Bigscreen Beyond 2
bigscreenvr.com
bigscreenvr.com
(For the curious, this website I maintain about setting up a particular flight sim with VR documents all the meta-specific tweaks and caveats I've found: https://www.8492sqdn.net/guides/dcs/performance/)
There's also quite a lot of drama right now between Meta, Khronos and OpenXR: https://mbucchia.github.io/OpenXR-Toolkit/
2. With Virtual Desktop, I can remove my headset during a long flight to grab a snack or use the restroom, then put the headset back on and resume. With Meta's software, taking the headset off requires fully restarting both the sim and headset.
For #2... that sounds like some kind of a software issue that only applies to DCS? Or maybe some obscure issue with the headset software? When I take off the headset in its normal link mode, it will usually pause whatever's going on PC-side, but I can just press the power button and keep it running if that's required. Never had an issue with this, let alone something that requires restarting the whole headset.
2. I never figured it out, since Virtual Desktop fixed a bunch of my other issues too.
I was under the impression that the inconvenience of using a USB cable is compensated by the higher throughput/lower latency of using a direct cable connection vs. a theoretically more limited wireless connection. Does VD simply have a better compression algorithm than Link, or can it actually push through more data?
If you're not capped by bandwidth because you can hardware encode into H265 or AV1, it shouldn't make a difference (besides the bugs and software quirks in both programs)
BSB2 is definitely on my radar as a replacement for a Quest 2. No inside-out tracking is a bit of a letdown (I don’t relish the thought of setting up lighthouses) but a dedicated no-nonsense PCVR experience combined with the weight and bulk savings would be worth it.
I'm wondering if it would be worth just getting whatever adapter they come up with and the next gen Steam Deck to use the same way rather than investing in Deckard, but I'm interested in seeing their case!
The killer app for the VR platform is eye contact.
In my opinion Zoom should be investing heavily in this, and Zoom’s market is the one newcomers stand to gain.
The giant feature that Real Life™ has and teleconferencing lacks is the subtle baton passing, engagement reading, and tone modulation that is enabled by eye contact. A square of video just isn’t the same.
My corollary hypothesis for why this hasn’t been done yet is that the Mark Zuckerbergs and John Carmacks of the world are on the autism spectrum, they get by without this information, and therefore don’t realize how much the rest of us rely on it.
For a regular "death by powerpoint" meeting where 95% of participants are just being bored by a single presenter, no, not for those. But for brainstorming workshops, yes definitely.
The avatars are cartoony but for me that doesn't matter. They represent the person for me after a small adjustment period.
It gave me a much stronger feeling of being together. And it's much easier to break out into little groups, much much easier than those 'breakout rooms' in teams which are pretty inflexible. Here you can just walk over to another group just in real life. It really felt like being there with them and after taking the headset off I had this feeling of suprise of being at home.
It was also great to be able to import 3D models of our products and discuss them.
I'm genuinely unsure if you're saying all this with a wink: we're into year 10 of VR Neue, it's been a tarpit for all who got in, and it sounds like an absolutely horrible idea for the video call company to dump money into VR for...eye contact?
Note the headset that supports this is $1200. And that's par for the course for eye tracking AFAIK.
I love VR and against my rational side, still invest in a premium headset every year two.
Price, historical market, corporate finances, and responsible stewardship aside, I absolutely cannot wrap my head around the idea that VR eye contact with an uncanny valley head replica and/or cartoon improves eye contact over...just seeing your eyes...so much that it's a killer app.
(my poor unfortunate Vision Pro and it's rapid dropoff in sales seem to indicate this very strongly as well)
I think the killer app is smart glasses for AR (non passthrough), and maybe virtual monitors with Immersed + Visor (when that ships), low likelihood imo still
Devices will not be mainstream until they reach a sufficiently small form factor
That's basically what the Apple Vision Pro is designed to be, in terms of UX and software. It just turns out we're still a long way away from the hardware being small and light enough to make that work.
This biggest concern I have about VR, especially for work, is that it forces you to spend too much time looking a screen that is very close to your eyes. This is known to cause myopia and digital eyestrain.
Do any VR headsets attempt to address this problem? Can a headset force your eyes to change focal distance either using the display, or more likely, a physical lens? Ideally the headset would slowly, but consistently, force you to change your eyes focal distance. Is that something that Eye Tracking would enable?
Also, does eye tracking work properly if your eyes are slightly misaligned?
All available VR headsets have a fixed focal distance, usually 2 meters, regardless of how close or far the virtual content is from your head.
Eye tracking is done independently per eye.
