It comes with a black and white passthrough camera but you can add on a 5K color one.
There's ongoing work for a full Plasma XR mode, so you aren't restricted to a "virtual desktop" experience: https://invent.kde.org/plasma/kwin/-/merge_requests/8671
Unless you fly first class, using a laptop on a plane is painful.
So far all reviews I've seen been centered around gaming and not work.
How many hours a day you spend in it? How often do you use it?
Edit: And I'm writing this on a 32" 2560x1440 display which looks just dandy to me, so it's not like I'm super sensitive or have above average eyesight (quite the opposite actually)
I had Quest 3 for a few months to play games and I feel okay playing, but every time I tried to open IDE and terminal after 10 minutes my brain just say full stop. I tried different fonts, themes and zoom levels, but it just feel wrong.
I feel similar feeling of discomfort as if I try to work on something not in computer in low light in real world. Might be it have something to do with my bad eyesight.
I honestly did not tested AVP enough. Its just good enough for me not to immediately want to stop using it, but again I have no idea what would really happen after a week of use for 3 hours. I did it once for a few hours and it felt amazing, but its Apple and there lots of other reasons not to buy their locked down hardware.
I'm wondering if it is because the screen was "flat" in front of you and you had no possibility to change your perspective. It would be interesting if the IDE had been in 3D space and you would look at it as if it was on your desk, capturing head movements etc.
When you have fiction or game dialogue text there is good bunch skimming going on so you dont care about every single symbol and or digit. So eyes dont get stuck looking at specific parts of text.
So yeah its very much possible that using VR as a virtual monitor setup it's just wrong aproach and there have to be paradigm shift in how we interact with dev environment to use it efficiently in VR.
From there, you can work out requisite resolution for desktop replacing VR googles: 11K per eye.
The catch is that human eyes actually only have ~1 degree of full resolution area and ~30 degree of active area, and the full 200 degree HFOV is only realized by moving them around and subconsciously compositing images, so most of panels can bee left unlit, in theory.
But the panel resolution requirements is the same, and our technologies are just not there to make a true desktop replacement VR goggle, yet.
Last I checked I'm allowed 100Wh of power bank on a flight. And for flights where that's not enough I'm used to having a (~100W) socket.
You're also not allowed to use them even if you do have them with you. This is all very strictly enforced with reminders at the check-in desk and several announcements before take-off.
This is Compiz Fusion [1,] 20 years later.
That's the samsung galaxy xr which is cheaper and lighter but it's not good enough run high resolution content for long periods without thermal throttling
On the quest 3, I've felt like the screen is just a bit too low res to use comfortably as a monitor anyways, so I imagine the Frame won't be much different. The better weight distribution should help a lot though.
What I was thinking of was on iPhone. It was Eye Tracking + Dwell for selecting.
Hands act as a pointer on the Quest, with a pinch action to select and drag.
Step 2: Open source projects implement whatever they want. Preferably, they provide a framework that allows high extensibility, if the software provider didn't already.
Step 3: People download and install open source plugins that violate stupid patents. It's still a patent violation, but as long as the people providing it aren't profiting monetarily, the ability to recoup damages from lost profits or royalties is very hard.
There's some nuance there, and different ways it could (and should) be done to avoid most consequences, but not so long ago (maybe still?) people commonly combined codecs and software from different parties for ffmpeg, which to get around some issues with distribution refused to compile the source and provide a binary, because that would make them a target, but just the source didn't (to a greater or lesser degree).
Where there's a will there's a way, and if a company is going to obtain stupidly simple patents which they often claim is to keep other companies at bay, we can put that to the test. If they go after individuals for usage, pressure them.
If we're lucky, what we're seeing is an ebb and flow between open source and the companies that capitalize on it, and we're in the ebb. I'm hoping for the flow.
I don't have too much experience with them, but I thought the ultrabook category was the answer of the rest of the market to the Air, at least.
I'm not sure the problem is that nobody makes the quality hardware, but that maybe it's just as pricey and that nobody trusts the companies that do the same as they do Apple to buy it at a large premium. Many companies have the ability to put together something of a similar quality and sell it (even if not at quite the profit, still probably some profit), but are you going to trust an Asus or MSI product that costs the same as the equivalent Apple product to have the same quality? Perception is important here. MSI or Asus could put out something better than Apple if they wanted to and didn't care about the cost, but I doubt anyone would actually believe that it was better even if they did (and even if they like it initially, they may suspect it won't hold up over time). Such is the power of the brand Apple has built, and that's in many ways more important than the actual quality they provide.
We meet in VR meeting rooms and at the end of the day, we’re safely delivered back to the parking lot via capsule shuttle.
> Brookes was reportedly allowed to stow 454 African captives, by allowing a space of 6 feet (1.8 m) by 1 foot 4 inches (0.41 m) to each man, 5 feet 10 inches (1.78 m) by 1 foot 4 inches (0.41 m) to each woman, and 5 feet (1.5 m) by 1 foot 2 inches (0.36 m) to each child. However, the poster's text alleges that a slave trader confessed that before the Act, Brookes had carried as many as 609 captives at one time.
