If they made a more expensive version with a better display it would potentially be interesting as a portable workstation/laptop alternative. But I don't think the SoC they're using supports displays much larger than this, so they'd have to upgrade that too. When you have such a wide FoV the number of pixels you need to cover it all at high resolution becomes very large.
xerox intentionally replicated what the typical office desk 'experience' looked like to create the 'the desktop'; this approach either isn't possible or just hasn't been explored by someone with a headset on
maybe we just need to think of work differently to be productive in an enviornment where we sacrificed horizontal and vertical fidelity for a third dimension?
3d desktops? workframes?
just let me TRON into the machine and show them all how it's done :D
Personally I wouldn't want to replace my desktop, but replacing my monitor? I'd do it if I could.
Something with the ergonomics of Bigscreen Beyond 2, passthrough and resolution improved beyond Vision Pro, and the hackability of Steam Frame, I think could be pretty attractive as a laptop replacement for some people. Of course we're nowhere near that product yet. But a Steam Frame with a higher resolution screen and a better head mount (and the Arcturus Vision passthrough camera add-on) would be pretty close.
IMHO usable real estate relative to the task (because coding doesn't have the same need as video editing, 3D modeling, etc) is a proper way to compare, not pixel density or anything or the sort that doesn't take what VR can actually offer.
PS: I do spend times in HMDs to work, including Vision Pro, Varjo, Frame, other HMD I can't mention, and in my experience it did already reach point where it is actually "good enough" for most tasks even one where a lot of text (which is typically quite demanding for readibility) is needed, but we don't have the same eyes, workflow, etc. It is though not good enough if you try to reproduce what you already have and compare exactly, but it's also not the point.
There are still many issues that VR hasn't solved (and may never solve).
- You still have to wear a device on your head
- You still (can) get motion sickness and/or headaches
- There is still not a lot of great content around VR
- Many people still prefer the flat screen medium and content
The openness/closeness is only one of the many issues this solves, and it doesn't matter when all of the other above issues exist.
Most games are human-centric, so until we're able to move around using our legs & feet, stick locomotion is still the preferred way to get around in a human-centric simulated environment.
I often wonder how common this is. As in, how many people consider motion sickness in VR a problem specifically because they only ever experienced it with these workarounds applied, and then never even found out that actual normal movement (which their brains might be completely used to from years of video games) would have been completely problem free for them.
I'm sorry but, will there ever be? I've always been on the fence about VR, it looks great for flying/racing/space games, but there has been a lot of time since it seems to have peaked and the only killer app it has is Alyx which came out 6 years ago
What I would really like to see next, though, isn't so much on the content side. Instead of putting everything in the headset and seeing how light it can get, I really want to see a system on a belt, vest, or backpack involved. The HMD can just have hardware for the display, audio, and head & eye tracking. Put a coiled connector down to my shoulders. Put the compute, storage, and batteries on my torso somehow. That's where most of the weight is, and your core will notice it a lot less than your neck.
[0] https://store.steampowered.com/app/448850/Overload/
Try Underdogs for some fun mech action, “You control giant metal arms using your real-life hand movements to punch, bash, and tear enemies apart. Movement: You move around the arena by grabbing the floor with your hands.”
That’s on Steam and also on the Meta store to run directly on the Quest.
Also, find the Hawken discord where we meet for networked games on a community build of the old Hawken.
I had imagined that remote work would induce a VR desktop work environment (as the killer app), but that hadnt taken off at all (mostly, i think, because it's difficult to type and do keyboard work in VR).
Gaming has not and will not be the killer app for VR imho. It needs to be business/money/work-related for it to actually gain a level of traction like how personal computing gained traction from mainframes.
I did for my Valve Index, which I've used twice and are now sitting in a box. So, if I ever wanted to wear Facebook glasses, I couldn't because they don't sell them in my prescription; not that I ever will.
VR only works when your eyes are not skewed.
There are other devices with what seems like unofficial Linux support, but this seems like the only modern VR system with official support for it.
I hope the openness of the OS leads to lots of cool 3rd party options. I’d love to see a standalone headset the size of the Bigscreen Beyond 2, and I’d also be much more willing to pay $3000 for a premium VR/AR device that runs Linux than an Apple or Meta device.
Even Apple's Vision Pro is only half-Retina, the same jaggedy text a my 1998 G3 PowerBook. I kid you not, the PPD is identical. And taking off Vision Pro and looking at your iPhone or MBP screen makes you want to smash Vision Pro against the wall. The displays absolutely suck -- and Frame's are even worse.
(If Apple narrowed the FOV down to about 75-80 degrees, they'd get decent text. But 80 degrees isn't deep immersion so we got 100 degrees and terrible text.)
How unexpected! I love this comment.
I mean Valve definitely are very open-source friendly but I wouldn't just assume.
> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.