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ptom

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ptom
·5 years ago·discuss
I agree about the mass adoption threshold, but even the current breed of tech makes the workday-in-VR feat possible: https://news.ycombinator.com/item?id=28678041
ptom
·5 years ago·discuss
I made several arguments along those lines in this article: https://news.ycombinator.com/item?id=28678041

For me it comes down to functionality, focus, comfort, and productivity. Convenience too, but it took a lot of setup and tuning to get to that point, so the net "convenience" gain is probably neutral. These days I don't want to work any other way.
ptom
·5 years ago·discuss
I use the Quest 2 almost exclusively for my day job as a programmer (any time I don't have to be on camera in meetings), and have been using VR to do this for years - I'm the guy behind this article: https://news.ycombinator.com/item?id=28678041

The Quest 2 is remarkably capable for its form factor, but has some significant limitations and requires a lot of babysitting to get it tuned "just so" to make it that productive. Reaching that flow state, or even making it more productive than a traditional physical screen layout, isn't particularly accessible, certainly not yet on a mass appeal level. So yeah, it can work, but there's a LOT of room for improvement.
ptom
·5 years ago·discuss
That was my experience with the Tuscany demo from the DK1 days - my brain craved the missing sensations, such as the change in temperature from sunlight falling on my face, or the texture of the worn stone pillars, the humidity on various surfaces. But then thinking back on it later, I didn't remember the screen door effect, or many of the things that didn't work - the visual memory was as though I'd actually been in that place.
ptom
·5 years ago·discuss
Yes I do!

1. WiFi direct, or as direct as you can make it - which means the computer is either the AP itself, or wired directly to it in order to keep the hops short.

2. Measurement can be done via a companion ping that looks at frame timing, but that's kind of a secondary measure. Best way to really check it is with high-speed video capture of a hardware display and the mirrored content in the headset, of a high-(temporal-)resolution stopwatch. I can also watch a YouTube video streamed with the desktop to the headset, and listen to it on headphones wired straight to the laptop, with no discernible offset (and this is with years of audio engineering experience) - the error bars on that subjective experience are much larger, but demonstrate that it's at least usable.

3. Hardware acceleration, via Nvidia NVENC, and rather than use Immersed's own virtual screen tech, I usually rely on HDMI dummy plugs ($12 for a 3 pack) to maximize GPU throughput (and not cannibalize CPU cycles).

4. Not ALL content is going to move at this speed even in the best of circumstances - I have a low overall rate of change, which means the delta streaming of the NVENC encoder is super short: not much data to grab, not much data to send.

I can absolutely get worse rates than this if I want to push a ton of video content, or if I were to use it for gaming, etc. I don't think everyone would have this level of performance for every use case, but it's what I've been able to achieve and maintain.
ptom
·5 years ago·discuss
Author here; no hand waving was intended, and I do make note of it in the FAQ.

There's a lot of VR content I still can't handle, even though I've built a tolerance to many others. But for a stationary experience like productivity, where I at most walk in a very small area while at the standing desk, it's not applicable - I'm running 100fps+, and the 6DoF tracking does an excellent job.
ptom
·5 years ago·discuss
Well... I'm the author of the article, so that still only counts as 1.
ptom
·5 years ago·discuss
I think the Vive Focus 3 has learned this lesson, and ships with what looks to be a very serviceable strap.
ptom
·5 years ago·discuss
OP here; some of each, actually. The resolution does drop off at the edges, especially with more aggressive foveated rendering (which I turn off, so as to get as much clarity as possible). I do end up moving my head, but it's casual rather than quick, certainly not like darting around. The end result is improved ergonomics, too - used to be, with a fixed monitor my neck would become very tight and snap/crack horribly when stretching after a long session. The frequent movement in VR has completely eliminated that issue while working.
ptom
·5 years ago·discuss
OP here; it takes some getting used to. I've adapted well to it, but I also: replaced the facial interface, moved to a halo mount for better balance and reduced facial pressure, and keep everything clean and cool (small or medium desk fan, depending on the day).
ptom
·5 years ago·discuss
OP here; motion sickness doesn't really apply to the productivity setup, since nothing's in motion (physically or visually). Good tracking and high framerates take care of most motion sickness for room-scale activities - those in which your physical and virtual motions are well aligned. But experiences which simulation motion are still likely to induce nausea unless you get your "VR legs".

As for the FB devices - available audience and cost of doing business. They also support the Vive Focus 3 now though, and others are in the works.
ptom
·5 years ago·discuss
Oof - $999, worse than I thought:

> Every Oculus Quest for business costs $999.

https://skarredghost.com/2020/05/22/oculus-business-vr-price...
ptom
·5 years ago·discuss
OP here - Doesn't run this particular software, and it's prohibitively expensive unless you've got corporate sponsorship. Would love to give it a try, though.
ptom
·5 years ago·discuss
OP here - I suffer from migraines as well; being able to work in a black void with minimal interface has helped me be functional in situations I'd otherwise just have to stay in bed, triptans notwithstanding. I didn't want to bring it up in the article though because I didn't want to make false promises or urge migraine sufferers to adopt it - in the early days of VR, the bad software IPD management in the DK2 would actually trigger migraines for me.

As an accessibility tool I'm delighted to see it working for another migraine sufferer though.
ptom
·5 years ago·discuss
OP here - It takes a long time for research and consumer hardware to align.

The only 2 that run this particular software right now are the Quest, and the Vive Focus 3 (which cost $1000 more). There are other virtual office interface options available, though, and those run on WMR or any Steam compatible headset.

None others that support Linux that I'm aware of, though.
ptom
·5 years ago·discuss
OP here - please work up to it, don't dive in all at once.

And come hang out on the Discord - would love to talk about your new-user experience, and help make it work for you.
ptom
·5 years ago·discuss
OP here - fortunately my meeting load isn't as absurd as some place, since this company figured out "remote work" long before COVID forced it upon people who don't know how to go 10 minutes without a meeting.

I join most of my Hangouts and Zooms as an avatar, using a virtual webcam from within the software. If it's personal, sensitive, or requires more professionalism, I'll still "resurface" and use a regular webcam - but it's a special occasion.
ptom
·5 years ago·discuss
It's currently fixed distance, until the varifocal tech improves. That distance is about 1.3m/4'3".

You can change the effective stereographic distance though, so things look like they're pretty far away (or super close, if that's your thing), and the movement parallax, and eye convergence agree - but the resolving power is still the same for all objects in the visual field.
ptom
·5 years ago·discuss
The "business" class Quest does not require the FB account. Same hardware, $800 IIRC.
ptom
·5 years ago·discuss
OP here. Of important note, I also have Ehlers-Danlos Syndrome, a connective tissue disorder that makes me especially prone to muscle stress and joint instability.

Good ergonomics apply in VR just as they do in any occupational setup. I was suffering from cervical lordosis before ever going into VR - but because I've used it to increase my range of motion throughout the day, and eliminate my need to ever hunch or squint, I'm feeling much better than before going full-time VR.

But: don't do it all at once. Work up to it, balance the weight appropriately, position screens properly, and take breaks! Yes, I do 8-10 hours a day in VR - but not all at once.