We did "general computing" in 320x200 screens. I think the Frame's screen is a bit better than that.
Also, my simracing seat has been very lonely. I'm so happy that there is an HMD running arch that gives the user root.
far from claiming they are as low as meta, but that is their business model which never gets mentioned in this comparison, leaving readers to confuse gabe newel with RMS as some freedom authority
If there's a morally grey stone to turn over then imo it's the not-gambling-wink-microtransactions and even then it's no more predatory than what is common in the gaming industry.
steam was and always will be awful. they just publish whatever the game studio sends them. try installing gta V from steam... you get Two Launchers besides steam! all three ad ridden.
I don’t think people see Gabe Newell the way you describe. They just appreciate that Valve makes business decisions that have basic respect for their customer base. They are fully aware that he’s a billionaire yacht aficionado.
Capitalism and likability are not mutually exclusive, it’s just that so many capitalists have taken the route of maximizing serfdom.
In fact, their own documentation spells this out specifically[0]:
> The Steam DRM wrapper by itself is not an anti-piracy solution. The Steam DRM wrapper protects against extremely casual piracy (i.e. copying all game files to another computer) and has some obfuscation, but it is easily removed by a motivated attacker.
I say in theory because yes: Steam in reality has a monopoly in the PC gaming market. And while many games are on multiple stores, odds are many games will only be on Steam. That's a more invisible hand form of a walled garden, but there's definitely an argument to be made there.
As much as I like gog and their game distribution model and buy most games there, this is a huge exaggeration and actually false. A game studio/publisher does not have to use DRM in steam and many of them don't. Examples are Larian (baldur's gate 3), cd project red (witcher, cyberpunk), and quite a few small and big studios that don't. Basically afaik most games that are in both gog and steam don't have DRM in steam. DRM is far from steam's fault, it is game studios/publishers that have pushed that, long before steam too.
None of the crazy VM wrapping etc.
Plenty studios do not ship adware launchers, and steam does not inject adware into them or anything. Even if steam gets percentage from the ads or whatever (I dont even know if this is the case) EA anyway ships the same adware outside steam.
I do not like this but let's blame it to the ones actually doing it, than the ones that dont oppose it.
Blender works in VR (using any OpenXR compatible headset). To view scenes in VR, you can use the free built-in VR Scene Inspector addon. To edit and create scenes in VR, you can use the Freebird XR addon for Blender (https://freebirdxr.com/).
Fingers crossed for OpenXR working properly in Steam Frame! In which case Blender and other OpenXR-compatible apps will work too.
Disclaimer: I'm the author of Freebird XR, a VR editing addon for Blender.
> The Arcturus Vision apps include Arcturus Vision Camera for recording and playing 5K HDR spatial video, Arcturus Vision Gaussian XR for exploring 3D Gaussian splats, and Sync for transferring recordings to Windows or Mac (with conversion for other players on Mac).
I've emailed their support to ask, just in case. :)
One lets you one-tap download native Microsoft Office, one runs it through a browser or via bespoke vm/wine configuration.
Instead, I'd say the difference is that both are consumer devices, AVP geared primarily toward computing while steam frame is geared primarily toward gaming, but the steam frame is open enough for you to develop upon and customize to meet whatever use case you desire.
My tinfoil-hat take is that Lepton looks like it's just aimed at Facebook but will ultimately make Google's Android less... uniquely impenetrable. Certain hardware-dependent stuff will probably never fully work here (GPS for instance), but having a registry of what is and isn't compatible with a third-party Android derivative, on a specific reference device, will benefit every third-party Android derivative. And not that it won't have similar anticheat issues, but having a games ecosystem outside of Google Play will also cover some of the infrastructure that would require that dependency otherwise -- including payments.
And not that I don't see a net positive if gacha games never successfully make the jump... but as a Linux device there's also a lot of stuff where you just don't have to care about Play Integrity, because instead you can just run the PC version and/or a desktop browser.
(edit: shameless plug for my recent, longer writeup on this @ bhmt.dev/blog/frame)
If this is the biggest point, then I don't see why Xreal isn't more popular.
As the form factor is already pretty bulky, keeping it as a single device helps a lot IMHO.
But the Steam Frame specifically is not well suited for this. Something more minimal like the Big Screen Beyond 2 would be better, and XR-type glasses (like those from Viture) which present as standard monitors would be better still.
What's more interesting is that it's a linux desktop open for tinkering. Maybe lots of virtual desktops all around, could probably get Blender to run in it too.
There's a lot of mods (espescially for Unreal) that can graft VR support onto it, I'd say that's a more viable use case than virtual theatre screen.
I used to do this back in the day with VorpX. Playing the original bioshock via that was an incredible experience, seeing all the environmental storytelling. Utterly terrifying too.
I could see how a kid might want that on Quest when they don’t have their own TV. And it might be nice on a plane.
