Earlier quoted context omitted.
A lot of people are looking for the next iPhone. My bet would be there is none in our generation and we spend the rest of our life with two kind of computing: one that fits our hand and other devices to deal with the rest. The question becomes, is this inherently better and more convenient than a laptop ? If it's not, it will stay a nice accesory, like the watch is a nice accessory.
This is incredibly hindsight biased. The watch itself is already a phone substitute for many people and continuing to grow. Isn't wearing a small thing on the wrist better than a brick in your pocket? Do you have any imagination about how form favors could advance or even be different?
Developer tools to create spatial experiences for Apple Vision Pro
351–360 of 510 posts
Re: Developer tools to create spatial experiences for Apple Vision Pro
#352Earlier quoted context omitted.
You can definitely hack iOS all you want to, use private APIs, do all sorts of things that are against the App Store rules, run it on your own device and publish the code to GitHub to let other hackers compile it and run it from source. iPhone enthusiasts Stephen Hackett (his real name), hack into pre-release versions of iOS all of the time to see how it’s running from their computer. Even that 1986 6th grade hacker…
Do tell me how I can run my own home screen, directly access the filesystem, write my own device driver or tweak the kernel without voiding my warranty and risking bricking my phone using a jailbreak exploit, assuming one is available for my device. This "you can build and directly deploy an app to a limited number of devices if you're on the developer program and have a mac, therefore you can 'hack iOS all you want'…
Messing around with the kernel generally does run the risk of voiding warranties and bricking devices.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#353To paraphrase The Economist, "This device is amazing, and now Apple needs developers to figure out what it's for." https://www.economist.com/business/2023/06/06/apples-vision-...
Honestly, I'm excited to start building AR-enhanced cooking experiences for Umami[1]. I worry though: is the passthrough reliable enough to use a sharp kitchen knife safely while wearing it? [1] https://www.umami.recipes
I’m definitely getting a vision pro the moment I can, but I am most definitely not going to wear one when I’m handling anything other than a keyboard on my couch.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#354Earlier quoted context omitted.
Do tell me how I can run my own home screen, directly access the filesystem, write my own device driver or tweak the kernel without voiding my warranty and risking bricking my phone using a jailbreak exploit, assuming one is available for my device. This "you can build and directly deploy an app to a limited number of devices if you're on the developer program and have a mac, therefore you can 'hack iOS all you want'…
> voiding my warranty and risking bricking my phone using a jailbreak exploit Messing around with the kernel generally does run the risk of voiding warranties and bricking devices.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#355I don’t suppose Apple has any plans to support the open standard that every other hardware maker supports: https://www.khronos.org/api/index_2017/openxr
I'm confused about this and related comments (it doesn't support Unreal, etc.) There is probably something that I'm missing here. What is technically preventing Unreal/OpenXR/etc. apps from running on Vision Pro?
Before OpenXR every headset had its own interface. Valve and descendants have SteamVR, Oculus has its own runtime, Microsoft and descendants have Windows Mixed Reality.
Games/Apps targeting these platforms used to have to implement each one of these interfaces separately if they wanted to support that family of headsets. OpenXR shifts the responsibility onto the headset manufacturer, from my limited understanding.
edit: I don't understand why this is being downvoted? If there is a technical detail I got wrong, I'd welcome an explanation rather than Reddit-esque downvotes.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#356Thanks all for sharing their opinions on what's great/bad about Apple or VR in general. Anyone here with actual experience with visionOS SDK and its API's, able to give an insight on how it compares to other platforms? I imagine there's a world of interesting details and differences, considering that the device is designed around a single, very powerful compute specification...
Re: Developer tools to create spatial experiences for Apple Vision Pro
#357Earlier quoted context omitted.
So we're supposed to get excited about our future Brave New World?
That depends on your view of VR entertainment and Las Vegas-style (adult) attractions. The Vision Pro was showcased with Disney as a content partner. While Disney has historically featured "family friendly" entertainment, there is definitely a market for adult entertainment that the Vision Pro could excel in. Is it "an exciting Las Vegas adventure in the privacy of your home" or "a lonely person in a dark room trying…
Apple won't allow alternate stores on Apple-branded mobile devices, or sideloading.
This is a fundamental disrespect of their customers who have purchased the device. Apple regards their brand image more than allowing their customers to display what they want on the device they own.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#358Earlier quoted context omitted.
I meant once you become somewhat popular, it's got to be terrifying. Not necessarily that it's terrifying before you start. When you first start out, there's a billion things happening and this isn't one of them.
But again, in that time you’d have made a ton of money. Being too terrified to do something because you might be too successful is just missed opportunity
And established a life-style + employees as well. If it were to suddenly vanish, from experience, you can basically go bankrupt in a matter of months. Maybe its because I've been there (not sherlocked, but a competitor undercut us with unsustainable margins, in fact, they went out of business shortly after we did), and rode that roller coaster. I wouldn't do that again, or go anywhere near that situation. Someone who hasn't been there, would probably be much more willing to take that risk.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#359I don't think there's a single comment here that's about the developer tools. It's all just people debating the merits of the Vision Pro and XR in general. Again...
Clearly in the comments it just shows how out of touch they are in reality. There will be a version of the vision product line-up that will be reduced to the size and naturalism of a pair of glasses with some AR and reduced XR capabilities. But that is 5 - 10 years down the line or possibly could be quicker than expected.
Who knows, but this first version isn't it. This one is for the devs and techies only.
Re: Developer tools to create spatial experiences for Apple Vision Pro
#360Earlier quoted context omitted.
Already available on other platforms like Quest via apps like PianoVisiom. https://youtu.be/kLQsUIS01nM
Have you tried it? Not a great experience. Apps don't get access to the camera feed so they can't actually detect your keyboard, you have to do a manual registration process which is janky. But the bigger problem is the quality of the passthrough. Depth perception and latency are especially problematic for this application. Cool demo but not worth using in practice. Maybe it could be better on Vision Pro.