The 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…
What it's like to spend 40-50 hours in VR every week
271–280 of 461 posts
Re: What it's like to spend 40-50 hours in VR every week
#272Earlier quoted context omitted.
I feel like people had the same worries when television, computers and video games invaded homes everywhere in decades past. I'm thinking the problems (if any) won't be as bad as you think they will be. And to your last point I think that's where common sense comes in. If something is painful, if it causes you discomfort, stop. You're body is decently good at protecting you from things that are harmful to it (except…
The amount of people being prescribed glasses is growing each year due to phone and computer use. I have poorer vision in low light conditions then when I was younger. My optometrist has confirmed my sensitive eyes and advised to wear blue light filters but I choose not to. I have friends who need glasses to drive legally at night for similar reasons. Don't give people the wrong impression without first asking profes…
I have some hope the use of VR gear might start to reverse that trend. The focal plane is normally set a couple meters away from you -- I think six meters for the Quest. Anecdotally, I find it comfortable to look into; it has a 'night' mode that reddens the light, too.
I don't know how provable it is, but I've always heard that nearsightedness may be caused by looking at things that are too close, too often.
Right now there's a concern in that the focal plane is always six meters, but light-field displays will be coming at some point, probably before these become a mass-market product.
Re: What it's like to spend 40-50 hours in VR every week
#273I tried working like this but the resolution is not there yet, not sure why some people are not bothered by this. For me it’s very important text is as crisp as on my 4k display.
Re: What it's like to spend 40-50 hours in VR every week
#274I'd be very afraid to fry my eyes. I can't imagine strapping a bright display at 10cm from your eyes, for hours on end, won't lead to eye issues later on in life. I already feel strained after using a headset for an hour.
Re: What it's like to spend 40-50 hours in VR every week
#275Earlier quoted context omitted.
I feel like people had the same worries when television, computers and video games invaded homes everywhere in decades past. I'm thinking the problems (if any) won't be as bad as you think they will be. And to your last point I think that's where common sense comes in. If something is painful, if it causes you discomfort, stop. You're body is decently good at protecting you from things that are harmful to it (except…
I think it's a little bit more then the worries we see with TV's since children under a certain age are not allowed to use it. But yeah I couldn't imagine using it for a workday. I bought an Oculus Go once, my eyes couldn't handle it for more then 5 tot 10 minutes. But I guess everyone is different, can imagine for some people like me it's not healthy
Anecdotally (i.e. for me), that makes it far less straining to look into. although I'd really want twice that.
Re: What it's like to spend 40-50 hours in VR every week
#276Earlier quoted context omitted.
Mark is ruining it for every upcoming nerd. It's almost like he's working on being disliked? Maybe it's his a way of get back at the world for being invisible on so many levels, until financial success?
Deep down he knows that all he did was create a cleaner version of MySpace at the perfect moment. He's used that lottery ticket to acquire companies built by people smarter than he is, and he'll keep trying to tie their genuine innovation back to FB to soothe his fragile ego.
Re: What it's like to spend 40-50 hours in VR every week
#277Earlier quoted context omitted.
I think you mean Varjo. It's a pretty ridiculous headset, but the thing also forces you to buy a $2000/month subscription after you purchase it. It's safe to say it's not a really reasonable option. It also doesn't actually have a particularly high resolution, and sort of cheats by making your periphery have a significantly lower resolution (hardware, not software, is responsible for this, so you can't just turn fove…
Got a source for the "forces you to subscribe" bit? Everything I've seen says that part is optional. Also, even disregarding the extra focal-spot screens, you're wrong about the resolution. It's the highest of all headsets that don't have insanely wide FOV's like the Pimax8K, by a long way. 2880 x 2720 per eye (Varjo VR-3) > 1832 x 1920 per eye (Quest 2) > 1440 x 1600 per eye (Vive Pro 2) ~= 1600 x 1440 per eye (Valv…
A valid Varjo XR subscription is required to use the device Every XR-3 user must have a Varjo account and a valid XR subscription. Read more here.
You could have just checked the store.
Re: What it's like to spend 40-50 hours in VR every week
#278The 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…
For me the worst thing about the Quest 2 is the lack of adjustable eye-width options. The original Quest had an adjustable dial, but they replaced it with I think 2 or maybe 3 different widths to choose from. Because of this, my experience is way more uncomfortable than the first Quest, since none of the settings match my eyes.
Re: What it's like to spend 40-50 hours in VR every week
#279Earlier 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.
Re: What it's like to spend 40-50 hours in VR every week
#280Earlier quoted context omitted.
Yep, according to the FAQ [1]: > Quest 2 requires everyone to use a Facebook account to log in. > If you are an existing Oculus user and have an Oculus account, you will have the option to log in with your Oculus account and merge your Facebook and Oculus accounts. I can't speak how enforced these are, but even if it's a soft requirement for now, it's enough for me to avoid it. Pity, since it seems pretty good tech w…
> I can't speak how enforced these are, but even if it's a soft requirement for now, it's enough for me to avoid it. Pity, since it seems pretty good tech wise. Strictly enforced. I borrowed an older oculus headset from a friend to try out a while ago. It wouldn't let me use it without providing Facebook my personal details. I tried making a new anonymous facebook account, which was immediately locked out before I co…