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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

#401
post #359

I 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...

This just tells us that this version of Apple's Vision product line up is for the rich tech bros here and is not expected to be used by the general consumers who won't throw $3,500 on a XR headset just like the Hololens. 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…

I personally think AR is mostly for techies/nerds/gamers, and professionals.

Doing CAD work in AR with a $3500 devices is worth it for any businesses.

Even as a sale tools when selling large products (cars, boats, etc.) without the need for stock. i.e. I can go to my local dealership, and look at their new model in persons. Then play with AR to decide which options I want for the colour, wheels, dashboard, etc.

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

#402
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.

What's wrong with the Quest Pro passthrough? It's been a while since I last tried it but I remember being very impressed with the latency and fidelity of it. That's not to say it was a great experience, the software was really unstable but I was very impressed with what it could do.

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

#403
post #390

Earlier quoted context omitted.

From what I understand, OpenXR is a common interface that needs to be implemented by the headset manufacturer. If Apple doesn't do this, OpenXR apps won't work. 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 interface…

This is the correct answer, despite being downvoted. What’s technically preventing OpenXR apps from working? Vision Pro doesn’t implement OpenXR.

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

#404
post #337

I 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...

It’s pretty boring because it boils down to “I can totally imagine myself doing X with a headset” and “I can’t imagine myself doing X with a headset” — the operative word being “imagine.” I’d love to read a comparison between visionOS SDK and OpenXR from someone who has actually used the latter. I gather that OpenXR is lower level, but what exactly does that mean for an app developer? How much more work would it be t…

> I gather that OpenXR is lower level, but what exactly does that mean for an app developer?

Mostly that they won't be using OpenXR directly. It's a standardised layer that lets many kinds of tools and libraries make use of the same hardware.

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

#405
post #303

Earlier quoted context omitted.

This is all true but it can be a little bit of survivor ship bias at play. Look at all the technology conferences over the last 40 years and for the most part you will see a grave yard of tens of thousand of ideas that looks promising but ended up going nowhere - sometimes simply due to being out maneuvered business wise. Bill Gates once said that in some ways Microsoft was lucky to be as succesful as they where, tha…

>This is all true but it can be a little bit of survivor ship bias at play. Look at all the technology conferences over the last 40 years and for the most part you will see a grave yard of tens of thousand of ideas that looks promising but ended up going nowhere Survivor bias is real, but the interesting failures (in comparison to VR) are things like 3D TV. 3D TV has a very weak effect, the 3D effect is basically dis…

> A bit like watching a (good) silent movie.

A bit off topic but in this context I found “Dogville” to be interesting.

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

#407
post #188

Earlier quoted context omitted.

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…

what about the idea that the headset is just a crutch. It seems the UIs shown eye and hand tracking are only tied to the goggles as demonstration to get the tools in developers hands.

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

#408
post #381

Earlier quoted context omitted.

>While I'm not sure that >> we [will] all have headsets in a decade I'll take that bet. I'm a kind of tech-cynic, have a Nokia 8110, ten year old thinkpad and listen to minidiscs. But in January I'll fly to the states and buy a Vision pro day 1. The last time I was this excited about a technological innovation was with OS X. My brother was a CS guy and he recommended I buy an iBook when I started university because h…

This is fascinating, thanks for elaborating! Do you think a similar therapy would work in the case of alcohol addiction? I.e. drink a glass of some high-proof spirit, put on the VR glasses with the app, profit(?)

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

#409
post #95

I think it's very important for people to get out of the HN bubble when discussing this. $3500 is just way too expensive for mass customer adoption. Meta is struggling to get customers to adopt the Oculus hardware when its an order of magnitude less expensive. I can't see why _any_ developer would sink tons of money into building custom apps on this platform when there will be less than a few hundred thousand users n…

I don't see this as a big problem. This is clearly aimed for development/investors in tech right now, and in this market the 3.5k price tag is actually pretty low consider this is actually a product, and not even a prototype.

The potential thanks to the higher resolution is huge. If you ever tried to do any non-gaming task on an oculus, you realize how important resolution is for text. Forget games, this is an enabler for a disruption in user interface.

My biggest gripe to me, let it be either meta or apple, is the vendor lock-in. I'm not going to touch anything made by meta. But apple is not far.

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

#410
post #392

To 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-...

I feel the same with the Meta devices but I think what the journalist misses is the strategy. Meta completely failed in the strategy, their store is empty of AAA offerings. This is not bad luck it is a blatant incompetent strategy from Meta. It is in the business book. I assume Apple has a strategy, it could fail? Obviously, but they are doing what is right. When the iPhone 1 launched there were many hiccups but in a…

Apple's strategy has always been to go 100% in and don't look back. Eventually people assume if Apple is investing so much into this new thing, they must have a plan. So a few adventurous devs and users get onboard. Apple marketing team uses that as the bait to bring more people onboard.
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