Show HN: Simula One – Portable Linux VR Computer (shop.simulavr.com)

463 points by georgewsinger ↗ HN
Hi HN, My name is George, and I am helping build an office focused VR headset called the “Simula One”. It was discussed recently here: https://news.ycombinator.com/item?id=28695455. We have just opened our store for preorders (https://shop.simulavr.com), so that we and our backers can help people replace their old PCs/laptops with more capable VR headsets.

We call our headset a “VR Computer” (or a “VRC”) to distinguish it from gaming headsets. When Simula was founded, most people thought the future of VR was in games & entertainment. The truth is that VR offers a superior way for performing knowledge work, but until now there haven’t been dedicated VR computing devices available on the market. While existing headsets are optimized for gaming, ours is optimized for productivity: it features bleeding edge high-resolution displays, has a detachable compute pack with specs comparable to a premium office laptop (x86 architecture), and runs a VR specialized Linux distro optimized for clear text.

VRCs offer several advantages over Laptops & PCs: they provide unlimited screens of any size, improve work focus & immersion, are usable outdoors (no laptop glare), improve privacy (no one around you can snoop your screen), and their compact design frees up desk space. They also promote better posture and freedom of movement: with a VR computer you can change positions, sit up, lean back, stand, lie down, or even walk while you compute.

Our project started out as an open-source VR window manager (https://github.com/SimulaVR/Simula), which you can try out today on the Valve Index or HTC Vive. It's built over Drew Devault's wlroots and the Godot game engine. Once our compositor became relatively stable, we ran into the issue of “no other manufacturer wanted to offer us Linux support” (thinking there was no market for something so niche, I imagine?). So we decided to build our own =] We are happy to answer any question (technical or otherwise) about our project.

408 comments

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The pricing is absolutely nuts.

If it was $1,000 or so, maybe I'd be open to trying it, But at nearly 3K there's no way I'm risking that much money.

If your company goes bankrupt tomorrow, and the headset bricks itself, I'd have no recourse.

At the same time, I hope you're able to raise funding or something and get the cost down to $1,000.

I would absolutely love to have an open source VR headset.

I understand your concerns about pricing. We made a post earlier this year discussing why our expenses are so high.[1] TLDR: Low economies of scale and high launch costs. With that said, our pricing and specs are still competitive with ultra-premium VR headsets and premium office laptops (which we have essentially combined into one unit).

We also have a pricing option to reserve a headset with a partial deposit: pay $1,499 now, and then $1,499 right before we ship (Q4 '22/Q1 '23 target). This allows you to reserve a headset now at a lower price, see more proof throughout the year that we are performing our manufacturing duties diligently (via weekly updates), and then only paying the remainder of the balance ($1,499 + taxes/shipping) once we have the headset fully ready to ship to you.

We also just made a discount code for this thread: "DISCOUNT_HN" (limited to 10 for now) which adds an extra $100 off.

[1] https://news.ycombinator.com/item?id=29923197

>(Q4 '22/Q1 '23 target)

We'll talk when it actually ships.

You do understand 3k is a ton of money right ? The other issue is even if I did pre order , the second you miss a release date I'd file a charge back.

Get too many charge backs and payment processors will stop accepting orders for you.

To be honest it would make more sense to develop an ultra cheap option, anything 1k or less, and you'll find people ready to take a risk. You might still get in trouble if you miss your ship date though.

You can buy an HTC Vive for 800$, and a PI4 for 60$. Where is the other 2k in markup coming from ?

This would be my concern too. The special sauce is in the integration of camera, headset and custom distro (much like remarkable is great because of the polish/software, not the hardware), but it's hard to see how this works, or if the Simula is practical, until you get it and try.

Is the experience seamless, does the display ever lag or cause nausea (I've had this before in VR envs) - does it get better/worse with long-term usage. Can you see via the cameras clearly enough that you never need take the headset off, even in the given "café" scenario? Is the headset comfortable enough for long-term use as a monitor replacement - does it get hot or sweaty?

As such, I'll wait for the reviews..

Appreciate the feedback, and totally understand why you would want to see reviews before making any deposits. We are targeting to have review units in a few months, which hopefully will provide some useful commentary on these issues from people besides us. For now:

RE cameras: we're pushing for high-resolution RGB cameras (a lot of existing headsets have pretty low quality/low fidelity cameras). If you aren't able to go for longish periods without taking the headset off (when needing to see your surroundings at least), then we are definitely doing something wrong. For latency considerations, see https://news.ycombinator.com/item?id=30445428

RE headset ergonomics & sweatiness: see https://news.ycombinator.com/item?id=30442745

Over the coming days/weeks, we're pushing out blog updates which discuss the technical details of these issues (leading up to review units). If you're interested, you can sign up at newsletter.simulavr.com.

> You can buy an HTC Vive for 800$, and a PI4 for 60$.

Why would anyone use Dropbox?? You can just use SFTP, CVS and a 5$ VPS... [0]

Seriously though, let's treat your comment as non-trolling:

The HTC Vive - a 6-year-old device - does not have anything close to the per-eye resolution needed to do any kind of desktop computing, AND it uses outside-in tracking, meaning you need external lighthouses so it's not really portable.

You would have been better off saying "You can buy an Oculus Quest 2 for $629" instead.

The PI4 does not provide the computing power to drive a VR display like that. That's kind of it right there. Bad example again.

0: https://news.ycombinator.com/item?id=9224

Well at least if my Pi4 + HTC Vive combo doesn't work I can send it back.

That's my big concern here, your talking about a new 3k device from a company that's never shipped hardware before.

Plus with Dropbox they didn't ask early adopters to drop 3k!

Then you aren't a early adopter. It's astonishing how many people here on hackernews don't understand this. Yes it's a lot of money, but it isn't comparable to anything else on the market right now. If you think it does you haven't actually looked at the specs or know anything about the VR market right now.

I get being cynical, but damn, ya'll need to shut up and stop trolling. This first edition is about testing the market. Proving people will buy it in a limited run and get the ball moving. If this first run goes well then there will hopefully be a v2 that is cheaper and enjoys the economies of scale.

It's like you never want a new manufacturer to exist. If you aren't going to buy it, then just don't buy it. You could say "hey this is too pricey for me right now with the risk, maybe in the future I'll be in the market" and go on about your day.

Please take a look at the inflation adjusted prices of early personal computers for a fair comparison.
The Dropbox comment doesn't apply here. Simula One is meant for Linux geeks, the exact kind of person who would be just as happy (or happier) to roll their own Dropbox if it was cheaper.
I think you misunderstand the reason that comment is so notorious..
> You can buy an HTC Vive for 800$, and a PI4 for 60$. Where is the other 2k in markup coming from ?

