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The saga of Apple’s troubled mixed reality headset

arstechnica.com

131–140 of 201 posts

Re: The saga of Apple’s troubled mixed reality headset

#131
post #74

Earlier quoted context omitted.

Thought experiment: imagine fixing your car engine by tabbing around a little viewport.

People do it now, if we're talking about CAD software of an engine model. I'm not sure they're clamoring for more 2d monitors. I think being able to reach into the model in 3d space is probably more natural than mouse clicks and manually moving viewports around.

I did a little bit of 3d modeling.

Your shortcuts are your bread and butter and you are super fast.

Perhaps for sculpting.

Re: The saga of Apple’s troubled mixed reality headset

#132
post #65

Earlier quoted context omitted.

Eyeglasses are relevant because you're talking about "wearable" devices that are worn in a place where most of us are already wearing something. The fact that this isn't obvious helps explain all your other blind spots on this issue. If you can't figure out why wearing hot things on your face is a problem, you are not even thinking at all about product design. I meant that humans interact WITH EACH OTHER via sight. A…

I've owned three VR headsets over the years, and used all of them wearing my glasses.

The working assumption with AR wearables however is that, for a variety of reasons, they're going to have to look and feel a lot more like a pair of eyeglasses or sunglasses than a VR headset.

Re: The saga of Apple’s troubled mixed reality headset

#133
post #14

Earlier quoted context omitted.

On the other hand, no one has released a VR system with mass market appeal. I have and enjoy a Valve Index, but it’s stayed in the box for more than a year because I can’t figure out a socially viable spot for it in my new house. Maybe Ive’s influence on this product will make a big difference.

VR seems to have an insurmountable motion sickness problem. I tried the Quest with a dozen friends and half of them felt sick enough within minutes to never try it again.

It's only insurmountable if you never try it again. There is a learning curve where some people feal quite sick at first and then slowly get used to it. You can mitigate this with "training wheels" settings in the experience like blinkers, cages, hiding the VR body, and alternate locomotion schemes like teleporting. Some people even swear by just setting up a fan to blow air on them while they're using VR.

Re: The saga of Apple’s troubled mixed reality headset

#134
post #29

Earlier quoted context omitted.

You just need to start with the basics, take a break the moment you feel ill, and keep going. Within a few weeks most people are entirely used to it.

But…why? Why would you persist with something that makes you sick even when the enthusiasts admit they use it once or twice a month?

Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.

Re: The saga of Apple’s troubled mixed reality headset

#135
post #45

Earlier quoted context omitted.

Both Meta and Microsoft are exploring AR/VR in the workplace (Microsoft pretty much entirely). I’m not sure why you’re suggesting they’re not exploring this area.

Their software and hardware are generally crappy, and I don't believe they can deliver anything innovate in a thousand years.

You understand how big Ms is right?

Their hardware like the Xbox or surface are not crappy.

Is this just trolling?

Re: The saga of Apple’s troubled mixed reality headset

#136
post #89

Apple won’t release this product unless it is mind blowing. If Bloomberg’s reporting is true, then we should all be looking forward to a very cool demo at WWDC and an incredible product some time in 2023. Very few people predicted the iPhone accurately before its launch. And it’s reasonable to say the iPhone blew minds because Apple figured out multitouch AND reduced the latency of the interface to the extend require…

I do not share.your enthusiasm.

Apple buyers are not necessarily tech savvy (from a percentage perspective).

They use their high end phones for normal consumer things.

I have a hard time imagining what a normal person would want to do with VR/are glasses.

Showing your face in a Videochat? Not being able to show your face?

Playing games?

I would assume that there is still a lot of apple people not playing anything than casual games.

Re: The saga of Apple’s troubled mixed reality headset

#137
post #40
post #4

The correct solution to the vr isolation problem is to have passthrough AR, then digitally remove the helmets of the other people in the same room. That way, as long as everyone is wearing a helmet, it looks like no one is wearing a helmet.

why shouldn't the other people be rendered as an avatar they choose like in VR chat?

It's inhuman.

It's gimmicky?

I'm really curios of Fashion conces people really like avatars. I don't think so and I also don't think that the apple brand is a good fit for it.

Real life Avatars with light enhancements will also be weird I think

Let's see.

Re: The saga of Apple’s troubled mixed reality headset

#138
post #57
post #14

Earlier quoted context omitted.

On the other hand, no one has released a VR system with mass market appeal. I have and enjoy a Valve Index, but it’s stayed in the box for more than a year because I can’t figure out a socially viable spot for it in my new house. Maybe Ive’s influence on this product will make a big difference.

The Oculus quest 2 definitely has fit that bill. It has game console level sales. How truly useful and confirtable it is may be questionable, but it certainly supports a market.

I bought an HTC vive pro + wireless + index Ctrl.

I did that to play around as I was playing with 3d programming and I'm a nerd.

And while friends and family know that and a few tried it out for a little bit and liked it, no one cares.

Which is fine but it is a gimmick.

I was hoping it would get more traction with real life training like how to use a lathe but nothing really came out or is in some internal companies.

Re: The saga of Apple’s troubled mixed reality headset

#139
post #134

Earlier quoted context omitted.

But…why? Why would you persist with something that makes you sick even when the enthusiasts admit they use it once or twice a month?

Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.

Huh?

I only know one person who used bis VR set extensively like for 2-3 month and then falled back to play egoshooters.

'a lot of people' != Not market relevant

Re: The saga of Apple’s troubled mixed reality headset

#140
post #30

Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…

> Productivity is correlated with display size Where do you get this from? It seems to me if there was even a correlation, which I'm not sure, it would have more to do with resolution, since same resolution but bigger display doesn't actually show more information.

Its like how health is correlated with height.

Its true, up to a point.

you just have to ignore that at the extremes it's probably negatively correlated, and there's a significant non-zero possibility that at least in the short term, that possibility of negative correlation applies to the area VR is interested in as well.

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