Live data from Hacker News

A developer's view of Vision Pro

david-smith.org

171–180 of 371 posts

Re: A developer's view of Vision Pro

#171

Earlier quoted context omitted.

How did it compare to the Varjo XR-3?

Unfortunately I haven't tried that one! $6,500 is a bit out of my personal price range haha and I didn't get a chance to try all the competitors while I was at Apple.

So, 6500 is outrageously expensive but 3500 is alright?

Re: A developer's view of Vision Pro

#172
post #50

I play VR games like Skyrim VR quite often and my biggest disappointment, outside of the ridiculous price - is that it's completely gesture controlled. Are there going to be controllers at all? How would you play a game with guns? Make a pew-pew gun with your fingers?

VR gaming is already covered by multiple VR headsets...and not a lot of people are buying them. The people I know who did buy them found the novelty wore off quickly. Positioning the visionPro as a computer rather than a games console seems like a smart and very deliberate choice.

Re: A developer's view of Vision Pro

#173

Earlier quoted context omitted.

Gruber claims that it has the exact same FOV as actual human vision, and no discernible pixels. https://daringfireball.net/2023/06/first_impressions_of_visi...

I think he’s mostly saying that whatever is in the visible field of view matches our eyes. Doesn’t mean the actual FOV is 180 :)

[deleted]

Re: A developer's view of Vision Pro

#174

Earlier quoted context omitted.

> For the past week I've been trying to explain to people how certain I am that doing work in headsets will become mainstream This gets at my main question about this: does it feel to you like it will be great for "doing work", which generally happens at discrete places, or something which will apply to life generally, which is the kind of (some would say dystopian) ideal of "augmented reality"? Or put another way, I…

I think it'll be great for "doing work", but I'm not entirely sure if it'll immediately outclass my in-office setup that my employer has already spent thousands on. However, I don't have a wfh setup in my small apartment because I didn't want to dedicate space for that purpose, so when I occasionally need to wfh I just use a laptop on my couch or dining table and I would love it to replace that. I think if an employe…

Its interesting to hear it will replace the parts where you are already looking at a screen. My consumer oriented view is that it will first replace the moments where we absolutely cannot be looking at a screen but need to see the real world in front of us, perhaps even for safety reasons.

To me its a bit like tap to pay vs magnetic credit cards. Eventually tap to pay replaces all other ways of paying much like AR might replace all other screen interactions. But FIRST it should replace something critical. In the payment space this was subway entrances where people needed to pay quick and get through.

The reason it takes so long for full adoption is because its very challenging to replace something like magnetic credit card that “works pretty well”. From my point of view, the iPhone “works pretty well” and its going to towards the END of the innovation cycle when other screen usage gets folded into these spatial platforms

Re: A developer's view of Vision Pro

#175

Earlier quoted context omitted.

Lol this comment made a fun image pop into my head. Being in a work meeting with my Vision Pro on looking at the presentation through passthrough while browsing HN on my virtual screen. :) The idea of looking at real screens in passthrough didn't even occur to me.

Lol, I'll expect people will figure out tells for whether you're slacking off irl in a headset just like being distracted in a zoom meeting. Reprojected eyes jumping around too much? Holding your hands below the table to pinch out of sight?

I am very excited for the front display to be jailbroken (assuming that’s needed) to display other more creative imagery, a la snap chat.

Re: A developer's view of Vision Pro

#176

Earlier quoted context omitted.

Lol this comment made a fun image pop into my head. Being in a work meeting with my Vision Pro on looking at the presentation through passthrough while browsing HN on my virtual screen. :) The idea of looking at real screens in passthrough didn't even occur to me.

Lol, I'll expect people will figure out tells for whether you're slacking off irl in a headset just like being distracted in a zoom meeting. Reprojected eyes jumping around too much? Holding your hands below the table to pinch out of sight?

I'll be plunking down 3,500 if it lets me sleep through meetings.

Re: A developer's view of Vision Pro

#177

> When I sat down to write this article I was having trouble context shifting back from WWDC mode and wished that I could have gone up to a virtual cabin in the woods, opened a text editor and written it there. Or similarly while I was watching WWDC session videos in my hotel room on my 13” MacBook Pro I found myself wishing for a larger display where I could have the video, notes, documentation and Xcode open all at…

Ah yes, because college kids have $3500 to burn on a novelty.

Price will come down.

Re: A developer's view of Vision Pro

#178
post #27

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 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.

Voice input is going to replace the keyboard shortly.

Re: A developer's view of Vision Pro

#179
I still haven't read one single account of a developer actually using it to write code in VSCode/Vim/Emacs. I need to know if the screens looks crisp and are actually a good replacement for a screen for work.

I don't mean "powerpoint/drawing" work. I mean wall of text, code work.

Re: A developer's view of Vision Pro

#180
post #169

Earlier quoted context omitted.

Gruber claims that it has the exact same FOV as actual human vision, and no discernible pixels. https://daringfireball.net/2023/06/first_impressions_of_visi...

I’m still curious how things will look in low light. All the demos were in an optimally lit room, but what about when you dim the lights and the camera has trouble picking up the room?

[deleted]
Post reply on HN