Good luck running SimulaVR on a PI4...

> If your company goes bankrupt tomorrow, and the headset bricks itself, I'd have no recourse.

Everything (including the hardware design) is open source, so yeah you absolutely would have recourse.

> I would absolutely love to have an open source VR headset.

And this is what it takes to get that.

George, I'm very interested in your product, but I can only afford such a computer every few years. If I knew that I would receive it and it would work as advertised with reasonable warranty service, I would go ahead and pre-order. But as a startup in a notoriously fragile area, it isn't clear that you can deliver.

Can you give me any information that would increase my confidence, or is this something that you would instead recommend to someone who can afford a speculative bet?

Looks like a task for pine64.
I ordered Pinephone Pro still waiting... I understand they just had New Year recently.

edit: I did get the original PP though so I have faith just not used to buying something, waiting a long time to get it.

shipped 14 business days from order so fulfilled in 15 days (ordered mid feb)
It's hard to make any guarantees when we're still this early, but I'd say assuming we survive this launch, we'll be able to honor our warranty. We're going to add a two-year warranty to the terms.

Of course, it's up to you whether you consider taking that initial risk acceptable.

It's horrible. It's beautiful. I would never use it. I want one.
I see people have issues with the price tag, and while it is by no mean cheap, since it's actually a full blown computer AND a VR headset all in one, it is somewhat justified. The computer specs match my Framework laptop and the headset is, on paper, on par or better than other high-end VR headsets (and a miles ahead of my Meta Quest 2 and other consumer-grade VR headsets).
We pushed hard on our specs; I appreciate you noticing =] We actually compared the Simula One to the Framework Professional Edition in an earlier post, so the comparison is apt.[1] We have also created a $100 discount code ("DISCOUNT_HN") for this thread to help out somewhat on the price.[2]

[1] https://news.ycombinator.com/item?id=29923197 [2] https://news.ycombinator.com/item?id=30441454

It feels strange to be used as a reference point, but we’ll take it! Like other folks on this thread, I’m interested in seeing what you do with Simula One. I agree that it is the sort of ambitious though likely niche product that is worth testing the wide open future of VR with.
I like the concept of the Framework, and we're similarly big on being open/repairable/etc.
The standalone tethered headset is $2k — that makes it a significantly higher price than other options, especially given the risk involved.

It has amazing specs, but $2k for a tethered headset is way too high. It needs to be below $1000 for the tethered, bring your own compute option.

Well people say the Index is expensive at $1K (full kit) this thing is 2-5x that. Will be interesting.

Also this scene of him being outside typing while using VR ha. It'll be interesting, the shot using it in a coffee shop too hmm.

The keyboard is Durgod Fusion btw (non-split one).

> The keyboard is Durgod Fusion btw (non-split one).

There's a split one?

Yeah it's towards the bottom of the page (60% down the page), right side, he's wearing it on this apron-looking thing.

> Compute with freedom of movement

> Well people say the Index is expensive at $1K (full kit) this thing is 2-5x that. Will be interesting.

Isn't the Index just the headset? This is a headset + attached computer, different type of beast.

Yeah they have a tethered version too, 2x cost. I'm saying if people think the Index is expensive for what it is/was, this thing is way up there. But hey not everyone drives Lamborghinis but that's still a market.

Anyway I preordered one (half up front), I'm down, will practice on my Index in the mean time. I am curious about their choice of Godot in case I ever get to the level to mess with rendering. Would be nice to have curved panels, maybe that snap together vs. floating square ones. Excuse to learn a new language I guess.

Godot was mostly chosen for expedience and hackability. With e.g. StardustXR existing now, it's not impossible we'll do something new down the line.

Curved panels etc are doable. We primarily use Haskell as a "scripting" language for at least some type safety, but it should be fairly manageable to get into.

Sweet. Yeah I am not talking from experience at all. Just think it would be C# or Unity or something cliche like that. Anyway I'm going to try out your Simula repo on my Index.
Is the computer in the headset? Why? (!!!)

Looks like a great way to cause your neck muscles to spasm horribly painfully.

If I were designing these, they’d either be completely transparent so AR or the headset would be only the LCD and maybe sensors.

Actually, it probably isn't that bad if it's well balanced. I own a Meta Quest 2 and I added an external battery at the back of the headstrap because it helps balancing the headset while playing, preventing it from dropping on my nose too much.
The compute pack is detachable, but leaving it in the back of the headset is good for front/rear balance. Most gaming headsets on the market today are very front-weight biased.

Our headset supports an "AR Mode" with two front-facing high-res RGB cameras.

Did you consult any physiologists? Anyone who knows what’s acceptable to those muscles? There’s a reason eye glasses use lightweight materials. Then all the various treatments to make the lenses visually clear and comfortable.
Good idea. We're mostly working off experiences with other headsets and e.g. bike helmets here, but having harder data would be good.
It’s a cool idea. I remember dreaming of this sort of thing in HS. I’m sure there are medical professionals who’d be able to inform you for a consultation. Perhaps even wiring up some volunteers to see muscular activity with various weights. Or yeah maybe helmet design has tread this well.
If it's well-balanced I would imagine that it would work for long periods of time. We already have some evidence from people modifying other VR headset straps to balance the weight. I wasn't able to find any information about the total weight of the Simula One VRC, but I know personally that my motorcycle helmet is close to 4lbs and I have often worn that for days at a time with lots of head movement.
We don't publish the weight officially yet since we're not that far along the development cycle yet. Our target is 800g, but we need to find a good balance between battery life, thermal solution, and weight.
Your site doesn't mention the weight or the battery life.

I guess the real answer is in the dog-food. Does your team use VCRs to develop it?

The software side does; there's videos of George working on Simula in Simula. Trickier for the EE/ME side as it's all Windows.
RE weight: we're targeting 800g (balanced evenly between front headset/rear compute pack).[1] This shouldn't be more straining than a Valve Index.

RE battery: our target is 3 hrs (for reference: the Quest has a 2-3 hour battery life).

Here's the link David was referring to: https://youtu.be/FWLuwG91HnI. It shows me dog-fooding Simula's software on the HTC Vive.

[1] This is still a preliminary number, which might change as we make tradeoffs in battery life vs. thermal solution vs. weight.

What about heat?

If I'm wearing an entire computer on my head, I would have thought it would get pretty hot, especially if I do CPU intensive work?

