Re:Virtual Reality: still not quite there, again (2017)
by pushfoo on Friday February 02, 2024 @11:11PM
(#39237482)
TL;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
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