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Start multi-tasking with your virtual reality headset

getspace.io

51–60 of 73 posts

Re: Start multi-tasking with your virtual reality headset

#51
post #5

Can anyone who has used this comment on it's general usability? For instance, if I lean in closer to a space will it get closer, or is my head position locked? Would this be useful for coding? e.g. is text clear enough? What kind of resolution is needed for text to approach the level of retina displays that we have become accustomed to? Does anyone have any thoughts on developer experience... toolchain and IDE opport…

> if I lean in closer to a space will it get closer

Yes, that is how it works.

Re: Start multi-tasking with your virtual reality headset

#53
post #18

Despite plenty of studies showing multi tasking for humans is less efficient than single tasking ( e.g. http://news.stanford.edu/2009/08/24/multitask-research-study... ) here we are inventing new ways to be even more distracted.

And so what if studies have shown that?

Re: Start multi-tasking with your virtual reality headset

#54

Interesting proposition. If the image quality is good enough, then even a good VR headset might actually be less expensive than an array of physical screens. Obvious disadvantages: having to wear a VR headset all day, and you cannot collaborate with others over your screen contents anymore (unless they strap on and plug in a second headset maybe). Another thing: This would be really cool for desktop sharing.

> (unless they strap on and plug in a second headset maybe). On the other hand with a high resolution headset and good bandwidth, you can pair review/code review with anyone/anywhere and they see exactly what you see. In the longer term you could create a 3D virtual office where all the screens exist in the same space and you can jump from one set to another, as a collaboration tool that would exceed a real world off…

for online tech talks, you could also have some kind of phone app that would show the slides

Re: Start multi-tasking with your virtual reality headset

#57
post #33
post #28

Nothing to do with "multitasking" - instead of putting real, cost-$, monitors around you, just put virtual, free, monitors around - as many as you wish! Sounds like something awesome, but kinda impractical for now - at least not until the Oculus-grade headsets become the size of eyeglasses. I guess that should work great with AR headsets, since these won't constrain your situational awareness.

The bigger problem is pixel density. I've tried both the DK1 and the vive, and the vive is basically at the point where games are very playable. Some people complain about the "screen-door" effect, which basically translates to the pixels are so large that it's like you are looking a screen door. But in my experience that's not a problem. If you stop and concentrate you can see the pixels, and they are quite large, b…

Pixel density is a huge issue. With current Oculus and Vice displays, you can not only distinguish individual pixels but also see the red, green, blue subpixels.

I can't imagine doing work with that. Only some specialized tasks could work, I can see how Tilt Brush could work in CAD work. But projecting your usual 2d app windows to VR sounds awful with the current consumer products in mind.

Re: Start multi-tasking with your virtual reality headset

#58
post #28

Nothing to do with "multitasking" - instead of putting real, cost-$, monitors around you, just put virtual, free, monitors around - as many as you wish! Sounds like something awesome, but kinda impractical for now - at least not until the Oculus-grade headsets become the size of eyeglasses. I guess that should work great with AR headsets, since these won't constrain your situational awareness.

Or if they get eyetracking+foveated rendering. Then you get super effective navigation between 'monitors' (just look at one) and the rendering isn't so demanding, enabling either more sampling or higher-resolution displays.

Re: Start multi-tasking with your virtual reality headset

#59
post #33

Earlier quoted context omitted.

The bigger problem is pixel density. I've tried both the DK1 and the vive, and the vive is basically at the point where games are very playable. Some people complain about the "screen-door" effect, which basically translates to the pixels are so large that it's like you are looking a screen door. But in my experience that's not a problem. If you stop and concentrate you can see the pixels, and they are quite large, b…

Resolution is the reason I haven't bought one yet. When the 'in-world' resolution can match 1920x1200 at 2ft then it will replace my 3 monitors otherwise it's a headache inducing experience. If the technology takes off and follows the usual S-curve I think we'll have that inside 5 years.

When the 'in-world' resolution can match 1920x1200 at 2ft

Sitting about 2 ft from my 24" monitor at work, I'd estimate that it would take 9 such monitors to get to around the same field of view in my HTC Vive. So you're talking about 5760x3600 pixels there.

Maybe we're going to need iris tracking as an optimization? That's a lot of pixels to push at 90 Hz.

Re: Start multi-tasking with your virtual reality headset

#60
post #33
post #28

Nothing to do with "multitasking" - instead of putting real, cost-$, monitors around you, just put virtual, free, monitors around - as many as you wish! Sounds like something awesome, but kinda impractical for now - at least not until the Oculus-grade headsets become the size of eyeglasses. I guess that should work great with AR headsets, since these won't constrain your situational awareness.

The bigger problem is pixel density. I've tried both the DK1 and the vive, and the vive is basically at the point where games are very playable. Some people complain about the "screen-door" effect, which basically translates to the pixels are so large that it's like you are looking a screen door. But in my experience that's not a problem. If you stop and concentrate you can see the pixels, and they are quite large, b…

This hasn't been the case for me. I don't really have much problem reading text on the CV1 at all. The fact that you're not looking at a static image makes a pretty big difference. Tiny head motions give you kind of a temporal anti-aliasing effect that makes the resolution seem better than it is.
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