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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

#121
post #89

Earlier quoted context omitted.

> third party apps are where a lot of things will come up that Apple themselves likely haven't thought of. Until they sherlock it. Honestly, I'd be terrified to come up with something that became too popular in their app store.

There’s also nothing stopping some third party undercutting your app as well. I’m of the mind that it’s a risk worth taking , because it’s an opportunity that wouldn’t have presented itself otherwise

I meant once you become somewhat popular, it's got to be terrifying. Not necessarily that it's terrifying before you start. When you first start out, there's a billion things happening and this isn't one of them.

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

#122

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…

I thought so but what about the camera position not being same as your eyes, would you be able to drink from a cup of coffee and coordinate?

Or have a similar experience to the living with lag video, this time no because time lag, but eye hand not coordinating.

https://youtu.be/_fNp37zFn9Q

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

#123

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 much the same way about having been given my own computer with internet when I was about the same age in the late 90s.

Following developments in VR/AR for a while, I've felt like we've been in a "business computers before spreadsheets", "home computers before the internet", "mp3 players before the iPod", "PDAs before the iPhone" sort of period, wondering if we'd see a sea change platform emerge. I generally have a low tolerance for hype, but I'm excited about the potential here. Can't wait to experiment with developing software for it!

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

#124
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 are struggling to make a worse device popular. Maybe $3.5k is the cheapest a truely compelling headset product can be made for at the moment.

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

#125
Quite the uphill battle for a developer.

This is different territory compared to marginally useful 2D app that millions of developers produce.

To make a believable virtual/3D experience requires enormous investments if you don't want it to look like a video game from 25 years ago. It's quite telling that Apple rushed through the 3rd party demo session at the event, as every example looked terrible. As terrible and useless as 99% of AR apps produced thus far.

I would suspect that only giants like Disney could produce a "killer app" experience that woes people and make this worth the money and discomfort.

And on top of that, yes, lots of developers will produce what are basically 2D apps where they take an existing app and project it in space, possibly showing multiple sub screens. Slightly more useful if done well, at best. Financially likely the only realistic scenario for most developers but it also cheapens the appeal of this device.

Not to mention that you need to apply way more real world scrutiny to possible scenarios. As an example, somebody suggested a cooking app.

To solve what problem, exactly? Cooking is instructions and timers. Yet with this device one can project more information. What information, exactly? Cooking requires free movement, to grab items, throw things in the trash, but here you are with a thing strapped to your head with low visibility. Possibly wired as you need to be thinking about battery during a long cooking session. Maybe you're cooking with two people, as couples sometimes do, then what? Countless real downsides, merely theoretical upsides.

Don't get me wrong? Will the tech elite embrace it and will a few influencers rave on about this cooking app on their channel? Sure. But that's not my point. My point is that you need convincing apps with tremendous added value to offset the price and discomfort of this device.

Without that, it will be solo movie watcher pro.

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

#126
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…

[deleted]

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

#127

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).

This reminds me of the time me and some friends took LSD at a zoo.

We ended up realising we were way more fascinated by the signs than any of the animials.

Then ended up hysterically laughing when we realised that we were at a zoo mesmerised by everything but the things we planned to be mesmerised by

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

#128
post #70
post #45

I'm not skilled enough to do it myself, but I can't wait for the AR apps to help with physical skills, especially things like art. I do ceramics on the wheel, and having an app that can show me techniques, highlight areas that are thin or weak, critique my technique in real time, and so on, would be something I would definitely pay for. Same with painting. I can't wait to see the AR apps!

cooking too, it would be really neat if you can incorporate other sensors. like a little avatar telling you the pan is too hot/cold. I can def. see things like a floating recipe while you do messy prep so you don't have to wash/dry your phone to scroll to the next step.

A temperature indicator is such a good idea. I’m going to add this to Umami.

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

#129

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…

Maybe the headset is the next iPHone, but i doubt it rather Apple Smart Glasses that should be bred from the headset is the next iPhone. Lightweight smart glasses that do amazing things created by Apple and developers will make everyone want to own a pair of smart glasses.

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

#130

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…

I thought so but what about the camera position not being same as your eyes, would you be able to drink from a cup of coffee and coordinate? Or have a similar experience to the living with lag video, this time no because time lag, but eye hand not coordinating. https://youtu.be/_fNp37zFn9Q

You don't use your eyes to drink from a cup of coffee, unless it's to check how much coffee is in the cup. Eyes are not required for proprioception.
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