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A developer's view of Vision Pro

david-smith.org

251–260 of 371 posts

Re: A developer's view of Vision Pro

#251
post #86

Earlier quoted context omitted.

> ...doing work in headsets... Is it possible to use Vision Pro to build and publish a Vision Pro app? Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone.

> Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone. The persistent framing of i-devices this way on HN, after all these years, is baffling to me. Tons of creation happens on them, or using them as a tool in service of creation, much of which would be harder or impossible with traditional computer. Just not a lot of software creation.

[deleted]

Re: A developer's view of Vision Pro

#252
post #152

Earlier quoted context omitted.

You do realize you can use a keyboard with this? And that the VP can plug in for infinite power?

I realize yes. And do you realize if you'll be using keyboard and mouse you may as well not literally wear a computer *on your head*? Are you aware of displays? They can support themselves. On desks. Or wall mounts. Compared to Vision Pro it feels like magic. Self-supporting displays. It's the future. Everything is about to change when people learn about it.

And do you realize that’s by taking the displays off of your desk you can have more of them? Oh, at any size and any location you want. You can continue using the input devices you like but now have as many displays as you want and you can take it with you easily.

You assume you will hate it, maybe you will. But maybe the future won’t involve dedicated furniture to put things on and cables connecting them. Maybe you’ll be able to work wherever you want and with the same amount of productivity. Or maybe even better productivity!

But you’re probably right, the future will never get any better, this device is pointless and will never lead to better versions of itself or point to other ways of working. Thank you, there’s no telling where we might end up without true believers of the status quo like yourself.

Re: A developer's view of Vision Pro

#253
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…

would you recommend buying 2 and replacing your TVs with it? I'm legit thinking about this, because the home theater setup I'm looking at will cost nearly the same, but two of these + a great audio system would be amazing. The real question is, can you make two devices sync to each other simultaneously. Probably not I'm imagining

Shared space interaction was notably missing from the keynote. I'm very curious what the vision for the platform for it will be. Meta has put a lot of focus on it so there are a bunch of Quest apps and games where people inhabit the same phyiscal space and all the virtual objects are shared. I feel like it's essential for a platform like this to ultimately succeed, and curious that Apple appears behind Meta on this front.

Re: A developer's view of Vision Pro

#254
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…

would you buy it when it becomes available?

I'm confident I'll buy a version of the headset at some point, but I don't know yet if I'll buy it right at release. I'm not saying that because I have any additional knowledge of future products (I don't), just that, like the rest of you, I want to see the ecosystem get fleshed out and not have to pay the early adopter tax. I think it will be great for work but who knows when a great remote code editor and terminal will show up on the App Store, right?

It's also not novel to me because I've spent a while using it already, so I'm not exactly in a rush to test it out just to see all the features.

Re: A developer's view of Vision Pro

#255
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?

If Apple allows it then I fully expect 3rd parties to make controllers. Now that Meta has demonstrated fully self tracked controllers, you don't need much OS integration to make that work.

Of course, it depends if Apple allows it.

Re: A developer's view of Vision Pro

#256
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.

Maybe for Apple development, but given that it’s positioned as an iOS-type device, the public will never get a native terminal on this thing. It would be unprecedented.

Re: A developer's view of Vision Pro

#257
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…

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 love the Quest line: own a q2 and pro.

The main difference is that Vision has a laptop grade processor (Apple M chip), LiDAR, and another separate processor to manage the LiDAR, a separate depth sensor, & all the other 12 sensors and cameras

The Quest only has a smartphone processor. The pro doesn’t even have a depth sensor. While the q3 will have a depth sensor, it will not have eye tracking or face tracking, in addition to only running yet another smartphone processor and only ~5 sensors and cameras

Re: A developer's view of Vision Pro

#258
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…

I fear Apple’s effort will be limited to an iPad-like content consumption experience without the platform opening up to a Mac-like degree. And that no other company has the chops to “cross the Rubicon” in such a comprehensive way, dooming AR/VR to a niche of limited usefulness.

Re: A developer's view of Vision Pro

#259

Earlier quoted context omitted.

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?

I assume that you’d be able to look beyond the edges of the screen.

Re: A developer's view of Vision Pro

#260
post #240
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…

Thank you for answering all these little questions, hope I'm not too late :) 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 usi…

1. I don't really know of any feature like this but can't say for certain. I'd highly recommend investing in a bluetooth keyboard for work in the headset (or keep your cable keyboard plugged into your computer and mirror the screen into the headset).

2. Honestly no clue how the public will react to Apple's avatars, but keep in mind that third party apps are free to create experiences like that and I'm sure you'll see a dozen VRChat clones taking off.

3. Not sure! I never ran into any issues but I also don't need glasses.

4. I personally am a VR gaming enthusiast and despite gaming not being the core use case of the Vision Pro, I'm very excited to see what people do with it. If you've played Half Life Alyx you know how fun gravity gloves are, so imagine having games that have graphics and physics that can seamlessly blend with real life. Use your hands to toss around virtual objects that bounce off walls in the real environment! The cool thing is that this is all super easy to develop for now: all the scene understanding, rendering, hand tracking, physics, etc. is all handled by the device so you can probably whip up a gravity gloves prototype in a few lines of code.

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