using as a spatial monitor was cool. for about 10min until my neck got tired of the added weight. but I’ll give credit that those 10min were pretty cool.
using as a spatial monitor was cool. for about 10min until my neck got tired of the added weight. but I’ll give credit that those 10min were pretty cool.
Wearing something heavy on the front of your face is simply not a pleasant experience.
When I ski, I often raise my goggles to my forehead when I'm in the lift line, unless it's extremely bright or extremely cold. Specifically, because of the "antisocial, barrier, isolates" aspect of blocking my face.
I'm interested in the concept for computer work because I like very large monitors. Something like Vision Pro would work if it was similar to a ski helmet and goggles, where it's easy to lift the visor when talking to someone, and then flip it closed.
I have never seen someone wear a VR headset in public that wasn’t part of a mall VR novelty attraction.
Just the displays and lenses will outweigh glasses considerably and there's nothing to strip back when you're down to display and lenses. Throw in a chassis and head strap and you're pretty far from glasses in weight and ergonomics.
Beoynd 2e has eye tracking. The added mass is just 1 g which is kind of hilarious. You could add 8 visual sensors for pass-through, inside-out tracking and hand tracking, adding maybe 10 g. Compute should probably be on the wired external unit or streamed wirelessly. Having it on-board would probably add less than 50g of mass though, but you also need cooling which is not very easy without adding mass. You could try something like structural heat piping through the headstrap or the battery wire.
Anyway I think it should definitely be doable under 200g, which would be much more comfortable than the current 750-800g.
Assuming that the Steam Frame isn't accompanied by a complete change to the current SteamVR experience that hasn't been so much as hinted at, alas, no, SteamVR is full of tiny targets to shoot. I've only ever used the Meta Quest 3S' native UI but the smallest targets there are generally significantly bigger than the smallest targets in the SteamVR UI. On the plus side, once you activate some of those small targets you can do some cursor navigation like a conventional UI, and having that option is a breath of fresh air... but it's completely inconsistent. You experience it as a bonus when it's available because it's not even consistent enough to "miss it when it is gone", let alone for it to be a consistent navigation method.
We may get the obvious eye-tracking upgrade but the targets are still pretty small, it's going to need to be very accurate.
https://old.reddit.com/r/VisionPro/comments/1cki7jc/brillian...
So yes, this is done and it can help.
Imagine if the vision pro could just be plugged into a small compute module with a battery or just plugged directly into a Macbook. It would be lighter, cheaper, and more flexible. I think a lot more people would have been interested in it.
It would be so cool to be able to plug in arbitrary input devices too, like a dvd player, but its understandable that others don’t feel this way, and it would totally not be an apple product if it did this.
One of their main imposed constraints was clearly to make the battery pocketable, which sadly precludes a lot of things which would have made it a better product, in favour of wider acceptability.
You can't move the compute away in a headset. I have worked for an XR OEM, and when you are designing a headset, you want the compute to be as close as possible from the cameras and displays, to achieve the lowest possible latency and avoid motion sickness for the users.
Even moving the compute to the back of the headset was not considered viable by our HW team. And we haven't spoken about the bandwidth required for all those cameras and UHD displays.
A better way to reduce the weight of the AVP would have been to remove the (useless IMO) front holographic screen, and to replace most of the glass and metal by plastic. And maybe move the battery pack to the back, to get a more balanced headset.
Meta has shown pretty convincingly that you can literally stream VR apps/games over Wifi from a PC to a headset and have a great experience. You will need some compute on the device, as close as possible, but the bulk of the computing could be moved off.
Either way, it’s pretty alright nowadays, at least in my experience.
Though time in the seat *might* be making it easier for me.
Current Wi-Fi based streaming pipe mp4 frames and swing it around. That's slightly different from static raw frame wireless solutions before Oculus Quest.
The technology has actually gotten better since I last spent a significant amount of time with it.
I would be surprised to learn that nanoseconds of latency is worth more than much better compute, lower cost, lighter weight, more physical space in the device etc.
Is that really the case?
Just wanted to let you know the new Dual Knit bands are weighted in the back, and improve the balance a bunch.
Also, it doesn't make the best virtual monitor anyway, as the display fidelity is about half-Retina, so all the pixels really stick out compared to every other display Apple's shipped in recent memory. A 1998 Powerbook has crisper text.
I have a battery pack I put in my pocket for the Quest 3 and I’m generally very happy with it.