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Developer tools to create spatial experiences for Apple Vision Pro

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

#111
I actually think the killer feature for this thing is already there: a hands-free, mostly passive consumption device that can seamlessly switch from full attention entertainment (or work) to partial attention consumption.

I think it will work a bit like wireless headphones with audio passthrough. I can sit at my PC and hear audio from whatever I'm doing, but I can also get up and move around and still hear that audio. The audio passthrough, even though it's not perfect, is easily good enough for me to hear my environment and even carry on a conversation without having to take them off, and I can pause whatever music or podcast or video I'm listening to just by pressing a button on the side.

I think the headset will provide a similar experience in that you can push whatever random YouTube video you were watching out of your direct line of sight, and then get up and go make yourself lunch while you're still half paying attention to it. Not only that, but you can interact with it using your eyes + minimal hand gestures.

The really intense, fully-present experiences (like gaming on a current headset) will probably still happen, but I think most people won't be spending much of their time there, similar to how the total amount of time spent in modern, intense, realistic gaming is tiny compared to how much time people spend scrolling feeds and mindlessly consuming content.

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

#113

Earlier quoted context omitted.

Computers were invented to speed up calculations, and yet the primary thing we use them for today is to read the news and send each other messages and memes… I think it’s totally reasonable, to expect developers to find the real use

Hopefully it's as open as macOS, or at least much, much closer to it than iOS. Otherwise the options for exploration are limited by Apple.

New opportunities for abuse do exist with Vision Pro. If you allowed free reign access to the sensors people could record the inside of your house/work, capture your face, fingerprints, retinal pattern etc.

And again with Objective-C it's impossible to prevent private API usage unless you have some sort of App Store model which can inspect the binaries and prevent abuse.

So it's ultimately going to be the same as iOS.

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

#114

To paraphrase The Economist, "This device is amazing, and now Apple needs developers to figure out what it's for." https://www.economist.com/business/2023/06/06/apples-vision-...

In 1981, I received a computer as a birthday gift at the young age of 13. Likely the first micro-computer in my small California town. When I took it to my Junior High science fair people were like stunned by a kid with a computer. When you turned on the computer, all you got was a flashing cursor wait for you to program in BASIC. The next year, a successful local business person asked me, if I thought in the future…

I feel the computer revolution was seen by many. The Vision Pro won't be nearly as explosive, if at all. It's essentially an interface for personal electronic space, and that space is being explored by hackers every where with all kinds of devices. So 'figure out what its for' is being explored by many, and doesn't have to be exclusive to Apple devices.

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

#115
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…

> Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive

I rarely use my Rift S these days - not because the hardware isn't good - but because the software experience is an absolute dog's anus. Wanted to play Beat Saber the other day. Turned on the PC. 25 minutes later, ready to open Steam. Whoops, now the Oculus app says its out of date. Another 10 minutes faff because what it actually meant was "you need to migrate to a Meta account". Then I had to sit through the tutorials again. Then Steam decided Beat Saber needed updating and took 45 minutes to download 800MB on gigabit fibre. Finally, after just about 90 minutes, I could play Beat Saber.

$3500 to not sit through that absolute omnishambles of a torture ever again? Sign me up.

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

#116
post #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 mi…

Just saying, Microsoft already tried this with the HoloLens, and pivoted hard and fast into B2B only.

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

#117
post #50

Earlier quoted context omitted.

From people who've used the device the gesture and eye tracking is flawless. But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality will be much greater than with iOS given everything is in 3D.

> But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality will be much greater than with iOS given everything is in 3D. Why is the variance any different? You're provided a tuple representing where the user is looking similar to the location of their fingers? You're provided a hook for when the user clicks (with thei…

In VR gaming there's already a huge variance in UX. Many developers treat VR as just a mouse look + gamepad. Only the top few games design bespoke interactions where you move hands naturally interacting with the world, instead of pointing at things and pressing A/B buttons.

I suspect majority of visionPro apps will be mostly iOS apps with iOS gestures, maybe with one or two 3d gimmicks.

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

#118

To paraphrase The Economist, "This device is amazing, and now Apple needs developers to figure out what it's for." https://www.economist.com/business/2023/06/06/apples-vision-...

In 1981, I received a computer as a birthday gift at the young age of 13. Likely the first micro-computer in my small California town. When I took it to my Junior High science fair people were like stunned by a kid with a computer. When you turned on the computer, all you got was a flashing cursor wait for you to program in BASIC. The next year, a successful local business person asked me, if I thought in the future…

> When you turned on the computer, all you got was a flashing cursor wait for you to program in BASIC.

> from my point of view “figure out what it’s for” is the ultimate computer hackers playground

I don't have much to add to this fantastic comment.

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

#119
post #99
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…

The presumption, from an investing standpoint anyway, is that working on this version will give you a first mover advantage for a V2 in two years that will have slightly upgraded chips, similar display, and cost half as much.

Half as much is still no where close to where they need to be to get mass market adoption.

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

#120
post #26
post #6

Earlier quoted context omitted.

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

So — pornography, then.

A killer app might be:

"Better Than Life: Las Vegas"

Games, gambling, shows, and porn all in one "so immersive you won't want to leave" experience.

"Disney ain't got nuthin' on this!"

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