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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

#801

Earlier quoted context omitted.

Yeah but glasses are probably fine for the display replacement market

If all you want is display replacement, you don't even need VR with head tracking.

Indeed, so I think that will likely become more popular when apple-like resolution is widely available

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

#802
post #795

Earlier quoted context omitted.

Are you saying that there is no such thing as people who watch sports at home by themselves? Because that's not remotely true. In addition, Apple already has it's shareplay tech that allows networked users to watch shared video, listen to shared audio, or video game together.

My argument is that the experience of seeing sport from a specific seat is inferior to watching it multi camera with huge zoom lenses. The thing that draws you to the stadium is the sense of being in a crowds. The technology to do this has been around for a while to has anyone tries. I'd certainly be curious to give it a go. I imagine there are some technical problems too, like if your team scores and you jump in the…

The argument in favor of the tech Apple is using in this essay sounds pretty compelling.

> The NextVR acquisition is what led to the incredible Apple Immersive video format, which enables capture of 3D video in 180 degrees in 8K resolution at 90 frames per second, an absolute juggernaut format with 8 times the number of pixels of a regular 4K video. The best way to think of the new Apple Immersive video format is kind of like a new IMAX-3D, but the real magic is the fact that it’s projected inside an imaginary 180-degree sphere (horizontally and vertically) that takes over your entire field of view.

Vision Pro is the first VR headset that enables playback of 180-degree 3D video at what feels to the eyes like 4K quality.

"IMAX-3D" sounds much more compelling than watching a flat image on a television.

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

#803
post #747

Earlier quoted context omitted.

Apple’s business model isn’t selling your personal information. In fact they go out of their way to protect your personal info. Requiring an AppleID is significantly less concerning than requiring a Facebook account.

how exactly do you know this and why come on here and state it as a fact? its a dubious claim at best, and if it were true would require asking the elephant sized question in the room - why collect my data if you arent going to use/sell it anyway? is collecting ny data just a fun internal project at Apple?

What data are they collecting about you, and who is it being sold to?

With Facebook its an easy answer - hobbies, intererests and habbits to use for targeted advertising.

That logic doesn't quite work for Apple given they arent showing ads on your OS, only in the app store.

It's pretty obvious Apple's revenue focus is on hardware and services, not on ads.

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

#804

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> Apple has made a fully realized spatial operating system I'm not sure what you mean precisely. Apple doesn't seem to have done more than windows with persistent positions. This isn't nothing, but it's also not something that has tremendous value for a headset that you only wear 30 or 45 minutes at a time. And they have little to no management of these floating windows. I'm really not holding my breath for Apple to…

Other people will come up with the right way to do spacial windowing… but they’ll fuck up somehow and Apple will take it, refine it, polish it, and “win”

I have negative confidence in Apple's ability to design a windowing system. Historically they have never once shipped a good one, and only occasionally have they shipped an acceptable one.

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

#805
post #481

Coming 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…

it is high time to stop praising apple for their software ecosystem. i am still impressed by their level of engineering but it is not doing much in terms of real use-case since the ios days.

case in point - the whole ipad and "what is a computer" campaign. it is hilarious when a half-baked mouse support is celebrated in a tablet. despite using similar hardware, apple refuses to treat their tablets up to their true potential.

despite working on an RTOS for avp, there is no signs that the headset stack will be exploitable by professionals, like it used to for macs. for the coming future it will remain to be a good software demo built on top of nice displays.

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

#806
post #774

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> I believe it is because 3D glasses has very limited productivity application. AR has tremendous productivity applications if the device is small and wearable enough. Imagine being up in your attic running cables and seeing a projection of the floor plan of your house so you can see where the different rooms in your house are. Or driving a car, except all the blind spots disappear and are filled in with vehicle-moun…

>Imagine noticing a weird rash on your arm, but as soon as you look at it, your glasses immediately diagnose it as a potential MRSA infection and pop up a notification allowing you to call an urgent care clinic that’s open right this second. This isn't really an application of 3D glasses, it's a "diagnose my rash" smartphone app. The 3D adds nothing. Your other examples similarly lean more heavily on the "always-on c…

The 3D is going to make the user experience a lot more seamless though.