It gets toasty but we're including this in the thermal solution-- compute pack on the back of your head separate from the rest of the headset, airflow going away from your head, maybe even additional insulation if there's too much conductive heat transfer through the padding.
The Quest doesn't have a 2-3 hour battery life if you're doing anything past staring at the welcome lobby. A bit over an hour for most applications is standard. Source: I am VP Eng of ForeVR Games, we make games for the Quest
Hey George, I think you need to remove the `www` from your shop link above. This link (found from the page) seems to work fine[0].

[0] https://shop.simulavr.com/

Yes, this was totally my mistake. I'm unable to edit the post now but emailed dang to see if he can fix it.
Fixed. Thanks!
Edit: shop had the wrong link

At $3,000+, you are leaving very little room for people who want to see you succeed to support you.

Best of luck.

We're using Shopify and it's up on my end. Looks like George somehow added a www. -- the URL is https://shop.simulavr.com
My mistake, okay.

Edit: standalone is ~$2k. At these kinds of prices, will have to wait it out and see if they can deliver.

The price has to come down somehow to make this more readily available / accelerate use.

We have a headset-only version priced at $2k. This is roughly comparable to other higher end headsets on the market and includes AR cameras
I get it, making something like this isn’t cheap. I hope you can pull it off, VR computing is the dream.

I would say this might necessitate an investor injecting liquidity and selling the headset below margins to generate a community initially, while also putting manufacturing pressure on you all to find creative ways to lower cost without compromising quality.

Hate to say it, but at $2k min for a tethered device, I would just go with a Quest for $300 or a Hololens for $3000.

No one can compete with the Quest on price. VR is a somewhat expensive hobby and by being a part of it you understand that things will me expensive.
This is a really interesting project

I hope it succeeds and future iterations are either more affordable OR gains so much traction that its easy to justify the cost. At this price point I could only talk myself into it if the Simula was my primary computer which I think I'd have a hard time using it as such.

Anyway, I am probably one amongst many who are watching this space waiting for experience reports and emerging ecosystems from braver early adopters.

Thanks for your support. Though our goal is for people to replace their PCs/Laptops with VR Computers as their primary computing device, we recognize this is a tall order and will require a lot of hard work and proof over time for people to see that they're actually better.

We're expecting review units to be available in a few months.

Good luck, I've dreamt about this as a kid.
> if the Simula was my primary computer

It basically includes a whole computer. I am curious if one can simply plug in a regular monitor somehow and use it that way. If so, it would be something of a hedge against it being a useless brick if the VR part doesn't work out. Compact computers are kind of fun for lots of other reasons.

Yes, the compute pack has several DP outs and can be used without the headset.
This is extremely well done and promising for the future of mass adoption for VR. Congrats! I still have a Rift S and I'm not in the linux universe, but this is very very interesting.
>From Iron Man to The Minority Report, our Sci-Fi has been promising us for decades a future of always-on spatial computing and omnipresent screens. This is the Future we deserve.

Assuming that this is serious and not parody, then you have a very different vision of a utopian future than I do.

It's serious (not parody), though I can understand in retrospect why that might be off-putting, and I should probably word the paragraph better. I sometimes watch Sci-Fi movies and focus too much on the technology (forgetting that the entire plot covers some terrible dystopian theme, lol).

I'm personally a fan of "Definite Optimism" views of the future.[1] Western culture used to portray technology really positively in Sci-Fi dramas (e.g. Star Trek), and then sometime around the 1970s, our culture flipped to portraying technology mostly under a dystopian point of view.

[1] https://simulavr.com/blog/vr-and-definite-optimism/

Sorry, I don't understand how strapping some screens very close to our eyes will bring us back to the halcyon days of pre-1970 (which were absolutely dominated by the discovery of cheap energy in the form of oil and coal, and in the case of the US, the technological boost of fighting a war without the downsides of it being on its own soil). It sounds like what you are pining for is the time when we reaped maximal benefits of the Industrial Revolution but before we realised the repercussions.
It sounds more like he’s pining for futuristic UIs.
Casual project follower here: I really want to use this device for remoting into other machines, so I can use my work computer via Simula - does the native Simula OS allow for this?
Sure, you can use Parsec or something, but you'll only get an Immersed-style "virtual desktop". Having full separate window transmission would be more difficult/impossible for non-Linux targets.
It's just Linux and runs normal Linux applications, so yes. If you just use e.g. a VNC client your work machine's display would be in one window, but if you can find remote desktop software that displays remote windows as local windows I'd imagine that would work fine too with Simula.

(I seem to recall Citrix can do this, though I'm not sure if there are any FOSS/less enterprise-y options that do the same.)

EDIT: Actually I think Xpra does this? Not sure if it'll run on Wayland, or if X11 apps work in Simula via XWayland. If so though, that might work.

Xpra might be able to do it.
Wow. How is it so cheap? Xerox Alto was way more expensive in inflation adjusted usd.
I know, people are already talking about a price, but I want to add my perspective as well.

I was subscribed to the Newsletter, read every blog post and generally was pretty hyped for the Simula One. Up until I read the blog post about the pricing. That's when I unsubscribed the newsletter and forgot about SimulaVR.

Sure, other AR/VR headsets cost as much, but for me its just too expensive. I can't spend nearly $3k for a headset I haven't even tried. This product is already targetted to a niche without considering the price, add in the pricing and that niche gets even smaller. Basically, the only people who will buy these are rich silicon valley nerds.

Wish SimulaVR the best of luck, but for the moment it seems like I can't really support them.

It's a fairly high-end headset attached to a compoarably powerful laptop, and the cost reflects the combined cost of both parts. It's expensive but the price makes sense.
> attached to a compoarably powerful laptop

This is the part that doesn't make sense. I don't need a computer from a product manufacturer focused on something else. I already have 10+ computers within reach; 3 of them can stream just fine to my Oculus Quest.

Really, is the only way to create a VR PC to eschew all of that in favor of some controlled hardware ecosystem? I don't/won't buy it.

Several reasons:

1. You need a dedicated PC for this, or the friction of having to set everything up will lead to you never using it.

2. VR on Linux is a compatibility nightmare. Focusing on one configuration as our baseline makes things so much simpler.

1. Okay, I have several candidates.

2. Ok. Welcome to life in Linux?

If these justifications were serious, I should have the option to buy just the headset and navigate the compatibility problems if I chose. We're talking about Linux after all.

Having this one option and hiding behind the excuses I've seen indicate they've jumped the shark sooner to consumerism than I would've hoped.

