Live data from Hacker News

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

blog.immersed.team

231–240 of 461 posts

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

#231
This is cool. As a experimental experience. I will wait fro a hologram solution to remove the Eizo's from my workflow.

Reasons: I don't like to be totally disconnected from reality/physical world. I work in a room with balanced natural light. Removing this is not productive for me. In recent years I developed a technique to refresh cyclically my brain by making timely stops away from my computer. Example: In the breaks I walk away completely in a different room and may play guitar, draw, do physical exercise or just meditate. Advantages from this interruptions are immense. Your brain is never bored, and your work sessions are effective and absent from procrastination.

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

#232

Earlier quoted context omitted.

It sounds like you’re describing the Quest 2 as a full computing device. I thought it was pretty much a replacement for just a monitor in a traditional setup.

The quest two is basically an android phone with special hardware/software for VR. It’s running android. It can be used completely standalone. It can be hooked up to a more powerful PC and essentially just used as a monitor, but it can also run less demanding titles natively with no additional hardware. It has a web browser built in and you can connect a Bluetooth keyboard to it. So you can do some stuff without a la…

You can also install (sideload) Termux for a decent standalone Linux experience - vim, git, python, ssh...

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

#233
post #214
post #165

Earlier quoted context omitted.

I needed a temporary Facebook account recently. I put a fake but plausible name and I did what I had to do. That account was blocked in no less than 20min, asking for my ID and my phone number. I’m pretty sure that Facebook is unofficially « closed » for new « non verified » accounts. And that’s not even surprising : literally everybody was on Facebook a decade ago, it’s definitely not the social network of the young…

New service: subscription identity - buy a real identity of a real person from some poor country and use it for yourself in the glorious developed world. Official government issued ID, passport, photos, video verification available for a fee.

There are already marketing scams that involve renting out one's Facebook account so that third party entities can make posts with them:

https://www.buzzfeednews.com/article/craigsilverman/facebook...

Come to think of it, that could be a way to get accounts with which to use Oculus with.

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

#235
post #214

Earlier quoted context omitted.

New service: subscription identity - buy a real identity of a real person from some poor country and use it for yourself in the glorious developed world. Official government issued ID, passport, photos, video verification available for a fee.

Also known as identity theft

If you don't steal someone's identity is it still identity theft? Ie they give use of their identity to you voluntarily for using these services.

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

#236
post #17
post #8

Having a screen blast your eyes 2” away is only ok for so long. Perhaps some can handle this but I cannot possibly imagine this is good for most people at scale. There’s already concern about eye problems due to cell phones in youth, and that’s at least 6-10” away from one’s eyes and with other light coming in. The resolution isn’t there yet compared to my 4-5k monitors for text, but clearly will get there in the fut…

> Personally it makes me feel a bit nauseous, particularly if there’s any movement (I get motion sick easily in VR but not normally in real life). My understanding is that about 20% of the population is like this and nothing is known to prevent it. This is almost always one of two things: * A low or unsteady framerate or tracking * Lack of spending twenty minutes in it to teach your body to cope with the aforemention…

I have a quest 2, and have put it at 120hz. I still get motion sick. It’s not just frame rate. Movement in real life involves more inputs than just eyes.. you feel it in your vestibular system for example. Here we have a disconnect between motion in the eyes and the rest of your body. And for many, such as myself, that results in motion sickness.

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

#237
post #222

My biggest issue with Immersed currently is it eats a tremendous amount of CPU on my Mac, which is admittedly aging (2016 era). Perhaps its unfair to expect it to run well on something of that vintage but it's definitely a problem. Then the next obvious one is screen resolution is just not high enough yet. It probably needs to double and I don't think even the top end of headsets are quite there yet. It's exciting be…

Try vSpatial - they have an approach where each PC window is displayed as a completely separate screen in the VR environment. Everything is seperated into layers so you work in a cockpit instead of on a desktop. I like their design a lot for most tasks although some display scaling edge cases just don't work. They have a web cam emulator that projects your workspace with you as an avatar & its very cool in zoom calls. Definitely worth checking out for any extended workflows like TFA.

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

#238

This 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…

Question: what happens when you open a webpage that shows 3D content?

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

#240
post #80
post #57

Earlier quoted context omitted.

Yeah, but again, that's an issue that is shared with physical computer screens as well. It's obviously easier to look up from a physical screen and look around to change up your focal distance, but frankly, this is something that people already forget to do -- and it's just as easy to do in VR if you've got something in the far distance to look at.

Looking at something “far away” in VR doesn’t change your eyes physical focal distance. You need to physically remove the headset to rest your eyes.

There are lightfield displays that can synthesise arbitrary focal planes, but they're still experimental afaik.
Post reply on HN