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Apple forced to make major cuts to Vision Pro headset production plans

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Re: Apple forced to make major cuts to Vision Pro headset production plans

#121
post #24

Earlier quoted context omitted.

again, the issue is development dollars. Its great that its high resolution displays, the question is if your company wants to dump hundreds of thousands of development dollars making something for the vision pro when its not clear there's a consumer market for them, or who the target market is. Sure apple could sell 100,000 anything. The question is are you going to be able to make any money developing for apple's $…

I think 3rd party developers are largely irrelevant for it’s initial success. It’s like the original iPhone, if the hardware and built in apps are compelling then people will buy it which will eventually create an ecosystem. That’s IMO why VR has largely failed, out of the box there hasn’t been a compelling reason to get one and there isn’t enough software to keep people interested.

I really can't imagine built-in apps being enough to carry a VR/AR headset specifically. If it doesn't have third party games, it'll sink.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#122
post #69
post #8

From the beginning, this product was a very classically Apple strategy of 'let's just take the Next Gen technology, integrate it well, and beat everyone else to market.' Similar to the iPhone 'winning' capacitive touch (or the iPod winning with Toshiba's mini HDD's), Apple plans to 'win' on SOTA hand tracking, camera-based full-color passthrough, face tracking, etc. These are all things that Meta (and the rest) have…

I don't know, at this point I would still count Apple as only talking about it, too? Thing isn't released, after all. And you'd probably be surprised to know just how capable other offerings are, too. I'm a broken record, but the PS5 VR is quite impressive. Yes, you have to have a cable to hook up to the PS5, but not having a battery is an odd benefit. Not to mention the general cost difference. And my understanding…

People (admittedly access-dependent friendly people [0]) have worn it and say it roughly lines up with demoes. There is no such analogue for Meta, Nreal, etc.

[0]https://www.youtube.com/watch?v=OFvXuyITwBI

Re: Apple forced to make major cuts to Vision Pro headset production plans

#123
post #86

I am very pessimistic about the future of VR beyond it being super nice for niche cases. But I think there’s something fundamentally good about: 1) Apple taking a stab at it, because it’s the kind of thing where UX really matters and Apple does UX well. 2) Apple not being trapped in the “if we can’t sell a billion of them then why even bother?” mindset that so many other companies get trapped in, often because they’r…

> 2) Apple not being trapped in the “if we can’t sell a billion of them then why even bother?” mindset that so many other companies get trapped in It seems to be the opposite with folding phones. A lot of Android manufacturers releasing them, despite low sales numbers, while Apple apparently thinks: if we can’t sell a billion of them then why even bother?

Apple are at the “the technology isn’t quite there yet” phase. When they enter the market you’ll know you’ll probably get something semi reliable.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#124

Earlier quoted context omitted.

the watch is a poor comparison. Is this the next iphone or not? That is the question.

It doesn't need to be the next iPhone to be a great business. Famously, AirPods alone would be a Fortune 200 company (probably higher now).

This assumes that an independent accessory vendor could somehow worm its way into Apple's multi-billion dollar marketing campaigns. Airpods sell primarily due to the value of being a 1st-party Apple accessory.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#125

I am very pessimistic about the future of VR beyond it being super nice for niche cases. But I think there’s something fundamentally good about: 1) Apple taking a stab at it, because it’s the kind of thing where UX really matters and Apple does UX well. 2) Apple not being trapped in the “if we can’t sell a billion of them then why even bother?” mindset that so many other companies get trapped in, often because they’r…

> Apple does UX well.

I hear people say this often enough to question my own sanity, because I don't find Apple's UX to be very good at all. I find it confusing and it makes things difficult to figure out.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#126

I am very pessimistic about the future of VR beyond it being super nice for niche cases. But I think there’s something fundamentally good about: 1) Apple taking a stab at it, because it’s the kind of thing where UX really matters and Apple does UX well. 2) Apple not being trapped in the “if we can’t sell a billion of them then why even bother?” mindset that so many other companies get trapped in, often because they’r…

I agree about VR, but I'm really excited for advancements in AR! I'm a really avid mountain biker, road cyclist and snowboarder, and I'd love some basic telemetry displayed in the goggles or glasses I'm already wearing. Nothing kills a ride faster than having to stop to pull out your phone to see if you missed a turn or to figure out which unmarked trail you're supposed to take. (Not to mention all of the information…

As a trail runner, same - I really look forward to a future where decent glasses can show route details/programmable workout info/etc. and I can leave the watch at home. Less crap to carry + more info readily available would be awesome!

I know that's not the problem Apple's solving here, but I'm hopeful that anything they can do to push AR will filter down quickly.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#127
post #116
post #113

Earlier quoted context omitted.

The Apple stuff is for the artists or color graders or editors or whatever. That’s my understanding. The rendering farms are Linux.

I think it has largely been the artists in non movie firms, though? Prosumer and journalistic endeavors, at large. Wacom and similar setups dominate the asset creation industry.

I was specifically thinking of the movie industry, as I know they’ll spend outrageous sums on computers because the tab nothing and they need the best.

You’re right, Apple stuff is certainly used in tons of other industries by people who either need them for a specific reason or just prefer them.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#128

What kind of software, speaking as an independent developer, is going to work well with a market of only some 100k's of users globally? Yikes...

Well the article does mention "high net worth users" so maybe it's time to bring back the notorious I Am Rich app[0]

[0]https://en.m.wikipedia.org/wiki/I_Am_Rich

Re: Apple forced to make major cuts to Vision Pro headset production plans

#129
post #122
post #69

Earlier quoted context omitted.

I don't know, at this point I would still count Apple as only talking about it, too? Thing isn't released, after all. And you'd probably be surprised to know just how capable other offerings are, too. I'm a broken record, but the PS5 VR is quite impressive. Yes, you have to have a cable to hook up to the PS5, but not having a battery is an odd benefit. Not to mention the general cost difference. And my understanding…

People (admittedly access-dependent friendly people [0]) have worn it and say it roughly lines up with demoes. There is no such analogue for Meta, Nreal, etc. [0] https://www.youtube.com/watch?v=OFvXuyITwBI

I'm interested, but I'm not seeing anything in that video that really sounds as magically new as it is being reported. Eye tracking, in particular, is already doable with the existing options. For what it is, it works well. Still isn't nearly as good as using a controller.

This was also the first time I read about your FaceTime usage being an odd 3d rendered version of you.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#130
post #25

Earlier quoted context omitted.

Apple has been smart to present it as a desktop replacement (as opposed to some ar/vr/metaverse device), which is something they can deliver that will let users bring their existing apps to the new medium without adaption. Ideally yes apps should update themselves, tailor the experience. But the main focus so far has been pretty conventional app like experiences, which happen to be hovering in space. Where-as most he…

>Apple has been smart to present it as a desktop replacement It means that now you are competing against desktops which have been iterated upon for decades and have a lot of value already. Instead of standing out by having apps that are only possible in VR people will way if they would rather use the app outside of VR.

To me it comes down to which Apple can more reliably deliver, that will see regular use. I have a hard time knowing what unique VR experience would keep people coming back day after day. But we know for a fact people use screens for desktop-like concerns for many hours a day. And we have lots of experience developing those experiences.
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