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A developer's view of Vision Pro

david-smith.org

191–200 of 371 posts

Re: A developer's view of Vision Pro

#191

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.

To be honest I don't know the actual FOV number. It feels better than some VR headsets I've tried and on par with others. The lenses are definitely a more exotic shape than the ones on my Vive so they're able to get closer to your eyes and have better quality in all areas of the FOV. I feel like for work stuff and entertainment it's definitely good enough, though you might struggle living in it full time haha.

1. How about drinking stuff with it? Is it possible without getting it off?

2. What about sleeping with it? VRC people do that, so they might be curious.

3. Is it usable outside?

4. What was the longest time you had it continuously on?

5. Have you ever dropped it? :D

Re: A developer's view of Vision Pro

#192
post #27

Earlier quoted context omitted.

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.

Eye tracking has been $100 to own for many years now through a certain company. Why hasn't it taken off? The mouse is the superior input device. When people who actually need a better input device get one, they get more advanced mice: https://3dconnexion.com/us/spacemouse/

I'm not sure what the SOTA is currently but the Vision Pro has much better eye tracking that other systems I've used in the past. Idk if the sensors are actually better or if it's just the native integration into the OS and apps, but it feels more seamless than a mouse and I've never "misclicked" on the wrong thing with my eyes. It kinda feels like if the mouse cursor instantly jumped to the right place every time with no travel time or physical movements required.

I've used a 3D mouse for CAD but am not sure where else it would be helpful?

Re: A developer's view of Vision Pro

#193

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...

> Vision Pro and VisionOS feel like they’ve been pulled forward in time from the future. I haven’t had that feeling about a new product since the original iPhone in 2007.

tf? Did he miss everything about LLMs?

Re: A developer's view of Vision Pro

#195
post #167
post #87

Earlier quoted context omitted.

I've used other VR headsets and it's significantly better than everything I've tried. You'll be able to put up virtual monitors at the same density as real life and read stuff fine, I couldn't really discern pixels at all. Reading physical monitors through passthrough is a bit harder (I increased text size a few points when I needed to do this) but isn't really something you'd do for actual work.

So in terms of information density and readability, how does it compare to a 5K retina display on an iMac or Studio Display?

Just purely from a PPD perspective a 5K Retina display will beat the Vision Pro, but from a readability standpoint I think they're equal. Like at "normal" text editor scales you can read everything just fine but a 5K display might be crisper.

Re: A developer's view of Vision Pro

#196

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.

You could further summarize it with one word: excitement.

Excitement is good. It's not a revolutionary take on anything, but it can be interesting to know why a seasoned iOS developer finds this new platform worthwhile to invest in.

Re: A developer's view of Vision Pro

#197
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?

They were given and working on Vision Pro for work. So it’s free vs $6500.

Re: A developer's view of Vision Pro

#198

Earlier quoted context omitted.

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?

More of the "write about" and less of the "write about why I'm writing about".

I think you can expect some more detailed insights from David once he starts testing out things in the emulator.

Re: A developer's view of Vision Pro

#199
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?

Depends what you mean by "fully switch". I think it's good enough to replace a few monitors but at the same time there are use cases for monitors that it can't replace, like showing something on your screen to someone next to you.

I'm sure some developers will switch over on the first generation, some will wait until it gets lighter/cheaper/more immersive (disclosure: I have no clue what's coming in the future), and some might never switch if they just plain don't like having something on their head.

Re: A developer's view of Vision Pro

#200
> "Starting on Day One"

> "I have been a “day one” developer for three of Apple’s platforms"

> "I’m going to be a “day one” developer for the Vision Pro."

> "The Economics of “Day One”"

> "Look for Widgetsmith for visionOS from “day one”."

it looks like a guy who is flexing his "day one" access and using it to advertise some vaporware, and the rest of the words in the blogpost are some fluff maybe gpt could make it

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