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Notes on Vision Pro

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Re: Notes on Vision Pro

#591
post #504

Earlier quoted context omitted.

It's very varied by person. My friend used a index on my 4090 dedicated (All other monitors to the 2080ti). Running at full frames on google earth. He puked his guts out 20 minutes later and took about 40 total minutes to recover. I was watching the stats the whole time. He just suddenly went urp right in the middle of mt rainier. I had just showed him WA state and no ill effects, but I didn't have issues on a pre-re…

I think everyone can agree that artificial locomotion can be motion sickness-inducing. Which you can quite easily do a lot in Google Earths. The faster the worse. Incidentally Google Earth has comfort options exactly due to that reason, such as the option to narrow the field of view when moving around. I wonder if that option was enabled?

No, it varies hugely person to person. Plenty of us can do completely disconnected motion in VR and not get any nausea. I could do barrel rolls and "Sliding" movement in VR no problem from day one. For the people who are marginal, software and framerate improvements can help, but those "comfort" settings work by killing immersion. There's also a small portion of people that will never be able to play VR without nausea.

Re: Notes on Vision Pro

#592

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Wow..... I have to completely disagree with you and feel quite sorry that's the way you feel about your life. You sound similar to the Japanse Hikikomori men that I read about. 1. People do not really go into nature to "isolate" themselves. As you said, you can do that in your own house. There's a plethora of reason nature is good for. 2. Everything else you're listing as "advantages" are less equivalents of what can…

I hike for days to get to parts of the wilderness that no one else is in. I do not go to nature to hear or see other people. Gp is spot on with that. I'm very normal and sociable and well adjusted. But our relationship with our surroundings and each other is changed due to technology. And will continue to evolve.

I meant to say "just to isolate themselves". Yes that's sometimes part of the reason but typically it's not the only reason, as you can isolate yourself inside your own home quite easily.

It will evolve into a mess of mental illness and likely the end of our race in my opinion if that's the way we go. We can already see this happening. Less people are reproducing, more people are mentally ill than ever, a lot of people see the human race as a blight on the planet etc. We will not evolve, we'll just die out or be something so far removed from what we are it won't be recognizable. It's obvious that digital communication doesn't meet our emotional and physical needs.

Also, did you ever think about the reason why you're "isolating" in nature? It's likely to get away from the modern technical world that's stripping you of something. Sort of ironic in regard to your stance on wholeheartedly accepting every facet of VR into our daily lives.

Re: Notes on Vision Pro

#593
post #374
post #195

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I had plenty of nausea with the Quest 2.

Same experience here. For stationary position games I found it fine, but anything with any kind of walking handled by the controllers it felt awful. Interestingly I tried out F1 2022 in PCVR mode with it and was surprised to find that didn't make me feel ill. A lot of it comes down to the refresh rate and quality of tracking as its the lag that causes a lot of the nausea.

I think that has more to do with mental framing. Your brain is used to being "in a car" and having weird motion. You also usually have the inside of the car being stationary in your field of vision, meaning your brain can look at that and feel fine that you aren't moving.

Re: Notes on Vision Pro

#594
I cant stop thinking about how cool it will be to finally remove all these monitors and wires from my desk. Operating inside of a virtual space has an amazing appeal to me to de clutter desk and office space area. Scale screens bigger and smaller and not be confined to: tight windows, bringing in more physical screens, setting them all up, switching between work spaces with hotkeys. Even the virtual workspace on a single physical screen uses extra mental RAM capacity to always be remembering which space the tabs are and where. This evolution frees up my neck, my posture, minus the bit of weight on my head, I can be sitting or standing. This next development from this company I'm connected to seems to go to such a more natural way of thinking about and interacting with our computing space. Besides all the great human side of it's value added, this headset is tangible for me because it's connected to an ecosystem that I'm part of. If I were to get a Quest for example, now what? I'm connected to Facebook? Great... The price for Apple Vision is pretty high but damn it's a pretty amazing piece of technology, and blows most other major headsets out of the water, there's over 20 million pixels for each eye for God's sake. The amount of virtual real estate we're talking about is like walls of 4k screens all wired together throughout your house a hundred different HDMI/DVI/DisplayPort Adapters to GPUs, what a freakin nightmare that would be. Easily all costing well over $3.5k.