Way, way too many game studios approached VR the same way they might a new graphics feature like raytracing or HDR. “Bolt it on and they’ll come” basically, which obviously didn’t pan out. Unsurpringly the titles that took flight were those where VR was integral to the experience and added lasting novelty — “AAA game but with VR” is just not that interesting (unless it’s a free community-developed mod, maybe).
Of course, it’s much more difficult and risky to develop VR-first games like that. With studios being more profit-driven and risk-averse than ever, that’s a recipe for vanishingly few new flagship VR games being developed. It’s a safer bet to develop yet another faceless loot box driven Fortnite/Counterstrike/etc clone or gacha game.
That said, eye tracking and IPD adjustment is a huge upgrade to Beyond 2 for their niche
People who prefer Valve to Facebook, or who want a device-agnostic software library, might prefer buying from Steam. However, many of these games have been basically abandoned on Steam. Even though Quest ports exist, the versions on Steam may have controls that don't work with Quest controllers over Steam Link.
I feel like some parts of the HN crowd are oblivious to the advancements and continued, impressive work that happens in the VR Space, just because a VR game isn't (for the time being) going to sell a million copies, but it will very comfortably sell to a 100k userbase that want to spend that money.
Not gonna happen. VR is a pure software play for them at this point, with what remains of the hardware having standardized on SteamVR. Index was nothing more than an experiment to help with SDK adoption.
Foveated rendering with decent eye tracking could help us get out of the combo of high resolution / low framerates for clarity vs low resolution / high framerates for comfort.
Also, Valve seem to be ready to say something but it feels like it'll probably be (sensibly) a Steam Deck strapped to your head for stand-alone solution, and that's not the same market as this PC VR set-up is aimed at. Maybe if Valve take the 'store subsidy' hit and price it well and you can run a cable to it anyway..
On my Quest 3, I find 120Hz to be night and day compared to 90.
EDIT: their promo page says that 90Hz OLED feels like 120Hz LCD for VR.
When you are wearing a heavy headset that extends far from your face, it's not just the rendering latency and screen latency that affects the disconnect between your head movements and what you see. The headset physically lags behind your head motion because it has inertia. The total lag is the sum of the digital and physical lag. So, improving the frame rate can only get closer to the physical lag.
And, that's on top of the practically-instant pixel response of OLED vs LCD.
All that is to say that there are physical explanations for why 90 and even 75 Hz is better in practice than people would reasonably expect on the BSB. I can confirm first-hand. And, so have many reviewers.
I'd just like to be able to pretend I have my monitor with me when I'm on a plane or space constrained in some way, and I'm happy enough to use keyboard and mouse without seeing them as my input options.
If you're going for no expense spared, the Apple Vision Pro is probably the best device that does exactly this. The Beyond 2 from this video is also good, but it only works in conjunction with a PC, it's not a computing device. Otherwise, there's the Quest 3.
There's also the Xreal glasses, but those are much less 'virtual monitor fixed in space' and much more just having a screen strapped to your face that's tuned to an acceptable focal depth.
Steam is rumored to be releasing a standlone headset soon as effectively a Quest 3 competitor that can also play non-VR Steam games and presumably works with PC/laptop streaming, but there's no real info available yet.
Viture: https://www.cnet.com/tech/gaming/viture-pro-xr-review-great-...
They have better optics than xreal and emulating a 1080p on a higher res display will allow less edge blurring allow for a larger virtual monitor
VR headsets trade pixel density for FOV. An Apple Vision Pro has a PPD similar to AR glasses in the center, but that's ~halved by the time you reach the edge of a 4 m 1080p screen at ~30 deg from center[2]. That blur makes eye motion across the screen less available. Try using a laptop screen while keeping your nose pointed at your focus. Head motion gives you greater apparent resolution by temporal supersampling - someone else will have to weigh in with Vision Pro experience.
Giant floating monitors may have been technically possible in non-glasses non-VR HMDs for a few years now. We're mostly limited by pixels-per-degree, and that by panel resolution, rather than optics. There have repeatedly been 2x or more higher res panels available in the sizes used in HMDs. But the HMD market is VR games, which wants large FOV for immersion, is cost sensitive, has optics limitations, and needs higher frame rates, which with GPU and bandwidth limitations (and eye tracking unavailable), makes resolution a "you couldn't use it anyway". One might put 4k panels in a DIY-ish non-VR box-like HMD... anyone know of existing work? A kickstarter? Not enough programmers on transit willing to wear big crude boxes perhaps.
[1] https://x.com/mncharity/status/1225091755667853318#m [2] https://kguttag.com/2023/08/09/apple-vision-pro-part-5b-more... (but... caveat)
MacOS just doesn't really play well with non-retina text anymore. I think windows/linux probably has clearer text at lower PPDs.
