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A developer's view of Vision Pro

david-smith.org

11–20 of 371 posts

Re: A developer's view of Vision Pro

#11

I feel that it's difficult to develop any graphics intensive app as an indie developer.

It is difficult to develop any asset heavy application as an independent developer. Pretty much period. You have to find a way to contract out assets, or you will drown.

Unless you mean the programming of 3d transformations and such. That is, of course, still hard. Most of the platforms have done a ton of that work for you, though.

Re: A developer's view of Vision Pro

#12

That was a lot of words for nothing to say... To sum up the entire article in one sentence: The author got to play with the thing, and is very excited to develop software for it.

I think this was an interesting point:

> That intuition is developed by following a platform’s development from its early stages. You have to have seen and experienced all the attempts and missteps along the way to know where the next logical step is. Waiting until a platform is mature and then starting to work on it then will let you skip all the messy parts in the middle, but also leave you with only answers to the “what” questions, not so much the “why” questions.

I definitely think there's a lot of truth in this, not just for the Vision Pro but for many (if not most) platforms/frameworks/what have you. This could be an entire blog post in itself.

Re: A developer's view of Vision Pro

#13

I'm curious how the economics work out. I don't think it's unrealistic to believe that the customer base that are going to be buying visionOS applications is going to be very limited compared to everything else. Very few people are going to shell out 3.4k for a niche product like this. HoloLens found it's niche in commercial sectors like manufacturing and logistics so there's a potential path to make a profitable sof…

Maybe this is supposed to become an arcade experience for those with normal wages?

Re: A developer's view of Vision Pro

#14
Looks cool. Would like to try.

Too expensive to buy however.

Will wait for a substantial price reduction on later versions with bugs worked out ... hopefully in the magnitude of 2 / 3rds less before I'd even consider buying it.

Thats' about it.

Re: A developer's view of Vision Pro

#16

That was a lot of words for nothing to say... To sum up the entire article in one sentence: The author got to play with the thing, and is very excited to develop software for it.

A lot of those words were explaining why they're excited to develop software for it.

What did you want them to write about instead?

Re: A developer's view of Vision Pro

#18

I'm curious how the economics work out. I don't think it's unrealistic to believe that the customer base that are going to be buying visionOS applications is going to be very limited compared to everything else. Very few people are going to shell out 3.4k for a niche product like this. HoloLens found it's niche in commercial sectors like manufacturing and logistics so there's a potential path to make a profitable sof…

I suspect the only play would be: develop developer tools for those developers who do have the budget for a long play.

If Apple wants AR in their normal non-gaming, non-niche segment to work out, they are going to have to come out with a sleek $1000 device in a couple years. They’d have to be very stupid to not realize that, and it couldn’t possibly be the case that you get a trillion dollars by being stupid, right?

Re: A developer's view of Vision Pro

#19

I was kind of waiting for the day where a touchscreen based app would be more productive than a traditional laptop with keyboard. Yet, after many years all we got is fruit ninja and a concession from apple in the form of attachable keyboard for the iPad. So I’m equally sceptical that the investment in headset based interface is actually worth it.

I think some artists use an ipad with a stylus rather than tablet input to a laptop/desktop, but other than this I can't see how anything else could compete with a keyboard in terms of productivity. Maybe if someone makes a really, really good voice to text interface.

Re: A developer's view of Vision Pro

#20
> In short, my brain has crossed a Rubicon and now feels like experiences constrained to small, rectangular screens are lesser experiences.

I left Apple 1.5 years ago but was working on the Vision Pro while I was there. I have spend many hours working in the headset and I know exactly the feeling he's describing! Leaving felt like going back in time to using clunky technology and I've been waiting for outside world to catch up (and will still be waiting until it comes out at least).

For the past week I've been trying to explain to people how certain I am that doing work in headsets will become mainstream but am (understandably) met with doubt, and I think you'd need to try it on to fully understand.

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