Earlier quoted context omitted.
iOS shines when you create something, for while someone has already created software to create. Desktop shines when you create something novel. It's as simple as that -- there are tons of things people have created really polished iOS "happy path" software to create on, but they're not general purpose creators. Specifically because anything general purpose threatens Apple's App Store toll gate, and thus cannot be all…
What are the creative apps on Android that Apple is not allowing to exist on iOS?
A developer's view of Vision Pro
291–300 of 371 posts
Re: A developer's view of Vision Pro
#292Earlier quoted context omitted.
Right, it sends the message that the developer is better served by using a Mac, or that the Vision Pro is not capable. Maybe that was honest/intentional?
It’s got a full M2 and (reportedly) 16 GB of RAM. In theory it’s capable. That doesn’t mean Apple will expose that. Maybe just not today. The original iPhone had a full OS capable of multitasking but it wasn’t a feature given to the user due to memory and battery constraints. We’ve now had it for years. This was the first we’ve seen of it, and I suspect the on device development story was not one they wanted to spend…
Apple announced just before WWDC the iPadOS versions of Final Cut Pro and Logic Pro, their professional media creation tools. We've all seen shows and listed to music (and podcasts) created with these tools. While most of the core functionality is the same between the Mac and iPadOS versions, the iPad versions take advantage of multitouch and other iPadOS features, as they should.
> Plus knowing Apple it seems likely they’d want to make Xcode work better for the interface than just plopping the Mac app in.
Yes; that's how Apple does things.
As I mentioned elsewhere in this thread, iPad users can already use Swift Playgrounds to code and submit an app to the App Store [1].
It's just a matter of time before there will be a version of Xcode for the iPad.
Re: A developer's view of Vision Pro
#293Earlier 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...
This is actually a bit disappointing since I would rather not have to move my entire head to look at a virtual side monitor. It seems like the technology is there now and many companies are looking into it, hopefully other headsets will be released with higher FOVs: https://youtu.be/y054OEP3qck?t=283
Another noteworthy point from that video: Apple has bought Limbak, an optics specialist that was formerly tied with Lynx R1's optics. This means Lynx can no longer use Limbak's future optics that, admittedly, fall short in scaling to higher resolutions. Now, Lynx has shifted its gaze to hypervision optics, intent on preventing a similar acquisition by another tech behemoth like Apple.
Re: A developer's view of Vision Pro
#294Earlier quoted context omitted.
I didn’t necessarily mean reprojection but whatever ‘trick’ is done to hide that the cameras aren’t in the same physical location the users eyes are without the headset on. Either way, very fair.
Right, parallax will be more noticeable the closer you move your hand to your face.
Re: A developer's view of Vision Pro
#295Earlier quoted context omitted.
Don’t forget the iPhone wasn’t an instant hit. It got a lot of discussion but it took a few years/versions before it became THE phone. Same with the Apple Watch. And even the iPod didn’t take off until it was on Windows after a few years. This will likely be similar. When the iPhone came out, not only was it limited it was $600 and no subsidy at a time most people were getting free camera phones. It took a while (and…
I don't expect the Vision devices to really drop much in price in the coming years. To lower costs, they'll have to go with lower quality displays, or cheaper cameras/sensors and less battery life. If you look at the iPhone, it hasn't gone down in price much if at all. I think we're at least 5 years away in terms of tech capability to provide the level of experience Apple is looking for at an "SE iPhone" type price p…
But I agree it’s not getting cheap soon. Maybe to $2k for the non-pro version (similar to the announcement Vision Pro) in a few years. Maybe even $1500.
You want to pay $500? You’re going to wait a long time.
Re: A developer's view of Vision Pro
#296> 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
#297Earlier 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.
Is is comfortable for all day work like that? Virtual monitors seems like the critical app for me.
Re: A developer's view of Vision Pro
#298Earlier 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...
Re: A developer's view of Vision Pro
#299Earlier quoted context omitted.
I don't expect the Vision devices to really drop much in price in the coming years. To lower costs, they'll have to go with lower quality displays, or cheaper cameras/sensors and less battery life. If you look at the iPhone, it hasn't gone down in price much if at all. I think we're at least 5 years away in terms of tech capability to provide the level of experience Apple is looking for at an "SE iPhone" type price p…
Some will come from mass production lowering costs for components. Some from the components being less cutting edge (and thus cheaper) too. But I agree it’s not getting cheap soon. Maybe to $2k for the non-pro version (similar to the announcement Vision Pro) in a few years. Maybe even $1500. You want to pay $500? You’re going to wait a long time.
I think you could get there pretty quickly by cutting out all the AR stuff and making a VR-only "spatial computing" device, but I dunno if that's something they want to do.
Re: A developer's view of Vision Pro
#300Earlier quoted context omitted.
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 :)