2448x2448 per eye display resolution is unfortunately not sufficient for a real desktop work. I doubt Apple's 3k will be sufficient either. Linux seems cool though and it's essentially a NUC wrapped around one's head.
You would be surprised. VR/AR can present 2D surfaces that appear to have a much higher resolution than what the LCD should be able to do natively. Because you (ideally) have two eyes (cameras/view frustums) and they're always moving slightly, the virtual canvas is sampling the source texture's pixels slightly different per eye and per frame (e.g. at 90Hz or higher). Between the images your eyes see and the high-frequency changes always happening, your brain pieces together all of the detail.
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2448x2448 per eye display resolution is unfortunately not sufficient for a real desktop work. I doubt Apple's 3k will be sufficient either. Linux seems cool though and it's essentially a NUC wrapped around one's head.
It is, though. I do real desktop work on a pair of XReal Airs and they're 1920x1080x2.
Besides which, being able to pan your vision around virtual monitors will make the resolution go a lot further.
That's because the FoV of the Xreals is much lower so the PPD is higher. For the simula that won't work.
I may be sufficient. SimulaVR has put in work early on to improve the experience. One example is font smoothing you can see in their demos.
You would be surprised. VR/AR can present 2D surfaces that appear to have a much higher resolution than what the LCD should be able to do natively. Because you (ideally) have two eyes (cameras/view frustums) and they're always moving slightly, the virtual canvas is sampling the source texture's pixels slightly different per eye and per frame (e.g. at 90Hz or higher). Between the images your eyes see and the high-frequency changes always happening, your brain pieces together all of the detail.