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A developer's view of Vision Pro

david-smith.org

181–190 of 371 posts

Re: A developer's view of Vision Pro

#181
post #171

Earlier quoted context omitted.

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?

Both are expensive, but afaik that 6,500 only gets you a headset, you still need a computer to power it.

Re: A developer's view of Vision Pro

#182
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?

There are infra-red illuminators.

Re: A developer's view of Vision Pro

#183
post #171

Earlier quoted context omitted.

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?

I'm not saying 3500 is "alright", it's definitely still expensive!

I would say 6500 is too much for a better version of something I already have that doesn't really enable any additional usecases. The Vision Pro would be used pretty differently than my Vive (which is just the occasional gaming session right now). I'd think of it as more competing with iPads, external monitors, and laptops than a Varjo right now.

Re: A developer's view of Vision Pro

#184

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

if you can 3d model in any capacity I reckon you can make VR apps, ive seen plenty of them done at game jams near here, including some that won. Don't need movie-quality textures or whatever, a cartoonly low-poly look works well. Don't let the player move, thats a can of worms.

speaking of 3d modelling, I taught myself this year in my spare time over a few weeks, and feel im pretty good at it now, ive made scifi wargaming terrain im happy with and almost considering selling some. Blender is free and good and there are literally endless high quality tutorials for almost any specific object you might want to make and after ten or so you will be able to generalise to anything simple you choose. Of course human bodies are more complicated and I was intimidated but I found sculpting caricatures fun despite not being an artist in the slightest after following an excellent tutorial

Re: A developer's view of Vision Pro

#185
post #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 t…

Hi Ladberg,

When you worked with Vision Pro, did it have a device native terminal and/or a device native ssh client?

What I mean by that is a terminal running under VisionOS, as opposed to getting terminal access by first connecting to a remote computer.

Re: A developer's view of Vision Pro

#186

Earlier quoted context omitted.

Resolution aside most headsets kinda feel like wearing a scuba mask because of a narrow field of view. How was the vision pro? I assume this should be public info since it was shown to the press and devs.

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...

That can't be right. The human FoV is huge, more than 180 degrees. To cover that range without visible pixels requires much more than "4k" type resolution.

Either one of those statements can be right. Not both at the same time.

It's time someone with real measuring equipment looks at of these and gives a more technical review than just "wow Apple magic".

Re: A developer's view of Vision Pro

#187

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 :)

The actual quote from Gruber was "There is no border in the field of vision — your field of view through Vision Pro exactly matches what you see through your eyes without it."

What does "border in the FoV" means?

Re: A developer's view of Vision Pro

#188
post #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 t…

any opinion on why Apple isn't dogfooding this by allowing their software and non-hardware teams to work remotely? Seems like that would be one way to prove it is legit

They only just announced it and had many details well hidden prior to launch. I think over the next few months, they’ll definitely have Apple staff using it around a controlled office and then later from home.

At this point, I doubt they’d be letting them off campus.

Re: A developer's view of Vision Pro

#189
post #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 t…

How did it compare to the Varjo XR-3?

Supposedly same/better passthrough, which is great for a headset at nearly half the price. http://webcache.googleusercontent.com/search?q=cache:https:/...

Re: A developer's view of Vision Pro

#190
post #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 t…

Based on your experience with the device, do you feel like the first version will be good enough to replace a multi-monitor setup for software developers, and allow them instead to fully switch to using the Vision Pro instead? Or is that monitor-less future for developers still a few iterations away?
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