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Vision Pro: What we got wrong at Oculus that Apple got right

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Re: Vision Pro: What we got wrong at Oculus that Apple got right

#361

I think the description of the VisionPro as a dev kit is spot on. It's also a beta product in many way. Apple know full well that this is not a mass market product, they have made no attempt to make it even remotely affordable to most people. But they also know that every aspect of the hardware will improve over the next decade, and as it does they will have ironed out many of the problems with how we use AR/VR and w…

Hopefully you're right, but the cynic in me thinks we've been saying the same thing about every VR headset that has come out in the last ten years.

The Quest line of VR headsets are amazing, just saying.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#362

Earlier quoted context omitted.

No offense, but I think you either don’t understand how niche racing sims are or don’t understand that “killer app” is meant to convey an app which justifies the existence of the device for a broad segment of the market. And, if anything, Half Life Alyx remains the killer _gaming_ app (and it probably isn’t either if I’m being honest).

While Alyx is definitely up there in the best VR gaming has to offer, the real killer app has clearly been Beatsaber (hitting both the "gaming" and "workout" use cases). Some quick googling suggests that half of all Quest users have bought a copy, which is insane.

Ah, indeed I forgot about Beatsaber. You're definitely correct there.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#363
post #81

Earlier quoted context omitted.

The cynic in you is overly cynical. Ten years ago was pre oculus rift. We weren't saying anything about VR headsets. Five years ago was pre valve index. We didn't have CPUs in a headset. Nor a battery. Cameras were only used for tracking. The things we were saying would improve is "screen door effect" and "tracking", both of which have.

>Ten years ago was pre oculus rift. The Rift DK1 is almost exactly 11 years old, released 3/29/13.

Oops, you're right.

The list on wikipedia [1] doesn't include it, I guess because it was a "development kit", and I just naively assumed the "Oculus Rift" was the DK1 not the CV1.

[1] https://en.wikipedia.org/wiki/List_of_virtual_reality_headse...

Edit: Went ahead and edited the wikipedia page so the next person won't make the same mistake.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#364
post #95

Earlier quoted context omitted.

My main concern with the vision pro is that all use cases I know of (other than gaming) work better with some sort of pass through HUD display like the HoloLens. They spent a ton of company resources, weight and power making the wrong form factor emulate the right form factor, and are shipping with zero killer apps. You can’t even let your friends play with it without getting it re-fit to their head at the Apple Stor…

> and are shipping with zero killer apps. That's ok. That's exactly why they released the 'pro' first.

"Pro" is a misnomer here, though. "Pro" normally means "with extra features for professionals", where here it means "it's more of a dev kit than it is an actual product".

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#365
post #335

My two cents (as an owner of a Vision Pro): 1) This is a beta product and I wouldnt recommend it to anyone that is not a developer or in a position to create apps for it, 2) this is going to have as big of an impact on humanity as the computer or the internet did and every engineer or aspiring entrepreneur should pay it attention. This device is magical. Yes it's too heavy, yes there are not enough apps, yes sharing…

Did you own prior VR headsets? If so, what is different about this one? I also have been telling people that VR is magical and that while both current hardware and the current software has issues it will get better and that this stuff is going to have a big impact on humanity... only, I've been telling people this for just shy of a decade now ;P. I don't see the Apple Vision Pro as either the product that made any of…

I agree. It's obvious this technology has a big future, the question is, outside of the current $3500+ niche marker, when? The Oculus Rift was created in 2011, id Software was demoing it at E3 2012, and in 2016 consumer versions of HTC Vive and Oculus Rift launched, as did Microsoft HoloLens and Google Daydream.

As it improves, I don't question that it has a future, and some people like it so much they're working on it and writing apps now. The question is how many years from now before a larger mass of people are using it?

The OP talks about the Internet, but the Internet started some time between the 1969 first ARPAnet transmission and 1974 paper on the Internet protocol. Out to 1993 most people were not consciously using the Internet, it was a rather niche thing. With the release of the Netscape web browser in 1994, the inclusion of IP networking capability in Windows 1995 etc., this began to change.

One could say this about AI as well. Up until 2019, Norvig and Russell's CS textbook "Artificial Intelligence: A Modern Approach" had only a ten page sub-chapter on neural networks. The now recognized as groundbreaking 2012 ImageNet competition victory by Krizhevsky, Sutskever and Hinton, was greeted with skepticism and disinterest on this forum ( https://news.ycombinator.com/item?id=4611830 ). The ideas for connectionist AI were there starting with McCulloch and Pitts 1943 paper, so that's a lot of development where things still weren't really happening until around 2012 or even 2019.

Some people can see the potential in things decades in advance, but they can take time to move into the mainstream, and it is difficult to determine how long that can take.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#366

I think the description of the VisionPro as a dev kit is spot on. It's also a beta product in many way. Apple know full well that this is not a mass market product, they have made no attempt to make it even remotely affordable to most people. But they also know that every aspect of the hardware will improve over the next decade, and as it does they will have ironed out many of the problems with how we use AR/VR and w…

> I think the description of the VisionPro as a dev kit is spot on.

A devkit prepared for lock down. It's the old formula: let devs make the platform great, then pull a Sherlock or increase the platform fees. Count me out.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#367

Earlier quoted context omitted.

