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Ask HN: Are you still using a Vision Pro?

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141–150 of 224 posts

Re: Ask HN: Are you still using a Vision Pro?

#141

Does the AVP still not integrate with VR games/simulators? I understand why Apple wants it to be a productivity tool not a gaming device, but it really sucks to restrict it in that way.

I think apple needs to turn the page on it's 'not friendly for game developers' stance that they've had for a very long time. They've done some embracing on phones/ipads for sure but the m-series graphics capability is massive, they should be making investments with game engines to really squeeze performance out of their stack.

This might be a little difficult seeing as how the largest gaming engine in the industry for AAA (unreal) is owned by a dude that has sued them for their store practices but shrug.

Re: Ask HN: Are you still using a Vision Pro?

#143

Earlier quoted context omitted.

While great for travel coding, the faff of battery + cable would have been more elegant as one cable plugged into the laptop; it can be an embarrassing rats nest. Xcode 27’s Device Hub now allows interacting with nearby dev devices (a bit better than Android Studio’s implementation). Super convenient change that makes it practical to do more things while in the recliner / VP.

Yep. The lack of a video input killed the thing for me, and, I suspect, thousands of other people. All it needed was a USB-C jack for power and video over DisplayPort. This could have been a great device for gamers, 3-D modelers, drone pilots, cinematographers... but Apple's fear of I/O ruined it.

The problem is if the power cable comes out the machine cuts off and you are in complete darkness. Having a locking cable makes a lot of sense.

Re: Ask HN: Are you still using a Vision Pro?

#144

The only feature that looked compelling to me was the ability to have "multi-monitor" on a plane. Did anyone ever use that and did it live up to the hype? Or did you just get sick from having a headset on?

I tried a bit on the original Vive and text was awful. I didn’t get nauseated, but games didn’t make me sick either (I did get some “sea legs” when I took it off). Haven’t tried on the AVP, I think it has way better displays than the OG Vive did.

I've done it on an index, higher res than the old vive and significantly less 'screen door'.

PPD (pixels per degree):

* vive ~10ppd

* index ~11pdp

* quest3 ~25ppd

* steam frame ~30ppd

* AVP ~34ppd

while the ppd between the vive and the index is similar, from personal experience the coding experience on the index is far more comfortable, perhaps because of the significantly reduced 'screen door effect'.

I haven't purchased a meta quest 3 simply because i have no desire to give zuck money or have any kind of meta account, but perhaps i will have to see if i can't find one on ebay or something for cheap.

Re: Ask HN: Are you still using a Vision Pro?

#145

Earlier quoted context omitted.

In industrial robotics, there is this emergency practice when the payload and tooling on the robot gets to heavy, to connect the payload to a counterweight and pully system, to "neutralize it in weight". Has anyone here tried that ? It should take three thin ropes with weight to make a object neutrally buyont. Yes, its tied to one room, yes its not pretty and futuristic, but its practical? If you want freedom of move…

More simply, I wonder if anyone's tried adding an equal weight to the back of their head. This would double the weight, but people can carry very heavy loads on their heads as long as the weight is acting downwards.

This has been done as a mod for the Valve Index, it works pretty well. Really is mainly a balance issue.

Re: Ask HN: Are you still using a Vision Pro?

#146

I bought the refreshed M5 version with the new headstrap. I read so many complaints about weight and it was just never an issue for me personally. Maybe the new strap is that much better? That said, the battery cable was super annoying, id accidentally catch it multiple times per day. The battery is good for less than 2 hours so i used it plugged into the wall. For zoom calls, the persona thing is hilariously bad, un…

> so i used it plugged into the wall.

Careful using body-worn devices when plugged in. Medical power supplies have special requirements to avoid electrocution, because they are often powering equipment in contact with a person's body. Consumer power supplies probably don't, on the assumption that the device will not be charging whilst being worn.

People have died from using headphones plugged into USB chargers.

https://www.smh.com.au/national/nsw/faulty-usb-phone-charger...

Re: Ask HN: Are you still using a Vision Pro?

#147
post #43

Earlier quoted context omitted.

Sadly the passthrough is black and white only. That's the one thing I love about the Vision Pro is it never feels claustrophobic thanks to very good passthrough quality.

Wow, Steam Frame has only B&W passthrough...[1] The Quest 3S has color passthrough and it's hardly an Apple-level device, and it's $349 in comparison. I guess as a gamer, I don't care that much. I put on my headset to game, and if I need to step away for a moment, I'm more likely to take it off than to wander around my house with a headset on. Still, I thought color passthrough was now table stakes for a headset. [1]…

IIRC there were rumors that the headset would have an open PCIe slot for such things to be added. Presumably they were passed on as defaults for cost reasons.

Re: Ask HN: Are you still using a Vision Pro?

#148
well, i never could afford it, but was so intrigued by it. i was hopeful that this would be the product to usher in HMDs as more than a medium for indie gaming. i thought that perhaps, with the biggest in consumer tech producing their very own XR headset, we'd surely see rapid developments in device weight, lens and display quality, pricing, and whatnot. don't get me wrong, great strides have been made, but still, XR for productivity doesn't feel as if it has crossed a certain threshold. The devices are still too weighty, 4k-per-eye is still too expensive, and glasses like that of XREAL are heavily limited in FOV. ultimately, not enough is offered, in my mind, to justify dropping two bands on something like the Galaxy XR, when two 1080p monitors costs ~$300, and a portable laptop monitor extender costs ~$150. one of these days, but certainly not now.

Re: Ask HN: Are you still using a Vision Pro?

#149
post #50

having developed multiple apps on it and tried every which way to use it (as an XR enthusiast in general), I have never been so happy to put a headset up on the shelf and never pull it out again. using as a spatial monitor was cool. for about 10min until my neck got tired of the added weight. but I’ll give credit that those 10min were pretty cool.

Unless materials science advances to the point where a display like the Vision Pro weighs as much as a pair of glasses, I don’t think there’ll ever be mass adoption of wearable VR beyond anything more than a novelty, for exactly the reason you stated. Wearing something heavy on the front of your face is simply not a pleasant experience.

The weight is important but it's only a part of what's wrong with those kind of devices. Wearing something that hides their face is something that people do at Carnival or because they must. It's antisocial. It creates a barrier. It isolates from other people. There is no chance it will become something people will do together with other people not wearing the same device.

Re: Ask HN: Are you still using a Vision Pro?

#150
post #146

I bought the refreshed M5 version with the new headstrap. I read so many complaints about weight and it was just never an issue for me personally. Maybe the new strap is that much better? That said, the battery cable was super annoying, id accidentally catch it multiple times per day. The battery is good for less than 2 hours so i used it plugged into the wall. For zoom calls, the persona thing is hilariously bad, un…

> so i used it plugged into the wall. Careful using body-worn devices when plugged in. Medical power supplies have special requirements to avoid electrocution, because they are often powering equipment in contact with a person's body. Consumer power supplies probably don't, on the assumption that the device will not be charging whilst being worn. People have died from using headphones plugged into USB chargers. https…

Huh, so that might be why my headphones refuse to work when charging.
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