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Developer tools to create spatial experiences for Apple Vision Pro

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

#311
post #307
post #291

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.

yes ... but they "can't wait". If they want it that badly then such a tiny cost would be easily tolerable to get it earlier. Quest 3 pass through is awesome by all counts from the people who have tried it.

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

#312

Earlier 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.

Of course, you have the "pit crew" do this for a reason. Whatever is getting those dirty is likely getting the driver/operator dirty, as well...

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

#313
post #291

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 ...)

I already have two quests. But the AR is terrible. The external cameras suck.

I assume neither of them was a Quest 3 though ...

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

#314

I'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…

The PS5 also does the eye tracking really well. It still sucks compared to using controllers. The tactile feedback of the buttons along with the very subtle activation motions is a touch beyond gestures. (In particular, they work together. Without the tactile feedback to know you have released a button, it is hard to reengage it fast enough.)

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

#315
post #144

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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.

Ah, so you want this for lessons on a real piano? That seems oddly specific. Far cheaper to get one that has midi capabilities and use any of a number of great apps out there.

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

#316
It's interesting how just switching the positioning of headsets from use cases like Horizon world / second life games to practical uses like DJing , watching movies immediately makes the device seem so much more useful and something I can see myself buying.

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

#317
post #188

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> 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…

I think the transitions from punch cards to CLIs, to GUI/mouse interfaces, then to touch interfaces, are more apt metaphors when considering the impact of VR.

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

#318

Earlier 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.

Price still has to go down to be mass adopted. Apple sell just ~25 million mac per year and probably most of them are just cheaper macbook air with price below $1.5. Even though their current macbooks are great and people see the value of having a laptop, it's a mature market but Apple still has only like 10% market share.

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

#320

Earlier 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.

That makes weworking and hotdesking in an office even more useless than it already is. Sitting there with your headset on, disconnected from most of the world.
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