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Ask HN: Anyone tried development using an Oculus?

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71–80 of 87 posts

Re: Ask HN: Anyone tried development using an Oculus?

#71

I am in a similar boat. Thought it could be interesting to code in VR but the clunkiness of the whole setup (keyboard pass-through is limited) and the text resolution have held me back from trying and real work on my quest 2.

We're making an office-dedicated headset with extremely high pixel density and AR passthrough to solve both of these issues.[1]

[1] https://simulavr.com

Re: Ask HN: Anyone tried development using an Oculus?

#72
post #56

The first thing I tried in VR when I got my Oculus DK1 was was to create a Javascript REPL in VR. I've experimented with many iterations since then and the biggest issue is the resolution of the headset in terms of pixels per degree. This is ~20 on modern headsets compared to the ~60ppd of human eyes. The low res means you need to constrain yourself to ~1024x1024px screens for text. But if you're willing to use a low…

Yeah. Most people don't realize that PPD is the single most important metric for viable VR computing. Here's a chart showing the evolution of pixel density over time for various headsets over time: https://www.wolframcloud.com/obj/george.w.singer/business/pn...

In order for VR headsets to truly replace laptops/PCs, they need to be both portable and have extraordinary pixel density. We're working on making portable VR within one doubling of human eye PPD.[1]

[1] https://simulavr.com/blog/ppd-optics/

Re: Ask HN: Anyone tried development using an Oculus?

#74

I have this idea for a chorded VR keyboard that's modeled after a drum kit or xylophone. I predict that once you learn the chords enough with muscle memory, you'll be able to take off the headset and just type with the hand wands.

Have you heard of Twiddler? It's a one-handed chorded keyboard which people have managed to get up ~60wpm (IIRC) typing speeds.[1] It might be potentially useful when computing in VR.

There's also someone I met recently who is working on a VR keyboard (though it's not chorded).[2] Seems like an elegant design.

Earlier, I also made an apron keyboard specifically for VR usage.[3] It's cool but arguably more invasive than these other designs.

[1] https://twiddler.tekgear.com/

[2] http://solatido.com

[3] https://www.wolframcloud.com/obj/george.w.singer/business/pn...

Re: Ask HN: Anyone tried development using an Oculus?

#75
post #11

There was a guy on HN within the last year who was more or less F/T in VR. He posted about it and answered questions. I'm not sure if either of these are related but fine tuning searches might track them down: https://news.ycombinator.com/item?id=28678041 https://news.ycombinator.com/item?id=29978036

FYI, the person who wrote/were featured in those posts is an HN user: https://news.ycombinator.com/user?id=ptom

Highly recommended reading since this person is basically living 3-10 years into the future and telling us what it's going to be like. :]

Re: Ask HN: Anyone tried development using an Oculus?

#76

I got an Oculus Rift CV1 In 2016 and started developing VR interactive sims using the Unity Engine and found the dev process tedious. There are many times you need to wear the HMD and take it off, look at code, then into unity UI and back to 3D modelling app etc. It's a slow repetitive pattern. As others have mentioned, the eyes / camera motion sensors and telemetry tracking HMD felt like invasion of my privacy too.…

If privacy is an issue for you, there are non-Facebook/open-source-based headsets being developed out there :]

> I bought a 3D projector and use face tracking camera instead so i can look around still like you do in VR and have a higher fidelity experience playing racing sims etc.

Is this a custom setup? It sounds pretty cool / you should consider making a video showing it off.

Re: Ask HN: Anyone tried development using an Oculus?

#77
I’ve done almost exactly what you bought the Oculus for - results were promising, but not good enough currently.

Reason: resolution is too small. Hard to truly see the code, even when I bought lens inserts that matched my prescription.

I really like using Immersed VR though, it was cool to be able to have 5 different screens. Although, frankly, I’m probably more productive using a generic iMac with no other external monitors.

Re: Ask HN: Anyone tried development using an Oculus?

#78
I bought a Quest 2 in hopes of replacing my external monitor with it, but unfortunately the resolution simply isn’t adequate (in my opinion) for traditional, text-heavy desktop computing tasks like writing code. I think the concept has potential, but personally wouldn’t recommend it right now. It is something I do want to try again if/when higher resolution VR headsets come to market.

Re: Ask HN: Anyone tried development using an Oculus?

#79
post #28

I have used nReal glasses for dev work - they are incredibly light, and are ideal for use outside in situations where a laptop screen would be washed out, or perhaps when travelling, especially if privacy is an issue. The audio is pretty good too, as their intended purpose is really to watch films. Plugs and plays with many, but not all devices. (Hilarious aside: the windows device driver identifies as something simi…

How do you find working with them?

Re: Ask HN: Anyone tried development using an Oculus?

#80
post #56

The first thing I tried in VR when I got my Oculus DK1 was was to create a Javascript REPL in VR. I've experimented with many iterations since then and the biggest issue is the resolution of the headset in terms of pixels per degree. This is ~20 on modern headsets compared to the ~60ppd of human eyes. The low res means you need to constrain yourself to ~1024x1024px screens for text. But if you're willing to use a low…

Yeah. Most people don't realize that PPD is the single most important metric for viable VR computing. Here's a chart showing the evolution of pixel density over time for various headsets over time: https://www.wolframcloud.com/obj/george.w.singer/business/pn... In order for VR headsets to truly replace laptops/PCs, they need to be both portable and have extraordinary pixel density. We're working on making portable VR…

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