I am guessing I have about 40 PPD. I still have a sliver of space on each side where I see part of my support screens (vertical 1080P on each side). It has a 110 degree horizontal FOV.
My main screen is driven by the MacBook Pro's native resolution (3456x2160). Immersed can create 4k virtual screens, but I don't really see an improvement, the Quest's panels are the limiting factor.
Not crisp like retina, but the size makes up for it. In very rare cases I just lean right up to the screens (they are 3 feet from me). As the focal point is somewhere 4-5 feet away, you can have your face right against the screen to see tiny detail.
Also the fast refresh (I have mine set to 120Hz) matters. I tried my work's Vision Pro. Yes, more crisp graphics. But it gave me motion sickness, there is a slight motion blur, the pixels don't seem to refresh fast enough. The Quest is rock solid, never felt unwell using it.
I really don't even notice it is not retina.
And the mouse latency is fine wirelessly?
(Sorry, I don't love the retina word but I haven't found a substitute since high DPI resolves to so many other things.)
One other thing that is an unexpected bonus. It rains where I live. A lot. And when it is grey and dim, I can sit in a "sunny office". In fact, I even tweak my day to the virtual environments. Sunrise in a mountain lodge in the mornings, sunny office or ski chalet in the afternoons. Very positively mood altering.
I would assume not from screen density (even the Apple Vision Pro was rough for that from my attempts and it's got way higher screen density), but it'd definitely be way more comfortable to try it than anything else on the market.
> Does it work with macs/linux?
It's a standard SteamVR/OpenXR headset (though I don't know how the optional eye tracking plays into that), so the limitation should be your GPU more than anything else.
Personally, it still makes me sick when I try to use it for that.
So the actual number of pixels used to display the pane containing your text is maybe 10-20% of the headset display's resolution.
I suppose you could display text directly on the headset display. But then you only have 2,560x2,560 pixels per eye, fewer pixels than a 4k display.
Edit: fell for their lies, the headset is only 2k per eye. The 5k figure is "combined", i.e. a marketing number.
I'm with you though: early headsets were low resolution but these modern ones are not. We can still use more pixels though, esp. for text work.
(I know this is not encouraged by the rules but it’s one of the best places to report it :D please don’t upvote)
Not sure, why they are displaying awful chromatic aberrations on their front page under the title "Advanced optics". That's not something to be proud of. If that was a result from a real camera lens, it would be a joke of a lens. Maybe fun for artistic purposes.
I understand this might be a view through some microscope maybe, but there is barely any magnification.
What is this image supposed to be?
https://nwn.blogs.com/nwn/2024/04/vr-nausea-study-iowa-nsf.h...
Granted, these are still not a silver bullet for motion sickness. A lot more research needs to be done in this field.
It's mind-boggling that the industry just generally isn't interested in looking into this. I asked five top ex-Meta folks about this for my book and they shrugged or didn't answer. You can't say VR is the Next Big Thing if it tends to make half the population literally want to spew chunks.
If so, what kind of solutions do you imagine would be in order? The only things I can think of would be improvements to optics, resolution, frame rate, reduction of latency, better motion tracking, maybe reduce headset weight... which seem like the kinds of improvements that this company is working towards?
And having the most high fidelity headset you can get. But its improvements are marginal at best compared to what really needs to be done to figure out motion sickness if you want it to actually catch on.
Very early on I realized that turning with the stick gives me nausea, but not moving back and forth. So I use the stick to move back and forth, and my own human body to rotate. Can play for hours with zero issues.
People don’t get sick for real
> As for Danah Boyd’s speculation that the gender difference in VR nausea may have a hormonal component, he says there’s not enough data to answer that question, but there are some intriguing findings:
> “I do not know of any good studies on cybersickness and hormones,” as he puts it. “There has been some research on motion sickness and hormones, and sometimes we extrapolate (cautiously) from the motion sickness literature to cybersickness. For example, Golding, Kadzere, and Gresty (2005) reported that motion sickness is related to hormonal fluctuations during the menstrual cycle. However, they also note that the effect of hormonal fluctuations was much smaller than the gender effect itself, so it is not likely to be the primary explanation.”
> He believes any gender difference might be related to social differences, and less central to the overall challenge of overcoming VR nausea:
> “[S]ome of my research on the gender effect indicates that 1) the effect is relatively small, and 2) the effect is partially explained by differences in prior experience of visually-induced sickness (e.g., screen-based games, movies). It's certainly a topic worth investigating, but it's worth a reminder that there are vast individual differences in cybersickness susceptibility even within a given gender.”