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Developer tools to create spatial experiences for Apple Vision Pro

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101–110 of 510 posts

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

#101
post #95

I think it's very important for people to get out of the HN bubble when discussing this. $3500 is just way too expensive for mass customer adoption. Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive. I can't see why _any_ developer would sink tons of money into building custom apps on this platform when there will be less than a few hundred thousand users n…

Because this is a first iteration specifically made for developer to start to get their app running, so that when the consumer less expensive model will be released a couple of years down the line there's already an app ecosystem ready.

It's a strategic release aimed at devs and early adopters, the consumer level device will come in the future at a complete different price point. That's when mass customer adoption might happen.

Also Meta is struggling also because their device is a novelty without many great software. See a pattern?

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

#102
post #95

I think it's very important for people to get out of the HN bubble when discussing this. $3500 is just way too expensive for mass customer adoption. Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive. I can't see why _any_ developer would sink tons of money into building custom apps on this platform when there will be less than a few hundred thousand users n…

You don’t need a new codebase to have a visionOS app, you just need to tick a checkbox on an existing iOS project. Deeper integration will take longer but that checkbox will get you 90% of the way there as long as the project was built using UIKit or SwiftUI.

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

#103
post #3

I remember the hype about ARkit and that it has been presented as a general purpose UX pattern, when in practice I saw it get popular only in specialized areas. I’m curious how spatial experiences will fare. Also, I don’t like that the gesture tracking in the dj app video demo seems laggy, especially when moving the fader.

> I remember the hype about ARkit and that it has been presented as a general purpose UX pattern, when in practice I saw it get popular only in specialized areas. Once Vision dropped it was clear to me that ARkit was always meant to be used with this device, and that most of the iPhone/iPad apps that use it are not the final intended use case. I don't think you can judge Apple's AR success based on the existing hardw…

In retrospect, several things they've released were in preparation or fallout from the xrOS project.

• AR was an odd proposition for the iPhone, and lidar was an overkill for its gimmick apps, but it was obviously preparing devs and apps for the "spatial computing".

• iPadOS got mouse support, but only with a clunky fat mitten-pointer. This UI makes more sense when it's limited by eye tracking precision.

• Continuity features. Controlling a nearby iPads was a nice-to-have, but for visionPro that doesn't have its own I/O, a seamless integration with nearby devices is a must-have to get work done.

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

#104
post #95

I think it's very important for people to get out of the HN bubble when discussing this. $3500 is just way too expensive for mass customer adoption. Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive. I can't see why _any_ developer would sink tons of money into building custom apps on this platform when there will be less than a few hundred thousand users n…

This isn’t a mass consumer device. $3500 is what Apple’s charging to folks with great ideas who want to dictate what the future of “special computing” looks like. This is for early adopters pretty much exclusively.

The rest of us will get the apple vision se in 2028 when the territory’s been mapped out

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

#105
post #52

Earlier quoted context omitted.

Synthesia integration would be super cool

$20 worth of psilocybin would work on a shoestring budget compared to the $3500 vaporware

Synthesia is an app for learning piano that works kinda like Guitar Hero. It's a play on the words synth and synesthesia.

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

#106
post #54

I may have missed this information, but did they announce somewhere the configuration required to be able to develop applications on this platform? I'd really like to try out their SDK, but without knowing the minimum requirements, I don't really dare invest in a Mac (knowing that I won't be able to add RAM after purchase, for example).

You can develop for the platform on any Mac, including their lowest end M2 products like the Air or Mini.

The device itself is running the base M2, so there's reason you can't right code using a device with the exact same chip. I would recommend at least 16G of RAM, with 32 being more future-proof. Rumor is the device has 8 on-board.

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

#107
post #54

I may have missed this information, but did they announce somewhere the configuration required to be able to develop applications on this platform? I'd really like to try out their SDK, but without knowing the minimum requirements, I don't really dare invest in a Mac (knowing that I won't be able to add RAM after purchase, for example).

It’s basically the same stack as on iOS/iPadOS, so it’s going to have the same requirements.

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

#108

Earlier quoted context omitted.

People who spend $3500 on a headset are industrial/professional users who will make more than $3500 in value for it. That is why Microsoft HoloLens, and a lot of commercial AR products you've never heard of, cost even more.

Apple is a consumer brand. The same people who buy $5000 sneakers or handbags may well buy a vision headset. The brand + price tag is enough to sell at least a few thousand Vision units regardless of technical specifications.

Apple is a consumer brand that sells a $50,000 tower computer.

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

#109
post #21
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?

You might want to read similar comments that were made about the iPhone when it was launched. And the iPad, and the Apple Watch. My personal answer is that I don't know what it's going to be used for, but I'm betting that it will be used A LOT once that use is figured out.

> You might want to read similar comments that were made about the iPhone

What comments do you want to share from 2007 that will be relevant? The iPhone was released without an App Store and no intention to support 3rd party native apps until developers demanded it. The App Store was released after millions of units had already shipped. A speculative platform of uncertain consumer interest, shipping a tenth of the units in the first year compared to iPhone cannot be compared to a once in a generation phenomenon where the dev platform was pulled out of the vendor by demand.

It will be interesting to see how it turns out but the use cases Apple showed so far are kind of laughable: photos, movies, meditation apps, facetime, 2d games etc. The only tangible benefit was "a big screen". There is more chance these goggles end up in a drawer than an iPhone which was already used compulsively through out the day.

> and the Apple Watch

It's a popular product but are there many developer success stories on the Watch? AFAIK a handful of fitness/media apps are popular but doesn't it otherwise suck as an app platform?

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

#110
post #21

Earlier quoted context omitted.

You might want to read similar comments that were made about the iPhone when it was launched. And the iPad, and the Apple Watch. My personal answer is that I don't know what it's going to be used for, but I'm betting that it will be used A LOT once that use is figured out.

Whoever manages to slip a porn application by the censors is going to clean up (financially).

There's no sideloading? Typical. At least the EU will fix that soon.
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