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Native visionOS platform support

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Re: Native visionOS platform support

#161

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.

Actively working on Vision Pro 2:

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

Re: Native visionOS platform support

#162
post #125

Earlier quoted context omitted.

USB-C has been in use on MacBooks for at least a decade.

Thank god they brought back MagSafe charging recently.

I lost a Mac laptop in the pre-MagSafe days, to a bullpen environment –a sysadmin was rushing to a meeting, snagged his foot, and took the cable and the laptop off the desk at high speeds.

After that, I was a big fan of MagSafe, but today’s USB-C and better batteries situation solves a lot of problems that MagSafe did in a different way. It allows for you to have multiple reasonably priced chargers, so the one on your desk can be safely placed, with a short unsnaggable cable. And you can still go to meetings and take your laptop home – because you have another cable in your bag and another at home.

So these days, I barely use the MagSafe cable on my MacBook Pro.

Re: Native visionOS platform support

#163
post #97

Earlier quoted context omitted.

> Who is going to bother doing all the extra work to port their game for Mac?! So far at least Ubisoft, CAPCOM, Remedy, Kojima Productions and Hello Games.

And for additional context, when it comes to Vision Pro, Ubisoft has one game that is designed with it in mind (Rabbids: Legends of the Multiverse) and CAPCOM has none. That should tell us something about the appetite to support visionOS.

Exactly the same thing happened with iPhone, iPad, Apple TV and Apple Watch.

It's Vision Pro 1. Maybe let's see how the next revision goes first.

Re: Native visionOS platform support

#164

Earlier quoted context omitted.

It no more smells of desperation than when Apple contributed modern ScreenCaptureKit support to OBS Studio. They want great experiences for their own platforms and sometimes that means reaching out to other projects. It's true that the Vision Pro hasn't seen the uptake that Apple's other platforms did at launch, like the iPhone, iPad, Apple Watch, etc. — but it's nearsighted to think that Apple can't play a long game…

I think there is "playing the long game" and there is "flogging a dead horse". I still can't believe that both apple and meta bet the farm on VR and screwed up so spectacularly. It was fairly clear that VR was never going to be mainstream for the same reasons that 3D movies and TVs vanished after all that fanfare and marketing a few years ago: people don't want to wear the glasses, and they don't want to pay extra ei…

> flogging a dead horse

It's the first version of their XR device.

I still own the first iPod, iPhone and Apple Watch and remember people saying that each one would be failures.

Re: Native visionOS platform support

#165
post #81

Reading a lot of comments it sounds like Apple should: 1. Give Godot some money. 2. Implement visionOS support via an extension not directly into core OR conform to industry standard OpenXR.

The people making the latter comments are ignoring the contents of this PR however, and showing a lack of understanding of the engine itself in the process. You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way, as many people in the PR have commented as well. An extension would not cover it, and people suggesting that are probably used to the PC VR development model where…

>You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way,

How does support for platforms like the nintendo switch work?

Re: Native visionOS platform support

#166
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…

> 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.

This is the VR experience, yup :)

Re: Native visionOS platform support

#167
post #77

Earlier quoted context omitted.

I’m invested in the success of Godot and fear the visionOS distraction dilutes the urgency that’s needed to compete with Unreal and Unity. Additionally, if Godot accepts this PR and related ongoing work, it would signal to me poor strategic judgment. Many an open source project progress slows down under the burden of supporting immaterial platforms.

Have you contributed to Godot yourself or made something of note with it? Multiple developers are actively asking for visionOS support as people on the Godot team have mentioned. Why should your distaste for a platform preclude them from having platform support that would benefit the things they want to build? Beyond that, have you even looked at the PR here to see what your supposed distraction would be? Most of the…

> Why should your distaste for a platform preclude them from having platform support that would benefit the things they want to build?

They answered this in their initial comment:

> If you officially support visionOS, it now requires all product and engineering innovation to take it into account, slowing down velocity for very little gain, if any.

Re: Native visionOS platform support

#168
Interesting piece from Ben Thomson regarding Apple’s troubles in AI. He says this of Vision Pro:

https://stratechery.com/2025/apple-and-the-ghosts-of-compani...

“We already established above that the next paradigm is wearables. Wearables today, however, are very much in the pre-iPhone era. On one hand you have standalone platforms like Oculus, with its own operating system, app store, etc.; the best analogy is a video game console, which is technically a computer, but is not commonly thought of as such given its singular purpose. On the other hand, you have devices like smart watches, AirPods, and smart glasses, which are extensions of the phone; the analogy here is the iPod, which provided great functionality but was not a general computing device.

Now Apple might dispute this characterization in terms of the Vision Pro specifically, which not only has a PC-class M2 chip, along with its own visionOS operating system and apps, but can also run iPad apps. In truth, though, this makes the Vision Pro akin to Microsoft Mobile: yes, it is a capable device, but it is stuck in the wrong paradigm, i.e. the previous one that Apple dominated. Or, to put it another way, I don’t view “apps” as the bridge between mobile and wearables; apps are just the way we access the Internet on mobile, and the Internet was the old bridge, not the new one.”

Re: Native visionOS platform support

#169
post #86

Earlier quoted context omitted.

What Apple should do is drive a truckload of money on Valve's doorstep and get a Proton-like system built for M-series Macs.

They have done that. They gave some cash money to CodeWeavers, the company that created wine. It's called the Game Porting Toolkit: https://developer.apple.com/games/game-porting-toolkit/

As far as I know, CodeWeavers was not involved in that project:

> We did not work with Apple on this tool

https://www.codeweavers.com/blog/mjohnson/2023/6/6/wine-come...

Re: Native visionOS platform support

#170
The interesting thing here is that Apple finally learned that games matter. Of course they go about it in the same "we're never wrong" attitude by never admitting it, like how their mice don't have two physical buttons to stay true to "a mouse should have one button" from the original Mac. They're learning though, it was voluntary unlike USB-C on their phones/tablets.
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