Earlier quoted context omitted.
> 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.
Every headset I have seen looks really unfashionable. Even the Vision Pro looks kind of bad. It is too bulky for the relaxing atmosphere Apple was going for in its adverts. And too rounded to appear more edgy. It is not commiting to anything, kind of like the new Macbook Pro design. This stands in contrast to Airpods (small but bold shape) and the Apple Watch (practical and elegant).
A developer's view of Vision Pro
231–240 of 371 posts
Re: A developer's view of Vision Pro
#232Earlier quoted context omitted.
Because with the exception of very few tasks like digital art the limitations placed on iOS make it worse. Some tasks are just straight up impossible (e.g compiling code), others are just hampered by things like file management and sandboxing or lack of support for hardware/accessories. Sometimes they can be worked around but often it's an exercise in frustration to do something that would be brain-dead on a desktop…
All I can figure is difference in perspective is because such a large part of the potential of i-devices (or phones and tablets more broadly) for creation involves using them as a tool to get something done in the real world, and/or for the kinds of creative tasks that get overlooked by the hackerspace crowd (running an Instagram, say, involves lots of creation ; tradespeople and home DIYers routinely use phones and…
Re: A developer's view of Vision Pro
#233Earlier quoted context omitted.
If you count streaming a Mac running xcode, then yes.
If we count that then we count an iPad remote-deskoping into a Mac, which severly limits the actual use.
Re: A developer's view of Vision Pro
#234That 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.
developer gets frustrated as Apple refuses to relinquish full control over the device.
Re: A developer's view of Vision Pro
#235> 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…
Re: A developer's view of Vision Pro
#236> 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…
However most of the previews I read do point to some amount of weight/comfort ergonomics that I think play against the productivity use case.
Basically my work compute needs to be ergonomic enough to use for 8-12 hours/day.
I have a hard time believing we can live in this headset for anything north of 2-3 hours at best.
Re: A developer's view of Vision Pro
#237I 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.
Apple has done very well while ignoring the gamer (as opposed to people that play games) customer. I don’t anticipate Apple making big strides towards prioritizing the so called AAA gaming experience now.
Re: A developer's view of Vision Pro
#238Earlier quoted context omitted.
I guess the big question I have is... what's the point of an extremely expensive headset when it looks like Quest 3 at 7x less the price is going to deliver a roughly similar experience, quality-wise?
I think the simple answer is that the Quest 3 will not deliver a roughly similar experience, quality-wise.
My gut feeling is Quest 3 will be more than good enough for most people/use cases, and people will be more than happy to pay 7x less for what is - at the end of the day - basically the same experience.
Vision Pro looks like a better version of HoloLens of yesteryear. Doesn’t really seem all that groundbreaking to me, just more refined.
Re: A developer's view of Vision Pro
#239> 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 see the productivity use case more useful than the entertainment ones, and without the social stigma of hanging around on your sofa weirding out spouse/kids. However most of the previews I read do point to some amount of weight/comfort ergonomics that I think play against the productivity use case. Basically my work compute needs to be ergonomic enough to use for 8-12 hours/day. I have a hard time believing we can…
Re: A developer's view of Vision Pro
#240> 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…
1. Could I take a disconnected cable keyboard and "anchor" the virtual keyboard to overlay the real one to get the haptical feedback when typing on the virtual keyboard?
2. I'm very excited about "hanging out in VR" but initial impressions of Persona avatars seem to be mixed. Do you think people will eventually get used to Personas after using them for longer or are we not quite there yet?
3. What is the focal distance for the eyes?
4. What are you most excited for using the Vision Pro again once it comes out :)?
I definitely can't wait to upgrade from my original HTC Vive!