Live data from Hacker News

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

hugo.blog

341–350 of 863 posts

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

#341

If people wanted to wear a phone screen taped over their eyes out in public, the technical limitations wouldn't barely make a dent in that desire. But the vast majority of people want to have real in-person human interactions when they're out in the world. That's what the makers of these devices fail to see. But they can't see that because they're self-described VR enthusiasts. If they talk to non VR enthusiasts (whi…

I don’t buy this. So many people walking around absolutely glued to their smartphones. Neck crooked down, ignoring the world, even inside businesses, social situations, at home, at work, and the taboo is very quickly softening! I often notice couples sitting in a restaurant, basically ignoring each other in favor of their phones for an entire meal. No human connection going on here! People want human connections less…

I've always found examples like "couples sitting in a restaurant, ignoring each other in favor of their phones" as kind of hilariously judgemental. Almost in the same way that ignorant extroverts view introverts.

If they're a couple, why would they feel the need to always talk? You don't need to always be talking to enjoy just doing your own thing in each other's presence. Even prior to the proliferation of smartphones this was pretty normal in my experience, you spend most of your time having the ability to talk to the people you like, at some point you run out of things to say and are comfortable enough with each other to just do your own thing while in each other's company. It says nothing about their connection with each other.

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

#342
post #259

Earlier quoted context omitted.

Businesses are not their target market, never has been. They dominated the mobile phone market with their iPhone, and the iPad is still a gold standard product for tablets compared to the dozens of shoddy Android versions out there (coming from someone who leans more Android than Apple with their tech). I can see GP's point regardless of the rollout. Before the VR app stores become such critical masses, Apple will ha…

https://techcrunch.com/2018/01/20/apples-enterprise-evolutio... (2018)

I think both are right in different ways. Apple isn't a big enterprise player as far as (except for development), I give all my employees macs to do their daily work on. You don't walk into a bank and see iMacs sitting there usually. So from the desktop computer side, they are not that deep into enterprise. HOWEVER, iPhones, yes. Tons of companies issue iPhones as their company phone. Walk into a store, its getting more and more common that the cashier is using an iPad hooked up to some sort of payment processing device. That is where Apple has their business adoption. Or I take my kids to the trampoline park and the clerk hands me an iPad to fill out the waiver. Their enterprise isn't really that deep in desktops, but it for damn sure is in portable device (iPhone and iPad).

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

#343
post #158

If people wanted to wear a phone screen taped over their eyes out in public, the technical limitations wouldn't barely make a dent in that desire. But the vast majority of people want to have real in-person human interactions when they're out in the world. That's what the makers of these devices fail to see. But they can't see that because they're self-described VR enthusiasts. If they talk to non VR enthusiasts (whi…

Apple Vision wasn’t designed to be used outdoors in public settings with moving backgrounds. Those were just viral memes of people using it like that for fun.

That video of the guy in san jose wearing one of these, tapping at the air while crossing the road, was both hilarious and disturbing.

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

#344

If people wanted to wear a phone screen taped over their eyes out in public, the technical limitations wouldn't barely make a dent in that desire. But the vast majority of people want to have real in-person human interactions when they're out in the world. That's what the makers of these devices fail to see. But they can't see that because they're self-described VR enthusiasts. If they talk to non VR enthusiasts (whi…

Remember how stupid AirPods looked when they first came out?

They still do to be fair

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

#345

Earlier quoted context omitted.

There were a lot of tablets before the iPad but it wasn’t until the iPad that tablets really took off as a serious market segment. Ditto with AirPods and Bluetooth earbuds. In the past, once Apple started pouring R&D money into a specific product type, the entire industry around it tends to advance very quickly. I’m optimistic about the Vision Pro, and I actually think the n+2 Meta release will be much better off for…

My question is why does it seem like only Apple can do this, over and over? Why are they the only ones who seem to be able to knock a product category out of the park and legitimize it? Is it just the vast amount of money? Are they the only ones who can create products? Is everyone else that bad? Competitors work for ages and ages fighting each other, refining v1, v2, v2.1, v2.2, v2.25, and then suddenly Apple comes…

my generalized thoughts (and there are exceptions so don’t bother replying with “what about XYZ” because its a generalization):

1. Apple focus on customer story for every product. They may get it wrong sometimes but every product is sold with “this is how it will impact your life for the better”.

2. Apple understand brand and fashion. Unlike other companies, they don’t typically rush out the gate with a million variants to try and capture every part of the market. They don’t let it cheapen their brand and they avoid brand fatigue.

3. They stick with things for longer . Other companies tend to throw products at the wall early and hope they stick. Apple comes in later and then doesn’t relent for a long time compared to competitors.

4. They try and not focus on just specs. Other brands focus on features, and do a really bad job at telling you why you need it.

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

#346
post #81

Earlier quoted context omitted.

Hopefully you're right, but the cynic in me thinks we've been saying the same thing about every VR headset that has come out in the last ten years.

The cynic in you is overly cynical. Ten years ago was pre oculus rift. We weren't saying anything about VR headsets. Five years ago was pre valve index. We didn't have CPUs in a headset. Nor a battery. Cameras were only used for tracking. The things we were saying would improve is "screen door effect" and "tracking", both of which have.

Imo headsets will be long obsolete before they are viable and will be replaced with something else entirely.

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

#347

Earlier quoted context omitted.

What kind of work do you do?

Software eng. It's been amazing to have my terminal, IDE , github in Safari on one side, apple music in the back, news tickers above the screen, and being able to resize, bring them anywhere with me

Thanks.... I was hoping you'd say something that wasn't going to tempt me further.

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

#348
post #235

> Launch high-definition room scanning and unlock teleportation using technology that has existed within Oculus Research for several years now; it is time for Meta to make this future a reality where people can be remote but feel truly present by visiting each other’s home, office or favorite place. This teleportation/telepresence is the thing that struck me the most. I'd love to pop into a friend's living room for a…

> I'd love to pop into a friend's living room for a beer without worrying about them living in another country. The way a large number of young people do this is just by seeing their friends in voice chat on discord and then joining on their phone.

Yeah, that sort of works, but I think there's something meaningful to be gained by bringing the embodied experience into it, even if it's just simulated.

On a related note, we're probably also less than a decade away from telepresence via a humanoid robot at an affordable price.

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

#349

Earlier quoted context omitted.

Racing sims are the killer app, because depth perception really helps with sense of speed, and tight corners on a monitor are often outside the field of view and you can't just turn your head to look at them. Even then, it's not something I can do indefinitely. I've played GT7 on a friend's PSVR2, and sometimes elevation changes in particular tend to mess up the brain for a moment. It's somewhat disconcerting. Also,…

No offense, but I think you either don’t understand how niche racing sims are or don’t understand that “killer app” is meant to convey an app which justifies the existence of the device for a broad segment of the market. And, if anything, Half Life Alyx remains the killer _gaming_ app (and it probably isn’t either if I’m being honest).

While Alyx is definitely up there in the best VR gaming has to offer, the real killer app has clearly been Beatsaber (hitting both the "gaming" and "workout" use cases). Some quick googling suggests that half of all Quest users have bought a copy, which is insane.

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

#350
post #128

Maybe I'm old fashioned but one of the biggest barriers for me adopting VR/AR is there isn't a socially acceptable way to "duck out" of a VR experience you're just not into. I've been given a couple of demos of headsets by friends and more often than not by the end I feel trapped -- you're strapped into a thing that fully occupies your visual field, yet it's obvious and socially awkward when you take it off. And your…

[deleted]
Post reply on HN