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-...
Developer tools to create spatial experiences for Apple Vision Pro
151–160 of 510 posts
Re: Developer tools to create spatial experiences for Apple Vision Pro
#152Earlier quoted context omitted.
Honestly, I'm excited to start building AR-enhanced cooking experiences for Umami[1]. I worry though: is the passthrough reliable enough to use a sharp kitchen knife safely while wearing it? [1] https://www.umami.recipes
Isn't there also the issue of the device overheating ? accidental water projection ? oil projections ? Camera fogging ? The battery dying while doing something and you're suddenly blind ? I think the Apple demo of people mostly sitting on a couch is not a lack of imagination, but a pragmatic approach of how this device should be used.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#153To 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-...
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
Re: Developer tools to create spatial experiences for Apple Vision Pro
#154Earlier quoted context omitted.
I think both of you need to look at the amount of patents related to the Apple's AR glasses and their related vision products a lot more since it give lots of obvious clues about where Apple will take their Apple vision based products. All publicly available for everyone to see. [0] No inside information needed at all. [0] https://www.patentlyapple.com/face-object-recognition/
right, you've read the tea leaves.
Correct either way.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#155Earlier quoted context omitted.
Part of the magic is the eye tracking and exterior cameras tracking hands. Without those, I don’t see how what you suggest would be very helpful
Surely not every app will use the hand and eye tracking. Let the user attach a pair of mouses (one for eyes, one for hand). > Next month, Apple will open developer labs in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo It can be pretty janky and still be more convenient than traveling to one of six cities.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#156I 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…
Re: Developer tools to create spatial experiences for Apple Vision Pro
#157Re: Developer tools to create spatial experiences for Apple Vision Pro
#158Earlier 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
Computers had a 100% open platform from day 1. Tell me, will Apple allow a pornography app for the Vision Pro?
Re: Developer tools to create spatial experiences for Apple Vision Pro
#159To 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-...
Honestly, I'm excited to start building AR-enhanced cooking experiences for Umami[1]. I worry though: is the passthrough reliable enough to use a sharp kitchen knife safely while wearing it? [1] https://www.umami.recipes
Re: Developer tools to create spatial experiences for Apple Vision Pro
#160Earlier quoted context omitted.
Those 150k units will be purchased by some of the most desirable customers in the world. People who spend $3500 on a headset have a lot of disposable income. Perhaps enough to pay $200 for a VR game with good marketing.
Especially if you're first, or close to first, with a killer app with a high attach rate. I read that something like 50% of PC VR headset owners buy Beat Saber, contrast that with attach rates measured with scientific notation like 1e-3 for most mobile apps that aren't from huge megacorps. If you can make the Beat Saber equivalent for Apple's platform it could be lucrative indeed.