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 developer's view of Vision Pro
201–210 of 371 posts
Re: A developer's view of Vision Pro
#202Earlier quoted context omitted.
From the previews people have had so far, I feel like they decided their target was "could plausibly and comfortably replace a computer day 1 even for someone who had never used a VR device before", then went backwards from the hardware needed for that to figure out their price point.
Can I write software using Xcode day 1 for this? Do I need to also have a Mac? I mean I do have a Mac but an extra $3500 is steep. That said I’ve planned to get one since I heard rumors years ago that this was in the works. I sort of expected it to be a full replacement for a MacBook though.
As for developing from day one, web development should be ok, as things like vs code online have really opened ip options.
Re: A developer's view of Vision Pro
#203Earlier quoted context omitted.
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
2. Never tried sleeping with it... I don't see why it would be any worse than other headsets though.
3. I've never used it outside, but that was for secrecy and not technical reasons.
4. Honestly not sure, maybe an hour without taking it off at all but I've definitely been in it for the majority of a few hour spans many times. At the time the main blocker was the beta OS and not comfort or battery (I would keep the battery pack plugged into the charger most of the time).
5. Nope! We were all super careful with them because prototypes are expensive, much more so than the consumer product. It's not something you could just casually drop while using like your phone though.
Re: A developer's view of Vision Pro
#204Earlier quoted context omitted.
Eye tracking will probably lose the productivity metric, though. When you remove the ability to look at one thing and interact with another, you get farther from the way that humans tend to interact with their immediate physical environment. I can cut vegetables without looking at them. I can use that dynamic to offset the planning and acting phases of my thought process. Falling short of that efficiency will feel li…
I don't click without looking at my mouse pointer. I think it's possible eye tracking is just better than mouse/trackpad.
I can think of some Portal puzzles in particular where timing is important, and you need to hold your aim but wait to click until something happens somewhere else on the screen (so the place you're clicking is not the same as the place you're looking).
I think the same thing applies to e.g. recording network activity in Chrome dev tools. My eyes are on the page to see when the thing I'm interested in finishes loading; my mouse cursor is on the button to stop recording.
It's not a super common pattern, but probably common enough that it would be annoying not to be able to do it.
Re: A developer's view of Vision Pro
#205> 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…
https://github.com/tikimcfee/LookAtThat
AR VR for iOS and macOS. Millions of glyphs. Instant control. There’s magic here. If this excites you, work with me and help make this a reality! I don’t have all of it in me.
I wish I did. I don’t. I don’t have all the time and energy. But there are people here that if they spent just a little time to work on this, we would be in the future of a 3D code space in days, and not weeks or months.
I owe a new readme for the project. If any of this makes you feel any feelies, get in contact with me star it, make noise, whatever!
Lotta love to yall. Thanks for letting me vomit words.
Re: A developer's view of Vision Pro
#206Earlier quoted context omitted.
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
1. You can drink stuff but have to be careful. Hand-eye coordination gets a bit wonky the closer you are to your face. I've done it and it works though! 2. Never tried sleeping with it... I don't see why it would be any worse than other headsets though. 3. I've never used it outside, but that was for secrecy and not technical reasons. 4. Honestly not sure, maybe an hour without taking it off at all but I've definitel…
4. So the battery can be charged while plugged into the headset. What happens when you pull the battery from headset? I am guessing insta black. Does it have some power-saving mode where only R1 is feeding images from cameras to displays without any computing possibilities?
Re: A developer's view of Vision Pro
#207Earlier 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.
Voice input is going to replace the keyboard shortly.
Re: A developer's view of Vision Pro
#208Earlier quoted context omitted.
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…
Re: A developer's view of Vision Pro
#209> 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…
> 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 Tech enthusiasts underestimate how much the general public hates having gear strapped to their faces and over their hair, especially more than half of women who put considerable effort into their face makeup and hair.
Re: A developer's view of Vision Pro
#210Earlier 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...
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".
meaning a couple 4k screens can be rendered in the visible area without a noticeable difference in quality to real screens at a similar "apparent" distance