You do. We sell a tethered edition that's just the headset.
As someone who has a Quest (which I've used fairly regularly) and some tethered headsets (which I haven't because they're a pain to set up)... I get it. Realistically I can't see myself using a tethered headset as a desktop, but I absolutely could see myself using a standalone headset like this.
You have 10+ computers within reach but you're complaining about price? You do realise the irony here don't you?
No. I'm emphasizing the ludicrous proposition.
You're getting downvoted, but you shouldn't be. Only SV salaries mean that 3k is a reasonable amount of money to take a gamble on a headset you haven't tried.

I also love Simula One and would love to get the 2nd or 3rd gen version, but at the moment it's simply too expensive because of the low manufacturing volumes. The price is bound to reduce if it becomes popular, and I'm counting on that.

> The price is bound to reduce if it becomes popular

That's what I'm hoping for, because I do actually really like the product. I just can't afford it, sadly.

As a VR developer, I'm super excited about your device. I work for a foreign language instruction service, where we teach adults in diplomatic and security service settings. We've built a VR app that lets our students meet with their instructors remotely and practice language skills in culturally-appropriate settings.

In that capacity, I've done a lot of pricing out of VR kits and evaluation of devices. It became pretty clear early on that A) our students need the simplest possible setup that we can ship to them, B) the market is still too volatile and the current dominant players are too platform-oriented to commit fully to any one headset, and C) we need to be able to iterate rapidly, on our own, away from any app store.

Balancing all of these requirements eventually led us to building a WebXR app. It runs pretty much everywhere (any VR headset that matters[0], desktop, mobile[1]). We had high hopes for the Pico Neo and the HTC Vive Focus, but we primarily target the Meta Quest 2.

Mozilla was the biggest factor in that decision to focus on the Quest 2, because they really dropped the ball with Firefox Reality. Firefox Reality's last update was over a year ago, despite many desperately needed fixes for major show-stopper defects. Stuff like not being able to handle non-default IPD without massively distorting the image. Stuff like not being able to anti-alias the framebuffer the VR context uses. Stuff like janky ImageBitmap support forcing all of our texture pre-processing into the main render thread. Lesser stuff like being based on the pre-standards WebVR API, which lacked all but the most basic of VR features.

Quest's Oculus Browser is based on Chromium, with support for some experimental WebXR features that drastically improve the experience such as the Layers extension and the high refresh rate support. The lack of a serious browser competitor to Chrome across the entire market--but especially in a greenfield market like VR, when Mozilla has Hubs as a revenue-earning concern--has been the single biggest impediment to our ability to be truly cross-platform. But now Igalia has picked up the torch with Wolvic, so we're looking forward to seeing where that goes.

Wanting to stay out of any app stores and not wanting to require our users to have to share any data (see above on who we serve, Facebook login is a hard stop), we bought 35 headsets through the Oculus for Business program over the course of last year. Then with the Meta announcement Facebook also announced they are shutting down Oculus for Business.

So needless to say, this has been a very rocky journey. An open source, high-end, standalone, not-tied-to-a-platform VR headset can't come soon enough.

I'm curious if you have any plans on making any lower spec models at a lower price point? I've found that, given all our needs, we can't get any combo of kit together for less than roughly $1000, after you add up all the licensing and accessory costs. We're really comfortable spending that amount of money per headset. PCVR is a no-go for us--we already have enough problems getting linguists to figure out how to use the Quest 2 that I'm not going to toss a tethered VR setup at them--but if we were to go there it'd be around $2000.

We'll probably be able to get by with our current fleet of headsets for at least a year, but at that point we're going to be looking at depreciating them out. We have enough to cover about 10% of our student body at any one time, which is more than enough now, but my hope is to grow the app and start encouraging instructors to use VR as well. We basically choose the number of headsets we have based on how much we can afford, and then we push it out to students based on how many we have available, so any reduction in price is directly transferable to growth for us.

[0] I don't know of any currently that don't have some browser support available, though see my notes on Firefox later.

[1] Minus iOS, for well-known reasons, but tha...

(comment deleted)
So many people are complaining about price of a first gen enthusiast device.

You know the Apple II (~1500 in 1977) is 5k in modern dollars, and sold over 5m units, right?

If the device solves a genuine productivity problem for you, 3k is cheap.

> If the device solves a genuine productivity problem for you, 3k is cheap.

I don't know why anyone would buy this contraption that costs more than a Oculus / Meta Quest or a HTC Vive and is targeted at consumers.

Like you said; it is a 'first gen' which usually means this is an instant don't buy. Even if you wait for it to be cheaper, the use-cases are already limited with the consumers getting frustrated and will just purchase an Oculus VR headset from Meta.

The next consumer product that will have a mass adoption like the iPhone, will certainly be AR glasses from either Apple, Google or Meta.

Definitely not VR headsets and contraptions like this one which that ship has already sailed.

I've been hearing people say "VR is dead, AR has killed it" for the last 10 years straight, all while not knowing anyone using AR past novelty apps, all while enjoying the biggest year for VR. Every. Single. Year.
The first time I saw someone using a VR headset, was someone playing Doom with one in 1995.

It has been more than 10 years.

10 years of the claim, not since VR became available.
So the Quest 2 sold over 12million headsets in the last year. And over the last few years VR has seen a growth rate of over 20% YOY. I always wonder if when people like you make a comment if you actually look at figures or just go with your gut because you don't like something. I'm guessing the latter. The mass adoption is happening right under your nose, an entire generation of US kids are growing up with VR right now because of the perfect storm of lack of consoles, a pandemic keeping them home and widely available cheap hardware from Meta.
> So the Quest 2 sold over 12million headsets in the last year. And over the last few years VR has seen a growth rate of over 20% YOY.

Right. So how on earth does this 'Simula One' stand a chance against the rest of the competition, especially when Apple, Sony, Microsoft plan on or are already competing against Meta?

Compared to the competition, price and adoption, the 'Simula One' is a first-gen obsolete contraption.

> I always wonder if when people like you make a comment if you actually look at figures or just go with your gut because you don't like something.

Then you are just as bad as I am. Pulling figures without sources and then saying 'actually look at figures' isn't evidence. Where is the source for the 12 Million and 20% YoY? Just Google it isn't evidence either.

Then this this also you:

> an entire generation of US kids are growing up with VR right now because of the perfect storm of lack of consoles, a pandemic keeping them home...

The US is not the world and people (and kids) simply won't stay in-doors forever, since lockdowns aren't forever. It's quite silly to think that kids would want to stay in-doors like they did in the pandemic to justify the 'need' for VR other than playing games in the metaverse.

