4 ms·
> I've used or tried most of the major headsets available in the market. None of them is remotely close to a resolution where reading reasonably sized text isn'
by mncharity 7y ago
> I've used or tried most of the major headsets available in the market. None of them is remotely close to a resolution where reading reasonably sized text isn't straining.
I use DJI's 1080p drone goggles. With DIY shutter glasses, because DJI didn't expose independent panel inputs. :/ It looks like a 3D TV screen, not VR, but you get readable small fonts from corner-to-corner (almost, depending on whether you also need to use reading glasses with it). But with batteries, they indeed aren't light weight.
Nreal's AR glasses could be available in a couple of months.
> problematic [...] angles [...] positioned in 3d [...] arrange [...] around you
The skeuomorphic design phase with phones was a short-lived part of onboarding an untrained user population. For non-novice professional user interfaces in XR, I suggest it's... silly. :) But oddly reoccurring, perhaps because of game tooling's availability?
- gmueckl 7y agoWhat I wrote has nothing to do with skeuomorphism, only with human anatomy, perception and pretty basic geometry. I am not proposing that windows get rendered with 3d modelled grips for grabbing and moving.
- mncharity 7y agoWhen an artist draws with a display-less graphics tablet, the hand is in one place, but they watch and use an abstraction of it on a display, displaced in space, orientation, and scale. It can take some getting used to. Touchpads and cursors have similar non-trivial relationships. And similarly, there's no reason for your hands to be positioned at the end of your arms (as with "throwy hands"). Nor, with non-novice users, need any other physical correlation be maintained if it's useful to ignore it. When you use office apps, there's little attempt to maintain physical-world properties like say object permanence. Delete a word, and it "goes someplace, because it can't just vanish"? That would be silly. There's no need to emulate physical paper, or pens, or rubber erasers, or cut-and-paste with an xacto knife, paper fragments, and gooey paste from a jar. It can sometimes be useful or artistically fun to do so, but that's a UX choice. Or say you're looking at a whole-desktop "window", placed uncomfortably close and large, to be readable despite current HMD's limited angular resolution. When you turn your head, how much does it move? With what velocity profile? And with what alterations in appearance? Skeuomorphism suggests it appear as a real physical object, nailed in space. I found I preferred a quantized 2-3x displacement, to reduce head motion, and enabled it by transiently increased transparency (including "comfort mode" clipping from fov), with slightly delayed motion and added jiggle, so other visual cues could dominate wrt balance. And the shape distorted to maintain pixel alignment, because given my weak gpu, alignment was worth more than temporal antialiasing when reading small fonts. YMMV, as just what combinations of cues are fine vs intolerable varies so much among people. The common thread is aphysicallity. Skeuomorphism can be useful when onboarding novices, but is later often largely abandoned. As with phones. With the current focus on immersive games and novices, that second part tends to be neglected. I joke that while I use XR hardware, I'm not doing XR, because being focused on non-game non-novice UX, and using a custom non-gaming stack, I've no allegiance to the "R", to Reality. Resemblance to reality as UX design smell.
- gmueckl 7y agoSkeuomorphism is the wrong word for what you are criticizing, I think. You are talking about an simulated non-physical world that makes no semse at best and I'm certain that it is just a nausea and disorientation simulator for almost every single user if I understand your thoughts correctly. The thing with VR is that it messes with expectations about the physical world that people process subconsciously. Break them ever so so slightly and people react involuntarily to it. There is no consciously controllable component to getting uncomfortable in VR.
- itsyaboi 7y agoJust wanting to point out, "...nausea and disorientation simulator for almost every single user" is quite the exaggeration. I have demo'd the Vive at several schools, businesses, among friends/family, and a significant portion of people had no problems with flying or "sliding" control schemes. One curious personal observation: out of the ~10 Asian coworkers who tried the Vive, all experienced some degree of motion sickness related discomfort.
- gmueckl 7y agoThe people I showed the Vive to all had issues, so our experiences seem to be entirely different. How long did they use the headset on average?