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Apple Vision Pro review

wsj.com

71–80 of 1001 posts

Re: Apple Vision Pro review

#71
> Still, there’s something great about capturing photos and videos without using your hands, and that means connected eyewear.

Does it? What about gopros or similar action cams, being used for over a decade, and for less than a tenth of the price?

Re: Apple Vision Pro review

#72

I think we are now at a stage where VR hardware has surpassed software. Between this and the Quest 3, we have powerful, polished and consumer friendly devices, but beyond a few niches (fitness, simulation, gaming to some extent), there is nothing to convince users to put the headsets on. I am hoping we will see a lot of experimentation in the coming years, and I am excited for what the Apple ecosystem will bring to t…

Im curious what do you have in mind related to fitness?

There's a bunch of VR games/apps that are notable for fitness. Beat Saber is the most well known one that's explicitly a game, Supernatural is maybe the most famous one that's framed as more of a fitness app/service.

But other notable ones include Synth Riders, FitXR, OhShape, Pistol Whip, Thrill of the Fight, and (maybe) Gorilla Tag. And this list is far from exhaustive.

VR is pretty good for fitness just because it can make exercising more interesting, comparable to sports without the need to coordinate with other people (and it's easy to do inside your house, if you have at least a 2m x 2m open space). Major downsides would be having that space available and sweat inside the headset.

Re: Apple Vision Pro review

#73
The thing I don't get about spacial computing is: why?

I feel like being able to see everything open at once would be incredibly distracting. I like how I can swipe between app screens on my desktop so that I'm only focusing on one app at a time.

Of course I imagine there are some applications where it's useful, but to me it just feels like the Apple Vision Pro is just a very large screen and they haven't quite figured out what to do with it.

Re: Apple Vision Pro review

#74

One of the aspects of the device that has been under-realized is that when mirroring your desktop/laptop display to the AVP, you can't break out its applications into different areas. You can't pull them away from the desktop window. This is one of those things that Apple never claimed was supported, and yet there's something about that behavior that feels like such a natural intuitive implication to the technology t…

It looks like someone is working on a Mac app that does exactly this, and they seem to have a functional prototype: https://x.com/TheOriginaliTE/status/1751251567641346340?s=20

Re: Apple Vision Pro review

#75

Earlier quoted context omitted.

> but instead it's just become a media consumption device for most people. I don't think that is true. I think 'most people' don't need a computer for more than what an iPad can do, and that your use case is more exceptional than common. Computers as we think of them, with a somewhat permissive operating system that let's you execute whatever you want are probably going to decrease in relevance to somewhere akin to h…

Sure, but I still see most people using iPads for media while having a MacBook for "real work," which is exactly what Apple wants, to not cannibalize their own products.

Apps like Procreate have sold a lot of iPads to artists who use them for “real work”, as has the Sidecar capability which lets an iPad and Apple Pencil act like a Cintiq with a better screen that’s not desk-bound.

It’s true that they’re limited but that doesn’t mean that there isn’t work that’s well-suited for them.

Re: Apple Vision Pro review

#76
post #69

Earlier quoted context omitted.

It's not VR though. The AR angle of this device is why it's compelling. VR is completely blind to your surroundings, Apple Pro could in principle make your public park look like Jurassic Park with full size dinosaurs etc. Blending our reality with an overlayed real time rendering is a massive benefit over straight VR.

Its not true AR though. Its "record reality then display in VR". You're never looking at the world. Always through screens.

That could just be an initial limitation of technology, though. The Apple Vision "spatial computing" line could move to glasses eventually.

That said, I think the "you're looking at a digital reconstruction of the world" aspect pretty interesting since it means, in principle, everything can be changed as you'd like. Why not turn day to night, night to day, redecorate, block out ads on billboards, re-paint your house, hang paintings, add an extra window to your wall, etc?

Re: Apple Vision Pro review

#77

I can't wait what the Vision Pro 4S-equivalent would look like and what capabilities it would have. I already imagine how people from 5 years in the future will be sharing photos of the current Vision Pro asking "Remember when this was the best VR headset hhh??" Sure, VR headsets existed before Apple's foray into that segment, but also did laptops, smartphones, tables computers, smart watches and bluetooth headsets.…

It's not VR though. The AR angle of this device is why it's compelling. VR is completely blind to your surroundings, Apple Pro could in principle make your public park look like Jurassic Park with full size dinosaurs etc. Blending our reality with an overlayed real time rendering is a massive benefit over straight VR.

It is VR, though.

Sure, Apple built the headset so that it mimics AR devices, but it definitely is not one itself.

The technology to build an AR device with the capabilities that Apple boasted is simply not here yet. I'm sure that Apple top-talent is hard at work trying to break the barrier (if it didn't yet), but that'll be for a future version, just not this one.

Re: Apple Vision Pro review

#78

> Still, there’s something great about capturing photos and videos without using your hands, and that means connected eyewear. Does it? What about gopros or similar action cams, being used for over a decade, and for less than a tenth of the price?

People don't wear those all day. A scenario where people have cameras on their face all day yields a totally different kind of ability to capture serendipitious moments, etc. That's not to say this value proposition is high enough to warrant it, or that we should expect this technology to actually succeed mass adoption, but it is not the same value proposition as what you're talking about.

Re: Apple Vision Pro review

#79

I think we are now at a stage where VR hardware has surpassed software. Between this and the Quest 3, we have powerful, polished and consumer friendly devices, but beyond a few niches (fitness, simulation, gaming to some extent), there is nothing to convince users to put the headsets on. I am hoping we will see a lot of experimentation in the coming years, and I am excited for what the Apple ecosystem will bring to t…

Im curious what do you have in mind related to fitness?

Not gp but I have multiple friends who got the Quest just to play Beat Saber as a form of cardio exercise.

Re: Apple Vision Pro review

#80
post #66

What's the killer app? Quest headsets have been out for years and haven't seemed to find one. Well.. besides 3d porn

For me it’s movies. But the fact that Netflix and Amazon haven’t updated their Quest apps in years — nor has Meta bothered building its own movie streaming solution (e.g. making the Quest Browser compatible with streaming services) leads me to think that the active user base might be slim. Can’t imagine doing work is the killer app, not while wearing a headset is more cumbersome than opening a laptop.

I'm not sure how Apple can make watching movies in VR that much better than they are already on the Quest series and other existing VR headsets. And as you noted it doesn't seem to be a popular use for those devices. Maybe the higher resolution on Apple's headset will win people over?
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