Earlier quoted context omitted.
Apple leveraged their existing OSX OS stack, for Meta this would mean either heavily forking android OR starting their own OS. Both would take 5+ years to get meaningful traction. Remember google fuchsia, the code-repo was public in 2016, intial release was 2021, and it's still not anywhere near where it'd need to be for a VR headset.
VROS is already an Android fork.
Vision Pro: What we got wrong at Oculus that Apple got right
601–610 of 863 posts
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#602Earlier quoted context omitted.
This has been my main complaint with Oculus all the way since the Rift days. At that point I assumed it was forthcoming within a few years yet here we are 8 years later and somehow it's not all that different. I don't understand how Oculus/Meta isn't drastically ahead at this point on software.
They are drastically ahead. They have VR games, which are the only real reason to own a VR headset at the moment (and for at least 5 years).
Also I'm pretty sure those VR games that are ran on a computer connected to a headset could display on any headset, Apple or Oculus. Cursory search reveals people have already been getting SteamVR to work on the VisionPro.
Running stuff directly on the headsets is neat, but there's no headset on the market with enough power to match what you can have when plugging them into a computer.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#603Coming from a senior Oculus lead, the most interesting thing about this write up for me, is what it lacks: it says almost nothing about the software stack / operating system. Still 100% talking about hardware at the bottom and end user applications at the other end. But there is no discussion of the platform which to me is actually the highest value proposition Apple is bringing here. In short: Apple has made a fully…
So they want to build a new kind of device and a new kind of experience, and they seriously think they can do that by just plugging together ready-made parts built by others? No wonder this is going nowhere.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#604Coming from a senior Oculus lead, the most interesting thing about this write up for me, is what it lacks: it says almost nothing about the software stack / operating system. Still 100% talking about hardware at the bottom and end user applications at the other end. But there is no discussion of the platform which to me is actually the highest value proposition Apple is bringing here. In short: Apple has made a fully…
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#605Earlier quoted context omitted.
Have you seen the competitors? OS: Windows is a add-riddled and always ignoring your preferences and getting in the way of your work. Tablet: Android tablet are slow (or soon to be) and not much applications designed for them Laptop: Windows and never a good mix of great components, perfomance, and weight. Phone: Only a few do not add uninstallable junk, and these days, they all try to copy the iPhone which is not so…
All of that is only your opinion, there are no objective facts in there at all.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#606Re: Vision Pro: What we got wrong at Oculus that Apple got right
#607Earlier quoted context omitted.
To support copy&paste all you need is a common format for 3D objects, like HTML is for 2D documents; glTF might be a reasonable candidate. The problem with the Apple approach is that there are no apps and games, and there probably won't be many given it's a 3500$ device with few users that Apple exerts its tyrannical grip over (or if there will be, they will be ports of Unity/Unreal, PC or Android VR apps, not using…
People have been trying to solve this problem since the VRML days in the '90s. I suspect you are underestimating the complexity of 3D data by a pretty huge extent. 3D is much, much, much more complicated than 2D, especially if you're trying to interchange between arbitrary applications that may have divergent needs. Start with this little thought experiment. What do you mean by 3d object? Do you mean a set of polygon…
Like in HTML with divs? So if you have a virtual lamp you want to copy, all the various elements that make up the lamp are in a VR equivalent object markup as . If you want to copy specific elements you can, but you’d have specific actions, e.g copy color etc.
Maybe I’m missing something though and it’s more complex.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#608My two cents (as an owner of a Vision Pro): 1) This is a beta product and I wouldnt recommend it to anyone that is not a developer or in a position to create apps for it, 2) this is going to have as big of an impact on humanity as the computer or the internet did and every engineer or aspiring entrepreneur should pay it attention. This device is magical. Yes it's too heavy, yes there are not enough apps, yes sharing…
I predict it will go the way of 3D TVs. Most people don't want to walk around with half a kilogram of computers inside goggles strapped to their faces.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#609Earlier quoted context omitted.
> When the screen is 50% better and it weighs 50% less, 20% of knowledge workers will be tuned in daily. I don't believe that for a second. Even 50% lighter and it's still going to be more uncomfortable than not wearing one. All so you can have a blurrier screen? If/when it gets to the weight/comfort of normal glasses then sure. But that's at least a decade away. Probably more.
> If/when it gets to the weight/comfort of normal glasses then sure. I'm not so sure about that. Even after 36 years of wearing glasses (current ones weight barely 20 gram), they still bother me, and I fiddle with them constantly.
Re: Vision Pro: What we got wrong at Oculus that Apple got right
#610Earlier quoted context omitted.
> What do you do if someone hands you a controller for a tv game equivalent? I'm not the GP, but as they said you have all your other body language for communication. In VR-world, you have your eye direction and hands - not even your full eyes, with all the muscles around them that may communicate more than anything else on your body. I suppose you could flip them off. :) It's an interesting point about how VR avatar…
If someone is showing you a tv show it seems extremely rude to me to not look at the show as a way of passively showing disinterest vs just saying it’s not for you; no?
Those aren't your only two options. There are almost infinite ways to communicate.