Show HN: Hacking on a VR desktop inside of a VR desktop [video]
spacepub.space
spacepub.space
I really believe that 2020 is going to be the year of VR/AR productivity, and I'm committing myself to working full-time from within the environment.
My sister has a VR headset, and so does my cousin. I think it's a cool toy, but I'm not really sold... maybe you can convert me. After all, Christmas is just around the corner.
The fidelity is at the low end of what's usable for productivity without causing discomfort, but it's just going to get better from here. To me, $400 for the Quest is a total no-brainer; the Magic Leap .... not so much. I'd rather stick entirely to VR, but I have a kid to watch much of the time, so AR it is!
Ever increasing improvements are not guaranteed. My hope is it will improve too, and ideally be done with a lower carbon footprint. But it's still an unknown.
What do you mean by L+2?
Video: https://www.youtube.com/watch?v=xhGNhKVAqW0
This allows you to modify the code of the VR render engine directly at runtime while you're in VR.
There are some advantages (like the big screen and more focus), but today the disadvantage will overweigh for most people (friction of putting on the headset and connecting to your computer over WiFi, the weight of the headset, lower resolution, starting to sweat over time and leaving marks on your face, etc.).
However, these are very solvable engineering problms and I'm exteremly optimistic that working in VR will be better than looking at a "small" flat screen sooner than most people realize.
That’s probably a few years away, but I’d be surprised if we don’t get there in 5-10.
Meanwhile, we need to build all the ui and OS code to drive such displays.
That said I’m not sure I’d sign up for using the current generation as my primary display device.
That kind of workspace, to me, would feel so much more natural than being constrained to sitting on a chair in front of a display.
Resolution is a bottleneck. Notice only 30-ish lines are visible here during editing. How many do you normally use? And VR videos can mislead, as inside a VR HMD, only the center ~1/3 region is as clear as the video, with pixels blurring together as you glance further away.
With a custom stack and subpixel rendering one can squeeze out almost a hundred lines on some consumer VR HMDs, but it's non-trivial and not a happy thing.
Terminals in spaaaaace... remember skeuomorphic user interface design? Cell phones were new, so to ease on-boarding novice untrained users, things were made to resemble familiar real-world objects. A calendar app might perhaps show lined paper, flipped around a spiral binding, with a textured leather surround. We don't do that now - it would be silly. Because resembling the physical world is so unlikely to align with desired UI and domain affordances and tradeoffs. Windows tumbling in 3-space? For professionals and experienced users in AR/VR, how long before resembling "R"eality is design smell?
So I've used drone googles in preference to VR HMDs, for 1080p of mostly readable pixels. Shallow 3D rather than virtual world, so long hours in fixed-focus HMDs isn't eye pain. Arbitrary non-physical mapping from head and hand tracking to input, because good ergonomics is using a touch pad, not something silly like constantly lifting hand from keyboard to tap a laptop screen. Arbitrary non-physical "space" and "physics", because slavishly emulating the oppressive constraints of the physical world would be... just why? Intensively avoid immersion. And so on. Arguably not vR. But is "R" really the best possible professional use of AR/VR hardware?
Nreal light 1080p AR glasses recently became available for $1.2k dev kit preorder. Which is months late, but recent PR is still quoting $500 "early 2020" consumer availability. We'll see if pixel blur and alignment is good enough to render a small font from corner to corner. If so... I hope to be using my laptop screen rather less soon. But not to see windows floating in spaaaaaace.
EDIT: Oops, I just noticed this was a ShowHN, rather than a generic post. So on a more upbeat note... it's great to see the envelope being pushed, with non-toy real extended demos, inspiring people, and encouraging them to reflect on the very non-trivial changes which are inbound. And PeerTube worked pretty well.
There is something appealing about being able to boot up a multi screen completely isolated environment for deep work.
I wrote the first WebVR framework in the world. With it, I built a very simple live-programming environment: https://primrosevr.com/demos/editorVR.html
That was 2, almost 3 years ago now. I'm no longer working in WebXR, but I am still working in VR productivity. I'm currently working on an app for language and cultural learning in VR.
Unfortunately, there is nothing public to see, yet. Though we did just give our first semi-public demo last week: https://dlsdc.com/blog/dls-hosts-tenth-annual-open-house/
But maybe that wasn’t the point.
Anyway, nice to see it in action.
That said, it's too early on the hardware for resolution and size/weight.
If you want an intuition about why this will be compelling in the further future -
What is a memory palace and why is it so effective?
It appears that we encode a great deal of our thinking, memory, and conceptual relations in a spatial way in the brain.
Maybe a 2d laptop screen that portals into a world of constantly rearranging 2d windows doesn't give us a strong or intuitive sense of place?
What if your computing environment supported or even enhanced this type of natural way that your brain worked?
https://en.wikipedia.org/wiki/Spatial_memory#Virtual_reality
https://www.eurekalert.org/pub_releases/2019-11/cuso-snt1107...
That's without even factoring in the fatigue from wearing the headset (both in terms of weight and having something strapped to me, eg I can only wear headphones for so long, even without sound, before my ears feel tired). I also don't like the idea of shutting the world out, especially since I like to use paper/white boards.
Attention is a finite resource.
I guess you could mimic that experience by e.g. hiding your taskbar, but "out of sight, out of mind" definitely applies here w.r.t. focus, and it seems like a 360-degree space offers unique ways to keep things fully out of sight while still readily available.
I've got nearly 2500 hours in VR and sometimes spend up to 8 hours a day with it on, and it is way less big/bulky than it looks.
I put giant googly eyes on mine, even. :)
If bigscreen has the option, curved displays are also a great way to preserve clarity, as the lenses start to distort near the edges.
I wonder if it's possible to get the same outcome of the game using such thin glasses, though. The current VR headsets look a little ridiculous to me :)
There’s a quiet little subreddit devotee to this idea https://www.reddit.com/r/HMDprogramming/ They’d really appreciate this.
https://old.reddit.com/r/HMDprogramming/comments/eandil/hack...
Also, what is the hardware used for the video card and HMD?
Thx for the note on the vive
It can't be the lyrics unless you know japanese... maybe it's just me but I don't find the melody appealing at all (even from a more general POV where I acknowledge the wide range of melodies from country to classical to death metal).
Is there some part more to it that goes beyond melody or lyrics? I'd say something similar about extremely hardcore death metal which is essentially just noise, but I imagine to someone who has that personality type it's almost cathartic, so even that I can understand the appeal, but not japanese pop music, especially while coding lol
Understanding a little can make embarrassingly cheesy and saccharine pop lyrics take on a profound poetic quality.
Growing up on anime and Japanese video games is probably a big contributor to finding the melodies appealing.
Also, dude's got a giant concert video in view pretty much constantly, so image is probably part of it.
hope this helps