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Mark Zuckerberg on Apple’s Vision Pro headset

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Re: Mark Zuckerberg on Apple’s Vision Pro headset

#281
post #210

I'm guessing that the Vision Pro will actually help Quest sales in the short term, since many people will want the Vision Pro but will settle for the Quest 3, since it'll be 7 times cheaper.

Or Quest 2 that is 11 times cheaper. And has a higher refresh rate than Vision Pro.

Why does refresh matter? It’s all about pixel density

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#282
post #182

Earlier quoted context omitted.

MKBHD reveiw of the AVP says Apple WILL NOT make controllers for the AVP. That struck me as odd. (Obviously anyone can connect a bluetooth controller and give users some extra control, assuming this device supports open bluetooth for audio etc.) It is one thing for Apple to claim that their latest gadget does not NEED any controllers for basic navigation and selection. Because they invested so much in perfecting a ge…

I haven't heard that they won't allow them. Just that they won't make them. I suspect it would support Xbox and Playstation and Nintendo controllers at launch, even, since their other platforms do. However, VR controllers are different in that they need to be tracked as they move through space much more precisely than those console controllers support. But maybe third-party VR controllers can also be supported. I thi…

Yep, they explicitly mentioned (and showed, IIRC) that you can connect game controllers to the Vision Pro. Presumably it will indeed be PlayStation, Xbox, and Switch controllers, as well as the various third party controllers specifically sold for Apple devices.

But no word that I’ve seen on VR controllers.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#283
post #233
post #209

Earlier quoted context omitted.

Also, i don't understand the reasoning behind not having controllers. You are freeing up your hands for ... what? You are already wearing a blindfold on your face. ( I think the passthrough will be used very little because in most cases it's distracting)

On the contrary, I think the passthrough will be one of the defining differences to other headsets for the time being. Not having anything to hold in your hand while you go ahead and do non-VR things in your real environment adds a layer of convenience that's hard to appreciate from product videos. The improved passthrough, as bad as it still is, is one of my favorite additions on the Quest Pro.

What other things and how often though? Is it worth it losing the improved precision of the controller (and adding so much more complexity and battery use)

I think Facebook should consider usign only 1 controller though (i know I do). Also, to put the battery in the controller and tether it to the headset to make it even lighter. If apple is using a tether then it's ok to do it

I wonder if passthrough can be done mechanically, by rotating the lenses to a hole

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#284
post #193

Earlier quoted context omitted.

20M people bought Quests. More than x-box in the same period. I find this writing off of their sales achievements as really superficial. Whatever else you want to say, they shifted units and the people buying them wanted something he was selling.

The open secret is that the units they’ve sold get very little use. The typical user plays around with it for a few weeks and then it sits on the shelf.

yep .... and Apple has the same problem

The fundamental question is what are they really useful for after the novelty wears off. It's not clear to me that Apple has done anything to change that fundamental issue.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#285
post #157

>could be the vision of the future of computing, but like, it’s not the one that I want. We'll have to wait and see with Vision Pro, but it's already pretty clear that Zuckerberg's vision is not one that anyone wants.

I half agree with Zucc here, the Quest isn't my vision for the future of computing, but Apple's dystopian ecosystem is even further from my vision of the future.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#286
post #209

Earlier quoted context omitted.

Also, i don't understand the reasoning behind not having controllers. You are freeing up your hands for ... what? You are already wearing a blindfold on your face. ( I think the passthrough will be used very little because in most cases it's distracting)

So I can drink my coffee, use my keyboard, or eat my popcorn.

assuming that handtracking doesnt confuse you eating popcorn with pinching gesture. But anyway i hope your headset doesnt smell of popcorn and coffee afterwards

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#287
How much money has apple spent developing this thing?

Meta has lost over $30 billion so far on developing VR.

Apple's headset looks much more complex from an engineering perspective, really complicated sensors, and custom silicon for signal processing, wouldn't surprise me if they have spent a fair bit more than meta.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#288
post #101

I use the Quest Pro right now, because my interest in spatial computing (I like Apple's new term so trying to use it, haha) is greater than my misgivings about Meta (even though those are significant). I will buy the Apple thing, too. There are a lot of interesting differences between them (obviously, the biggest one being the price, and deriving from that) but the one I find interesting is Apple's decision not to ha…

I would strongly recommend looking at the results people are achieving with Apple’s game porting toolkit just days after it was released. With the hardware that the vision pro is supposed to have, I seriously think it will be the best gaming headset on the market if the final product ends up living up to what was announced.

The best gaming headset on the market would have to be able to connect to a Windows PC. The M2 chip in the headset doesn't have the power to run an intensive game at 4K resolution for each eye. Even if the headset could be tethered to a Mac for additional power, the GPUs in Macs don't come close to the capabilities of the 4090, which itself struggles to support 2K per eye for demanding games. One potential solution could be foveated rendering, which has shown some performance improvements on the Quest Pro and PSVR2, albeit not significantly. However, it's possible that Apple's implementation of this might yield better results.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#289

Earlier quoted context omitted.

I highly doubt Meta can match Apple's tech now and in the future. The hard part is the hardware. Apple is way ahead here.

The hard part is the low end - and Meta has 20 million devices sold there. If the hardware is an obstacle to reaching market fit, I'm pretty confident Meta could get there. It's mostly a matter of scaling up what they already have.

The hard part is only the low end if you don’t start with the high end.

With a high end you can continuously fund a drive toward lower manufacturing and operational costs. Without it you just focus on cutting corners.

Re: Mark Zuckerberg on Apple’s Vision Pro headset

#290
post #250

Earlier quoted context omitted.

Why should they be in panic? They already iterated on 3 headsets, they definitely have the advantage (weren't people complaining that they spent too much $$ in VR? Now they should be terrified?)

Thats what I am saying. They had 3 iterations, yet, are technologically behind Apple. I mean, just pure technology wise, the screens, number of sensors, processing power itself is mind boggling. I am sure that all their hadware decisions regarding oculus were constrained by the compute hardware. Apple has the moat of world class custom silicon that means, the constraints on its designers are far less. And we are seei…

Probably not technically behind. Were aiming lower for price, is more likely.
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