>Surely this depends on a lot of societal/economic factors (i.e. a "you do it or don't eat" job market, say) and the evolution of the form factor (size/weight/quality/individual ergonomic options).
I think the former is a way bigger factor than the latter, here. Even on the old first-gen HTC Vive, I was entirely comfortable "working" 8+ hour days wearing one (coding, painting, and sometimes gaming). They've also improved massively since then in weight, weight distribution, softness, and heat management.
I'd say the biggest detractor is how they look (and some other smaller factors like not being able to feel "safe" cut off from your surroundings, but all major VR companies are working on that, too). However, how they look ends up not really mattering much if you're VRing from home, where no one can see you.
Re:Microsoft and the Metaverse
by smallerfish on Tuesday November 09, 2021 @03:17PM
(#29166901)
Really, you could code on a Vive? What resolution would your IDE be in? Did it bring any real benefits over coding on a flat monitor?
Would you have a visual of your keyboard or were you just touch typing?
Re:Microsoft and the Metaverse
by ahartman00 on Tuesday November 09, 2021 @04:39PM
(#29167854)
This was a good blog post and discussion of someone working full time in VR.
Re:Microsoft and the Metaverse
by smallerfish on Tuesday November 09, 2021 @04:59PM
(#29168095)
Thanks! That's interesting.
Is it just a variant of "button-less on-screen keyboards?! we will never!" or is there something more fundamental?
I'm curious about the state of the art of serious research on this, if anyone has some good links/references.