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Developer tools to create spatial experiences for Apple Vision Pro

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211–220 of 510 posts

Re: Developer tools to create spatial experiences for Apple Vision Pro

#211

Earlier quoted context omitted.

Hopefully it's as open as macOS, or at least much, much closer to it than iOS. Otherwise the options for exploration are limited by Apple.

New opportunities for abuse do exist with Vision Pro. If you allowed free reign access to the sensors people could record the inside of your house/work, capture your face, fingerprints, retinal pattern etc. And again with Objective-C it's impossible to prevent private API usage unless you have some sort of App Store model which can inspect the binaries and prevent abuse. So it's ultimately going to be the same as iOS…

> If you allowed free reign access to the sensors people could record the inside of your house/work, capture your face, fingerprints, retinal pattern etc.

Yes, yes they could. That's not and shouldn't be Apple's problem. That's your workplace's problem to regulate how the device is used on-site, the government's problem to regulate how it can be used in public, your household's problem on how it can be used in private, etc.

The device will be inevitably jail-broken anyways, so a walled-garden isn't going to stop bad actors.

Not to mention, most of the things you mentioned can already be accomplished with less expensive and much more subtle devices, like a standard digital camera. And those device definitely don't try to prevent abuse. (Imagine if your camera refused to take a picture because it thought you didn't have permission!)

Re: Developer tools to create spatial experiences for Apple Vision Pro

#212

Earlier quoted context omitted.

I’m most intrigued by the handtracking I’m hoping that ends up beig distinct…. eventually.

I look forward to a virtual, nothing-in-my-hands-but-I'm-still-playing-it drumset. The lack of tactile feedback will make it worse than real drums, but it'll still be fun to be able to play them anywhere.

I feel like the VisionPro is a demonstration of what it takes technically. All the frameworks are fleshed out. The work is done and in x-number of years it will take off or the various pieces will be absorbed into other products.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#213

Earlier quoted context omitted.

It has a web browser. You can access anything you want via that, same as the phone.

Neither a web browser, nor the iPhone are remotely comparable to a general purpose computer in terms of free use

I've never understood this criticism of iOS. It is a fully fledged general purpose operating system with bare metal access and ability to run anything that can be compiled. Sure you can't distribute apps that do whatever you want on the app store. But there is absolutely nothing about iOS that makes it any less of a general purpose computing platform than Windows or Linux.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#214

I wish as a developer tool Apple would let people run Vision Pro apps on an iPhone in something like Google cardboard. It would be an awful consumer experience of course, but it would be nice just to try and get ready for the real devices.

So theoretically pieces of ARKit in iOS are the same as in VisionOS. In fact I’d be surprised if VisionOS doesn’t readily eat up all of ARKit dev patterns,

It's more that ARKit is a shared component used by iOS and visionOS. When you develop a fully immersive scene, you have easy access to the necessary ARKit APIs to do things like attach objects to walls, etc.

See the block diagram from a WWDC session here: https://twitter.com/firt/status/1665835204953481218

Re: Developer tools to create spatial experiences for Apple Vision Pro

#215
post #101

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Because this is a first iteration specifically made for developer to start to get their app running, so that when the consumer less expensive model will be released a couple of years down the line there's already an app ecosystem ready. It's a strategic release aimed at devs and early adopters, the consumer level device will come in the future at a complete different price point. That's when mass customer adoption mi…

Just saying, Microsoft already tried this with the HoloLens, and pivoted hard and fast into B2B only.

Microsoft’s ability to execute at anything hardware other than Xbox is very questionable.

I don’t even know if it is ability, rather than unwillingness to invest the billions of dollars and 10+ years it would take to get something like this off the ground.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#216
The top comments miss the big driver for the first couple of years: business applications that are remote and/or collaboration heavy. I think these can easily drive more demand than Apple can fulfill in the first few years. Such applications are very price-insensitive.

Also the military training applications are potentially enormous. The cost reduction in training with simulated environments is huge, there's already a lot of DOD investment in this. I don't know how quickly this will ramp up, though.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#217
post #191

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> Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive I rarely use my Rift S these days - not because the hardware isn't good - but because the software experience is an absolute dog's anus. Wanted to play Beat Saber the other day. Turned on the PC. 25 minutes later, ready to open Steam. Whoops, now the Oculus app says its out of date. Another 10 minutes faff…

That’s not exactly the modern oculus experience - the Quest is “strap and go”.

Yeah my Quest 2 never had that issue. Updates were always super fast or non intrusive too.

Best $300 I’ve spent in the last 5 years.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#218

Earlier quoted context omitted.

I look forward to a virtual, nothing-in-my-hands-but-I'm-still-playing-it drumset. The lack of tactile feedback will make it worse than real drums, but it'll still be fun to be able to play them anywhere.

I feel like the VisionPro is a demonstration of what it takes technically. All the frameworks are fleshed out. The work is done and in x-number of years it will take off or the various pieces will be absorbed into other products.

Replying to myself but...

Imagine just the eye and hand tracking with no screens. That could be a much smaller device and one can trade the screens for an interactive environment.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#220
post #95

I 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…

Palmer's article "Free isn't cheap enough" seems relevant: https://palmerluckey.com/free-isnt-cheap-enough/ Quest headsets are indeed cheap but but perhaps sacrifice too much on the experience quality. People gotta want something before it can get cheap (not my words).

Every time Quest 2 comes up on HN people whine about it basically playing PS3 games or glorified mobile arcade system.

I personally love it, RE4 VR and the month I spent VR boxing every night was some of the most fun I’ve had gaming recently. But there’s limits to that sort of thing, especially which games get ported and VR’d. Apple doesn’t even need a suite of A+ games to get people to buy it, I don’t remember them showing any games in the launch.

I get why Apple pushed it up higher in the market. The first two years will be for developers and very early adopters.

This is like buying an expensive monitor/TV/casual gaming device baked into one.

Hell there’s people who buy $2000 TVs, even though most people buy the $500 ones. This is way more capable than just a new TV.

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