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Moving the Linux desktop to another reality

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Re: Moving the Linux desktop to another reality

#61

This is going to be another compiz cube. It looks cool, but I doubt it will be very useful outside of showing off some cool tech. Also Valve tbh have dropped a lot of their more interesting tech. I had one of their steam links which isn't even sold anymore. The steam link was actually pretty useful for steaming anything on your desktop, I am sure you can do the same with a Raspberry Pi and some scripts but it worked…

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Re: Moving the Linux desktop to another reality

#62

This is going to be another compiz cube. It looks cool, but I doubt it will be very useful outside of showing off some cool tech. Also Valve tbh have dropped a lot of their more interesting tech. I had one of their steam links which isn't even sold anymore. The steam link was actually pretty useful for steaming anything on your desktop, I am sure you can do the same with a Raspberry Pi and some scripts but it worked…

I don’t know that most people would use this, but there’s a definite benefit that a VR headset can give you a grid of six 40” monitors for $400. Or whatever display setup you want. It’s an economical way to get a lot of real estate.

The resolution kills that notion for now, but someday it might become a cost effective setup.

Add a pair of noise canceling headphones and you can pretend your tiny desk is a private office! It even has imaginary walls to hang things on!

Re: Moving the Linux desktop to another reality

#63
post #60

Why do people think this worth trying to implement? Is it because it looked cool in movies like Minority Report ? What is the target demographic for this? What is the use case? Why would I want to add additional and unnecessary complexity to my workflow?

I want this right now . I use four monitors at work and two 4K monitors at home. A high-resolution VR setup gives you infinite workspace. Couple that with intelligent auto window management and you can forget moving windows around EVER again -- this is the ultimate mouseless experience that a tiling window manager can't even get close to. This is a huge productivity gain. The micro context switches that stem from mov…

Have you done a lot of VR gaming? My eyes are killing me after an hour. I can't imagine doing 8 hours a day. Not saying this everyone's experience, and I'm curious if others are more tolerant of spending long periods of time in VR.

Re: Moving the Linux desktop to another reality

#64
post #14
post #8

Earlier quoted context omitted.

The current generation of headsets is unsuited for showing large amounts of reasonably sized text. The display resolution is not there yet. If you map your desktop into a plane in VR space at the proper distance, your UI text shows up heavily aliased and barely readable due to the texture resampling that happens in that process. You need to increase resolution by another factor of two or three to make that actually c…

> And then there is the issue with holding 3d pointing devices for prolonged amounts of time. This is taxing upper body strength if you do. The weight of the headset itself is also straining the neck muscles. You could use a real mouse and keyboard, if you're presented with some kind of virtual workstation. And even for navigation outside the workstation, of your broader "environment", 3D video games have been using…

They were demoing with knuckles: https://store.steampowered.com/app/1059550/Valve_Index_Contr...

They wrap around your hand, so you can type (ish) and not take them off.

I'd think it would be fantastic to physically walk around to different monitor/window/server setups (in VR), though, and that'd require dragging around a rolling standup desk, or figuring out how to type based on finger positions from the controllers (which I'd imagine would be decidedly not great).

Re: Moving the Linux desktop to another reality

#67

I have a VR setup and would love a fully immersive desktop environment to develop/program in. The display quality of the new Index (for instance) is sufficient... however, the critical show-stopper is not being able to use your hands to type onto a real keyboard (i.e. augmented reality-ish). A real keyboard that you can feel and see as you type on. Both hands would need to be tracked (in addition to the keyboard loca…

> The display quality of the new Index (for instance) is sufficient...

Is it? Are the lenses that much better? My Lenovo Explorer WMR is 1440^2 px/eye, and thus has a similar angular resolution to the wider FoV Index. Both are RGB, not Pentile. But I find each eye gets a central circular region something vaguely like 300 px diameter where subpixel rendering is worthwhile (I've a custom render stack), and less than 600 px before the lens blurs pixels together. That's 1980's VGA-like resolution. And it gets even worse as objects move in from infinity and thus out of these regions. If you disable the "oh, its an HMD, not a normal display" feature the OP speaks of, you can easily throw up a pixel-aligned test pattern image. The results are... blurry.

