Earlier quoted context omitted.
If you really can't wait, just go out and buy a Quest for 1/7th the price and start doing it today. It's a rounding error on what you will pay for Vision Pro and you can get an idea early of what it will be like. (I probably would recommend waiting for Quest 3 in a couple of months though ... it'll be so much more like the Vision Pro ...)
Quest 2 and Quest Pro passthrough is terrible. The Quest 3 may be better but literally everything they asked for requires good passthrough. That 1/7th the price would be sunk money if they’re trying to evaluate real world interaction.
Developer tools to create spatial experiences for Apple Vision Pro
311–320 of 510 posts
Re: Developer tools to create spatial experiences for Apple Vision Pro
#312Earlier quoted context omitted.
I saw a video of some sort of motocross meet (not familiar with it) and apparently the visors become completely covered with mud, so riders start the race with several clear plastic strips on the visor and they tear one layer off off as needed. (A comment was made that motocross meets are littered with the debris). Probably wouldn’t need to be so dramatic here. As an alternative - would a headset lite version without…
This is also done in auto racing, particularly endurance racing where you might pick up 4+ hours of bugs and debris on the windshield over a driver stint. The windshield has a stack of huge stickers on it that get torn away by the pit crew during stops. Apparently you can get stacks up to about 20 layers. Seems like a reasonable possibility for messy AR applications.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#313Earlier quoted context omitted.
If you really can't wait, just go out and buy a Quest for 1/7th the price and start doing it today. It's a rounding error on what you will pay for Vision Pro and you can get an idea early of what it will be like. (I probably would recommend waiting for Quest 3 in a couple of months though ... it'll be so much more like the Vision Pro ...)
I already have two quests. But the AR is terrible. The external cameras suck.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#314I'm surprised that none of these comments address the completely new interaction paradigm -- eye tracking + hand gesture tracking. Previous devices couldn't track accurately enough to provide high quality user interaction this way. All the ones I know about required holding controllers. If this is successful it will be the first completely new interaction paradigm since the mouse. Of course so far interactions are ma…
Re: Developer tools to create spatial experiences for Apple Vision Pro
#315Earlier quoted context omitted.
A good keyboard and many great apps to learn are far cheaper. And will have tactile feedback. I'm.... curious what you expect this to bring to it?
This would still have tactile feedback because you would still be playing a piano. Imagine things like scales being overlaid in a different color where your fingers are supposed to go. Maybe if you hit the wrong key it would flash red. There's all kinds of things you could do.
I grant that if you can afford a full size piano, you probably don't balk at this thing, though.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#316Re: Developer tools to create spatial experiences for Apple Vision Pro
#317Earlier quoted context omitted.
> When you turned on the computer, all you got was a flashing cursor wait for you to program in BASIC. > from my point of view “figure out what it’s for” is the ultimate computer hackers playground I don't have much to add to this fantastic comment.
My father in law was in the construction business during this time at a company building bridge spans. A supplier gave them 5 Apple IIs as a bonus for buying so much product. The owner exclaimed, throw them out computers are a fad! To calculate the bridge spans requirements it took 3 guys a 3-5 days to do the calculations, drafting the spans, and double checking everything. My father in law opened the book on basic a…
Touch found it's place as the interface for small-form devices. I'm pretty sure VR is the interface for gaming (with other niche applications). It will be wildly popular, probably a headset in every house within 20 years, I just suspect it will be doing what we already expect - gaming, visualizing chemical reactions, architecture, etc... things we already do in 2d, made just a bit more convenient in 3d with spatial controllers.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#318Earlier quoted context omitted.
In 5 years, it will be half that price and there will be half a dozen competitors priced under $1000.
Original iPhone was 599, an expensive phone at the time. Today 599 isn’t considered that expensive for a smartphone. The price doesn’t have to come down as 3.5k is the modern day equivalent to the price of a laptop 10-20 years ago.
People wallet and their salary is not out of rubber - there is limit how much they can stretch their budget.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#319Re: Developer tools to create spatial experiences for Apple Vision Pro
#320Earlier quoted context omitted.
I’ve never seen an AR/VR usecase that interested me, but if this thing turns out to be a decent replacement for external monitors I’d probably buy one. I travel a lot for work and the laptop on the shitty hotel desk setup is a major drag.
I can totally imagine walking into a WeWork in 2025 and seeing everyone in the hot desk area wearing one of these instead of their tiny laptops.