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

blog.immersed.team

71–80 of 461 posts

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

#71
I would like to give this a try, but I don't want to support Facebook in any way. I saw a couple of headsets mentioned below. Is there a definitive list out there of competitors?

As an aside, I used to use VPL eyephones, VPL datagloves and a SGI Crimson to do research back in the late 80s. I honestly thought back then we would all have fully adopted VR by now. I was so wrong!

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

#72
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.

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

#73

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.

I imagine similar to the posture of riding a motorcycle, seeing as a helmet on average would weigh a similar amount to a VR headset.

As a rider myself, the first week or so was a bit rough and an unusual feeling- it wears off after that.

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

#74
post #35
post #29

Earlier quoted context omitted.

> 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.

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.…

if they had some form of e-ink like backing it could block the light on the external side and the. render the emitting light on the eyes side

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

#75
post #20

Elevr had some great research and blog posts about this kind of thing, but they ran out of funding and even the website is gone now. Here are a couple of my favorites: The Office of the Future https://web.archive.org/web/20190816013625/http://elevr.com/... The Three Scales https://web.archive.org/web/20190830025347/http://elevr.com/...

Author of the article here - these are really cool, thanks for sharing! I'd not seen these at the time, they were definitely working on good stuff - the technology is taking a while to catch up.

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

#76
I like the ideas presented here. I wish more people understood that VR has purpose outside gaming, almost anything you do on the web can currently be done in VR. Perception of VR seems to be more focused on virtual worlds, or seeing it as just another gimmicky toy for computer people.

My largest gripe with this piece is if you're going to write about comfort in VR, you need to mention the Valve Index. The base model is, in my experience, the most comfortable headset even without modding. If you wear glasses you can find many prescription lens vendors online for ~60-90 USD. Not to mention the top of the line specs on the Index compared to it's competitors.

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

#77
post #35
post #29

Earlier quoted context omitted.

> 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.

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?

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

#78
post #7

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…

Recommendations for a strap? We have the Oculus Elite Strap and while better, isn't as comfortable as our Rift S "strap".

Quest 2 original strap + cheap strap pad significantly improves comfortability.

https://www.aliexpress.com/item/1005001657071604.html

Add a weight on the back is also good.

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

#79
post #31

Earlier quoted context omitted.

FWIW, I fly FPV and am aware of this issue but haven’t had a problem with it. I probably average about 4-6 hours per week outdoors in sunlight with my Skyzone 04X. It has dual OLED screens and a very similar (if smaller) form factor to my Quest 2. I’d say it’s more a “be aware of this and be careful” problem than a “you’re going to break it once a month” problem.

To be fair, FPV equipment has always been made largely for outdoor use, hasn't it? I wouldn't be surprised if they found some way to mitigate it. The Q2 without a non-OEM facial interface isn't exactly tuned as well for outdoor conditions (then again, Facebook just put out a new one) as most FPV hardware is. By the way, do you know the vendor of the panels in Skyzone hardware? I've been wanting to try some out from a…

> To be fair, FPV equipment has always been made largely for outdoor use, hasn't it? I wouldn't be surprised if they found some way to mitigate it.

To my knowledge, they have nothing to them that would mitigate damage from sunlight - and I can’t think of any way to do that, given how the lenses work. Certainly it’s a common thing that is warned against in forums and other online venues.

> By the way, do you know the vendor of the panels in Skyzone hardware?

Sorry, I don’t off the top of my head. I don’t think they’re terribly easy to disassemble to that point, either. I wouldn’t mind popping them open to check for you… but I have ~$600 in my set at the moment, so I don’t want to void the warranty on a whim :).

You might send an email to the folks at Fat Shark, though. You can often get their older goggles, like the HD3, used on Facebook for ~$200.

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

#80
post #57
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…

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.
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