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A developer's view of Vision Pro

david-smith.org

261–270 of 371 posts

Re: A developer's view of Vision Pro

#261
post #145

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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…

> A smart slab of glass packed with sensors that can become different tools.

…as long as they’re sanctioned by the platform owners.

Re: A developer's view of Vision Pro

#262

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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’…

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Re: A developer's view of Vision Pro

#263

We’re still constrained to 2d rectangles though. I wonder how we could code in three dimensions or make it feel more physical like wood working somehow. It’s all text based so I can’t really think of how you’d do it.

What makes you think this? If you choose to use UIKit, yes, you get rectangles. But you are not constrained to UIKit.

Re: A developer's view of Vision Pro

#264

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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".

each eye is not getting "4k resolution" they are claimed to be each capable of rendering a 4k screen in natural resolution. 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

Not sure why people are still repeating this erroneous line of thinking. Humans can’t look in two different places at once like a chameleon. The eyes focus on the same point and the stereo images overlap almost entirely - the difference in point-of-view between your two eyes is tiny, they are next to each other! (Try alternatively closing one eye). If you’re emulating a pixel from a screen in VR you’re going to have to draw that same pixel in both eyes. You do not get 2x the pixels.

The exception to this is at the edges of your vision, where each eye does see a unique portion of the field, but by definition that’s not where you’re looking.

Re: A developer's view of Vision Pro

#265
post #62

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I don’t want to be nosey but given that it sounds like you feel like it’s a paradigm shifting device, and you’ve actually worked on and with the device, I’d be interested to read about your motivations for moving on from Apple/the project when you did if you ever feel like writing about it. So many questions I’d love to ask you about this, but again, none of my business. Just wanted to let you know I’d upvote that bl…

Thanks! My motivations were mostly comp based (I'm in HFT now), I loved the product and the team I was on! Feel free to ask any questions here and I'll answer anything I can (e.g. no unreleased info, but maybe go into more detail about the kind of stuff that was shown to devs at WWDC). No blog right now but maybe in the future :)

Mind me asking how you got into HFT? Curious about this.

Re: A developer's view of Vision Pro

#266

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Lol this comment made a fun image pop into my head. Being in a work meeting with my Vision Pro on looking at the presentation through passthrough while browsing HN on my virtual screen. :) The idea of looking at real screens in passthrough didn't even occur to me.

Lol, I'll expect people will figure out tells for whether you're slacking off irl in a headset just like being distracted in a zoom meeting. Reprojected eyes jumping around too much? Holding your hands below the table to pinch out of sight?

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Re: A developer's view of Vision Pro

#267
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…

Just wait until you get messages of "in-app purchases" and advertisements and they keep following you around. Then the real world will feel like paradise.

iOS doesn’t operate this way. Why would it be different here?

Re: A developer's view of Vision Pro

#268
post #265
post #62

Earlier quoted context omitted.

Thanks! My motivations were mostly comp based (I'm in HFT now), I loved the product and the team I was on! Feel free to ask any questions here and I'll answer anything I can (e.g. no unreleased info, but maybe go into more detail about the kind of stuff that was shown to devs at WWDC). No blog right now but maybe in the future :)

Mind me asking how you got into HFT? Curious about this.

It's a pretty simple story: a headhunter reached out through a friend, I applied to a few companies, got a few offers, and joined one of them.

I was already into performance programming beforehand but had no finance knowledge whatsoever.

Re: A developer's view of Vision Pro

#269

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If we count that then we count an iPad remote-deskoping into a Mac, which severly limits the actual use.

But with the Vision Pro there is zero latency and the possibility of having many big screens, whilst when remote-desktoping into a Mac from an iPad you gain nothing and the high latency makes it worse.

This is how I work now, with my Quest Pro and my MacBook.

It's using local Wifi (or USB), so the latency is very low.

Re: A developer's view of Vision Pro

#270
post #94

Earlier quoted context omitted.

Not exactly sure at all, I wouldn't have been able to predict this large of a leap before finding out about it myself. I do think a bunch of incremental improvements will eventually allow different use cases though. E.g. you'd never take it on a run or a bike ride in its current state but with enough weight and battery improvements you could have a HUD for exercise stats + navigation when biking with stuff like a vid…

I do think we'll see a fitness related product in the future but holy crap the early adopters trying it out should be super careful! It might be easy to forget that your eyes are completely covered with a screen. Imagine riding a bike at 30kmph and accidentally unplugging the headset. Boom. Black. Instantly. That's a scary place to find yourself. I'm curious if Apple will utilize the gyroscope to try and detect movem…

Hah yeah that'd be less than ideal.

> I'm curious if Apple will utilize the gyroscope to try and detect movement faster than a certain speed and show a warning.

The Vision Pro is doing SLAM at all times so it actually always knows exactly where you are (relative to its origin) and your speed!

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