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Apple’s new headset meets reality

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Re: Apple’s new headset meets reality

#521
post #357

Earlier quoted context omitted.

When the device has a user experience, it gradually turns into a convergence platform. This is what makes coming out with new products harder - Apple doesn't have a market for a mid-range camera, or a GPS, or a music player, or a PDA - because those are all things the iPhone does. They add capabilities to the phone to usurp other device markets (most recently, emergency satellite communicators and OnStar-style crash…

> Apple releases new devices most often by releasing them inside the iPhone. Another example is Lidar 3d scanning in iPhone. >Which is why now, with a saturated cellphone market which is slowing down the upgrade frequency, they are so interested in wearables (separate hardware that augments your phone) and services (software that augments your phone). I suspect that annual upgrades to Watch, the maturation of Fitness…

Regarding HomeKit, I think Apple demands a kind of quality from third party manufacturers, along with royalties, that the market just doesn’t want to pay for.

Re: Apple’s new headset meets reality

#522
post #127
post #45

Here's one view for the device - FaceTime++ If it's a gamechanger for remote working, then I'll buy them for my company and have my remote employees use them If it's a gamechanger for communicating with family overseas, then I might see if I can convince one of my relatives to get one (though the price will be harder to justify for personal use - but not impossible if it's a gamechanger) Both of those are contingent…

The rumors that have come out say that Apple has achieved 1:1 3d video chat where there avatars are almost completely photo realistic. I'm very interested to see this especially. Apparently this is a big reason why the device has to bundle 2 X M2 processors and also limits it to one on one calls. I think it's going to be amazing and significantly shift people's perceptions here with how good it is. They should be abl…

This isn't particularly surprising if true, as I've seen several demos of similar on Two Minute Papers, and even before them considered a 3D video chat system which just sent depth info from the depth sensor along with the normal RGB info.

I even made a proof-of-concept of my own at some point in… I think 2018?… which was just recording locally and playing back with Apple's own AR libraries.

Honestly, it was so easy I'm surprised it isn't already standard the same way custom backgrounds and 3D overlays (hats, face-paint, etc.) already are.

Re: Apple’s new headset meets reality

#523
post #489

Earlier quoted context omitted.

I worked in Apple Park. I now work on Android from a suburban office park. Believe me, the cars are the same, and completely irrelevant to anything you’re talking about.

What's it like to go from working at Apple to now working on Android?

It’s definitely an interesting jump. Also probably worth noting I do completely different things now than I did there. I can’t say I have super deep insight into either because it hasn’t been too long but IMO a lot is similar (particularly around yearly release cycles, working on an OS, etc.) and some parts are different. A lot of Android stuff gets built on well in advance in public, there are OEMs and update cycles to deal with, etc. There are some places iOS really shines (performance tooling, internal direction, concern for quality on certain things) and others where Android does (excellent CI and build system, better documentation).

Re: Apple’s new headset meets reality

#524
post #412

Earlier quoted context omitted.

I only worked there briefly (I never officially had an office there — Covid times and all that). I don't see it as any different than any of the other Apple campus buildings I worked in (like Infinite Loop) with regard to productivity. (I've always compared it to some beautiful, modern art gallery — but without any art.) But to the above degree, I have to say I enjoyed all large Apple work environments (even some of…

Yeah Apple’s DRI system means it’s pretty easy to just talk to the guy . No PM nonsense. It’s nice.

I don't think devs talking directly across teams is unique to Apple, though. Or do you mean that finding "the guy" is much easier because there's an official registry, and you don't have to guess from commit logs etc?

Re: Apple’s new headset meets reality

#525
post #275

Earlier quoted context omitted.

It seems like consumers just don't want VR/AR. We've had compelling experiences for a decade. But it seems like only a subset of console gamers, already a small population, care to buy a VR headset.

Part of it is that the cost to play VR - which is primarily the time cost - is too high for the experience you get out of it. For example, the only games that provides a true VR-only experience you can boot up on a dime are Beat Saber and VR Chat - other VR titles tend to follow the pattern of " but in VR". To add, you need 2x the processing power since you need to render the game twice, so you are going to take a hi…

This is a very uncharitable take. What about games like Holopoint or Pistol Whip?

Besides, in some genres, "X but in VR" can make for a very big difference. Space and flight sims - even very arcade ones - are a prominent example. The ability to actually look around and track enemy craft easily is huge - I wouldn't even consider playing something like Project Wingman without VR anymore, even though it is available.

Re: Apple’s new headset meets reality

#526

Earlier quoted context omitted.

What dream was eventually realized? We still use kb and mouse

I suppose he must mean touchscreens? Which are about as inhuman as it gets.

Yes and no. Certainly the market thinks it's the best option at the moment.But certainly it won't be the interface we use in 20 years.

Re: Apple’s new headset meets reality

#527
post #489

Earlier quoted context omitted.

What's it like to go from working at Apple to now working on Android?

It’s definitely an interesting jump. Also probably worth noting I do completely different things now than I did there. I can’t say I have super deep insight into either because it hasn’t been too long but IMO a lot is similar (particularly around yearly release cycles, working on an OS, etc.) and some parts are different. A lot of Android stuff gets built on well in advance in public, there are OEMs and update cycles…

Thanks for the reply and frankness
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