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Comment by modeless

4 hours ago

Foveated streaming! That's a great idea. Foveated rendering is complicated to implement with current rendering APIs in a way that actually improves performance, but foveated streaming seems like a much easier win that applies to all content automatically. And the dedicated 6 GHz dongle should do a much better job at streaming than typical wifi routers.

> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.

It's an ARM Linux PC that presumably gives you root access, in addition to being a VR headset. And it has an SD card slot for storage expansion. Very cool, should be very hackable. Very unlike every other standalone VR headset.

> 2160 x 2160 LCD (per eye) 72-144Hz refresh rate

Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. But the price is hopefully low. I'd love to see a high-end option with higher resolution displays in the future, good enough for monitor replacement.

> Monochrome passthrough

So AR is not a focus here, which makes sense. However:

> User accessible front expansion port w/ Dual high speed camera interface (8 lanes @ 2.5Gbps MIPI) / PCIe Gen 4 interface (1-lane)

Full color AR could be done as an optional expansion pack. And I can imagine people might come up with other fun things to put in there. Mouth tracking?

One thing I don't see here is optional tracking pucks for tracking objects or full body tracking. That's something the SteamVR Lighthouse tracking ecosystem had, and the Pico standalone headset also has it.

More detail from the LTT video: Apparently it can run Android APKs too? Quest compatibility layer maybe? There's an optional accessory kit that adds a top strap (I'm surprised it isn't standard) and palm straps that enable using the controllers in the style of the Valve Index's "knuckles" controllers.

Foveated streaming is cool. FWIW the Vision Pro does that for their Mac virtual display as well, and it works really well to pump a lot more pixels through.

And foveated streaming has a 1-2ms wireless latency on modern GPUs according to LTT. Insane.

> Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. But the price is hopefully low.

Question, what is the criteria for deciding this to be the case? Could you not just move your face closer to the virtual screen to see finer details?

  • There's no precise criteria but the usual measure is ppd (pixels per degree) and it needs to be high enough such that detailed content (such as text) displayed at a reasonable size is clearly legible without eye strain.

    > "Could you not just move your face closer to the virtual screen to see finer details?"

    Sure, but then you have the problem of, say, using an IMAX screen as your computer monitor. The level of head motion required to consume screen content (i.e., a ton of large head movements) would make the device very uncomfortable quite quickly.

    The Vision Pro has about ~35ppd and generally people seems to think it hits the bar for monitor replacement. Meta Quest 3 has ~25ppd and generally people seem to think it does not. The Steam Frame is specs-wise much closer to Quest 3 than Vision Pro.

    There are some software things you can do to increase legibility of details like text, but ultimately you do need physical pixels.

    • Even the vision pro at 35ppd simply isn't close to the PPD you can get from a good desktop monitor (we can calculate PPD for desktop monitors too, using size and viewing distance).

      Apple's "retina" HiDPI monitors typically have PPD well beyond 35 at ordinary viewing distances, even a 1080p 24 inch monitor on your desk can exceed this.

      For me personally, 35ppd feels about the minimum I would accept for emulating a monitor for text work in a VR headset, but it's still not good enough for me to even begin thinking about using it to replace any of my monitors.

      > https://phrogz.net/tmp/ScreenDensityCalculator.html

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  • Not only would it be a chore to constantly lean in closer to different parts of your monitor to see full detail, but looking at close-up objects in VR exacerbates the vergence-accommodation mismatch issue, which causes eye strain. You would need varifocal lenses to fix this, which have only been demonstrated in prototypes so far.

    • This all sounds a bit like the “better horse” framing. Maybe richer content shouldn’t be consumed as primarily a virtualized page. Maybe mixing font sizes and over sized text can be a standard in itself.

  • It's just about what pixel per degree will get you close to the modern irl setup. Obviously it's enough for 80 char consoles but you'd need to dip into large fonts for a desktop.

Foveated streaming is wild to me. Saccades are commonly as low as 20-30ms when reading text, so guaranteeing that latency over 2.4Ghz seems Sisyphean.

I wonder if they have an ML model doing partial upscaling until the eyetracking state is propagated and the full resolution image under the new fovea position is available. It also makes me wonder if there's some way to do neural compression of the peripheral vision optimized for a nice balance between peripheral vision and hints in the embedding to allow for nicer upscaling.

  • I worked on a foveated video streaming system for 3D video back in 2008, and we used eye tracking and extrapolated a pretty simple motion vector for eyes and ignored saccades entirely. It worked well, you really don't notice the lower detail in the periphery and with a slightly over-sized high resolution focal area you can detect a change in gaze direction before the user's focus exits the high resolution area.

    Anyway that was ages ago and we did it with like three people, some duct tape and a GPU, so I expect that it should work really well on modern equipment if they've put the effort into it.

    • Foveated rendering very clearly works well with a dedicated connection, wiht predictable latency. My question was more about the latency spikes inherent in a ISM general use band combined with foveated rendering, which would make the effects of the latency spikes even worse.

  • They're doing it over 6GHz, if I understand correctly, which with a dedicated router gets you to a reasonable latency with reasonable quality even without foveated rendering (with e.g. a Quest 3).

    With foveated rendering I expect this to be a breeze.

    • Even 5.8Ghz is getting congested. There's a dedicated router in this case (a USB fob), but you still have to share spectrum with the other devices. And at the 160Mhz symbol rate mode on WiFi6, you only have one channel in the 5.8GHz spectrum that needs to be shared.

