Earlier quoted context omitted.
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?
> I'm not sure how Apple can make watching movies in VR that much better than they are Apple is already making it's own 3D content. For instance watching a concert shot in 3D with spatial audio may be something that people find compelling. Certain artists, for example Taylor Swift, have fans who are well known to be willing to spend a fortune to attend her shows in person with high end tickets running $750.
Apple Vision Pro review
151–160 of 1001 posts
Re: Apple Vision Pro review
#152One 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…
Re: Apple Vision Pro review
#153Earlier quoted context omitted.
The Microsoft Hololens demos included some examples of this. It certainly looked interesting example: https://www.youtube.com/watch?v=pIsjVaqdNpc
Speaking of the MS Hololens: Is it still a thing and is there a community of 3rd-party developers around it? It showed a lot of promise when it was released.
https://en.m.wikipedia.org/wiki/Integrated_Visual_Augmentati...
Re: Apple Vision Pro review
#154It seems that a lot of basic information is missing in the review: 1. How does it compare to an high-end monitor for text editing/programming, web browsing, watching non-VR video, playing non-VR games? Is it better or not? 2. Is the resolution, latency, FoV and lack of color fringing good enough for it to be indistinguishable from reality in both passthrough and VR modes? If not, how exactly far is it? 3. Can you run…
Re: Apple Vision Pro review
#155[flagged]
What types of data exactly are you implying that this device may capture that would be any more extreme than the data which would be captured by any other existing Apple device? I would think the Apple Watch alone has the ability to capture more data about habits and personal information than the Apple Vision Pro possibly could, considering its countless additional sensors on top of its existing ecosystem integration…
I don't care about the data it captures on the wearer. If you're inclined to hand over all that telemetry on yourself to other people, I don't know what to tell you.
I care very much about the high-resolution cameras it has pointed at me. I don't think that's okay.
Re: Apple Vision Pro review
#156Earlier quoted context omitted.
> I've read the resolution for that is weirdly low, QHD This is something I've been wondering about. The Vision Pro's displays are 4K per eye, for the entire field of view. The monitor I'm sitting in front of is 5K, and takes up quite a bit less than my full field of view. Surely the virtual Mac screen (and everything, I guess) is gonna be substantially lower resolution than traditional high-DPI screens at normal vie…
It’s going to be presented as a 5k Retina display to your Mac, with a 2550x1600 at 2x rendering, downscaled somewhat to a bit over 4k of so. Therefore it will appear kinda like a retina imac. 27 display but not quite as sharp.
Depends on your typical FOV to your monitor.
If the headset manages to be 4000 pixels wide, but that is filling say 110 degree FOV, then if your virtual display is 44 degree FOV, it's only going to be represented by about 1600 pixels wide. 4000/(110/44) = 1600.
I wish we knew what the actual resolution of this headset is and what the FOV is.
They say it's 23 MP total, so if the screens were square that would be 3391x3391.
If the FOV is 100 and our virtual screen was 50, then the screen would be 1695 pixels across.
And finally you lose some effective resolution because of the nature of the virtual screen being not aligned perfectly with the headset's panel. Since your head would be slightly askew in relation to the virtual monitor due to head tracking.
https://kguttag.com/2023/08/05/apple-vision-pro-part-5a-why-...
Re: Apple Vision Pro review
#157Earlier quoted context omitted.
The Microsoft Hololens demos included some examples of this. It certainly looked interesting example: https://www.youtube.com/watch?v=pIsjVaqdNpc
Speaking of the MS Hololens: Is it still a thing and is there a community of 3rd-party developers around it? It showed a lot of promise when it was released.
Apparently they are still making them for military purposes
Re: Apple Vision Pro review
#158- The Vision Pro is the best VR set that can be done today, with massive investment (rumoured 5e9 USD) and competent staff, and hefty price. It is miles ahead of the competition.
- It’s still not enough for most if any practical use, apart from films maybe. The technical requirements for a really useful VR are still largely out-of-reach, and will be for at least the next 5-10 years.
Re: Apple Vision Pro review
#159Earlier quoted context omitted.
On number 3, definitely not.
You can always make an app to stream H265 content from any device :) Windows even has support for IndirectDisplayDevices - I'm not sure how openXR or SteamVR handles those, however.