So I use DJI's 1080p drone goggles. Readable 5 pt fonts, almost corner to corner. With shutter glasses, because DJI didn't expose the two panel feeds. :/ And reading glasses, because DJI's lenses... sigh. It's a placeholder kludge.

Nreal's 1080p AR glasses could be available in a couple of months.

> the critical show-stopper is not being able to use your hands to type onto a real keyboard

I've been using my unremarkable laptop keyboard since Vive, by doing pass-through AR with a camera gaff-taped to the HMD. With a browser-as-compositor stack, it's two-video-dom-elements trivial. Though I've heard with a SteamVR stack, pass-through latency can be a challenge.

Hand tracking is more problematic. It's a poster child for acquisitions wiping out market infrastructure. The sole hand-tracking survivor was Leap Motion, which fumbled its couple of Apple acquisition attempts. It's been Windows-only, stalled, kind of crufty, and now has finally been acquired, with uncertain consequences for future availability. And one can kludge. But it isn't pretty.

> When there's a good solution to this I suspect quite a few developers will give it a go when they want a fully immersive in-the-zone experience.

And shallow 3D seems to have interesting possibilities for IDEs.

Re: Moving the Linux desktop to another reality

#68
post #8
post #4

I've been wanting the option of a VR desktop for a while now. Last I looked, it wasn't ready for prime time, and that's still my impression now. I find a small 16:9 screen pretty unacceptable for coding, and the market currently offers very limited options for anything taller in a laptop. I'm eager to see where this goes, and may need to start shopping for a head-mounted display.

The current generation of headsets is unsuited for showing large amounts of reasonably sized text. The display resolution is not there yet. If you map your desktop into a plane in VR space at the proper distance, your UI text shows up heavily aliased and barely readable due to the texture resampling that happens in that process. You need to increase resolution by another factor of two or three to make that actually c…

The difference between a headset and a monitor is that in VR when you lean in the text gets sharper.

Re: Moving the Linux desktop to another reality

#69

This is going to be another compiz cube. It looks cool, but I doubt it will be very useful outside of showing off some cool tech. Also Valve tbh have dropped a lot of their more interesting tech. I had one of their steam links which isn't even sold anymore. The steam link was actually pretty useful for steaming anything on your desktop, I am sure you can do the same with a Raspberry Pi and some scripts but it worked…

I don’t know that most people would use this, but there’s a definite benefit that a VR headset can give you a grid of six 40” monitors for $400. Or whatever display setup you want. It’s an economical way to get a lot of real estate. The resolution kills that notion for now, but someday it might become a cost effective setup. Add a pair of noise canceling headphones and you can pretend your tiny desk is a private offi…

Totally agree. Tried this on an Oculus GO. Didn’t work well. Not enough resolution and the dev envy leaves a lot to be desired.

Re: Moving the Linux desktop to another reality

#70
post #54
post #12

Earlier quoted context omitted.

What's the resolution of the headset you've been using? I don't think I'd like my desktop to have a lot of 3D features or require a 3D pointing device. What I'm imagining is essentially a giant 2D workspace where I can still use a Trackpoint.

I've used or tried most of the major headsets available in the market. None of them is remotely close to a resolution where reading reasonably sized text isn't straining. The large screen concept is a bit problematic. A large planar screen distorts the portions you're not in front of because you're only seeing them at pretty extreme angles. A cylindrical screen distorts projected content, e.g. photos or 3d graphics d…

> I've used or tried most of the major headsets available in the market. None of them is remotely close to a resolution where reading reasonably sized text isn't straining.

I use DJI's 1080p drone goggles. With DIY shutter glasses, because DJI didn't expose independent panel inputs. :/ It looks like a 3D TV screen, not VR, but you get readable small fonts from corner-to-corner (almost, depending on whether you also need to use reading glasses with it). But with batteries, they indeed aren't light weight.

Nreal's AR glasses could be available in a couple of months.

> problematic [...] angles [...] positioned in 3d [...] arrange [...] around you

The skeuomorphic design phase with phones was a short-lived part of onboarding an untrained user population. For non-novice professional user interfaces in XR, I suggest it's... silly. :) But oddly reoccurring, perhaps because of game tooling's availability?

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