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ARKit

developer.apple.com

51–60 of 185 posts

Re: ARKit

#51
post #18
post #12

Earlier quoted context omitted.

It's by far the most popular phone. https://www.statista.com/statistics/276306/global-apple-ipho...

Who care about actual phones, what matters if the OS it runs, and Android is far larger in that sense.

Both metrics are equally useful or useless depending on what you want to quantify.

If you compare this to "serious" gaming technology (i.e. what the triple-A creators are making, and what parents are willing to pay $70 dollars a title for to keep their 16 year old from nagging them), the iPad and iPhone both are severely lacking in computational power to produce anything that the heavy consumer will spend "real money" on (rare exceptions like Farmville and Candy Crush not with standing). This is completely useless for serious gaming.

This could be huge for, say, realtors though. Being able to show your prospective purchaser who really likes the home but feels 'iffy' about that wall blocking off light into the dining room can now power up an app and show in real time a rendering of how the house would look if you knocked out that wall and had an open-floor layout with that beautiful Southern light pouring in. The ability to pop in new landscaping to let the buyer visualize what could happen if you replaced the front with hedges + hydrangeas against hyacinths could easily make the difference between that realtor making her 6% on that $850,000 or not.

Re: ARKit

#52
post #27
post #7

Most apps these days run on Android, too, which makes using a single-platform framework like this a lot harder to justify. It's the same reason you don't see many games using SpriteKit -- it just doesn't make sense when you know you'll need to support Android in the future. I wonder if it would make sense for Apple itself to support frameworks like ARKit and SpriteKit on Android. I think it would make people a lot mo…

It absolutely does not make sense for Apple to support this on Android. AR is something that uniquely leverages assets that Apple has: its various AR related acquisitions (Metaio, FlyBy Media, Faceshift, Emotient, WiFiSLAM, PrimeSense) and most importantly their prowess in chip design. It is trivial for the Android ecosystem to replicate an Instagram for their platform, it will be much more difficult to do this for A…

Google is already doing similar, custom hardware and all: https://get.google.com/tango/

But it's definitely on fewer total devices, so Apple has a real edge here.

Re: ARKit

#53
post #49

The Wingnut AR demo that Apple showed during WWDC featuring the Unreal Engine was just mindblowing! Thankfully, it's available on Unreal's Youtube channel so you can still watch if you don't have Safari or the app - https://www.youtube.com/watch?v=S14AVwaBF-Y

At least Google uses web standards for their video

I wasn't aware of that, what format does Google use for its live streams?

I know that YouTube on Chrome uses VP9, which is not a web standard - or at least not more of a web standard than HTTP Live Streaming (which is what Apple uses for its keynote).

Re: ARKit

#54
post #15

Earlier quoted context omitted.

Being iPhone only didn't stop Instagram from launching, getting huge, and branching out to other platforms. If this allows you to make a quicker prototype, it's a big deal.

That was when Steve Jobs was still alive. Things have changed. iOS isn't the gold mine it used to be.

If iOS was a goldmine when Steve Jobs died than it's a much larger one now.

When Jobs died in 2011 the iPhone represented 40% of Apple's revenue and generated $3.6 billion in App Store revenue.

In 2016, the iPhone represented 60% of Apple's revenue and the App Store generated $28 billion.

Hardware chart https://edge.alluremedia.com.au/uploads/businessinsider/2017...

App Store revenue 2011 https://www.google.cz/amp/s/9to5mac.com/2011/07/07/apple-iss...

App Store revenue in 2016 https://www.google.cz/amp/www.zdnet.com/google-amp/article/a...

Re: ARKit

#55

The Wingnut AR demo that Apple showed during WWDC featuring the Unreal Engine was just mindblowing! Thankfully, it's available on Unreal's Youtube channel so you can still watch if you don't have Safari or the app - https://www.youtube.com/watch?v=S14AVwaBF-Y

"can still watch if you don't have Safari or the app"

ugh

Re: ARKit

#56

Saw this small test earlier today, pretty impressive stuff: https://twitter.com/kylebrussell/status/872123141346140160 Also, ARKit was discussed here yesterday https://news.ycombinator.com/item?id=14490239

The demo shown off in that video is available as a template in Xcode 9.

Re: ARKit

#57
post #49

Earlier quoted context omitted.

At least Google uses web standards for their video

I wasn't aware of that, what format does Google use for its live streams? I know that YouTube on Chrome uses VP9, which is not a web standard - or at least not more of a web standard than HTTP Live Streaming (which is what Apple uses for its keynote).

You're confusing video encoding with streaming protocol. There are no web standard video encodings.

Re: ARKit

#58
post #30

Earlier quoted context omitted.

I'm willing to bet the only reason they did that is because they already had beats customers on android. The whole point of these APIs is to let developers make a better apps on iOS so people want an iOS device. If they port any of them to android all they're doing is making it easier for people to leave their platform.

Sure that's the goal but in practice I don't think it's working. People use cross platform tools like Unity or React Native or OpenCV because they know they have to support Android and can't kick that can a year or two down the road like they used to.

Many devs are doing a good life being specialists in a specific platform, whatever it may be.

Re: ARKit

#59
post #7

Most apps these days run on Android, too, which makes using a single-platform framework like this a lot harder to justify. It's the same reason you don't see many games using SpriteKit -- it just doesn't make sense when you know you'll need to support Android in the future. I wonder if it would make sense for Apple itself to support frameworks like ARKit and SpriteKit on Android. I think it would make people a lot mo…

Plus you have cross platform solutions that are as good if not better.

From game engines such as Unity which have plenty of AR plugins, to SkiaSharp (port of Google's Skia) using Xamarin.

Re: ARKit

#60
post #23
post #17

Earlier quoted context omitted.

Mobile apps in general seem to be a race to the bottom from a business standpoint and Android is much more so that than Apple. I strongly dislike both platforms, and generally harbor a very negative opinion of Apple in general, but if I were to venture into mobile development I'd target Apple first and worry about Android (much) later.

From what I've gathered this totally depends on your market. Creating a paid app or an app targeting US University students? iOS first. Creating an ad supported app or targeting an international market? Android first or use a framework that supports compiling to both platforms.

Indeed. I work for an education company in Mexico. We target upper class schools and the distribution between iOS and Android is roughly 50/50 in our market.
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