, I just wonder how the kindle with light
             | works though. Is that light coming from the front too?
        
               | sleepybrett wrote:
               | frontlit
        
               | ashdksnndck wrote:
               | If you look closely at a backlit kindle screen, you can
               | see that the e-ink pixels are a decent distance behind
               | the surface. It's more noticeable if there are scratches
               | or dust on the screen and you rotate the display. The
               | surface reflects the light from the sides back to the
               | e-ink.
        
               | numpad0 wrote:
               | IIRC, side illuminated microscopic dots on a protective
               | cover. Light only escapes through the dots, illuminating
               | the panel, without shining into the user.
        
       | sitkack wrote:
       | I think what is not clear from your project description is that
       | your AR glasses don't provide an _environment locked virtual
       | screen_ , meaning a screen that stays fixed in space while your
       | head moves. The native screen of your glasses provide a screen
       | that is fixed relative to the glasses, like having a display
       | locked to your face.
       | 
       | Some AR glasses _do_ provide this feature, so it overcomes a
       | product flaw in AR glasses and will at some point not be
       | necessary.
       | 
       | Your project could also allow for other features that the AR
       | glass manufacturer didn't think of, or has gated behind upgrades
       | and product segmentation.
       | 
       | Is my assessment correct?
        
         | andrewmcwatters wrote:
         | It's also a Viture-specific project, but I suspect if the
         | author wanted, this could expand to other video display glasses
         | in the future and he could simply rename the project.
        
           | blensor wrote:
           | Spot on. And yes expanding it to other glasses ( which are
           | popping up quite a lot recently ) would for sure be possible
        
         | blensor wrote:
         | Yes that's correct, and it could be expanded to other features
         | yes, one thing I've been mulling over is mult monitor input
         | which you don't even get on devices that support what I did
         | here natively
        
         | msgodel wrote:
         | I use AR glasses heavily for work and other things. I'm
         | actually typing this on a pair right now. I've never understood
         | what the application for environment locked screens is other
         | than novelty/marketing. My glasses provide enough sensor data
         | to implement this but I just can't be bothered.
        
           | veilrap wrote:
           | I'm curious how/what you use the screens via AR for if you're
           | not using environment locked screens. Particularly in a
           | productivity/work environment.
           | 
           | Unless I'm misunderstanding the feature, it seems like
           | enironment locked screens allows for more natural usage and
           | interactions with the screens in the virtual space?
           | 
           | My experience is mostly with VR/AR products like Oculus has
           | been mostly with environment locked AR information.
        
             | msgodel wrote:
             | I suppose they could? I prefer having my posture decoupled
             | from what I'm looking at though.
             | 
             | It's like having a very nice monitor that uses ~1 watt of
             | power and happens to be positioned exactly wherever is most
             | comfortable without even having to think about it. It's way
             | better than a normal monitor if you don't have to do eg
             | pair programming.
        
               | stavros wrote:
               | How are you finding the focus? I use the Xreal Air 2, but
               | the edges are blurry, and I can't get the glasses close
               | enough to my face to see the entire screen in focus, even
               | if the top of the glasses is touching my forehead.
        
               | msgodel wrote:
               | That's interesting. I think mine are the original Xreal
               | glasses? I had to slightly adjust the nose part but
               | otherwise the focus has been great for me. That would be
               | a shame if their regressing.
        
               | stavros wrote:
               | I think it's just the shape of my face.
        
             | derefr wrote:
             | I think the use-case for these is more VR focused, with the
             | AR just being a "being able to notice when something needs
             | your attention" feature (where you would respond to such an
             | interrupt by taking the glasses off, not by trying to look
             | at the interrupting thing through the glasses.)
             | 
             | I've heard people propose that these "screen in glasses"
             | devices (like the Xreal Air) are useful for situations
             | where you want a lot of visual real-estate but don't have
             | the physical room for it -- like in a dorm room, or on a
             | plane. (Or at a library/coffee shop if you're not afraid of
             | looking weird.)
             | 
             | ---
             | 
             | Tangent: this use-case could likely just as well be solved
             | today with zero-passthrough pure-VR glasses, with a small,
             | low-quality outward-facing camera+microphone on the front,
             | connected only to an internal background AI model running
             | on its own core, that monitors your surroundings in order
             | to nudge you within the VR view if something "interesting"
             | happens in the real world. That'd be both a fair bit
             | simpler/cheaper to implement than camera-based synced-
             | reality AR, and higher-fidelity for the screen than
             | passthrough-based AR.
             | 
             | + Which wouldn't even need to be a novel model -- you could
             | use the same one that cloud-recording security cameras use
             | in the cloud to decide which footage is interesting enough
             | to clip/preserve/remote-notify you about as an "event".
        
           | underlipton wrote:
           | The most obvious advantage is being able to "zoom in" on the
           | screen by moving closer to it (as with a real monitor), which
           | is impossible with 3DOF or view-locked XR.
        
           | bodge5000 wrote:
           | I guess it makes a lot more sense if you're emulating more
           | than one monitor, without environment locking you'd only ever
           | be able to see the sides of the monitor(s) beside the one
           | you're looking at.
           | 
           | But yeh for a single monitor, I guess it takes a bit of
           | getting used to but non-locked seems far more reliable
        
         | gsf_emergency wrote:
         | It is indeed hard to assess from the video at 19s? (Relatively
         | impressive thru-the-glass perspective ntheless!)
         | 
         | https://www.youtube.com/watch?v=D6w5kAA22TsP&t=19s
         | 
         | Is it me or is there some dynamic here that could/should be
         | further exploited to implement what you suggest
        
       | skeptrune wrote:
       | Wow, $409 getting you a AR display that's viable to hack on is
       | crazy. I can't believe how approachable hardware is for tinkerers
       | some time.
        
       | verdverm wrote:
       | https://immersed.com is a great piece of software that gives you
       | multiple virtual screens. It supports all major OS and VR
       | devices, with their own https://visor.com headset coming soon
       | (tm)
        
       | wkat4242 wrote:
       | Nice! I wish this worked on my XReal Air :( It does have IMU
       | sensors because their own app (nebula) uses them, and even does
       | 3D effects.
       | 
       | By the way I find my Quest 3 way more comfortable than the Xreal.
       | The problem with the xreal is, the prescription inlays are too
       | small so I can see only a part of the display sharp unless I put
       | in lenses every time. And it is kinda heavy on my nose and ears.
       | the Quest is super nice, has a wider FoV. But it's heavier and
       | bulkier to bring along of course.
       | 
       | PS I had no idea you could connect an HDMI dongle to the quest.
       | I'll check that out.
        
         | blensor wrote:
         | If I had XReal I could look into that too, it's probably pretty
         | similar to how it works for the Viture.
         | 
         | Regarding the HDMI on Quest 3, I believe it was sometime last
         | year when they made that possible
         | https://www.meta.com/help/quest/1350679463006443
        
           | wkat4242 wrote:
           | Yeah I bet it's real similar. But I understand.
           | 
           | Thanks for the heads up about that Quest thing, I actually
           | have some of those adapters so I will give it a try.
        
       | benhoff wrote:
       | Did you fix the op5plus HDMI in driver?
       | 
       | Thing was unstable like 8-12 months ago
        
         | blensor wrote:
         | So far I haven't had any issue but I haven't done long tests
         | yet. I'm using BredOS not their official OrangePI images though
        
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       (page generated 2025-06-12 23:02 UTC)