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

#807
post #419

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The first iPhone was a toy. It wasn’t until the second version (iPhone 3G) + AppStore that is really caught on with existing smartphone users. I have a Quest and have used other VR systems, the Vision Pro felt like a huge leap forward compared to those. I walked away from the demo tempted. Not by what is available today, but by what I want to be available and what I want to create with it.

iPhone 1 was limited but extremely useful at launch. People like me that bought on day 1 couldn’t get enough of it. Had an amazing unparalleled Web browser experience and email, an iPod replacement and Google Maps / Youtube in your pocket felt magical. Also got a Vision Pro on day one and used it just a handful of times. Use cases and value prop of AVP nebulous. Smartphones were a popular product category when iPhone…

I don't think VR is all that different from smartphones at the time of the iPhone launch. The Quest has sold over 20 million units. And at the time of the iPhone launch, a lot of people still had "camera phones" and "feature phones". Business users (like me) has Blackberry / Treo / or a few Windows devices. There were weird texting phones for teens that had keyboards, etc. But most people did not have a smartphone.

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

#808
post #795

Earlier quoted context omitted.

My argument is that the experience of seeing sport from a specific seat is inferior to watching it multi camera with huge zoom lenses. The thing that draws you to the stadium is the sense of being in a crowds. The technology to do this has been around for a while to has anyone tries. I'd certainly be curious to give it a go. I imagine there are some technical problems too, like if your team scores and you jump in the…

The argument in favor of the tech Apple is using in this essay sounds pretty compelling. > The NextVR acquisition is what led to the incredible Apple Immersive video format, which enables capture of 3D video in 180 degrees in 8K resolution at 90 frames per second, an absolute juggernaut format with 8 times the number of pixels of a regular 4K video. The best way to think of the new Apple Immersive video format is kin…

That's definitely impressive tech, and I'm sure the experience inside a headset is pretty incredible. What I'm saying is that it is not a good match for live sport.

When you watch sports they have multiple cameras all over the place. Fixed cameras with long lenses, cameras that zip over the pitch, cameras on blimps, slow mo cameras and so on.

These cameras are so much better for enjoying sport that they put giant screens in the stadium so you can see what happened after a goal is scored.

That experience is never going to work in a VR system (beyond VR as a way to have a big screen available) because if you kept shifting the position and focus you'll make everyone very motion sick.

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

#809
post #89

Earlier quoted context omitted.

I think, crucially, Apple also invented a price anchor for VR computing. Previously, only the extreme high end of VR broke $1.5k. Now if apple puts out an Apple Vision SE or non-pro or whatever at $1,999 it will be seen as an absolute steal.

No it won’t. It will still be seen as 4x the price of the Quest 3.

In the same way that a MacBook is 4x the price of an Xbox.

As far as the market is concerned: the Quest is a gaming platform that can do computer stuff if needed. The AVP is a computer that can do gaming stuff.

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

#810
post #231
post #89

Earlier quoted context omitted.

No it won’t. It will still be seen as 4x the price of the Quest 3.

So what? the iPhones have 4x the price of mid-tier Android phones the whole time. The point is, for now the AVP is the only iPhone-tier (Pro Ultra Whatever) VR headset. Meta's crap (I have all of them) is analogous to the mid tier budget phones, in this metaphor. (Even the fantastically expensive Quest Pro is just like... an insult, even though it does have eye tracking which is now absolute minimum table stakes (and…

This is what people seem to be missing.

Until now, VR headsets were used almost exclusively for gaming, even if they were capable of other things.

The AVP was made to be a general use device in a way that other headsets just aren’t.

This is like iPhone vs. flip phones in 2006 as far as I can tell.

Yes, your flip phone can play music, take pictures, use the internet, etc. just like an iPhone. But, you would be a fool think the devices are in the same league. Apple just sort of defined a genre of product that didn't exist.

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