There were a lot of tablets before the iPad but it wasn’t until the iPad that tablets really took off as a serious market segment. Ditto with AirPods and Bluetooth earbuds. In the past, once Apple started pouring R&D money into a specific product type, the entire industry around it tends to advance very quickly. I’m optimistic about the Vision Pro, and I actually think the n+2 Meta release will be much better off for…

My question is why does it seem like only Apple can do this, over and over? Why are they the only ones who seem to be able to knock a product category out of the park and legitimize it? Is it just the vast amount of money? Are they the only ones who can create products? Is everyone else that bad? Competitors work for ages and ages fighting each other, refining v1, v2, v2.1, v2.2, v2.25, and then suddenly Apple comes…

> Is it just the vast amount of money?

It's not the money. They did it with the iMac when they were headed for the ground, and with the iPod when they were in a better position but still without infinite funding. Reality is actually quite simple: they spot technology advances, and integrate them into a neat, well-designed package that people actually want to buy.

The first iPod was a fancy shell around an IBM 1.8'' hard drive. There were MP3 players before but they were very bulky, or could store only a handful of files. They saw the hard drive coming, did the math, and went all in.

Same thing with the iPhone: there were smart phones before, but they spotted the capacitive digitizer that was orders of magnitude more accurate than the competition, and boom, multitouch.

Same thing with the AirPods: the killer feature being their fancy Bluetooth chip, which made the experience much better than the competition that was established for a decade at that point.

It is quite interesting that they do it over and over, going as far as saying what they do in interviews, and some people really don't see it for what it is.

> Are they the only ones who can create products?

They are not. They just have a vision of what they want to do, and once they start they put the effort needed (sometimes killing advanced designs before release). Then, they iterate relentlessly generation after generation. They play the long game, and often introduce their first generations at higher price points and keep improving and driving their price points down even if it is not an initial resounding success. Any company can do it, if they take design seriously and optimise for long term strategic goals rather than short-term economics.

> Competitors work for ages and ages fighting each other, refining v1, v2, v2.1, v2.2, v2.25, and then suddenly Apple comes out with something v8-ish and the whole industry scrambles.

If you look closely, when Apple comes in, it's because they have found a differentiating factor that they think will make the difference. They always have a compelling message about why you should choose their product above the competition. And it's never "same product, but cheaper".

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#368

I'm going to go against the grain a bit here and say that in my experience, the description of the Vision Pro as a dev kit feels pretty reductive. I was a day 1 purchaser who bought it fully expecting the device to just be an early access "dev kit" and have been shocked at how well it's fit into my day-to-day uses for a huge variety of things. Some of the things I like to do with it: 1. Gaming with friends: I play Ba…

> 180 SBS videos like SliceofLifeVR's content

I thought the Vision Pro didn't support SBS video? And that that was the reason why the people who like to bring up porn in every conversation about VR said it would fail.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#369
I'd add to the list

(1) Quest is a game console

Quest is clearly a gaming device. It boot straight into the store. The re-opens the store at every opportunity. This means, trying to use it for non-gaming means you're constantly reminded your on a VR game console. It'd be like trying to use a PS5 for work. I kind of get why they did it but I hate it. I'm happy my iPhone does not boot into the store and does not go back to the store every time I go to the home screen.

(2) Quest doesn't care about productivity

This is kind of the same as 1 but, ... I actually try to use my Rift-S with my desktop for certain activities almost daily. I press the right controller's system button, close the home tab, close the library tab, close the store tab, open the desktop. Then I interact with the a few desktop apps. I copy or move files and I run certain apps that I've written that work reasonably well with point and click controls

But, I tried accessing my desktop on a Quest via the various link (wired and wireless) and it crashed 1 of 3 times. This is clearly a niche feature to Meta. Meta expects you're just playing games from their store.

--

You can certainly argue Meta didn't get those things wrong but for me, they are wrong. The more productivity I can do on a Quest the more useful it is it me any many others. There are more phones than game consoles. IMO they should make the device be general purpose, not sell a "pro" version for productivity. Phone game sales far out shadow game console game sales. They don't need to design the Quest around a game console experience.

Re: Vision Pro: What we got wrong at Oculus that Apple got right

#370
post #128

Maybe I'm old fashioned but one of the biggest barriers for me adopting VR/AR is there isn't a socially acceptable way to "duck out" of a VR experience you're just not into. I've been given a couple of demos of headsets by friends and more often than not by the end I feel trapped -- you're strapped into a thing that fully occupies your visual field, yet it's obvious and socially awkward when you take it off. And your…

That's a very interesting comment, because I've definitely felt that just playing a game on console (portable or plugged to a TV) or on PC. Sometimes games get so intense that I can't stop it and I have to force myself to get out of the world. I remember getting a massive headache playing Elden Ring and forcing myself to just stop the game.

Also, I've played Catan in VR and felt like I couldn't leave "like that". I had to finish the game and shake hands with the strangers I played with before leaving the game, it just felt like I was really there and it would have been rude to leave the game like that.

I did freak out the first time I joined a cinema room (can't remember the name of the game) as when I looked on my left side I saw people staring at me in the cinema room (which made me yell and it made everyone laugh, indicating to me that even my mic was on!)

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