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Apple Vision Pro available in the U.S. on February 2

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Re: Apple Vision Pro available in the U.S. on February 2

#231
post #19

I do hope this is successful. The cult-like behavior that Apple inspires may be the big push needed to help VR become adopted by the general public. If it fails, then I'd be pessimistic that VR will have meaningful progression in the next decade.

Serious question: why do you expect VR to take off with the general public? A decade into VR experiments, and nobody has come up with good non-gaming applications better than cartoony chat apps. It’s got a worse track record than blockchain.

I'd consider buying a headset that could do the following:

- Virtual desktop experience at least as good as a single 27inch monitor

- Doesn't make me nauseous or hurt my neck

- Isn't egregiously expensive (3,500 is pretty steep)

Re: Apple Vision Pro available in the U.S. on February 2

#232
post #75

Earlier quoted context omitted.

>Companies could offer these as a return to office incentive So an office full of people with VR headsets on? I don't see the incentive in that compared to doing it from home.

The incentive is that you can take your headset off and have a real face-to-face conversation with your coworkers. And when you want to go back and focus, you put the headset back on and are free of distractions. I tried this for a few days with the Quest 2 in a coworking space. I thought it was cool, but the displays weren't good enough and I had trouble reading small text.

Why that instead of striking home and facetiming/zooming on the device itself?

Re: Apple Vision Pro available in the U.S. on February 2

#233

Earlier quoted context omitted.

What's interesting to me is that it seems to fully get rid of the screen door effect, and could actually be useable for work with virtual huge screens. I didn't really get into VR games, and maybe I should take another crack at them with something cheaper from meta before investing in the Vision Pro. Anyway, there's no way my work will buy me one, and I'm not buying one with my own dollars just to lock it to my corp…

> What's interesting to me is that it seems to fully get rid of the screen door effect, I heard that the Quest 3 already solved this too?

People use "screen door effect" and "overly low resolution" interchangeably even though they aren't the same thing. The screen door effect--visible gaps between pixels--in the Quest 3 is minimal, but the resolution is still low enough individual pixels are obvious. It's not usable for a lot of the work-related cases Meta promotes.

Re: Apple Vision Pro available in the U.S. on February 2

#234
post #141

Earlier quoted context omitted.

It is not fair to compare the Quest devices, given what we know about the Vision Pro so far. The AR functionality on current-gen gaming headsets is terrible, and the screen door effect is glaringly obvious. What Apple is advertising blows the Oculus devices away. Whether the difference is worth the extra $3000 is a question that has yet to be answered, but it’s a category error to compare them directly.

Every functionality that i see in these videos already exists in Q3, but presumably in lower resolution. Is hardware going to be the differentiator that makes it so much more useful? It's also theoretical atm

> Is hardware going to be the differentiator that makes it so much more useful?

The tech journalists who got an early look seem to think so. Obviously time will tell if this holds up under real world conditions.

I was a VR early adopter and have used the best consumer units available. The thing that always held it back for me was the obvious screen door effect and the isolation of these headsets.

Apple seems to have focused on both of these issues, which makes the device intriguing. Being able to immediately interact with the room in high fidelity will make a huge difference. The AR mode on the Valve Index is awful, but also really cool. If Apple delivers on half of the room AR, it’s a huge step forward.

And a lack of screen door effect makes it viable for real productivity use cases.

Re: Apple Vision Pro available in the U.S. on February 2

#235
post #141

Earlier quoted context omitted.

Every functionality that i see in these videos already exists in Q3, but presumably in lower resolution. Is hardware going to be the differentiator that makes it so much more useful? It's also theoretical atm

Apple's device isn't tethered, so it's usefulness isn't constrained to a few feet from your computer.

The Quest is fully cordless whereas the Vision Pro has a cord that goes to a battery pack that you wear on your waist. Though neither device requires you to be tethered to a computer.

Re: Apple Vision Pro available in the U.S. on February 2

#236
post #136

Earlier quoted context omitted.

The Quest 3 cannot do that, its depth sensor is far too low resolution to scan a face with a good fidelity level. Unfortunately, it also means the quest 3 probably will probably never be very good at dynamic occlusion in mixed reality (ie: hiding partially virtual objects that are behind real life objects).

Just use the FaceID camera on users’ iPhones.

I'm sure Meta will be very happy helping Apple selling more iPhones.

Re: Apple Vision Pro available in the U.S. on February 2

#237

Earlier quoted context omitted.

What do you see with it? I see a better in some ways (display, cameras, maybe finger tracking) VR headset than an alternative like the Quest 3 but also with some serious downsides, no controllers, insanely high price and potential weight issues because of all the metal/glass.

I won’t buy it because I don’t have any use it for it. But $3500 for a gadget is not crazy. I look back at what some of my computer set ups cost over the years in non inflation adjusted terms - An Apple //e with a duo disk drive, a green screen monitor, and a dot matrix printer in 1986 was $3000 - A Mac LC II with 10 MB RAM, an 80MB hard drive, a laser printer a little 12 inch monitor, and a //e card with a separate…

You can buy 7 Quest 3s for the price. Or 14 Quest 2s.

How many people did what you did though? Were those all Apple branded monitors + printers? There were much cheaper alternatives in the same time frame.

I paid full price for a 3DS on day one, doesn't mean it was the right price for it to be a success.

Re: Apple Vision Pro available in the U.S. on February 2

#238
post #31

>With Mac Virtual Display, users can even bring the powerful capabilities of their Mac into Vision Pro, creating an enormous, private, and portable 4K display, ideal for pro workflows this to me would be the more immediate selling point(compared to more consumer type stuff), if this is good enough to replace external monitors so I can essentially have my ideal setup wherever I want. Companies could offer these as a r…

> creating an enormous, private, and portable 4K display One? But but... I use multiple monitors... what kind of pros are they targeting it at? > Companies could offer these as a return to office incentive ... along with a self driving car so you can wear your headset on the 2 hour commute? :)

I have multiple monitors at home, but when I’m traveling, I’m stuck with my laptop. Could be a huge upgrade.

Re: Apple Vision Pro available in the U.S. on February 2

#240
post #235

Earlier quoted context omitted.

Apple's device isn't tethered, so it's usefulness isn't constrained to a few feet from your computer.

The Quest is fully cordless whereas the Vision Pro has a cord that goes to a battery pack that you wear on your waist. Though neither device requires you to be tethered to a computer.

Oh I didn't realize that. I thought all VR up to this point required a computer video card. I'm out of the loop.
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