For devices like Simula One, it's dead on arrival due to the mindshare of the Oculus / Meta Quest. If there was the next device to surpass the iPhone, it is simply AR glasses. Otherwise, why exactly is Google [0] Meta [1] trying to get there before Apple eventually does?

> ...and widely available cheap hardware from Meta.

Thank you for confirming that the 'Simula One' stands no chance at all against Meta Quest.

[0] https://www.cnbc.com/2020/06/30/google-acquires-north-augmen...

[1] https://www.roadtovr.com/project-nazare-ar-glasses-facebooks...

>For devices like Simula One, it's dead on arrival due to the mindshare of the Oculus / Meta Quest.

I don't understand why you (and other users here) compare this to Oculus. Oculus is a Redmi phone of VR. Yeah, people buy it, and most individuals (~70% of steam users) buy 1080 monitors.

Still, there is a considerable market for 6k Apple Displays or 4k monitors. And people still buy top-tier phones for ~1k USD when they can buy a model for 250-300 and get 90% features and performance (usually except camera) of a 1k device.

I got Oculus Quest and used a few other VR and still will consider Simula because it's a device for me, someone who buys 6k Apple Display, 64 GB ram laptops, and 3080Ti GPU. Someone who wants crisp fonts, high PPI, optimized DE for Linux system. Because I need it for my needs, and there are million people like me.

I don't think it would, but it doesn't have to because they're not targeting the same market which is pretty obvious. And that wasn't your initial argument either, your argument was a generalization against the whole of VR.
My whole initial argument is both towards the late to market and obsolete first-gen ‘Simula One’ against the crowded competition and predicting the next consumer product that will likely supersede the iPhone and it clearly isn’t VR headsets as I have explained and you have already admitted.

> your argument was a generalization against the whole of VR.

My generalization of VR is towards its limited market and use cases to special VR games or VR training. Other than that, what other uses cases exist for it?

Also, where are the sources to that 12 million and 20% year over year figures that you just brought up?

I think we both know how limited and niche VR headsets are towards games and VR training.

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> you have already admitted.

I admitted that the Simula doesn't compete against the Quest, but they're not in competition with one another and they never were. So I'm not sure what you think you've gotten here, other than intentionally misinterpreting me in bad faith to fit a bad argument.

> Also, where are the sources to that 12 million and 20% year over year figures that you just brought up?

Here are some sources,

https://www.pcgamer.com/meta-quest-store-revenue-quadrupled-... https://www.theverge.com/2021/11/16/22785469/meta-oculus-que... https://www.protocol.com/vr-growth-forecast-pwc https://www.fortunebusinessinsights.com/industry-reports/vir...

Each one of them actually deeply exceeds my quoted growth number, both for hardware and software. The only one to note is it was 10million units back in November of last year based on statements from QUALCOMM, which from how you've been going so far, I'm going to assume you're going to interpret in the worst light possible.

VR is used by a lot of people for chatting, watching movies, fitness, some people work in it pretty regularly for development it's pretty varied and you'd know that if you actually knew anything about the space which is why I really can't take your arguments seriously.

You're so confidently negative without actually having used any of it, not a great look, but that's your choice I guess.

> VR is used by a lot of people for chatting, watching movies, fitness, some people work in it pretty regularly for development...

So basically specialist VR apps and VR training. Who is going to run in the park with that contraption on their head or go to a restaurant with that? Even previously with the first-gen AR glasses, we had the Glassholes. Now we have a first-gen VR contraption that claims it can be used in public with AR. And it is even worse.

> I'm going to assume you're going to interpret in the worst light possible.

There is a reason why I said the Simula One is late to the market and is obsolete on price, form-factor and its target market against Meta Quest, HTC Vive, or even the expensive HoloLens 2. I don't see why anyone other than Linux VR developers / geeks spending thousands would want a first-gen contraption like that. A very very limited target niche market for the Simula One.

> It's pretty varied and you'd know that if you actually knew anything about the space which is why I really can't take your arguments seriously.

I can assure you that no one will take the adoption of VR beyond VR games or VR training seriously, or even as the next platform of computing like the PC and iPhone, unless it shrinks into the form of glasses. That will certainly come from either Meta, Apple or Google and certainly not from hobbyist gadgets like the Simula.

> You're so confidently negative without actually having used any of it, not a great look, but that's your choice I guess.

Given one of the sources you linked [0] and [1] [2] I am even more confident that AR glasses (or even XR only in the form of glasses) are the next mass adopted computing platform after the iPhone. Not the current VR headsets or even the Simula which is appeals to its limited market of Linux VR enthusiasts.

[0] https://twitter.com/anshelsag/status/1460631153564659716/pho...

[1] https://www.cnbc.com/2020/06/30/google-acquires-north-augmen...

[2] https://www.roadtovr.com/project-nazare-ar-glasses-facebooks...

    I always wonder if when people like you make a
    comment if you actually look at figures or just
    go with your gut because you don't like something.
    I'm guessing the latter. 
On the other hand, I don't wonder whether people who think negging is an argument are fanbois.
Well since you cut out my actual argument and substantiation I guess you could see it that way. I tend to negg on top of making my arguments though.
In my opinion it's more the contrast and the expectation.

I am waiting for something like the metaverse and I do realize that it will not happen as hoped.

I got 3D glasses in 2005 or so when I had a crt display and it was a fun novelty.

I watched 3D movies in the cinema and it's a nice novelty but I do prefer a brighter screen.

I watched 3D movie on a flat screen display and it was okay.

I got a HTC vive pro with wireless and valve index controllers and it's also a nice novelty so far.

VR is in my opinion a success if it becomes normal but no one really uses it day to day.

20 million devices? From a global company? In a market were 14 year old kids already own a 1000$ phone? Success I don't know.

People bought 3D televisions as well so that's that.

My personal expectation was that VR is going to be used for training people to drive, industriel training and lighthearted sports. But as something central like I imagined the metaverse or what ready player one proposed? We are far away from that.

That portable Linux VR headset will lay around at plenty of places of nerds having fun of it for a bit and then it becomes obsolete. An expensive toy.

> VR is in my opinion a success if it becomes normal but no one really uses it day to day.

I think pretty much all the members of my family regularly play games in VR (on their own headsets).

> But as something central like I imagined the metaverse or what ready player one proposed?

We don’t actually want that. That movie was supposed to display something dystopian. Meta is something dystopian.

Heh. My personal take on Facebook's Metaverse[1] is that it jams the entire framing of VR computing through the prism of "social network", which causes all kinds of poor product focus and misaligned incentives.

