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Would it be possible to make text significantly more legible in VR? I know there are hardware limitations, but are there hanging fruit techniques that aren't being employed in 3D that are in 2D (vector based rendering, signed distance field rendering, and so forth)?

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  • $\begingroup$ Can you give an example of what you think isn't legible in regular 3D text rendering? There are certainly other techniques, but it's not clear what you're asking about. $\endgroup$ Commented Apr 15, 2017 at 15:29
  • $\begingroup$ For example, the program Virtual Desktop shows all of your screens in VR space using the HTC Vive, Oculus Rift, etc. The text is barely legible in these environments (i.e., not good enough to use VR as a replacement for physical monitors). $\endgroup$
    – George
    Commented Apr 15, 2017 at 16:17
  • $\begingroup$ So you mean the 2D text rendered in a 3D space? The video on the page you linked to didn't strike me as looking terrible. When they were browsing the web, it was quite legible. (Of course I'm looking at it on my laptop, not on Vive, so maybe it's worse in real life?) $\endgroup$ Commented Apr 15, 2017 at 16:22
  • $\begingroup$ Yes -- much worse in real life. You can read text for a few minutes if you squint your eyes, but it's not good enough to fully replace a PC screen by any stretch. $\endgroup$
    – George
    Commented Apr 15, 2017 at 18:24
  • $\begingroup$ Super sampling could help. Applies to everything, not just text. $\endgroup$ Commented Apr 17, 2017 at 6:01

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