corporate VR 

more of the podcasts i listen to have started talking about this, and it’s honestly making me wonder how far out we are on hardware that checks pretty much any box given battery limitations

the stated endgame is not the inconvenience of just putting headsets on for meetings

i only have experience with the quest 1 and not the quest 2, but i can comfortably say i probably would not like having either on my face for an entire workday

corporate VR 

to accomplish any of the stated goals of corporate VR needs a long checklist of things
- screen needs to be hi-res enough to read text on a laptop display projected into VR plus other monitors (my understanding is the quest 2 does accomplish this)
- absolutely cannot have a wired tether to another device - for a corporate device a wireless tether to laptop or phone might be usable
- needs to last a workday without a charge

corporate VR 

- needs to be capable of displaying 3D graphics at high framerates - or to stream hi-res video at high framerates
- needs to be comfortable for that length of time

the same problems exist for AR - AR at least has the advantage that for basic overlays you could probably strap a smartwatch processor to a regular pair of glasses and call it a day after figuring out the screen, but once you’re into actually compositing a scene…

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corporate VR 

@Dex I'd add one more, which is solving (or working around) VR sickness for large segments of the corporate market.

From messing around in VRChat on the Index and sideloading apps onto a Quest 2, comfort for daily use is _probably_ the most solved problem right now. With a little aftermarket tweaking with weighted and comfort headstraps, and lenses that reduce glare, going whole days in VR is definitely doable. Future iterations will have these standard.

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