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Native visionOS platform support

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Re: Native visionOS platform support

#201
post #183
post #180

Earlier quoted context omitted.

The core idea is solid. At this point it just needs to be lighter, have better battery, and a much lower price. With further refinement and increased economies of scale these issues could potentially be fixed. Nearly all of the reviews I’ve read say that it’s a good user experience overall, but it’s not worth the price.

It doesn't need a battery at all. Just have it connect directly to a Mac to use as a virtual Mac display. It's what I use my Vision Pro for as its primary use case, to have an ultra-wide monitor in front of me without taking up any physical space. I use it for hours every day as my primary programming platform. I really have no other use case, and don't need the VR/AR features. The virtual ultra-wide display of the l…

I think those exist - look at Xreal glasses and etc? much lighter

Re: Native visionOS platform support

#202

Earlier quoted context omitted.

You probably didn't see the comment I was replying to. I should have quoted: > Hell would freeze over before Apple conformed and contributed to an existing open standard. This is patently false given the fact I posted.

I don't see how you can say it's patently false. Do you have any proof that hell didn't freeze over before then?

An excellent comment for it's humor value. (not to ruin the humor with an explanation, but this is a masterful use of sophistry as it's logically sound, but clearly not a serious argument).

Now to add to the unhelpfulness in what I hope is a humorous way, we in fact have some evidence that hell did freeze over:

https://www.npr.org/sections/thetwo-way/2014/01/08/260735693...

Re: Native visionOS platform support

#203
post #183
post #180

Earlier quoted context omitted.

The core idea is solid. At this point it just needs to be lighter, have better battery, and a much lower price. With further refinement and increased economies of scale these issues could potentially be fixed. Nearly all of the reviews I’ve read say that it’s a good user experience overall, but it’s not worth the price.

It doesn't need a battery at all. Just have it connect directly to a Mac to use as a virtual Mac display. It's what I use my Vision Pro for as its primary use case, to have an ultra-wide monitor in front of me without taking up any physical space. I use it for hours every day as my primary programming platform. I really have no other use case, and don't need the VR/AR features. The virtual ultra-wide display of the l…

Congratulations, you just reinvented a decade old discontinued Microsoft products, Windows MR and HoloLens, which ended up being subsidization program for SteamVR and a pure tech demo.

Re: Native visionOS platform support

#204
post #114

Earlier quoted context omitted.

arent all apps just expo react webui wrappers nowadays?

We are specifically talking about 3D games here.

three.js then?

godot seems cool, would love to get some vision lite dev kit in a few years to play with

Re: Native visionOS platform support

#205
post #179

Earlier quoted context omitted.

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'm not really sure why anyone would want to use an Apple TV for games, instead of a dedicated console. AFAICT the killer app for Apple TV is airplay. I haven't seen a co-working space conference room TV without an Apple TV attached for years. I mean, I guess privacy is the other feature. I use an AppleTV at home to bypass all the smart TV nonsense. I know Apple can't be trusted, but I trust it more than a TV manufac…

I refuse to use anything Apple so can't speak for the Apple TV, but I see it as pretty comparable to the Google TV (aka Chromecast w/ Google TV) products, just more open, flexible, compatible, and affordable.

I use Google TV for games on occasion. It has excellent controller support and works great for lightweight games that run fine on the stick. For anything heavier, the Steam Link app is the go-to. I can run the games on my bigass Linux PC and stream them to the TV. I routinely do this for Hogwart's Legacy for example.

Now that said, lately I've been just hooking up my Steam Deck to the TV and using that. Less friction and less bugs by avoiding the Steam Link app. And the Steam Deck is pretty close to a console (certainly much closer than it is to an Apple/Google TV), so perhaps I've just proven your point :-D

Re: Native visionOS platform support

#206

Earlier quoted context omitted.

exclusivity ?? its an open source project why would they want that, its not a competition :p

Godot is absolutely in competition with other game engines.

I don't know the Godot ppl, but I hang out on the LibGDX discord and what they want is to make a good engine for its own sake. If someone would be better served with Unity or Godot or anything else they're extremely quick to say so.

The point is to make the world better not for their own project to Win.

I'm assuming Godot is the same way, and the idea of spending effort making sure every other OSS engine doesn't have VisionOS support is a lil baffling

Re: Native visionOS platform support

#207
post #183

Earlier quoted context omitted.

It doesn't need a battery at all. Just have it connect directly to a Mac to use as a virtual Mac display. It's what I use my Vision Pro for as its primary use case, to have an ultra-wide monitor in front of me without taking up any physical space. I use it for hours every day as my primary programming platform. I really have no other use case, and don't need the VR/AR features. The virtual ultra-wide display of the l…

There's nothing really to "throw away" that would make it slighter and smaller whilst still keeping your desired feature set. The reality is that you're using the VR/AR features in one specific way - not that you're not using VR/AR It's possible a slightly weaker CPU or GPU could be used but I don't think so and in any case the effects of that would be on cost not on weight. And I don't think the difference would be…

If used as a display only, get rid of the M2 CPU subsystem, get rid of the external display, and maybe some of the cameras.

Re: Native visionOS platform support

#208
post #43

Earlier quoted context omitted.

OpenGL is quite dated for VR/AR. In the Apple ecosystem they supported OpenGL 4.1 for quite some time before moving to Metal, which was announced 2 years before Vulkan. If you spent the time developing an in house graphics API since open standards weren’t moving forward, why would you rewrite everything a second time just a few years later? Shouldn’t you expect to get a decade or two out of your existing API and only…

> OpenGL is quite dated for VR/AR. Vulkan and DirectX are the favored graphics rendering technologies for VR. Godot supports Vulkan rendering via OpenXR. To get a vibe for Apple’s general posture in this regard it is worth noting that Vulkan rendering through OpenXR on macOS is technically possible via MoltenVK, but macOS does not have an official OpenXR runtime. You’d need to use third-party workarounds or wait for…

macOS used to have OpenVR support (SteamVR) around 2017 for the HTC Vive, yes, but never any OpenXR runtime as no later hmds had macOS support.

Re: Native visionOS platform support

#209
post #183

Earlier quoted context omitted.

It doesn't need a battery at all. Just have it connect directly to a Mac to use as a virtual Mac display. It's what I use my Vision Pro for as its primary use case, to have an ultra-wide monitor in front of me without taking up any physical space. I use it for hours every day as my primary programming platform. I really have no other use case, and don't need the VR/AR features. The virtual ultra-wide display of the l…

Congratulations, you just reinvented a decade old discontinued Microsoft products, Windows MR and HoloLens, which ended up being subsidization program for SteamVR and a pure tech demo.

Did not know HoloLens had 23megapixel displays to show high resolution text for coding. It must have been really useful back then with such a high resolution display that you could use for coding all day.

People really need to understand that its the details that make a product viable, not the concept.

Re: Native visionOS platform support

#210

Earlier quoted context omitted.

Does anyone in the industry care about VR gaming right now? I don't see people buying headsets, I don't see VR features in new major games, it's just not a thing outside of a probably shrinking niche.

Lookup GorillaTag a surprise smash hit that made half $1 billion(!) revenue on the Meta quest!

That is a good example of a good and successful VR game, but it's also three years old.
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