> Complete control over my visual environment is like using noise-canceling headphones for my eyes. Could not agree more. I tried out a much simpler setup on my friend's Oculus Go (predecessor to the Quest 2, since abandoned by Facebook), and was amazed at how well I was able to focus. For my setup, I used the a web browser on the headset itself to connect to ttyd [0] running on my computer for doing programming home…
What it's like to spend 40-50 hours in VR every week
121–130 of 461 posts
Re: What it's like to spend 40-50 hours in VR every week
#122Earlier quoted context omitted.
> The Quest 2 is really cheap But it requires a FB account right? Or is there a way to use it without one?
It requires an Oculus account. There are ways to get a new one even now that don't require you to make a Facebook account. If you check the subreddit you'll probably be able to figure it out in about ten minutes. I make a habit of not mentioning exactly how to do it here because I don't trust employees of companies on HN to avoid fixing any user-beneficial problem involving their work.
https://www.reddit.com/r/oculus/comments/k81bg2/oculus_witho...
Re: What it's like to spend 40-50 hours in VR every week
#123The most critical thing in this piece: Get a better head-strap! He mentions it in passing in the article, but 90% of the strain from wearing the Quest 2 for extended periods of time can be traced to the garbage default head-strap. You want something that properly balances the headset. If you want, you can even get one that gives you a bit of extra charge, too. There are plenty of options. Something critical that does…
> The Quest 2 is really cheap But it requires a FB account right? Or is there a way to use it without one?
Re: What it's like to spend 40-50 hours in VR every week
#124Earlier quoted context omitted.
> my big wooden table overlooking the city, nice natural light filtering in, the ability to detach from the screen and pace around to take a break Nice flex, but not everyone has this kind of setup.
A decent size table, natural lighting and room to pace is a flex?
Re: What it's like to spend 40-50 hours in VR every week
#125Earlier quoted context omitted.
> my big wooden table overlooking the city, nice natural light filtering in, the ability to detach from the screen and pace around to take a break Nice flex, but not everyone has this kind of setup.
A decent size table, natural lighting and room to pace is a flex?
Re: What it's like to spend 40-50 hours in VR every week
#126Re: What it's like to spend 40-50 hours in VR every week
#127Anybody know how reading & desktop work on the Quest 2 compares to the original Oculus? I tried programming in the original Oculus years ago, but the low resolution was just too annoying... is it improved a good deal? (I know the resolution is higher, just wondering about the actual experience.)
Re: What it's like to spend 40-50 hours in VR every week
#128Anybody know how reading & desktop work on the Quest 2 compares to the original Oculus? I tried programming in the original Oculus years ago, but the low resolution was just too annoying... is it improved a good deal? (I know the resolution is higher, just wondering about the actual experience.)
It worked and I could certainly program. But it was far from comfortable. The resolution is very noticeably worse than on my physical monitors. I don't know why OP's experience is so different. I suspect he's just willing to sacrifice crisp text for the coolness of the experience.
Re: What it's like to spend 40-50 hours in VR every week
#129This is such a great post, and really covers the spiritual aspects of what it's like to work for prolonged periods in VR. Glad to see Immersed getting traction, and taking VR forward. We all benefit from this. For Linux enthusiasts (possibly the OP as as well): SimulaVR (www.simulavr.com) is working on a portable Linux VR headset with office/programmer productivity as the #1 goal. It will offer the following advantag…
Re: What it's like to spend 40-50 hours in VR every week
#130Earlier quoted context omitted.
AR has a lot further to go on a fundamental technology level to reach "usable without uncomfortably dim surroundings". VR already works. E.g. the very best AR stuff you can buy right now is still moderately-bright glowing pixels on top of whatever you're currently looking towards. So if you have too much contrast in the background, or actual light sources, they show right through and ruin much of the visual clarity.…
Why don't AR headsets use variable tint sunglass lenses to dim the incoming light?
Last I saw, that opaque layer's pixel density was far too coarse (so it blocked too much or too little - it needs like >10x higher density than the highest density consumer screens out now), and every tech I've seen has had a fundamental issue with focus - we can project AR pixels at comfortable focus ranges with complex enough techniques, but nothing exists to project "darkness", so it's at an entirely different visual and focal distance as the pixels, and it never looks quite right.
On top of that, you can't really use it to make semi-opaque pixels - you can only darken, and draw brighter stuff on top. So even if you solve ^ all that, you still have to accurately track the world, figure out what's being occluded, and re-draw that along with the pixel you want to draw. Without blocking vision, so the cameras to do all this can't see exactly the same thing you see.
... so every AR headset just adds a pair of literal sunglasses behind it all to dim the world so things don't look quite as bad, and that's the best we have now.
In VR with a couple cameras, you... just draw a semi-opaque pixel on top. And it looks perfect.