Desktop computing with a VR headset is somewhat possible right now, but I am not quite able to stomach the resolution limitations of the Quest 2. I'm looking forward to devices like SimulaVR [0], which intend to fully replace desktop computing with a self-contained VR headset (plus a mouse and keyboard).
In my mind, there are two and a half problems to solve to make it possible. One is pixel density. It has to at least be equivalent (or very close) to our own eyes. Two is comfort, both physical (ventilation, weight) and health-wise (eye strain). Two and a half is being able to navigate without a mouse and keyboard, and preferably no peripherals, but I think I'm able to wait for that.
> Two and a half is being able to navigate without a mouse and keyboard, and preferably no peripherals, but I think I'm able to wait for that.
I can't imagine that. I think it'll end up being a normal desk, mouse, keyboard painted into the VR world by using the passthrough cameras.
Something else I've noticed when I put on my Quest 2 is the lighting. I don't like the way the lights in my office feel like they glare in my eyes. Putting on the Quest 2 and hitting a virtual environment gives the feel of indirect lighting and I find it much more comfortable. It's like being outside.
That comfort doesn't last very long, but if I could get away with it for 2h at a time, and have high DPI virtual screens, I think I'd at least try a virtual office.
They also need to make it so I can drink a cup of coffee with the headset on or the whole thing is DOA. Lol.
I don't understand this. I code and read in VR almost every day. With proper aliasing, it's extremely acceptable as is. Font characters per degree has to be increased, of course, but Quest 2 is about the same as a 720p virtual monitor.
Have you tried reading in VR?
For now, I can't handle more than ~30 mins with any VR/MR/AR device, but if I can actually wear one for several hours and be productive using one - I will be convinced we've turned the corner on this tech.
Low resolutions aside, headsets are still way too heavy and bulky, at least in my experience. Some even get quite hot. I can imagine that the weight and heat could be solved over time, but the bulkiness seems like a very big hurdle. When using lenses you need the distance, so it's hard to see how we can miniaturize headsets without a brand new technological innovation.
The nreal air is 79g [1]. It has a 1080p resolution (45 degree, so reasonably PPD), but I imagine this will multiply over the years.
seriously ... i reckon its half the reason the Quest Pro is shipping without a lower face block by default.
The pixel density is there (and better than quest pro), and we just need to finish the comfort features -- passthrough, mechanical comfort, integrated host.
I expect you're wrong - spatial audio, body language, face tracking, eye contact are all super valuable and possibly in VR
Will headsets replace zoom? I can't say. There are other convenience factors there. But hanging out in a virtual place is empirically compelling.
In my experience whether they find this compelling depends a lot on the respective person. "Manager types" might like it, but quite some programmers would rather detest it.
Expectation: https://i.pinimg.com/originals/d1/a2/65/d1a265d2093c0b952112...
Reality: https://assets1.ignimgs.com/2016/10/06/maxresdefaultjpg-f9a9...
Come to think of it, they're both pretty dorky.
Alternatively, think of how small you can make the cubicles if you can integrate the entire computer and telephone into a headset.
You could like double or triple capacity if cubicles were the size of those WeWork phone booths.
Sim Racing, any game where you fly or run around - those are artificial locomotion and can definitely take some getting used to for some (not all) people.