I also don't know the long term impact of these devices to my eye sight.
I also don't know the long term impact of these devices to my eye sight.
SpaceTop has a relatively low FOV but much higher pixel density of about 46 pixels per degree. It's about twice as good as what Meta Quest Pro and Quest 2 can do. It also seems to have individual floating apps rather than entire screens, but if we would assume that one would like to have a typical experience roughly equivalent to a 27" 16:9 screen at an arm's length, that virtual screen would be at about 1840x1035. I think this is right at the edge of what I would consider comfortable. Most graphics, including text, would probably be slightly blurry, and anti-aliasing blur or aliasing artefacts would be clearly seen. But I would not get too frustrated by it.
That's a trend with AR glasses when compared to VR headsets - they have narrower FOV and higher pixel densities. So they are overall better for non-immersive office-like applications. Still, the holy grail of productivity AR headsets is something like 60 PPD and at least 90 degrees horizontal FOV x 60 degrees vertical FOV. At that point, I would say the differences between our actual vision and what can be shown on the glasses in terms of resolution would be not significant, assuming the eye balls always point within 30 degrees of the center of the AR display. But this means a resolution of around 5400x3600 per eye. Or approaching 12K in total for both eyes combined.
SpaceTop is probably much more usable for office work than many of the VR headsets on the market. And it seems like they're aiming for a similar experience to having one or two 1080p 27" screens about a meter away from one's face. I think it's right on the border between fun tech and practical tech. Slightly higher PPD and FOV would push it more into the territory of practical tech for me, someone who writes and codes while travelling. Now it sounds good but not revolutionary.
†unless, in your case, the arrow of causality between vision and computer screen distance is in the opposite direction.
Also, with a good lens setup or with direct projection, VR/AR headsets could theoretically set the focus distance at any distance or even dynamically change it. This would also solve the vergence-accommodation conflict with current headsets.