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ARKit

developer.apple.com

71–80 of 185 posts

Re: ARKit

#71
post #48

Earlier quoted context omitted.

You need to that anyway with ARKit, it only runs on A9 and A10.

Good catch, A9 isn't a few years back. My argument probably isn't as valid but I still think the guarantee of 2 iPhone generations is safer than the fragmentation of Android devices that would be "released in the past 2 years".

Agree that ARKit is likely to be more successful than an Android equivalent - it's not just version fragmentation but also hardware capability fragmentation.

Not only is the install rate for the latest Android dramatically smaller than the latest iOS, but camera capabilities (and GPU horsepower to drive the AR itself) are all over the place, with no guarantee that the camera module in the phone will provide even a satisfactory experience, or that the GPU will be sufficiently capable.

Camera APIs on Android are also a complete jibbering mess, which adds to the difficulty of anything that seeks to work across all (or even most) devices.

One distinct iOS advantage isn't just that adoption of new versions is rapid, but also that hardware capability variance is low, so devs can be confident that their products work well, as opposed to barely working.

Re: ARKit

#72

Earlier quoted context omitted.

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

You're right, I am legitimately confused. If there are no web standard video encodings, is it therefore wrong to say that "Google uses web standards for their video?" What exactly is Google doing better?

YouTube uses MPEG-DASH as its adaptive streaming protocol, which works over standard web protocols with royalty free codecs and containers, unlike HLS.

As for why there isn't a web standard video encoding and container, all the major browser vendors except one have announced support for VP9 and its successor and Webm.

Re: ARKit

#74
post #45
post #27

Earlier quoted context omitted.

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…

You're probably right, but I think it's important to note the difference between Touch ID (a user feature) and ARKit (a developer feature). Users won't know or care about ARKit if developers don't adopt it.

Developers are to ARKit what merchants are to Apple Pay. Users wouldn't care about Apple Pay if merchants didn't take it as payment.

Re: ARKit

#75

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

It's just a 3D videogame and pardon I guess I'm missing the point of an AR video game vs. just sitting down and playing a 360 degree video game?

It's great because it does away with convenient touch controls and adds the fun of filming a table with an iPad.

Re: ARKit

#76
post #70

Earlier quoted context omitted.

You're right, I am legitimately confused. If there are no web standard video encodings, is it therefore wrong to say that "Google uses web standards for their video?" What exactly is Google doing better?

Not forcing us to use Safari

I get that you don't want to use Safari, but actually "forcing us to use Safari" is exactly what Google did. Google chose not to implement HTTP Live Streaming, and therefore it's not available in Chrome. Microsoft made the other choice, which is why it works in Edge.

The double standard here is really quite breathtaking. Apple doesn't implement a feature: Apple's fault. Google doesn't implement a feature: Apple's fault too.

Re: ARKit

#77

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

How was it mindblowing? I thought it was a pretty poor example of what AR can do. It was just a 3d game on a tabletop. Pokemon Go is a lot better, and it's pretty basic.

Re: ARKit

#79
post #2

Ooph, this is game changing. There is a LOT of hardware out there that supports this. The iPhone is the most popular game platform on the planet and, just like that, it will be the most popular platform for developing AR applications.

This isn't game changing at all. AR without glasses is pretty weak.

What it is, is a great platform to develop on to get ready for AR glasses.

Re: ARKit

#80
post #75

Earlier quoted context omitted.

It's just a 3D videogame and pardon I guess I'm missing the point of an AR video game vs. just sitting down and playing a 360 degree video game?

It's great because it does away with convenient touch controls and adds the fun of filming a table with an iPad.

Although to be honest, this is close to how I always wanted warhammer 40k to be...
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