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A developer's view of Vision Pro

david-smith.org

321–330 of 371 posts

Re: A developer's view of Vision Pro

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post #253

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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 f…

Whether it has capabilities here or not, it seems like it would be challenging at a $3500 price point to say "and here's features you get if you buy one for each member of your family". Within an app, the challenge would be identifying they occupy the same space and mapping into the same coordinate system. Easier for VR mode than AR mode, where your mapping can be pretty arbitrary to the available bounds.

> Within an app, the challenge would be identifying they occupy the same space and mapping into the same coordinate system. Easier for VR mode than AR mode, where your mapping can be pretty arbitrary to the available bounds

Absolutely. It's impressive work on Meta's side that the full ecosystem of headsets natively support this in AR mode already [0]. It will be interesting to see if Apple has this figured out, or if they can ship in time for release. The fact they didn't demo it suggests to me that they are still in catchup mode here. But then, there are a lot of things they didn't demo that came out in the technical talks later.

[0] https://developer.oculus.com/blog/build-local-multiplayer-ex...

Re: A developer's view of Vision Pro

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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!

How does it work on busses/planes/boats? Are the screens locked to the cabin? Or the horizon? Or do they just fly all over the place like Quest?

Re: A developer's view of Vision Pro

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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 :)

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Re: A developer's view of Vision Pro

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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?

They're clearly not trying to sell it as a gaming product. But assuming the device is successful enough, there's nothing stopping Apple from selling controllers as add-ons in the future (for a hefty price of course).

Re: A developer's view of Vision Pro

#325

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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?

Because they appear as giant billboards instead of on a screen of a few square inches.

Re: A developer's view of Vision Pro

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> 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).

Yeah people weren't exactly thrilled about the look of AirPods when they first released. Everyone thought they looked so unflattering. I do agree that the AVP does look too clunky for the general public, but it's not hard to imagine that this will be improved upon with every future generation.

Re: A developer's view of Vision Pro

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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…

Being able to watch movies in bed and let your spouse sleep without a lot of light is definitely a use case.

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Re: A developer's view of Vision Pro

#329

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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…

What was the upper limit on number of virtual monitors you could stream from a Mac when you were working on it? The demo videos only ever show one which doesn't seem all that useful. Optimally you'd be able to just drag the actual MacOS windows out into space and the cursor would just hop to them when you look at them.

Re: A developer's view of Vision Pro

#330
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 :)

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.

Most people are quoting a FOV of between 90 and 100 degrees which is about average for the VR market
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