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Apple Vision Pro review

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961–970 of 1001 posts

Re: Apple Vision Pro review

#961

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This is generally true of most of the product line... the iPod Nano / Shuffle were very popular but not the first iPod, the Watch is popular now, but the first one wasn't a all that, same with AirPods, and of course the iPhone itself. Apple has visibility into the Vision Air, and the Pro 2 & 3 and maybe 4 as well, so I'm curious to see where in are in 3 years or iterations.

TL;DR: I'll be super surprised if this thing makes any dent in tech/culture whatsoever. It's way too expensive (we're not too far out from used car territory here [0]) and breaks no meaningful new ground. Eh I think there are a couple of important differences. The first difference is that the iPhone wasn't 300% the price of the contemporary Nokia N95. It was actually around 30% cheaper ($500 vs. $730). The Vision Pro…

> The second difference is that the iPhone foretold how people were going to use phones in the future.

I don't know if I buy that. Watch the original iPhone announcement. Steve spent most of the time talking about what a great phone it was and how much better voicemail is. Connecting to the internet was tacked on to the end of the presentation.

"Now, what’s the killer app? The killer app is making calls!"

I don't think that's foretelling how people were going to use phones in the future.

Re: Apple Vision Pro review

#962
post #537
post #505

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This iPhone trope has gotta die. I worked at Motorola when the iPhone came out. Every single engineer knew this thing would blow everything else out of the water. It was one of the largest leaps in consumer tech devices ever. I assure you the Vision Pro is nowhere close to that.

The better analogy is probably something like the Apple Watch. Apple certainly wasn't the first smartwatch, but anyone who owned one before that was obviously a geek (said lovingly). Apple made the first mainstream acceptable smartwatch by smoothing over a lot of the complaints about their competitors, while adding some of their own in the process, just like the Vision Pro. It took a few iterations, but today people…

> The better analogy is probably something like the Apple Watch.

first apple watch was afailure and immediately fixed by the watch 2

>Apple made the first mainstream acceptable smartwatch by smoothing over a lot of the complaints about their competitors,

if anything apple set back smart watch development, the real groundbreaker was Pebble, but thanks to apple the smart wtach market is a stagnant perpetual compromise to justify low battery life with overpowered chips and bright screens, when all we really want is week-long batteries, e-ink always on displays, and physical buttons to work well.

i say this as an owner of at least 2 apple watches over the years. pebble never had a chance, but android's watch software has always suffered on trying to play apple's game instead of finding a true advantage

Re: Apple Vision Pro review

#963

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3500USD, an external battery and still "looking weird", I don't think you are going to see too many of them on planes, unless it's some die-hard Apple fanboy. If they manage to make next iteration slimmer (like, half the size) and with a battery in it, this might start to happen. But the market will be anyway smaller than the smartwatch one.

I still think it's weird how many people's eyes are glued to their phone screen in everyday situations and social settings. I think it's realistic that these headsets become acceptable and normal.

in general people have always saught a way to not have to look at each other in public. before phones it was newspapers and magazines as the social scourge of anti-social behavior

Re: Apple Vision Pro review

#964
post #96

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Video games are the killer apps and Quest definitely found it. The other one that could be huge IMO is attending real-life events like sport, concerts, shows, etc.

Both of these suffer from the fact that a good portion of the target audience is going to want to barf as soon as the camera moves. So games are limited in what kind of gameplay they can offer and real life events are stuck with either a fixed location or "jumping" from camera to camera.

