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Vision Pro: What we got wrong at Oculus that Apple got right

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Re: Vision Pro: What we got wrong at Oculus that Apple got right

#42

No matter how much I contemplate about it, there was still no “killer” app that affords me to buy a VR set. I’ve tried them, it’s nice. But it really has no place in my life. And how could this change? Even with better displays etc. the whole idea of disconnecting my main sense - the eyes - from my surroundings is so strange to me that it seems irreconcilable. Can anybody relate?

I found the killer app for me with AVP: working. I have my screens in front of me while I'm in front a roller-standing desk with really nice passthrough being able to see my garden outside. Everything looks crisp and the music quality is excellent

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#43

No matter how much I contemplate about it, there was still no “killer” app that affords me to buy a VR set. I’ve tried them, it’s nice. But it really has no place in my life. And how could this change? Even with better displays etc. the whole idea of disconnecting my main sense - the eyes - from my surroundings is so strange to me that it seems irreconcilable. Can anybody relate?

I found the killer app for me with AVP: working. I have my screens in front of me while I'm in front a roller-standing desk with really nice passthrough being able to see my garden outside. Everything looks crisp and the music quality is excellent

What kind of work do you do?

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#44

No matter how much I contemplate about it, there was still no “killer” app that affords me to buy a VR set. I’ve tried them, it’s nice. But it really has no place in my life. And how could this change? Even with better displays etc. the whole idea of disconnecting my main sense - the eyes - from my surroundings is so strange to me that it seems irreconcilable. Can anybody relate?

I'm not a gamer, but I found shooter games in VR to be extremely cool for procrastination. I can play Contractors for hours.

Last winter I had limited opportunities to excercise, so I tried FitXR and it turned out to be insanely engaging. Reality can't give that level of engagement and multisensory feedback. I did boxing and HIIT daily, and while I don't like to sweat like crazy in my living room, that was extremely positive experience that helped me get through the winter.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#45
> Watching movies in Vision Pro is great at first but most people will stop doing it after the initial novelty excitement wears off Watching TV/movies in virtual reality seemed like such an incredibly compelling idea that we (the Oculus team at Meta/Facebook) built an entire product around that idea — Oculus Go. Launched in 2018, Oculus Go was the biggest product failure I’ve ever been associated with for the simple reason that it had extremely low retention despite strong partnerships with Netflix and YouTube. Most users who bought Oculus Go completely abandoned the headset after a few weeks.

You can't possibly extrapolate the movie watching retention rate from Oculus Go to Apple Vision Pro. That's like saying most people won't use ipod based on the data we collected from our walkman.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#46

No matter how much I contemplate about it, there was still no “killer” app that affords me to buy a VR set. I’ve tried them, it’s nice. But it really has no place in my life. And how could this change? Even with better displays etc. the whole idea of disconnecting my main sense - the eyes - from my surroundings is so strange to me that it seems irreconcilable. Can anybody relate?

For someone who lives in a very small apartment, my WFH setup takes an annoyingly large part of my living space. If I can build a comfortable work environment in VR/AR, I can get rid of my work desk entirely and keep a strong separation between work and my personal life (take headset off and put it + keyboard + mouse away in the closet => done with work). I get to even take it with me so I could work at any desk (in a hotel room, at my parents', etc.)

Even now, I'd love a solution to easily put up and teardown a monitor on my dinner table so I can get rid of my desk.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#47

I like my Oculus Rift. But the software is so bad. It is confusing, after a month not using it, I don't know where each setting is. Sometimes I misconfigure, and there is no easy way to reset it and move everything into view again. Hardware is fine for my needs (playing Alyx), but the software looks like somthing bought from seven sources and glued together.

It's gone through so much reshuffling and clearly been kicked around internally between managers/PMs.

The earlier versions were much easier to use and the later ones can become quite a nightmare to setup navigating the oculus/meta/facebook account silliness then ultimately it all feels a lot jankier than very early versions of the software both in Rift and Quest respectively.

Think if Zuck believes in this going forwards it would be wise to focus on removing some of this platform bureaucracy friction, took me 15-20 minutes to get my Quest up and running and logged in after not using it for 18 months.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#48
post #4

Great article. It's so long, the four-part title is deserved and necessary to understand what's here. I found this part somewhat funny or perhaps disingenuous: > "I admit Vision Pro is the ultimate tech toy, but since I’m not an active developer I can’t justify the $4,049.78 price tag (512GB model + California sales tax) simply for keeping up with the VR market, so I returned my Vision Pro for a full refund inside th…

Rich, literally headed Oculus at Meta, extremely relevant to his career and interests, spends many hours writing at least one article about the device. But no, can't justify the purchase. If this guy can't justify the purchase who can??

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#50

Earlier quoted context omitted.

Is there something inherently difficult or novel about VR operating software that would make it difficult to design or implement controls? I can understand tracking hands is difficult, but I mean the problems you have. It seems crazy that after investing so much in the 'hard part', the VR hardware and software itself, they'd drop the ball on what seems mundane - basic design of UI controls.

No I don't think so. They just miss the Apple attitude of UI. It's like the Windows setting system. I'm using Win11/WSL, and while it works, the Windows settings are a mixture of Win95/Aero/3rd Party Plugins (Nvidia)/Win11 and some things that just look like Win3.1. Googling to change DNS settings: Step 1: Open the Control Panel. ... Step 2: Open Network and Sharing Center. ... Step 3: Choose the connection. ... Step…

This is old Windows. On Win11:

Settings

Network and Internet

Choose either your wifi or Ethernet

Click Edit next to DNS Server Assignment

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