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What it's like to spend 40-50 hours in VR every week

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131–140 of 461 posts

Re: What it's like to spend 40-50 hours in VR every week

#131
"Realism will increase (perhaps to hyperrealism) and our ability to perceive and interact with simulated objects and settings will be indistinguishable to our senses."

Hard pass from me.

Gaming addiction was only officially recognized within roughly the past decade. The idea of developing some sort of dependance on virtual reality fills me with absolute dread. Whats worse is that companies promoting virtual offices like this have every incentive imaginable to promote this (hi Facebook!).

I don't have anything against VR and think it has a lot of potential as a medium for gaming and the arts but theres a lot of danger in assuming there is no risk or minimizing the risks. Ignore the addictive power of the things which tune out the inconveniences of life at your own peril.

Re: What it's like to spend 40-50 hours in VR every week

#132
post #29
post #26

This is a great breakdown of the early state of VR productivity. There are still a few key items that are barriers for me personally: 1. Eye and face tracking. The author mentions lip syncing and hand tracking. That goes a long way, but it doesn't recreate the video experience to me. There are a few vtubers out there that are doing some seriously impressive tracking, but it requires tons of special equipment at the m…

> change over to VR for productivity within ten years Curious, but why not AR for productivity rather than VR? Both could work, and AR is less invasive.

I would argue that the future of AR is VR with passthrough. AR fundamentally has issues with light passing through the display screen. VR passthrough is solvable with current tech. AR that solves the problem of not being able to selectively block out light is a breakthrough or two away.

Re: What it's like to spend 40-50 hours in VR every week

#133
post #18

Earlier quoted context omitted.

Focal distance is only part of the issue another is is consistency. Using a headset for 8 hours means your eyes are constantly focusing within a very narrow range of distances for 8 hours which isn’t good. Your brain might be somewhat fooled when looking at a wall vs a VR window, but your eyes don’t change focal distance. Similarly VR has a narrow range of possible brightness, this is less of an issue but can also ca…

Isn't the focal distance to your monitor also static? Well mostly static, since you do move around a bit.

every time your eyes look outside your monitor (even for a fraction of a second), they get a little rest. EG.:Looking a your coffee mug before you grab it, looking at the window, adjusting your keyboard, looking at your colleagues, your 2nd/3rd monitor that's a bit further, moving back and forth on your chair, etc. You never spend 100% of your time starring at the center of your monitor.

On a VR headset, your eyes will always focus at the exact same distance until you remove the headset.

Re: What it's like to spend 40-50 hours in VR every week

#134
I don't know but for some reason this article feels like one of those things - which is what will be see in a show 20 years from now about where/how it all started.

Like the guys from 1980s talking about video games in the recent Netflix documentary 'high score', where some people started spending 8+ hours a day playing games with really primitive graphics because it was just enough to be enjoyable.

VR now seems like something that is almost finally ready to explode and like the atari or iphone is going to change all our lives forever.

Re: What it's like to spend 40-50 hours in VR every week

#135

I don't know but for some reason this article feels like one of those things - which is what will be see in a show 20 years from now about where/how it all started. Like the guys from 1980s talking about video games in the recent Netflix documentary 'high score', where some people started spending 8+ hours a day playing games with really primitive graphics because it was just enough to be enjoyable. VR now seems like…

I can tell you what, that much screen time right on your face is going to fucking ruin millions of eyes.

Re: What it's like to spend 40-50 hours in VR every week

#136
post #67

"...experience less eye strain than I ever did with a bunch of desk-bound LCDs." Is this really true? As someone who has never used VR, I assumed that an issue would be higher eye strain.

Hi! OP here. The screens are physically close, but the lenses give it an effective focal range of about 1.3m / 4'2", further than most monitors are placed. It feels a lot further, though. As other posters have shared, the bigger issue is that the focal plane is static , at least until the varifocal technology matures. Getting good eye exercise outside of VR is important, just like it is with all-day computer work. Ch…

Exposure to UV light (not blue light) is also really important for eyes. Get good eye exercise outside...literally. Outdoors.

Re: What it's like to spend 40-50 hours in VR every week

#137
post #51
post #37

There is a part of me that is disturbed. I like working at 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. VR for work seems like a trap, you'll be consumed, ensnared by something that demands all your attention. You won't know freedom. Maybe this is the current state of headsets, clunky, like a chain with cables, bad tr…

> 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.

> my small plastic table, looking out on the blank concrete wall of the building next door, some fading indirect light filtering in, the ability to turn around and take a whole step back before bumping into my cabinet to take a break

Sounds more reasonable for Tokyo and I imagine, HK or Singapore.

Re: What it's like to spend 40-50 hours in VR every week

#138
post #135

I don't know but for some reason this article feels like one of those things - which is what will be see in a show 20 years from now about where/how it all started. Like the guys from 1980s talking about video games in the recent Netflix documentary 'high score', where some people started spending 8+ hours a day playing games with really primitive graphics because it was just enough to be enjoyable. VR now seems like…

I can tell you what, that much screen time right on your face is going to fucking ruin millions of eyes.

The actual focal distance on a Quest 2 is about six feet, that's further away than I keep my desk monitors.

Re: What it's like to spend 40-50 hours in VR every week

#139
post #135

I don't know but for some reason this article feels like one of those things - which is what will be see in a show 20 years from now about where/how it all started. Like the guys from 1980s talking about video games in the recent Netflix documentary 'high score', where some people started spending 8+ hours a day playing games with really primitive graphics because it was just enough to be enjoyable. VR now seems like…

I can tell you what, that much screen time right on your face is going to fucking ruin millions of eyes.

Is there some basis for thinking that? AFAICT your eyes/brain seem to overlook the physical location of the screen and are tricked into variably focusing based on simulated depth.

Re: What it's like to spend 40-50 hours in VR every week

#140

I wonder how this will impact our posture given that we're already at risk of a forward head posture seated. More weight on the head or the front of the head would accelerate these problems if you're not sitting properly. Until the technology gets much much lighter of course, which it will.

IME, it's mostly a step up from a monitor, because I can position the displays wherever I want. In addition to OP's sitting and standing setups, I spend a lot of time working lying down, or sitting extremely back, with my head fully supported.
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