I feel that it's difficult to develop any graphics intensive app as an indie developer.
Is this somehow relevant to the article, or just an "indie games are hard" lament?
A developer's view of Vision Pro
41–50 of 371 posts
Re: A developer's view of Vision Pro
#42> 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 t…
Is it possible to use Vision Pro to build and publish a Vision Pro app?
Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone.
Re: A developer's view of Vision Pro
#431. I tried working in my Oculus Quest for about a week (two years ago) and gave up because the resolution is way too poor, and it's too heavy.
2. The price tag.
It looks like the Vision Pro is not a monitor/headset, but rather a computer + monitor all in one. Is that accurate to say?
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I am tempted by this future, but I don't see it becoming adoptable for any reasonable users for another 5 years minimum. Plus, for developers to truly adopt it, we'd need to be reasonably sure our workflows (e.g. keyboard/mouse sync and ergonomics, portability, etc.) are increased in speed/comfort to ever consider adopting such a feature.
Re: A developer's view of Vision Pro
#44I 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.
We can see this with voice to text, in which despite in theory being so much faster than typing things out, tends to not be due to these details (processing lag, clunkiness of handling different forms such as whether a word is part of a command or should be added to the text).
Same will happen here. People will get over the hype period and then realize hey this isn't actually faster or more efficient than a traditional tool. Apple knows this as well, it's why they're marketing it as a media consumption device first and foremost, where a lot of these problems can be safely ignored.
Re: A developer's view of Vision Pro
#45That 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.
Re: A developer's view of Vision Pro
#46That 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
#47> 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 t…
From your experience with it, what do you think about the fatigue factor, either visually or just neck strain? From all accounts it’s quite heavy.
I'd say that eye strain wasn't really an issue at all for me. When you take off the headset after a while inside of it you kinda get a jarring transition back to normal vision instead of passthrough, but passthrough doesn't have any noticeable issues when you're inside of it. It's almost like waking up from a dream where stuff feels different and you can't exactly place why.
As for physical weight, it's lighter than other VR headsets I'm used to but obviously more than a pair of ski goggles. I'll echo MKBHD's thoughts that the most noticeable strain was on my nose because my lightseal (like the WWDC demos) wasn't as personalized as the version you'd get as a customer, so I fully expect that to be a non-issue.
Re: A developer's view of Vision Pro
#48> 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 t…
> ...doing work in headsets... Is it possible to use Vision Pro to build and publish a Vision Pro app? Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone.
Re: A developer's view of Vision Pro
#49I 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 agree the keyboard will remain as the best text input device but I'm pretty confident that eye tracking will be categorically better than a mouse/trackpad. I'll expect that eye tracking solutions for normal monitors will also become more mainstream once people get used to it in the Vision Pro and want to use it elsewhere.