Earlier quoted context omitted.
The Quest Pro has actual VR games and proper VR controllers though. I doubt that such games are possible or probable with eye pointing and finger clicking alone. Apple also didn't include any VR games into their presentation.
VR gaming is a flop. Lots of people bought headsets, played with them for a day and now they're all gathering dust. Apple is right to ignore it.
Notes on Vision Pro
261–270 of 700 posts
Re: Notes on Vision Pro
#262Earlier quoted context omitted.
The Quest Pro has actual VR games and proper VR controllers though. I doubt that such games are possible or probable with eye pointing and finger clicking alone. Apple also didn't include any VR games into their presentation.
I’m sure people can come up with games or interfaces that would work just fine. But they also showed full support for pairing standard Xbox and PlayStation controllers and playing with those the way you can on any other Apple platform (except the watch, of course).
Re: Notes on Vision Pro
#263Earlier quoted context omitted.
You can safely treat “reviewer on YouTube” as “stranger at a bar” in terms of accuracy. They get paid to get clicks, not to deliver accurate or expert advice, and that heavily favors “why don’t they just…?” comments glossing over challenging engineering decisions.
I think it was MKBHD who seems to know his stuff
Re: Notes on Vision Pro
#264Earlier quoted context omitted.
Yeah, but they’re so far behind even if they 10x Siri they’ve got nothing on OpenAI.
Then again.. Siri is all on device. I don’t want to send my voice anywhere
Re: Notes on Vision Pro
#265> But it does put an enormous amount of pressure on the eye tracking. As far as I can tell so far, the role of precise 2D control has been shifted to the eyes. I've been researching eye tracking for my own project for the past year. I have a Tobii eye tracker which is probably the best eye tracking device for consumers currently (or the only one really). It's much more accurate than trying to repurpose a webcam. The…
Heads up: PSVR2 has eye tracking, I know it’s used in some games. Might be something to look into.
Re: Notes on Vision Pro
#266Earlier quoted context omitted.
Fitness and gaming wasn't demoed much yesterday, but are going to be insane on the Vision Pro - so I guess it was just too obvious to demo. Or is it? Also Meta could catch up if it was just software. But how big of a deal is the M2+R1? Anyway the metaverse was already being retracted, else this Vision Pro could have hammered Meta. Clearly Occulus has to evolve to match VisionPro. Controller has to be optional. It has…
> I guess it was just too obvious to demo. Or is it? Gaming can't be good, because there's no controllers. Even if the hand and eye tracking is absolutely S-tier, you're never getting something like button input from swinging your empty hands around, twitching your fingers. Just the occlusion from the back of your hand would be enough enough for that to be impossible. Fitness might be more doable, but even then I thi…
Assuming it could run Virtual Desktop, there’s your Half Life Alyx in ultra high res.
Re: Notes on Vision Pro
#267I thought at this stage, it would be fairly foolproof to use that at the very least to simulate something like a click, no?
Re: Notes on Vision Pro
#268Anyone surprised they didn't incorporate an EEG sensor and use that in conjunction with eye tracking? They could acquire someone like Neurosky. I thought at this stage, it would be fairly foolproof to use that at the very least to simulate something like a click, no?
Re: Notes on Vision Pro
#269From years of observing first-hand how hard it is to develop software, I’m shocked that Apple continually makes products that fit their aesthetic (eg. The crown and headband evoking the Apple Watch) and have coherent and mostly-baked software on launch like this. Is there a book about how they’re able to operate at scale and deliver such consistent things? Do they just have an insanely good product team? How do they…
Re: Notes on Vision Pro
#270But it does put an enormous amount of pressure on the eye tracking. As far as I can tell so far, the role of precise 2D control has been shifted to the eyes. I've got one good eye and one bad eye. The bad eye is legally blind, has an off-center iris and is kind of lazy w.r.t. tracking. I'm extremely curious to know how Vision Pro deals with this. One certainly hopes there's some kind of "single eye" mode; certainly s…
The bad idea had waves even before that: Remember the gorilla arm.