#Vr desktop mac 1080p
Nreal light 1080p AR glasses recently became available for $1.2k dev kit preorder. But is "R" really the best possible professional use of AR/VR hardware? Arbitrary non-physical "space" and "physics", because slavishly emulating the oppressive constraints of the physical world would be. Arbitrary non-physical mapping from head and hand tracking to input, because good ergonomics is using a touch pad, not something silly like constantly lifting hand from keyboard to tap a laptop screen. Shallow 3D rather than virtual world, so long hours in fixed-focus HMDs isn't eye pain. So I've used drone googles in preference to VR HMDs, for 1080p of mostly readable pixels. Windows tumbling in 3-space? For professionals and experienced users in AR/VR, how long before resembling "R"eality is design smell? Because resembling the physical world is so unlikely to align with desired UI and domain affordances and tradeoffs. We don't do that now - it would be silly.
![vr desktop mac vr desktop mac](https://i.ytimg.com/vi/hbH0yOFjx1A/maxresdefault.jpg)
A calendar app might perhaps show lined paper, flipped around a spiral binding, with a textured leather surround. remember skeuomorphic user interface design? Cell phones were new, so to ease on-boarding novice untrained users, things were made to resemble familiar real-world objects. With a custom stack and subpixel rendering one can squeeze out almost a hundred lines on some consumer VR HMDs, but it's non-trivial and not a happy thing.
![vr desktop mac vr desktop mac](https://ic-cdn.flipboard.com/reality.news/bf6edd20f219b23a2a22c6487ff783886367969d/_medium.jpeg)
How many do you normally use? And VR videos can mislead, as inside a VR HMD, only the center ~1/3 region is as clear as the video, with pixels blurring together as you glance further away. Notice only 30-ish lines are visible here during editing.