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  • The real trick is not over complicating things. The goal is to have high fidelity rendering where the eye is currently focusing so to solve for saccades you just build a small buffer area around the idealized minimum high res center and the saccades will safely stay inside that area within the ability of the system to react to the larger overall movements.

    Picture demonstrating the large area that foveated rendering actually covers as high or mid res: https://www.reddit.com/r/oculus/comments/66nfap/made_a_pic_t...

  • At 100fps (mid range of the framerate), you need to deliver a new frame every 10ms anyway, so a 20ms saccade doesn't seem like it would be a problem. If you can't get new frames to users in 30ms, blur will be the least of your problems, when they turn their head, they'll be on the floor vomiting.

  • It was hard for me to believe as well but streaming games wirelessly on a Quest 2 was totally possible and surprisingly latency-free once I upgraded to wifi 6 (few years ago)

    It works a lot better than you’d expect at face value.

Why hasn't Meta tried this given the huge amount of R&D they've put into VR and they had literally John Carmack on the team in the past?

  • They prioritized cost, so they omitted eye tracking hardware. They've also bet more on standalone apps rather than streaming from a PC. These are reasonable tradeoffs. The next Quest may add eye tracking, who knows. Quest Pro had it but was discontinued for being too expensive.

    We'll have to wait on pricing for Steam Frame, but I don't expect them to match Meta's subsidies, so I'm betting on this being more expensive than Quest. I also think that streaming from a gaming PC will remain more of a niche thing despite Valve's focus on it here, and people will find a lot of use for the x86/Windows emulation feature to play games from their Steam library directly on the headset.

    • It will be interesting to see how the X86 emulation plays out. In the Verge review of the headset they mentioned stutters when playing on the headset due to having to 'recompile x86 game code on the fly', but they may offer precompiled versions which can be downloaded ahead of time, similar to the precompiled shaders the Steam Deck downloads.

      If they get everything working well I'm guessing we could see an ARM powered Steam Deck in the future.

      Despite the fact it uses a Qualcomm chip, I'm curious on whether it retains the ability to load alternative OS's like other Steam hardware.

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> Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use.

The real limiting factor is more likely to be having a large headset on your face for an extended period of time, combined with a battery that isn't meant for all-day use. The resolution is fine. We went decades with low resolution monitors. Just zoom in or bring it closer.

  • The battery isn't an issue if you're stationary, you can plug it in.

    The resolution is a major problem. Old-school monitors used old-school OSes that did rendering suitable for the displays of the time. For example, anti-aliased text was not typically used for a long time. This meant that text on screen was blocky, but sharp. Very readable. You can't do this on a VR headset, because the pixels on your virtual screen don't precisely correspond with the pixels in the headset's displays. It's inevitably scaled and shifted, making it blurry.

    There's also the issue that these things have to compete with what's available now. I use my Vision Pro as a monitor replacement sometimes. But it'll never be a full-time replacement, because the modern 4k displays I have are substantially clearer. And that's a headset with ~2x the resolution of this one.

  • VR does need a lot of resolution when trying to display text.

    Can get away with less for games where text is minimized (or very large)

  • Whether or not we used to walk to school uphill both ways, that won't make the resolution fine.

    To your point, I'd use my Vision Pro plugged in all day if it was half the weight. As it stands, its just too much nonsense when I have an ultrawide. If I were 20 year old me I'd never get a monitor (20 year old me also told his gf iPad 1 would be a good laptop for school, so,)

  • 2k X 2k doesn't sound low res it is like full HD, but with twice vertical. My monitor is 1080p.

    Never tried VR set, so I don't know if that translates similarly.

    • Your 2K monitor occupies something like a 20-degree field of view from a normal sitting position/distance. The 2K resolution in a VR headset covers the entire field of view.

      So effectively your 1080p monitor has ~6x the pixel density of the VR headset.

    • The problem is that 2k square is spread across the whole FOV of the headset so when it's replicating a monitor unless it's ridiculously close to your face a lot of those pixels are 'wasted' in comparison to a monitor with similar stats.

I guess there's a market for this but I'm personally disappointed that they've gone with the "cram a computer into the headset" route. I'd much rather have a simpler, more compact dumb device like the Bigscreen Beyond 2, which in exchange should prove much lighter and more comfortable to wear for long time periods.

The bulk and added component cost of the "all in one" PC/headset models is just unnecessary if you already have a gaming PC.

  • I'm personally quite hyped to see the first commercially available Linux-based standalone VR headset announced. This thing is quite a bit lighter than any of the existing "cram a computer in" solutions.

  • They crammed a computer into the headset, but UNLIKE Meta's offerings, this is indeed an actual computer you can run linux on. Perhaps even do standard computer stuff inside the headset like text editing, Blender modeling, or more.

  • You can get a Beyond if that's what you want, it's a great device that is not obsoleted by this one at all. Valve has supported them in integrating Lighthouse tracking, and I hope that they continue that support by somehow allowing them to integrate the inside-out tracking they've developed for this device in the next version of the Beyond.

  • I agree. Hopefully Bigscreen continues making hardware. I still have the original bigscreen beyond and im very happy with it besides the glare.

> Mouth tracking?

What a vile thought in the context of the steam… catalogue.

  • They're probably thinking of it in comparison to the Apple Pro which attempts to do some facial tracking of the bottom of your face to inform their 'Personas', it notably still fails quite badly on bearded people where it can't see the bottom half of the face well.