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I think headsets are decent enough for virtual monitors, as in the resolution and latency are reasonable and head and hand tracking works just well enough. The
by dchftcs 3y ago
I think headsets are decent enough for virtual monitors, as in the resolution and latency are reasonable and head and hand tracking works just well enough. The software quality, HCI design and UI problems are bigger issues IMO, e.g. having a native multi tasking enviroment, proper mouse support, better gesture control over virtual monitors, better viewing of large surfaces based on eye tracking, voice controls.
- pushfoo 3y agoTL;DR: Starting with AR overlay monitors + mouse would simplify deliverables to focus on hard technical hurdles could be the focus IMO, some of what you mentioned is contradictory. That's not a bad thing. For example, virtual monitor and gesture-based headset-only devices might have different use cases. It's like the difference between a an iPhone, iPad, and ARM-based Mac. All might share software and hardware components, but they're each good at very different things. To my understanding, focusing on the virtual monitors first has a number of benefits: * Simplify deliverables and OS integration significantly * Help developers by providing cheaper multi-monitor setups * Dogfooding * Get certain technical parts (foveated rendering, etc) right before trying to nail new input methods