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Developer tools to create spatial experiences for Apple Vision Pro

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11–20 of 510 posts

Re: Developer tools to create spatial experiences for Apple Vision Pro

#12
post #5

I feel very vulnerable with a device like that on my head. I've been playing with VR hardware in various iterations since the mid 80's and I haven't seen anything yet that managed to get me to overcome that feeling. As well as nausea due to lag. I wonder how this one will do but at the current price point it just isn't all that interesting, it also reminds me of the way Google Glass was introduced and hyped and what…

The form factor of the Quest Pro helps with that quite a bit, where you're essentially wearing it like a hat, and the sides and bottom of the device don't contact your face or seal out all the light. There are notorious stories of people punching through walls or TVs playing VR games, but being able to see the room in the periphery is both less distracting than you'd think and gives you enough spatial awareness to not really have those issues.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#13
post #5

I feel very vulnerable with a device like that on my head. I've been playing with VR hardware in various iterations since the mid 80's and I haven't seen anything yet that managed to get me to overcome that feeling. As well as nausea due to lag. I wonder how this one will do but at the current price point it just isn't all that interesting, it also reminds me of the way Google Glass was introduced and hyped and what…

My instinct is that this entire product is basically a dev kit for whatever Apple wants to release in 10-15 years. Get something high quality in peoples’ hands and hope the use case bucket trickles full.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#15
post #5

I feel very vulnerable with a device like that on my head. I've been playing with VR hardware in various iterations since the mid 80's and I haven't seen anything yet that managed to get me to overcome that feeling. As well as nausea due to lag. I wonder how this one will do but at the current price point it just isn't all that interesting, it also reminds me of the way Google Glass was introduced and hyped and what…

My instinct is that this entire product is basically a dev kit for whatever Apple wants to release in 10-15 years. Get something high quality in peoples’ hands and hope the use case bucket trickles full.

Correct.

This first version of the visionOS product line is not the one that will be the 'iPhone' moment.

We are looking at the device that will be ready for these app in the next 5 - 10 years which by that time the device will be smaller that this first version.

Probably going to be called 'Apple Vision' in the form of AR glasses.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#17
post #16

Apple expects to sell 150k units next year. I'm sure there will be a couple of popular apps, but beyond those couple, what is the financial incentive to develop for it?

Can you share where you got that number from? Is it in one of their recent keynotes ?

thanks

Re: Developer tools to create spatial experiences for Apple Vision Pro

#18
post #16

Apple expects to sell 150k units next year. I'm sure there will be a couple of popular apps, but beyond those couple, what is the financial incentive to develop for it?

If they sell 150,000 units somehow and it only has 2 apps on the market then you could expect an extremely high percentage of those people to buy your app.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#19

I'm not joking when I say I want to write software for this thing that can help you get the most out of a psychedelic experience. I think the combination could be powerfully positive (or negative, of course).

it'd be interesting to shape the experience based off of biometrics from an apple watch as well as pupil dilation/eye movement if possible.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#20
post #6

Earlier quoted context omitted.

It's the users that will find the real use.

Is that why they call them users?

Not necessarily. Developers and product designers assume that users are going to use their product in a particular way. In my - limited - experience in those roles users tend to find entirely different ways to use your product that you never ever would have thought of, and if you had thought of them would have had significant impact on the product itself. The resulting impedance mismatch tends to be overcome with ruthless applications of duct tape, post-it notes, bending and twisting of parts and - unfortunately - the overruling of safety devices and lock-outs.
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