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Re:Moving the Linux desktop to another reality by wlesieutre on Tuesday July 30, 2019 @11:11PM (#20571426)
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!

Re:Moving the Linux desktop to another reality by drudru11 on Wednesday July 31, 2019 @12:13AM (#20571672)
Totally agree. Tried this on an Oculus GO. Didn’t work well. Not enough resolution and the dev envy leaves a lot to be desired.
Re:Moving the Linux desktop to another reality by smcnally on Wednesday July 31, 2019 @04:21AM (#20572560)
How far off is current headset resolution from what’s needed for reading code, working with files, audio, video?
Re:Moving the Linux desktop to another reality by deorder on Wednesday July 31, 2019 @10:26AM (#20574654)
Very 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.)

Re:Moving the Linux desktop to another reality by wlesieutre on Thursday August 01, 2019 @12:41PM (#20585588)
I'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.