But really, per-monitor is too limiting. This really screams for a window manager that is aware of the display medium, and allows stashing of windows in a virtual desktop space. In a way, old Linux/BSD window managers like TWM and FVWM with their ability to have unconstrained (or very large) desktop spaces that you can move the viewport around is the paradigm we might want (with the addition of zoom).
It's worth noting that I think trying to approximate current desktops or monitors in a VR environment is entirely the wrong way to go, as it's an abstraction of an abstraction, when we now have the ability to get closer to the source that the initial abstraction ever could.
That is, we have multiple windows, or multiple displays with windows to approximate our ability to have multiple things in front of us. But we don't actually look at both things at the same time very often. That is, we might examine two separate papers, and have one in each hand, but we look at one at a time. Having two documents or terminals open in separate windows/displays but both visible is a way for us to approximate this on a display. We have both visible at the same time so we can physically look back and forth between them easily. With a VR display, we might want a view like that, but when interacting with an item, it will likely be zoomed to fill 90% of the visible space, as that's how we generally interact with things in real life. When we don't, that's because of other limitations that prevent it, or because we need to split focus for a specialized task.
Personally, I would love to have a VR system that presented windows/screens of apps in a 3x3 grid (or more likely a 3x3 cross, a center item with items at the four cardinal directions), where the center item was zoomed to 90% of the display or so, but I could look around at the others, and could rotate vertically or horizontally to center (focus) a new item. This would be the "active" applications/views, and other things could be stashed to the side. It might start as a single item, expand to 2x1, items, then 3x1 (so I can look left or right), then 3x1 with one above, then one below, etc.
Basically, what it comes down to is that we would need an eye tracking VR experience, not just head tracking, to make it useful as a screen replacement. Of course, I see the day when very high resolution small goggles would be something you put on and use in combination with your phone as a laptop replacement. Kind of the Ubuntu idea of a phone that can run desktop software. But that's different from VR. High quality goggles and AR is the future. VR? Not sure, the application is just too narrow, and from my conversations with die hard gamers, many of them just don't really like it for now.
>The latest version (0.9.5) now supports multiple monitors as long as they are connected to the same GPU as the Rift. i'm working on adding support for multi-GPU and Optimus configurations. Multi-Monitor is only available in curved mode at the moment but I'll add support for flat mode at some point too.
http://www.amazon.com/CompuLab-fit-Headless-Display-Emulator...
Although as I said in sister comments, I think the resolution is still too low for most text-based work.
I used a headset with 2x 800x600 screens, but a narrower field of view; I would imagine that the arc spanned per dot is similar to the Rift, and I found it quite usable for text-based work.
Oh it requires an expensive, clunky device strapped on my face you say? Sign me up.
In theory you can add N number of monitors to your desk and simply look at each one. Being able to simple turn your head and hook is a huge win over multiple, virtual desktop spaces (otherwise why would you buy an additional monitor?).
So a dynamic way of adding and removing monitors form your setup. Too bad this one doesn't quite work that way and wouldn't work as well (especially with, as you said, a huge clunky device strapped to your face).
>The latest version (0.9.5) now supports multiple monitors as long as they are connected to the same GPU as the Rift. i'm working on adding support for multi-GPU and Optimus configurations. Multi-Monitor is only available in curved mode at the moment but I'll add support for flat mode at some point too.
>The latest version (0.9.5) now supports multiple monitors as long as they are connected to the same GPU as the Rift. i'm working on adding support for multi-GPU and Optimus configurations. Multi-Monitor is only available in curved mode at the moment but I'll add support for flat mode at some point too.
You also need a computer to run the Rift. So unless you're cool looking like this (http://i.imgur.com/1HMnJoc.jpg) then you'll need a desk to put that on.
And I guess I was being pedantic about the desk but you understand my point.
I just realized I had not really considered how many possible uses VR could have.
How easy is it on your eyes compared to regular monitors? Doesen't your neck hurt if you wear Oculus for longer periods of time? How is reading small text compared to regular monitor?
Doesn't solve up and down motion, though.
A room full of movies playing is fun, until you see through it.
edit to note: I do have a Leap Motion, and I'll try that, too, but right now my plan is to use it above the keyboard as a gesture controller rather than facing down at the keys. Lots of experiments to try. :)
Doing virtual tracking would be ideal but neither the Lighthouse or Constellation protocols have been published (you could tape a Vive controller to the keyboard if you wanted to simulate that)
There's no substitute for having physical keys your fingers touch. I can't touch-type on a virtual keyboard.
(By comparison, you definitely want a representation of a controller or wand or similar manipulator in-world, so that you can position it spatially.)
Especially for people working in open-floor plan offices.
I haven't but from what I understand it's good enough quality and ergonomics for all day use.
The DK2 is 960 x 1080 per eye, CV1 is 1080x1200 - a modest increase at best. An extra 120 vertical and horizontal pixels just isn't enough.
In a world where moving from a standard-resolution to a retina resolution for programming was a major eyestrain relief for me, I can't see VR catching up for another decade at least (though I'd be happy to be wrong.)