> So games are limited in what kind of gameplay they can offer

I disagree. Games will have limitations. Limitations constrain but foster creativity. Console games were already limited in so many ways yet people found amazing ways to make them fun as hell. When mobile games come I truly believed that nobody would be able to have fun there, yesterday I played the entire game of League of Legends retrofited for mobile and it works! So now VR gaming is great, people will find ways to make it even greater without free movement that makes you sick

Re: Apple Vision Pro review

#965
post #946

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Oh I agree - I loved my experience with Drop Dead Home Invasion, and there are a lot of amazing experiences overall. But, I do think that most of these have more potential as a "demo", that you do a few times but would not motivate you to use a headset every day, beyond a relatively small group of people. It is like VR is currently stuck being Kinect in terms of sales and stickiness, while Meta and Apple would both l…

> But, I do think that most of these have more potential as a "demo", that you do a few times but would not motivate you to use a headset every day, beyond a relatively small group of people. This matches everyone I’ve heard talk about it, too. It was fun, they enjoyed a few things and then at some point they realized that their headset had multiple months of dust on it. I think the big question is when costs come do…

> at some point they realized that their headset had multiple months of dust on it

I bet these people also have consoles that are collecting dust as well

Re: Apple Vision Pro review

#966
post #674

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That’s a double edge sword though. Were they to make it 180°, we would critique it for spreading the precious pixels. “With those 4K your virtual monitor is 1080p at most!”

Apple used to excel at making the right trade off here. Choosing what feels right over numbers.

The thing is, when one has a user base the size of Apple's what "feels" right actually covers a very large range of possibilities. Even when Apple "excels" and covers most of that range, there's still a ton of people left out. Which leads to every Apple thread on HN filled with users bemoaning Apple's poor choices.

Wash. Rinse. Repeat.

Re: Apple Vision Pro review

#967
post #965
post #946

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> But, I do think that most of these have more potential as a "demo", that you do a few times but would not motivate you to use a headset every day, beyond a relatively small group of people. This matches everyone I’ve heard talk about it, too. It was fun, they enjoyed a few things and then at some point they realized that their headset had multiple months of dust on it. I think the big question is when costs come do…

> at some point they realized that their headset had multiple months of dust on it I bet these people also have consoles that are collecting dust as well

You’d lose that bet. Console games can be done with friends and family, and they don’t give you headaches or nausea after an hour. The hardware demands push the price up and that makes the social challenge harder, too.

Re: Apple Vision Pro review

#968
post #487

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genuine curiosity, how often are you clicking something without looking at it at least for a moment? or, how often do we believe other people are clicking something with out looking at it? im examining this for myself...hard to feel organic while im actively focusing on it, but i at least glance at my mouse pointer target while traversing the pointer towards the target across my screens

A lot. I also started thinking about it reading the reviews, and the main cases to me are: - checking something before commiting an action: for instance reread the product name before pushing the purchase button. The pointer is already on the button, I keep it there while checking the order, so I just need to click. - focus switch: pushing another window to the forefront doesn't need a super accurate click. I assume…

https://youtu.be/dtp6b76pMak?si=WIfkMdrsffMXwEvh&t=543

timestamp where reviewer discusses this idea

Re: Apple Vision Pro review

#969

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> Apple made the first mainstream acceptable smartwatch by smoothing over a lot of the complaints about their competitors, Really? Why do Apple fanboys make these kinda claims.. same as wireless Bluetooth pods, or fingerprint readers, or faceID. There are ample examples of these done well on the hardware side prior. The main advantage Apple has is its seamless integration with software, which of course it pairs well…

"Done well" was the Nokia motto. They did solid phones with a ton of features. Look what happened to them? Their problem was that none of the features was _usable_. It was like they released the first MVP the engineering team got done and forgot that people needed to use it too. But it gave them a bonus and another line on spec sheet, so all was good. For example Nokia had Copy & Paste years before Apple. But it was…

You mean how a mole from Microsoft got in, used the feud between the old school Symbian team and the promising Maemo/MeeGo project to burn the whole mobile division down via nonsensical switch to Windows Mobile ?

Re: Apple Vision Pro review

#970
post #938

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Every time I see the spatial photos and spatial videos, I always view it as someone putting on their VR headset to reliving a memory of someone who died. Then they take the headset off and realize they are alone and the loss broke them. I have a lot of trouble not seeing those videos from a very depressing place.

People are totally allowed to watch videos of their children without their children being dead.

This is true. I think it's the fade effect they add to the edge of it, it seems like an effect that would be used in a movie to show a memory of someone who died.
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