With that said, I personally don't mind Meta selling Quest units at a loss. It's been a net good for the ecosystem (IMO), and has exposed a lot of people to VR who wouldn't be able to afford a headset otherwise. I just think their product direction & focus is otherwise shit.

[1] https://simulavr.com/blog/we-dont-want-the-metaverse/

It's mostly just a shitty version of VRChat with people you don't like.
I'll start by saying I don't want a metaverse and no one else I know with VR headsets do either. We really like them as media consumption devices and for gaming, chatting and working out. But I don't want to or need to live in the device and they don't either.

You have to look at the curve of adoption VS total number, the trajectory they're on. In only 3 years they've managed to grow to that number. If it continues they will be at console numbers in under 10 years. Which a quick Google has told me before is about 85-100 million consoles.

Gaming and media, fitness and social are massive multi 100s of billion dollar markets and I see that being the long term success of VR not this live your life in it type deal.

Also friendly reminder a lot of these cyberpunkesque films and shows are dystopic in nature it's not to be emulated it's to depict failings of society that led to those states. I love the aesthetic of cyberpunk as much as anyone else but the societies they live in are warnings to us, not desired outcomes.

Even in the 90's, computers were like a couple thousand dollars.
A first-gen enthusiast device with first-class Linux support, even.

> If the device solves a genuine productivity problem for you, 3k is cheap.

Exactly! I expect my productivity to go up significantly when I upgrade from a few 2D monitors to a 3D virtual space.

Also, "if you're not paying, you're the product" still applies when you pay $300 for a device like the Quest that slurps your data straight to Zuckerberg as fast as humanly possible.

> A first-gen enthusiast device with first-class Linux support, even.

This is speculative. We have yet to see how well Simula OS will do and how well it's supported by the company.

> You know the Apple II (~1500 in 1977) is 5k in modern dollars, and sold over 5m units, right?

I think the difference might be in the price point of all your competitors, or the increased marginal utility of your product.

Using this headset over any of the existing ones, what benefit do I get? The software is already open, so I can use it with any headset. My sole concern is getting the absolute best headset.

Per the OP:

> While existing headsets are optimized for gaming, ours is optimized for productivity: it features bleeding edge high-resolution displays, has a detachable compute pack with specs comparable to a premium office laptop (x86 architecture), and runs a VR specialized Linux distro optimized for clear text.

Sure, if you can find a standalone headset with comparable resolution, CPU, and OS, use that!

I'm curious about the typing experience. Is the Simula One able to bring the keyboard into the virtual environment or do you need to rely on touch typing? I know Meta partnered with Logitech on a special keyboard (K830) to try and solve for this. How are you thinking about it?
Our VRC supports an "AR Mode" via two front-facing RGB cameras, which allows you to see your keyboard. There's a snazzy demonstration of it our main sales video.

Here's a more down to earth video of us testing it last summer in our compositor: https://youtu.be/6H5-mdGpKZg Note this is just an early test with a single fish eye lens (grainy; distortion not corrected). Our actual AR mode is much higher quality than this.

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I see a lot of comments on the pricing of this hardware. It's going to be more expensive (for the end user) to build a headset (and FOSS window manager) than a product like the quest. Meta has a suite of products bringing in capitol by selling user PII. Valve has a distribution platform to offset costs.

If you want to see a product that is open end to end and is not part of an ecosystem selling your information, then it has to be funded.

I realize most of the people reading this don't want a moral argument for spending $2k-$4k on a HMD, but thats what I am offering.

We should have multiple openXR compatible headsets to choose from, and specialized window managers that 'just work' in VR. Fund the FOSS projects you want to see in the world so others will follow.

But it doesn't matter. All of the reasons in the world for how expensive it is don't make a difference to the result: it's still too expensive.

Costs must go down before they'll see the kind of units moving they need to fund development.

It is definitely too expensive for broad adoption, but maybe it doesn't need broad adoption?

I might buy one if I could find a way to experience it first.

We'll be able to have reviewable prototype units in a few months. Depending on how many critical components (displays, primarily) we have we might be able to set up some way to test it for non-reviewers.
Nice!

Based on your wording, seems like you are involved with the project?

If so, I love the idea you all are chasing.

As a software developer, I've often thought about how great it would be to be able to take my setup with me without having to compromise on display. The current generation HMD is obviously not the end-game everyone is looking for, but you all obviously get the paradigm.

Yes, I'm the other co-founder (David)
I'd strongly suggest having a public demo day somewhere, with a note dropped on HN and maybe a couple of other target-rich environments. Even just camping outside of Coupa with a couple of headsets for a workday will get a couple hundred people to see the unit, and I suspect that you'll get better conversion for that effort than most other things you could attempt.

I'm super, super interested in this type of product, but it's about 4x outside of my casual toy budget. Based on experience with other VR and AR headsets I'm not comfortable putting down the money until I see the optics myself.

Not really, their break even (and by that, I mean ideal bulk pricing of components) for units sold is under 1000 units. The Simula one is not trying to sell 100k units. If you think thats the case, your expectations are wrong.

Re (software) development: Yes it will need funding, but it's there right now https://github.com/SimulaVR/Simula and is agnostic/works with any openXR headset.

Simula is working on a paradigm shift of computing. We're looking at the price and comparing it to buying a smartphone or gaming console. The Simula device doesn't aspire to be a secondary device. It wants to be a primary device, replacing your laptop.

The closest device in comparison to this one is not a Quest 2 or even a Valve Index. Those are both secondary devices that do not offer anything other than canned, theme-park-like experiences that sit completely aside the rest of your computer. The closest competing device is actually a HoloLens 2. HoloLens with Windows Holographic is the only device on the market that has support for a general purpose computing interface. And HoloLens 2s are still US$3500/ea.

Whether you agree a VR computer as a primary device is a good thing is a different issue.

Same argument was made against Tesla. Now, nearly every auto maker has a more affordable electric car offering because of them.
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But it doesn't matter. All of the reasons in the world for how expensive it is don't make a difference to the result: it's still too expensive. Costs must go down before they'll see the kind of units moving they need to fund development.

Seems to work for Apple. All they have to do is provide a superior product. That's the hard part.

For reference, our breakeven sales target is 892 headsets (or $2.4M in sales). We recently made a blog post outlining our unit cost model in more detail.[1] At the time, we were still planning on using Kickstarter, so the model has changed somewhat. We ultimately decided to host our own campaign to save on Kickstarter fees (passing down a $100 discount on headset prices).

Also: for an additional headset discount, see https://news.ycombinator.com/item?id=30441697

[1] https://simulavr.com/blog/kickstarter-pricing/

I've spent 2k just on a monitor.

