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I don’t know that most people would use this, but there’s a definite benefit that a VR headset can give you a grid of six 40” monitors for $400. Or whatever dis
by wlesieutre 7y ago
I don’t know that most people would use this, but there’s a definite benefit that a VR headset can give you a grid of six 40” monitors for $400. Or whatever display setup you want. It’s an economical way to get a lot of real estate.
The resolution kills that notion for now, but someday it might become a cost effective setup.
Add a pair of noise canceling headphones and you can pretend your tiny desk is a private office! It even has imaginary walls to hang things on!
- drudru11 7y agoTotally agree. Tried this on an Oculus GO. Didn’t work well. Not enough resolution and the dev envy leaves a lot to be desired.
- smcnally 7y agoHow far off is current headset resolution from what’s needed for reading code, working with files, audio, video?
- deorder 7y agoVery close, but it is not there yet. The following is at least preferable: - Full clarity along the lens - Double the resolution of what the current VR has - Foveated rendering (to be able to handle the high resolution) - Dynamic focus - Eye tracking (to get dynamic foveated rendering and focus) - More comfort (lighter headset, improved finger tracking, better weight distribution, better foam, cooling etc.)
- wlesieutre 7y agoI'll add input device and hand/finger passthrough to that. I think the Rift S can do this, assuming you're good with "virtual screens overlayed on camera passthrough" as an implementation. But if you want to bring it into a fully virtual world instead of on top of the cameras, then you can't see your keyboard, mouse, or fingers. I can blindly touch type well enough to get by, but for it to see any adoption you'll need to get the input devices visible in VR.