Eh... the author doesn't know how to compare solid angles. Anyway, I wonder what happens when VR manufacturers increase FOV to the point where the distortion from the traditional perspective transform (homogeneous linear transform) becomes impractical due to distortion towards the edges (example: https://www.youtube.com/watch?v=ICalcusF_pg ). You need >120 FOV for an immersive experience, but current graphics pipelin…
You need >120 FOV for an immersive experience Where does this come from? Is this a reference to research? I find the 110-120 degree FOV is pretty immersive in current day VR. Does it have to do with: "Objects that we don't first (subconsciously) notice in our peripheral vision, we simply don't believe." (From another thread.)
How does the Hololens 2 matter?
101–106 of 106 posts
Re: How does the Hololens 2 matter?
#102Earlier quoted context omitted.
Or a sufficiently complex establishment with a sufficiently trained bartender could do better with keyboard macros. Sure it may be rare but the point is touch interfaces have a complexity limit whereas keyboards and grammars don't.
How can a touch interface have a complexity limit that a keyboard doesn't? You can literally emulate a regular keyboard on a touch screen.
Re: How does the Hololens 2 matter?
#103Earlier quoted context omitted.
That is doable right now. I am only sort of being glib here. I just want to outline what's involved in what people think is a simple task in a spatial system. TLDR: As of right now, your wildest dreams are pretty possible. In the next 2 years, how we compute is going to get strange. Nothing is nearly as simple in an XR environment as a traditional computing one and currently most people don't really want what they'd…
This sounds like something a warehouse could afford to buy but for most people organizing their stuff properly is going to be the winner. (even at high salaries like $300k yearly 15k is still 100+ hours of your time)
Re: How does the Hololens 2 matter?
#104Earlier quoted context omitted.
I talk from my personal experience with V1 and other devices using waveguides display, I felt like it is not the best type of display to do "heavy work" such as reading/coding. It is quite annoying to have everything ghostly, even if the tracking is stable and the resolution is good.
I've never tried any of these devices, but the one thing that comes to mind is that I wonder if you might get eyestrain trying to use it for 8 hours a day. When working on my laptop, I'm constantly switching focus -- looking out the window, then back to the lap top, then at the wall, etc, etc. I think that kind of thing might end up being more difficult.
Re: How does the Hololens 2 matter?
#105Re: How does the Hololens 2 matter?
#106Earlier quoted context omitted.
A great desktop experience is hard. VR lens blur. AR display dimness and fov. Cost of resolution. Fixed focus depth. Heavy thing on your head. Tethered. A nice VR gaming experience is hard. Immersive means you can't see the real world, so your balance rides on rendering, requiring high fps, low latency, and thus lots of gpu. Means a high bar for avoiding "immersion breaking" hardware and software visual oddities. The…
That alternate universe really did almost exist. You can still see the remnants over at http://www.nuigroup.com/go/lite . 10 years ago there was a booming scene of open source natural user interface projects. People building huge multitouch interfaces, experimenting, releasing open SLAM tools, and exploring what you could do with DIY AR/VR/projection maping/natural feature tracking/gesture interfaces. Post the succes…