I find this product fascinating. The design looks ugly, but I can see how they got there. Mixing the real world and iPhone display in the way they are is super interesting. As is the decision to leave the edge of iPhone for touch input. Also interesting to see them leveraging Apple technologies so heavily. I can't really see this gaining any real market, but I like some of these design choices.
HoloKit relaunched, $129 AR Headset accessory for iPhone
101–110 of 238 posts
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#102HoloKit, originally a Google Cardboard-like AR device for the iPhone, has been relaunched as a more premium $150 iPhone accessory. Unfortunately no SDK available anymore (for now at least). Looks interesting. Has anyone here tried it?
I was looking around the website for an SDK, it's a shame they don't have one, otherwise I'd be tempted
Use ARKit/ARCore for tracking.
A few lines of code and you are all set.
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#103Earlier quoted context omitted.
Do you not understand arguments or do you just ignore points you don't like? I am not contending that children don't use it. I am contending that children using it to any extent is not desired by the manufacturers nor does it count as mainstream consumer adoption. Please don't respond again about how kids use it.
So your argument is parental pearl-clutching will kill VR, despite that fueling the early market, because manufacturers don't want kids using it in the first place? Even though the wide adoption among young early-adopters is fueling its initial growth and the potential for tech/price to penetrate beyond niche casual/kid gaming to mainstream markets remains? I recommend you read https://en.wikipedia.org/wiki/Crossing_…
Also, your 5 minute later post-edits are ridiculous. You add completely new sentences.
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#104Earlier quoted context omitted.
So your argument is parental pearl-clutching will kill VR, despite that fueling the early market, because manufacturers don't want kids using it in the first place? Even though the wide adoption among young early-adopters is fueling its initial growth and the potential for tech/price to penetrate beyond niche casual/kid gaming to mainstream markets remains? I recommend you read https://en.wikipedia.org/wiki/Crossing_…
No, I told you exactly what my argument was and you refuse to acknowledge it and make up your own instead. I find you frustrating to converse with so I shall exit this conversation. Also, your 5 minute later post-edits are ridiculous. You add completely new sentences.
So the fact some rarely-enforced children protection laws or hypothetical cultural parenting rules might hurt VR IF the only market was merely kids in the long run is bad, sure. But that's not what I said matters in my original comment.
VR's market in the future isn't casual gaming for kids. My point is that's all it is now. And for that it's doing a great job and has a real lively market to fund the tech. Your fears haven't born true for early adopters (because it's fundamentally a hypothetical mainstream critique), so it doesn't really matter, as long as it's sufficient fuel the tech til it bridges the gap and the tech matures.
(Edit sniping is your problem, my goal isn't to win fast-paced internet arguments but to communicate my points as well as I can)
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#105Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#106Earlier quoted context omitted.
VR is, IMHO, a fundamentally flawed concept. To immerse yourself, you need to block out your peripheral vision and everything else. The average, casual user isn't going to do that on a regular basis. It's not something you can do with kids around if you need to keep an eye on them, unlike a book or a TV show or even a game on your phone or laptop. Fundamentally, immersion is a selling point to a very specific audienc…
> To immerse yourself, you need to block out your peripheral vision and everything else. But what if that's what I want? I want VR so I can experience totally different worlds fully as if I was there. I can do that safely from my living room. I want AR so I can live the cyberpunk dream of seeing data and other extra info overlaid on top of my normal vision while out in public. I don't think either concept is flawed,…
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#107Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#108Earlier quoted context omitted.
What's your point? That parents won't want to buy VR for their kids because they want to protect them a different video game interface that will ignore their surroundings slightly more than what they were doing before? If that's what you're saying it only shows you're someone who hasn't actually used VR much. Anyone who has used VR knows it isn't even a permanent replacement for hardcore day-to-day gaming. That's why…
Do you understand the point the parent was making? The children's market is not what VR developers are going for. For one: COPPA kinda makes monetizing VR spaces not possible; two: some parents might let their kids have one, but right on the device it says not to let kids under 12 use it, so I doubt most will. Mainstream consumer adoption is not squeaky voiced pre-teens.
I think VR developers would be happy to have children's market as big as Nintendo's
Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#109Re: HoloKit relaunched, $129 AR Headset accessory for iPhone
#110Earlier quoted context omitted.
VR is, IMHO, a fundamentally flawed concept. To immerse yourself, you need to block out your peripheral vision and everything else. The average, casual user isn't going to do that on a regular basis. It's not something you can do with kids around if you need to keep an eye on them, unlike a book or a TV show or even a game on your phone or laptop. Fundamentally, immersion is a selling point to a very specific audienc…
The average user wont do it because there is still physical barriers. The headsets are too heavy still, and outside of the Quest2, they are usually tethered. It’s not a casual experience yet because even putting the headset on is not a casual matter. You have to fuck with the strap to get a nice aligned view, constantly adjust the visor, scratching your nose or adjusting your glasses requires fumbling around. It’s no…