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Notes on Vision Pro

notes.andymatuschak.org

211–220 of 700 posts

Re: Notes on Vision Pro

#212
post #75

Earlier quoted context omitted.

I would not be so sure, mainly because of ecosystem lock. I sincerely doubt a double-digit percentage of Apple employees have touched and android phone or used OpenAI APIs. Big problem with ecosystems is you don’t know what you’re missing.

I don’t use Android or OpenAI APIs, but I’ve been burnt frequently by Siri. You don’t have to use something better to know that it’s pretty bad.

Siri is my alarm clock and my weather report, that's about it. Siri needs a lot of help.

Re: Notes on Vision Pro

#213
post #180
post #170

Earlier quoted context omitted.

I'd wait for the product to actually launch before making such a judgement

Apple don't need you to defend them here. They presented what they presented, and whether we're interested is based on that. It's a legitimate concern and a valid point of discussion.

The interaction paradigm you describe (where it's literally impossible to look at one window while actively using another) makes so little sense that we can almost certainly rule it out. Certainly no press members who demo'd the unit are describing the interface that way.

That's not "defending Apple", that's just... gosh, I can't think of any word besides common sense.

From all of the presentations and press accounts, it seems clear that eye tracking is something of a direct replacement for the mouse/trackpad cursor -- in fact it seems you can use a trackpad or presumably a mouse as well. Looking at an app or "window" seems equivalent to mousing over it, not equivalent to clicking to activate that window.

Re: Notes on Vision Pro

#214
post #139

Reading through his notes, I couldn’t help but think “I don’t know this guy, but it seems like he has spent years thinking deeply about interfaces. Also, he sounds ex-Apple.” It made me smile when I got towards the end and my suspicions were confirmed. Andy’s thoughts were infinitely deeper than anything else I’ve read about the device+interface so far. In particular, I liked his observations that so far it’s mostly…

Reading through it, I was struck by the contrast of how broken the web page was with what the author was saying about UX. The author seems experienced in the field, but the site felt completely broken. I don’t know if it’s a device or browser issue, but reading on my iPad, if I tried to use my right thumb to scroll, the page acted as if I had reached the end of the article, even though it was clear there was more bec…

that site is not really suitable for mass consumption, iirc it used to even have a caveat that said it really only existed to make certain leaf nodes sharable. it's basically a personal zettelkasten, but this update was also sent to his patreons as well, where the writing just ended up being whatever your email client made of it.

Re: Notes on Vision Pro

#215

Earlier quoted context omitted.

Have you tried a Quest? I found the SW on that fixed all neaseau I experienced on earlier headsets and I think the Quest 2 was even better but I don’t recall at this point.

It's very varied by person. My friend used a index on my 4090 dedicated (All other monitors to the 2080ti). Running at full frames on google earth. He puked his guts out 20 minutes later and took about 40 total minutes to recover. I was watching the stats the whole time. He just suddenly went urp right in the middle of mt rainier. I had just showed him WA state and no ill effects, but I didn't have issues on a pre-re…

I have a 3090 with HP Reverb G2 and very high tolerance for motion sickness. I’ve noticed in Elite Dangerous that lower framerates cause less motion sickness. The stuttering between frames makes my eyes/brain not treat the visual motion as “real”.

So I crank up the details to super high and enjoy the awesome rendering detail and save myself from motion sickness.

Elite Dangerous is the only VR app that gives me any motion sickness at all and is also my favorite app in VR so far.

Re: Notes on Vision Pro

#216
post #51

I echo the awe at the hardware and the disappointment at the paradigm. I wish the keynote had three extra demos: - Something whimsical to inspire developers. Give me files represented as physical blocks that I can pile, or a task manager that shows processes as plants around me. Close apps by scrunching their screen like paper. A globe with my geotagged pictures. - A game, any game. Beat Saber was the killer app for…

> A game, any game. By far the most disappointing part of the keynote was when they finally do show someone playing a game, and it's a basketball game played with a regular controller on a flat, virtual TV. The TV is even smaller than an average real-world TV. It's typical of Apple to so completely ignore gaming, but it's disappointing that they're continuing that trend even with VR.

Realistically, that's probably the best we are getting for a while. VR gaming has had a difficult time. The physical space requirements are immense and the gameplay types have been limited.

A lot of value could be had playing flat screen games this way. Imagine sitting on a plane with a controller in your lap, but it feels like you are sitting in a private loungeroom or some zen environment playing a game on a large TV.

Re: Notes on Vision Pro

#217
post #50

This is a bit of a rant, but I bought a Quest Pro last year, and I feel it was a total waste of money. It's actually embarrassing how much of an unpolished piece of garbage it feels like. Sure, it's fun as a PCVR headset, but as a productivity tool or as a multimedia consuming device, or as a social tool, it completely misses the mark. And I'd say that 80% of its failure can be attributed to bad software. It's buggy,…

I found it notable Apple has this to say about eye tracking under the "Learn more about privacy and security" section: >Eye input is not shared with Apple, third-party apps, or websites. Only your final selections are transmitted when you tap your fingers together. Along with this small video: https://www.apple.com/105/media/us/apple-vision-pro/2023/7e2... Which is great and important for me to see, but I'm unsure ho…

I imagine there will be some developers that try to have analytics fire when certain events happen, correlated with eye-hovering. Hopefully Apple will catch these tricks before they can go live. The potential value of knowing where someone's eyes are (whether they saw an advertisement, for example) could be very high, so I envision a cat-and-mouse game.

Re: Notes on Vision Pro

#219
post #186

Earlier quoted context omitted.

>Why does everyone have MacBook Pros these days? Prior to Apple Silicon, it certainly wasn't the hardware. Oh, I don't know about that. Admittedly there were some awful choices made between 2015 and the emergence of M1 architecture, but Apple's reputation for making well engineered hardware goes at least as far back as to when they started milling Macs out of aluminum. I'm thinking back specifically to the PowerMac G…

I haven't liked the usability of the entire Macbook line though, and It's very upsetting that so many laptop makers have decided to just copy it. There's lots of little details which are well made, but bad decisions: the screen hinges tend to be a little too floppy, the trackpad is oversized, removing the physical buttons makes it hard to use, moving the power button from a separate area to the "eject" button locatio…

The looks-over-function school of design thought Apple is famous for

Re: Notes on Vision Pro

#220
post #151

Earlier quoted context omitted.

No one has used it for an extended period of time. You don't get a headache right away, but after a while, you feel it.

The people who designed it, built it, and tested it have used it for an extended period of time. It would be un Apple like if they decide to ship a product with such a well known potential defect in the user experience.

It can't be as bad as the 90s sega vr, where executives walked out after testing it and then buried the entire project.
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