I'm more surprised that the quest is so cheap, but then I remember exactly what you said: the quest is not the product, I am the product.

Then I remember why I don't use Meta products anymore.

It is strange that paying for being a product that is sold has become normalized. Then again slavery was common not long ago.
Agreed, it is a bit strange, but I do feel like people are slowly getting wise to the swindle.

Unfortunately, I think socioeconomic pressures are also pushing people to compromise in ways that are not in their best interest, even if they do get it. In other words, they'll get the 'cheap' product that invades their privacy, sells their data, and shows ads to them, because they don't have the money for a product they own (see: television market).

That is right. Being shown a targeted advertisement is exactly the same as being forced to pick cotton in the fields by day under threat of life and limb. As a matter of fact, the real question is whether the slaves suffered even a fraction as much as I did browsing Instagram.

An argument could be made that even thinking about the slave trade is inconsiderate when billions are shown ads on Facebook properties today.

Firstly what kind of monitor is that? Wtf?

Also the cliche of it’s not the product, you are is cute but played out. If you’re getting your bang for buck on it as a consumer (and I know I am), then moral arguments are useless. As with all things the market makes the ultimate decisions, not the individual.

>If you’re getting your bang for buck on it as a consumer (and I know I am), then moral arguments are useless. As with all things the market makes the ultimate decisions, not the individual.

You could use the same train of thought for Soylent Green.

> the cliche of it’s not the product, you are is cute but played out

Cute, cliche, and played out? If you dismiss it in three different ways are you magically correct?

It might be a losing battle in the face on increasing complacency and bad incentives, but it's not over no matter how many different ways you want to dismiss it.

I haven't spent $2000 but I spent $1500 for a 23" Apple Cinema Display in 2004 (adjust that for inflation!) and about that much for my current 3840x1600 ultrawide Acer.
It’s not so much that you are the product in meta’s vr offerings, it’s that quest is a loss leader because the rest of meta is so profitable.
I wouldn't be so sure.

Meta forced Oculus users to transition to a Facebook login after they had already bought the device.

They are a surveillance company who collects, correlates and sells personal information. They aren't going to stop at the VR boundary and suddenly change their mission.

Absolutely. I think that proposition was incredibly clear back when they used to offer Oculus for Business, which was like $800-900? Now they don't even offer that.
Yeah the Samsung G9 was a silly amount of money on release, and I bought one.
This is all true, but it also doesn't mean the that the current high price was the only possible approach. I see decisions made in the design that don't look great from cost-benefit standpoint. For example, this is being marketed mainly as a productivity tool. Wireless is certainly important for gaming when you are moving around in your environment, but people using this are primarily going to be in a stationary position either sitting or lying down. Why do they need the computer in the headset, which makes upgrading impossible, and for it to function completely wirelessly?

It seems like prioritizing the integrated computer and the untethered experience increases the cost for little benefit. This is especially true considering this thing likely won't have great battery life so operating completely wirelessly won't be possible for extended periods of time anyway. What would this device cost if the primary design objective was to create an open wired headset and the software to accompany it? Whatever that is, it would be a more attractive value proposition for me personally and therefore likely for other customers too.

It doesn't make upgrading impossible. The compute pack is detachable, replacable, and can even function independently.

The benefit is pretty crucial: friction. If you have a tethered VR headset, the amount of work you need to do to set it up is insane. Especially with lower-level software like Simula.

>It doesn't make upgrading impossible. The compute pack is... replacable

It is only replaceable and upgradable if this company sells these compute modules separately. There is no discussion I saw on that website that they are committing to do this and there is no guarantee they will be around to still sell you one in the future. Even if they do, you are locked into their ecosystem.

>The benefit is pretty crucial: friction. If you have a tethered VR headset, the amount of work you need to do to set it up is insane.

I have never used a VR device on Linux and maybe the work involved there would be truly "insane", but I have used a few on Windows and they are basically completely plug and play after you install the software. Although even with the work involved, this seems to be an enthusiast device aimed at techies. If these customers are looking for a frictionless experience, they probably wouldn't be daily driving a Linux machine in the first place.

The modules are available from Intel. You're locked into some of our custom components, true. But this is miles better than anything else on the market.

The friction is both what we experienced as part of adoption and in my personal experience. Actual personal experiences may vary, of course.

>The modules are available from Intel. You're locked into some of our custom components, true. But this is miles better than anything else on the market.

I didn't realize you were involved in this company until I read your other comments. It is unclear what "You're locked into some of our custom components" means. Can a average techie, maybe someone who is comfortable opening their laptop to add RAM or new storage but wouldn't be comfortable making any other hardware changes, upgrade this with off the shelf parts? If the answer is yes, that should be in your marketing material. If the answer is no and you can't commit to selling these custom modules, then I stick to my original point.

I'm the other co-founder.

Yes, about as easy as opening a laptop. Unscrew some screws, lift a cover, install a new M.2 SSD or whatever. This is a picture of the "standard" assembly: https://i.kane.cx/NFIpf4 -- compute element slots into a connector, and there's the standard M.2 slot etc. Ours won't be too different, just a different form factor/connectors/additional features.

We're committing to selling all custom parts for at least a few years, but I can't give a hard number on how long. I'd say 4 years for sure.

That is great. This should be stated on your website and not deep in the comments of a HN thread.
I'll relay it to George. Thanks for the feedback, this kind of thing is always what falls through the cracks when you write sales copy.
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Yeah I get the concern. Following the project for the past 3 months one knows this information; but unless you're following development on discord/matrix or GitHub there's no way to know upgradability is a cornerstone of this project. Seeing 0 upgradability from Apple makes you leery of everyone.
I think the freedom of an untethered headset is a big selling feature, at least for people who have used both tethered and untethered VR headsets. Since the Simula has full color passthrough, it should be easy to get up and make a cup of coffee while still wearing the headset. This is a big deal, taking a headset off and putting it back on again is annoying and focus breaking. It adds inertia that isn't there when using a non-wearable device. Minimizing the number of times you have to do that in a day is a win.

Untethered also allows you to be much more active, you can change seats or switch to standing as easily as if you were just holding a phone or tablet. It'd be nice to stretch my legs while I catch up on email or check a dashboard or flop on the couch while I watch a video or read an article.

If the battery life isn't great, you only need to be plugged in while your sitting at your desk and can easily unplug the cable when you want to get up. Hopefully they made the port easy to find while wearing the headset.

