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But why does the "office room" analogue even have to be there? It'll be nice to get people in on the idea just like the windows desktop was for traditional office workers. But we don't have to sit in a "room" in VR. The sky is the limit! :)


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What I meant is that a narrow field of vision may make interfaces built on an idea of immersion not fully effective.

Ahh ok. Understood, but our peripheral vision is awful in terms of resolution anyway. And working with your eyes to the side is annoying, so we tend to turn our heads anyway.

Probably a bit more than we would in real life, due to the narrow FOV I agree.. But I think this will be resolved in newer-gen headsets. It looks like Pimax has already got this covered technically. Though I've never tried them, I wonder how well it works.


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