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If they can execute well on a simple use case - virtual desktop for professionals -this will be justifiable to me. I spent >1000€ on my last 5k ultra wide five years ago.

This promises to be a portable unlimited screen space - if I can use it 8h+, OS integration is there - I could see myself spending that kind of money.

Having a portable workspace anywhere with a chair and desk is big - especially when desk/chair dimensions now don't play a factor.



>This promises to be a portable unlimited screen space

Well, if the resolution is up to par and the software is set up to mitigate the problems even middling resolution would cause.

No headset, except maybe the 8K (and possibly the 4K) PiMax designs, are capable of displaying text in a way that isn't a blurry mess; the problem is both the lack of resolution and the fact that anti-aliasing can only do so much (move your head ever so slightly off axis so the text no longer lines up with the pixel boundaries and fine details become completely distorted by insufficient resolution- software could help fix this if anyone bothered to write any but that hasn't happened yet).


“Portable workspace “ is an interesting concept to me. Something more than a laptop screen. It would be hard to get input devices right when you’re wearing a headset though.


Lots of VR headsets have a small webcam, and can show its viewpoint as a HUD element in the headset. That's enough to keep track of your bearings, then you just need a normal mouse and keyboard (e.g. the laptop you already own). No need to revolutionize on the input front if all you want is lots of private screen real-estate.

You can have this right now from multiple VR headsets (Lenovo comes to mind as a company that puts a lot of emphasis on this use-case). The issue is the resolution of most headsets is pretty low for this usecase, so you end up with pretty low-resolution virtual "screens".


> It would be hard to get input devices right when you’re wearing a headset though.

I suppose this is where Augmented Reality comes into play.


This is how Meta does it:

With supported keyboards (basically Apple and Logitech’s offerings atm), they load up a tracked 3D model of the keyboard and then pull in an overlaid video feed of your real hands. With non-supported keyboards, the video feed is more of a small “window” that also captures the keyboard.

And when it works, it’s honestly very impressive (especially with color passthrough).

I fully expect Apple to have a more robust and less buggy version ready to go - and with the much higher specs they’ll probably be able to get a lot of “wows” from the demos.


I've never been convinced by an AR keyboard-like interface. You need tactical, physical feedback. I really can't imagine anything short of direct brain interface being a good replacement for physical input devices, specifically the keyboard, though LLMs will maybe make voice interfaces tolerable for certain creative tasks.




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