VR: local speech-to-text for chat and text fields (on-screen keyboard only as fallback) #1118
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sky_line/Slipstream#1118
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Part of the VR epic #1072 (M3/M5 usability). Owner, 2026-10-26: on-screen keyboards are bad in VR; text input should come from a small, good, LOCAL speech-to-text model, with an on-screen keyboard as the fallback.
Goal: dictate into any focused text field on the UI wall or wrist panel (nearby chat, IMs, search, notecards...): hold a button, speak, release, and the text appears in the field.
Model and runtime (to evaluate, measured, not guessed):
Audio: microphone capture independent of voice chat (SLVoice / WebRTC may already hold the mic -- check sharing); push-to-talk only, never always-listening.
UX: a visible "listening" indicator on the wall / wrist while held; the result lands in the field for editing (not auto-sent) when the UI is up. Keyboard fallback: a basic on-screen keyboard on the wall for corrections and for users without a mic.
Desktop: the same dictation could be offered on the desktop later; VR first. VR hard rule: nothing loads or runs when VR and dictation are off.
Test: dictate 3 sentences into nearby chat on the wall; latency from release to text; CPU/GPU cost while in VR; governor level unchanged.
Use the headset's microphone while VR is on -- see #1122 (headset audio output and mic).