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>"Curious to hear what you thought the blockers were?" 1. Resolution is hopelessly too low for working with text 2. Ergonomics too awkward to wear for 8 hours
by aphextron 8y ago
>"Curious to hear what you thought the blockers were?"
1. Resolution is hopelessly too low for working with text
2. Ergonomics too awkward to wear for 8 hours at a time.
3. Total lack of multi-plane focus, no ability to sense depth beyond a few meters
These are strictly true for every HMD available, having owned and worked with them all extensively since DK2. I wish it wasn't true either, but it's just where we're at. One big thing that has been solved is tracking though. It's easy to forget what a quantum leap Lighthouse was in consumer grade tracking technology. Having sub-millimeter precise tracking and pose estimation was a huge part of getting VR to an MVP. That gives me hope the other problems can be solved, but there's a long way to go with the need for things like integrated eye tracking, foveated rendering, and full vision FOV being table stakes for a real consumer product.
- Impossible 8y agoAll these things are solvable, and there are consumer hmds coming that will solve some of them. Resolution upgrades are happening, ergonomics will improve. One problem with getting these features fast tracked in an HMD is the industry focus on gaming and media and keeping costs low for consumers. A high price enterprise focused HMD with all of the features you mentioned might work with the right software and clients.