I don't have a problem with the price - I have a problem with being sure what I'd be getting for that money. If it was guaranteed to live up to the claims that are being made then it's in the ballpark of a good laptop, which I have no problem dropping all sorts of money on. This device has several potential problems though, that can render it completely unusable rather than a laptop that mostly works fine except for a nit or two: - If it's too heavy/uncomfortable, you can't use it for long enough to warrant switching your compute medium to VR - If the battery doesn't last long enough, then you're tethered to a wall outlet. - If the display has distortion or artifacts, the eyestrain may render it unusable over time.

Some of which can be addressed by being able to try before you buy, and the rest will come out in the product reviews....but right now there are no product reviews, and signing up for a preorder at this price is taking a lot on faith.

I wish this team all the success in the world, but I'll probably wait for V2.

Yeah, unfortunately that's the annoying thing with preorder products. A fully integrated unit that would be representative of a final device will take a while for sure. My timeline is roughly 2 months for a reviewable VR-only unit, another 1-2 for VR+AR, and then integrate the compute pack.
As someone who's used a Quest 2 for hours and hours with a heavy 3rd party head strap, over-the-ear headphones, and a battery pack strapped to my head I wouldn't worry about the weight too much. Even playing intense games where I had to move my head a lot it was never my neck/back that hurt--it was always my arms, haha.

That's really going to be the new RSI waiting to happen: Moving your hands in the air constantly. Try this: Pretend you're scrolling a really long web page a little bit at a time by holding your hand in the air (in front of your face) and doing a pinch with your fingers like you're grabbing something, lifting it up, then dropping it again. Do this motion very slowly (like you're reading) for like 10 minutes straight, over and over again. Now do the same thing, pretending you're looking up at a VR "window" or down at one. How do you think your arms will do after existing in this VR environment for hours at a time? :D

As long as we can scroll/navigate with the keyboard everything should be good though

Well said. If and when I can try it out before ordering, then I'll seriously consider it. I'm skeptical that a non-retinal display will ever been good enough for this kind of application.
There was a pretty strong pivot in the first hour of this being posted from everyone saying "that's to much money!" to other concerns. I felt compelled to respond. I don't think the 1000 of these or so that are made are for everyone, and I have no doubt a v2 will be better.

I'm just ready to give my money to someone who wants to build on openXR, has a vr window manager in development, and the chops to build ambitious hardware (on Linux).

Is it possible to get prescription lens inserts? This would make a massive improvement for usability and comfort of anyone who wears glasses.
Yes:

1. We have up to 17mm of space for glasses for casual use

2. We're going to be compatible with prescription lens inserts out of the box, e.g. Reloptix.

3. It's possible that we'll include diopter adjustment as well

That's great news! Is the idea that the headset is physically compatible with the shape of lens inserts for some existing mainstream headset, or will you be partnering with Reloptix and other vendors?

It would be very helpful to have this information somewhere prominently in your marketing materials.

Talking with Reloptix right now about the details. We definitely need to put it more prominently somewhere (god, marketing is hard)
I love that they fully embrace the "sitting at the coffee shop with my VR headset" aesthetic. I'm totally ready to support this vision and preorder one and let my freak flag fly at my local coffee shop!
They should also put a large dart board looking target on the headset.
Yean unfortunately I would not use this thing in public, I think it would just get stolen. I have a $2K camera (body only) that I'm afraid to use in public, seems silly I know.

But I think I'll try to use my Index more see if I can get into that idea of using VR for work.

I hope they figured out the blurry edges of text when you don't look at it just right, maybe that's a lower resolution display issue. I'm interested in the concept but it's definitely expensive for me at the current cost/mental mindset.

The blurry edges is both an optics and display resolution issue, and also potentially a fit adjustment thing.

Our optics are currently in prototype production but we'll have the first units in a few weeks. Can post some through the lens shots then and check for any issues like that.

> Can post some through the lens shots then and check for any issues like that.

That sounds good. Good luck, I've subscribed to one of your guys YT channels to keep up.

edit: ehh I've lost $2.5K on crypto already, I'll just do the 50% pre-order for this.

They do fully embrace it! I almost laughed at the comment:

> It can sometimes just feel weird working on sensitive or private things out in the open.

... all while the GIF next to it seems to have people glaring at the weird person with the VR headset on. Clever marketing hidden way down there. But who knows, maybe this is the future if Zuck throws billions at it.

I also love the fact that the guy can't drink his coffee because it clashes with the headset. They should have had the actor order a drink with a straw.
I think he could (barely) drink it without a straw
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I love that they fully embrace the "sitting at the coffee shop with my VR headset" aesthetic. I'm totally ready to support this vision and preorder one and let my freak flag fly at my local coffee shop!

To each, his own.

To me, the videos of the guy sitting in the park surrounded by trees and birds and nature, but completely blocking them out with his headset is dystopian. The world is wonderful, and if I have to work in it, I prefer to experience it, not pretend it doesn't exist. I say this as someone who regularly does my work on a laptop at a park.

Your vision of blocking out the existence of all of the fellow human beings at the coffee shop is, again to me, similarly dystopian. What's the point of even going? Why not lock yourself in a closet and program a pretend coffee shop to display in your goggles? Coffee is cheaper at home, too.

It has AR capabilities, so he isn't "blocking the existence of all fellow thing-ama-boppers": You are just choosing to redefine "blocking the existence" to you own ends
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I will say that this is almost a compelling use case for the Founder's Edition outward-facing LED display... being able to set it to "Interrupt Me!" vs "Do Not Disturb" could be pretty useful for guiding the rest of the world on how to interact with you.
Luckily it is a Linux device, we're the sort of weirdos who'd do such a thing.

In 3 years or so, this will be normalized, right? People will want to wear their apple VR things, to coffee shops.

It'll be normalized when The Simpsons makes fun of it.
I have a problem with the blue light from the screens. Pushing this light source close to my eyes is utter madness. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6288536/
I've got an IPD of 77 and I'm extremely grateful to see a good VR headset that supports how far apart my eyes are.
Nice! We're big on being compatible with as many people as reasonably possible, as we've been annoyed by that in other headsets in the past.

* Technically, there's another +-2mm of allowable eye center x/y/z movement that we've reserved for the headset moving around + eye relief. So in theory the maximum IPD would be closer to 81mm, but that puts your right on the edge of reaching our target picture quality.

Looks like an interesting proposition! Definitely would like more information about how this sits on the face of a glasses wearer (or how prescription lenses can anchor into the headset). Also, there's no details on how this is powered, but given it's use case outdoors, it's suggests it's battery powered. What's the expected battery life?
Price is okay. As a developer anything that can help with my day to day work is worth investing in. This device could potentially replace the need for high end ergonomic chairs and standing desks.