Re: Notes on Vision Pro

#595
post #164

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VR gaming is a flop. Lots of people bought headsets, played with them for a day and now they're all gathering dust. Apple is right to ignore it.

I agree that so far that is where we've been, but imagine a Sim City or Civilization game on the Vision Pro. THAT would be a ton of fun. I'm sure Sid Meier could make something interesting on it. Frankly, I would love it if Apple would throw money at him to make one of his games on it.

>imagine a Sim City or Civilization game on the Vision Pro. THAT would be a ton of fun.

Why? No, seriously, why? People say this as if it is a given, but how would VR improve a game serious that is built around strategy as it's main selling point. How does VR improve Civ as a game? In fact, there are very few genres and types of games that the immersion VR brings is worth the limitations: Weird controls, isolation, headaches, wearing a mask, expense, physical exertion etc.

I'm so tired of people who don't seem to know anything about either video gaming or VR gaming parroting this empty hype of how VR magically makes all games better.

VR is a peripheral, not an advancement in rendering technology.

Re: Notes on Vision Pro

#596

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It’s a billion dollar business.

VR games? Sure gaming, but I didn't know VR games specifically made so much money. Either way, if I was gaming, playing a new single player 2D (Last of Us, etc) game on a MASSIVE screen on the Vision Pro seems so exciting. Beat Saber and throwing my hands around? Not so much.

Have you tried a VR "Big screen" experience? It's a massive gimmick. It's not special. The quality of what you are looking at is lower than using a nice monitor, and sitting in some empty environment that hosts this big screen is dumb.

Re: Notes on Vision Pro

#597

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No it’s not more complicated. iOS brings in twice as much app revenue than Android in total . What you’ve said doesn’t change this at all.

I'm not sure where you're taking your figure of twice as much, but I assume it's the AppStore vs Google Play break down ? That number is the total revenue for the whole store (there's a lot to say about it, since Google is also not the only Store for android, in particular in China and Korea), and it matters very few for any individual developper. It's not because the total amount of in-App purchase for all games is…

Most US developers are not producing versions for Chinese app stores. That’s a red herring.

Of course individual products have their own idiosyncrasies, but is it in fact the case that on average, an app on iOS will make more than the same app on Android.

Re: Notes on Vision Pro

#598
post #282

Earlier quoted context omitted.

Honestly, how often do you bang your head hard into a wall/floor? Sure, I'm a tall guy, roughly 200cm, and I sometimes bang my head in a overhead doorstock. But that is typically some old cottage or similar, where I would probably not bring a XR headset anyway.

I was taking while being tired from exercise. While skiing biking etc often. While doing vr, I've broken a monitor and gone through a wall and broken several controllers. While just waking around I forgot my shed had a low door and clipped my head last week first time in years. That's why I wear a effing helmet. You're blind on your stationary bike and pop off wrong. Done. Foot stays clipped in, faceplant.

>While doing vr, I've broken a monitor and gone through a wall and broken several controllers.

Jesus set up the room boundaries, it's really not that hard.

Re: Notes on Vision Pro

#599

Earlier quoted context omitted.

It’s a billion dollar business.

VR games? Sure gaming, but I didn't know VR games specifically made so much money. Either way, if I was gaming, playing a new single player 2D (Last of Us, etc) game on a MASSIVE screen on the Vision Pro seems so exciting. Beat Saber and throwing my hands around? Not so much.

Yes, VR Games. https://www.roadtovr.com/oculus-quest-store-revenue-1-billio...

Re: Notes on Vision Pro

#600
post #50

This is a bit of a rant, but I bought a Quest Pro last year, and I feel it was a total waste of money. It's actually embarrassing how much of an unpolished piece of garbage it feels like. Sure, it's fun as a PCVR headset, but as a productivity tool or as a multimedia consuming device, or as a social tool, it completely misses the mark. And I'd say that 80% of its failure can be attributed to bad software. It's buggy,…

i dont understand this mentality, obviously the intent is to improve the experience over time, creating a VR platform itself is an ambitious task. Are there no happy customers of the Quest?

metas strategy is to release a cheaper consumer product and improve it iteratively. Hate to break it to you but day1 apple vision pro will have software bugs too.

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