But $1000 is a lot for that. I know people say that watching video in the Vision Pro is really nice, I wasn’t that thrilled when I tried it, but it felt to me more like a “you can do this because you have the hardware“ not a “this is why you buy it” feature.
I can already run 100% of my Steam games on a flat screen in front of my real eyes
People tend to forget that the human eye has 2 ways to adjust for distance: 1. Moving the eyes relative to each depending on parallax (works in VR) 2. Deforming the eyes' lens to match the focal length (is fixed)
If I want to game with glasses I'll just use my $200 xreal airs. I do sometimes on holidays using Samsung DeX and a gamepad, and GeForce now. Works well, I played through half of Cyberpunk that way.
A flood of VR mods for popular games have been coming out lately.
But they were talking about playing on a virtual 2D screen which I have no interest in
I played the original "Luke Ross" Cyberpunk port but it was pretty horrible due to his mediocre alternate eye rendering and the lack of controller support.
I saw the new mod (dariulone?) but I didn't yet install it because it comes with a huge list of dependencies of other mods to install and I haven't had time for all that. I'm kinda hoping he makes a quick installer that packages everything :)
I'll try that soon. Right now it's still a bit too hot to be in VR anyway. It's more of a winter activity for me.
I would wager a simple browser and terminal session is probably all I need, so was looking forward to this device. However, the screen resolution is likely to be too small, I had done some experiments with Virtual Desktop, but the Rift S was too low-res, everything had to be like 48pt.
Reviews showing the desktop being fully accessible, does give quite a bit of hope, however.
Worry not! That's how long the battery lasts!
Without a tether to the PC (I have battery in my pocket) it’s pretty okay!
The screen on a used iPad Air really doesn’t look half bad, it is far smaller and lighter in a bag, and it can play movies for that entire flight without needing an external battery.
Although, speaking of used devices, the Vision Pro is looking delightfully depreciated on eBay.
IIRC Valve is going to release something similar in a couple months & I am sure there will be other accessory developers chiming in as well. :)
It depends on the person. I can wear my Index on my head for like all day. I'm not sure what my longest Elite: Dangerous session was, but it was quite long. Other people find the same headset to be either too heavy or improperly balanced for wearing more than an hour or so at a time.
As far as motion sickness goes, it has been my experience that you can train yourself out of it. Recommendations:
1) If it doesn't do bad things to you, consume some Dramamine beforehand.
2) Don't play games that launch you through the air or otherwise induce a lot of mismatch between your virtual motion and your physical motion. Seated piloting (car or otherwise) games are one big exception to this recommendation, as most folks have a lot of brain training with "I'm sitting in a vehicle that's moving me around.", so one's brain doesn't freak out so much when presented with those visuals.
3) When you start getting nauseous, stop immediately. If you're still game, come back to play after the nausea is gone, but not before.
Newbies will attempt to power through the nausea, but it's not something you can power through... you'll just make it way worse, which sets back the whole "Convince your stupid brain that the minor mismatches between the visuals and the inner-ear sensations are not the result of poisoning, so it doesn't need to make you puke your toenails off" training that you're doing by easing into this and -if possible- using OTC anti-nausea drugs.
[0] For me, Dramamine is very helpful to prevent motion sickness.
...which sets back the whole "Convince your stupid brain that the minor mismatches between the visuals and the inner-ear sensations are not the result of poisoning, so it doesn't need to make you puke your toenails off" training that you're doing...
statement. Having said that, I haven't met everyone... so it's possible that there are people who will never adapt.You really think people have been waiting to drop $1k for a device that lets them play games designed for a monitor inside of a headset rendering a larger virtual monitor with all of the additional complexity that brings?
I have a tiny handheld with a Snapdragon 8 Gen 2 chip and among many other things it plays GTA V and RDR2 almost perfectly, using FEX nonetheless. And because it's arm, battery life is so much better than on my laptop that I use it as a tiny mini linux laptop now.
This product doesn’t look half bad for sleeping in VR for people that are used to doing so with other headsets. Definitely easier than some offerings.
Funny how demographics work. I don't know a lot of people who use VR. In fact I don't know a single person who is remotely interested in ehat looks to me and my friends like a very niche technology.
It's particularly fun to watch 3d movies with the headset but with several decent TVs in the house I'd watch movies most of the time with one of them.
Once these headsets have comparable image quality, I could see them being very engaging for TV series, sports, and movies. I often wear headphones at night when I'm watching content to avoid waking my family. Being able to do that in any room, with an even larger "screen" would be really useful in some cases.
Finally no need to let people leave for a 5 min bio every 1.5h.
Though with the current direction things are evolving towards, the biochamber might get replaced with the torment nexus.
HL Alyx was awesome though, nothing else on VR has been worth it for me.
Edit: I missed the point here, see reply.
I even downloaded some 3d movies to try watching in VR, pacific rim and avatar movies (there's not that many 3d movies) but I didnt get far into them, the 3d was more of a distraction than anything. Flat screen is just superior imo.
Hopefully Valve make a sequel to Alyx to help sell the new headset.