Live data from Hacker News

Native visionOS platform support

github.com

151–160 of 346 posts

Re: Native visionOS platform support

#151

This indicates to me that the Apple Vision and visionOS product line and OS are not canceled internally and that Apple is still committed to its future. While the Apple Vision Pro itself is not a good or successful product, progress in display technology will enable Apple to build a more attractive consumer product, in the form of light, comfortable and unobtrusive AR glasses. In this line of thinking — not just focu…

Can you read that much into it?

It seems equally possible that they're beginning to wind things down and they're just releasing what they've got to the public now.

Re: Native visionOS platform support

#152

Godot already supports VR via OpenXR. OpenXR is the Khronos-maintained industry standard for VR/AR devices—supported by SteamVR, Oculus, Vive, Pico, Windows Mixed Reality, Quest. Notably absent is visionOS / Vision Pro. I would insist Apple conforms to the industry standard. More scalable, open.

There is no need to have Apple conform to it, you can just expose the functionality, like this plugin does

https://github.com/jamuus/OpenVision/tree/main

Which was used by a community effort to bring VisionOS support to Godot:

https://github.com/jamuus/godot-vision

Re: Native visionOS platform support

#153
post #116
post #115

Earlier quoted context omitted.

Because DirectX is a success and Metal is not. If Apple wanted Metal to be a success then they'd need Windows devices to support it, and ideally a console too (like DirectX with Xbox). There's a lot of bad things you can say about Vulkan's market position relative to DirectX, but it's clearly more successful than Metal. More games and work applications are written in it. I don't see what Apple gains from going their…

I am quite certain the folks selling iOS games see it otherwise.

Most of those games could be written to run on a toaster. Most of those games are written by people who use Unity, so they don't really care about the underlying system and may not even understand what Metal is at all.

Re: Native visionOS platform support

#154
post #131

This is surprising. From everything I've been hearing in the media, I got the impression Apple had mostly given up on their XR products and will keep them on life-support until the technology is ready for mass consumption.

The media loves to spin Apple things as failures right up until the point when they’re a success. See coverage of iPhone, Apple Pay, iPad, etc. Even “Apple faithful” media like MacRumors.com will be measured but pessimistic about Apple’s new efforts because negativity drives clicks more than positivity across the board.

[flagged]

Re: Native visionOS platform support

#155

Earlier quoted context omitted.

Because getting angry about things that are false is insane. WebGPU is still in progress in Safari - it is available as a technology preview. The same is true for Firefox.

> WebGPU is still in progress in Safari That's kind of the point, Chrome shipped it across multiple platforms two years ago, while Safari still has no timeframe despite having a much narrower set of APIs and hardware to support. Firefox at least has the excuse of needing broad compatibility like Chrome but with a fraction of the development resources. Apple are just dragging their feet.

> Chrome shipped it across multiple platforms

Chrome has routinely shipped junk APIs with no concern for privacy, security or battery life.

It's why fingerprinting works so incredibly well on their browsers.

Re: Native visionOS platform support

#156

Godot already supports VR via OpenXR. OpenXR is the Khronos-maintained industry standard for VR/AR devices—supported by SteamVR, Oculus, Vive, Pico, Windows Mixed Reality, Quest. Notably absent is visionOS / Vision Pro. I would insist Apple conforms to the industry standard. More scalable, open.

> I would insist Apple conforms to the industry standard Insisting Apple conforms to anything is useless, unless you're in control of government regulations. You can stick to Apple's ridiculous custom APIs, or you can release your software without Apple support. Luckily, VisionOS seems to have gone the way of the Apple Pippin, so I don't think many people will care much about Apple's headsets not being supported by V…

> VisionOS seems to have gone the way of the Apple Pippin

There are rumours indicating that they working on multiple new models including one designed for tethering to the Mac:

https://www.macrumors.com/2025/04/13/vision-pro-2-two-rumore...

Re: Native visionOS platform support

#157
post #106

Both users of visionOS are happy about this announcement.

This is sad but true. I was so excited about the Vision and desperate to get one. Finally my company has bought one for testing and I’m honestly not sure what to even use it for. Maybe a big screen Mac? Is that it? I think Apple has fallen into the same dead end they did with Apple TV: no controller = no games. Both Apple TV and Vision Pro could have been filled with games from indie devs. But it’s impossible to play…

Pretty much:

- big screen mac

- 3d movie viewing (the experience is actually mind-blowing)

Re: Native visionOS platform support

#158
post #78

Earlier quoted context omitted.

Okay? That still doesn’t mitigate the need for this specific PR first though to even get to that discussion point. That line you mention is not part of the contents of this PR.

A good partner discusses startegy and shared interest first, negotiates terms of engagement, tradeoffs, shared roadmaps, etc. Instead we get a pretty arrogant and presumptive interaction from the Apple crew. It should be noted that Apple is struggling with visionOS and Pro adoption amongst consumers and developers, so their arrogance is unwarranted and they cannot rely on market power.

> Instead we get a pretty arrogant and presumptive interaction from the Apple crew.

You're being completely ridiculous here. It's a well-written, considered, appropriate for the project PR.

No one is being forced at gun point to accept it.

Re: Native visionOS platform support

#159

This is surprising. From everything I've been hearing in the media, I got the impression Apple had mostly given up on their XR products and will keep them on life-support until the technology is ready for mass consumption.

Until things are officially announced they could change at any moment. Rumor mills are rarely productive.

Re: Native visionOS platform support

#160
post #106

Both users of visionOS are happy about this announcement.

This is sad but true. I was so excited about the Vision and desperate to get one. Finally my company has bought one for testing and I’m honestly not sure what to even use it for. Maybe a big screen Mac? Is that it? I think Apple has fallen into the same dead end they did with Apple TV: no controller = no games. Both Apple TV and Vision Pro could have been filled with games from indie devs. But it’s impossible to play…

> no controller = no games.

Bundling a controller would increase the cost for everyone to satisfy a minority of gamers.

So instead they support all PS5, Xbox, BT etc controllers.

Post reply on HN