Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

> Yes, make the battery 2x bigger and include the compute in that.

You can't move the compute away in a headset. I have worked for an XR OEM, and when you are designing a headset, you want the compute to be as close as possible from the cameras and displays, to achieve the lowest possible latency and avoid motion sickness for the users.

Even moving the compute to the back of the headset was not considered viable by our HW team. And we haven't spoken about the bandwidth required for all those cameras and UHD displays.

A better way to reduce the weight of the AVP would have been to remove the (useless IMO) front holographic screen, and to replace most of the glass and metal by plastic. And maybe move the battery pack to the back, to get a more balanced headset.

 help



> You can't move the compute away in a headset.

Meta has shown pretty convincingly that you can literally stream VR apps/games over Wifi from a PC to a headset and have a great experience. You will need some compute on the device, as close as possible, but the bulk of the computing could be moved off.


Have you ever tried that? For me, the lag was the tiniest bit perceptible and was enough to make me sick

To each their own, but I do it every day, nearly. I’m using wifi 6 though, so that might be the difference. 2.4Ghz might not be sufficient. There’s also very likely local faking on the device (Quest 3) that can rotate your vision before the new data arrives.

Either way, it’s pretty alright nowadays, at least in my experience.

Though time in the seat *might* be making it easier for me.


This is how most consumer vr used to be before the (oculus) quest, and it worked fine. The data path was massive with base stations etc. A lot of people did get motion sick, but its probably more to do with framerate, one would have thought

Not really, most were wired with zero latency. Wireless adapters existed but didn't do local "reprojection" aka rudimentary warping to absorb pose differences between when the sensor data was captured and new frames is being rendered.

Current Wi-Fi based streaming pipe mp4 frames and swing it around. That's slightly different from static raw frame wireless solutions before Oculus Quest.


Played Half-Life Alyx this way entirely on a Quest 2, and I have gotten sick in VR, but I had no problem with it.

The technology has actually gotten better since I last spent a significant amount of time with it.


Light would travel six feet on a cable in about 10 nanoseconds, is that the sort of latency that you're referencing?

I would be surprised to learn that nanoseconds of latency is worth more than much better compute, lower cost, lighter weight, more physical space in the device etc.

Is that really the case?


The Big Screen Beyond and WiFi-enabled video streaming like for the Quest 3 and upcoming Steam Frame disagree with you.

I agree w/ most of what you said about reducing latency.

Just wanted to let you know the new Dual Knit bands are weighted in the back, and improve the balance a bunch.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: