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Notes on Vision Pro

notes.andymatuschak.org

631–640 of 700 posts

Re: Notes on Vision Pro

#632
“… you won’t be confined to “a tiny black rectangle”. You’ll use all the apps you already use. You don’t have to wait for developers to adapt them. This is not a someday-maybe tech demo of a future paradigm; it’s (mostly) today’s paradigm, transliterated to new display and input technology.“

This is why I think this device will be different than its predecessors. There are practical reasons to buy it … assuming you can use it without getting sick or strained.

Re: Notes on Vision Pro

#633
post #576

Earlier quoted context omitted.

What does the word "exclusive" mean in this context? What would be a non-exclusive VR game that can be played on a VR headset? What are some examples? "Exclusive" in games consoles is a loaded word that means "exclusive to this platform and not available anywhere else". If the intended meaning is what you suggest, then I'd recommend removing the word "exclusive" and just saying "there is no affordable VR console with…

>What would be a non-exclusive VR game that can be played on a VR headset? VRChat, Superhot, Simpleplanes, Flight Sim, Ultrawings, Phantasmagoria, Htiman, Nearly all VR compatible racing games, Rec Room, Euro Truck Simulator, Most VR compatible horror games like Phantasmagoria, etc etc etc. Did you even try to look it up?

> "Did you even try to look it up?"

I do not need to "look it up", I own and play Superhot on the Oculus for example.

What in your knee-jerk reply would you say contributes to the conversation about whether "VR exclusives" are needed for a given platform to succeed?

I'm going to help you by providing the context for this conversation (not written by me, but in the initial comment I was replying to), which is:

> "The adoption problem seems to be that there is no affordable VR console with a lot of big exclusive games."

There you go. What do you think "big exclusive games" means in this context? Do you think it means "exclusive" as in "Nintendo exclusive" or does it mean "exclusive" as in "it's designed for VR first, regardless of headset brand"? Or something else maybe?

Re: Notes on Vision Pro

#634

Earlier quoted context omitted.

Something can be both "more expensive because it's better" and "overpriced" at the same time. Those two are not mutually exclusive.

Someone can't say "let's wait until people have them for review before speculating" and then describe them as "overpriced" at the same time, those two are mutually exclusive.

They most certainly aren't, given Apple's track record for adding about 200% markup on every single product they've made in the last 20 years. This product is overpriced until proven otherwise even if it does exactly what they claim and it beats the competition by a country mile. If it's not $1000 over an already healthy profit margin, that'd be an Apple first in a very long time.

Re: Notes on Vision Pro

#635

Earlier quoted context omitted.

most probably you are right. But I could imagine crosshairs are not needed anymore with highly accurate eye tracking, you would just intuitively know where you are aiming anyways.

You don’t necessarily want the cursor to be as fast as the human eye

Yep, you presumably need to animate a hand/gun/etc. moving on-screen. So maybe it would lag eye movements by a bit.

Re: Notes on Vision Pro

#636
post #391

Earlier quoted context omitted.

Sure, that works for certain contexts. But what about a game, where your vision is used to aim a weapon? The app has to know where you are looking in order to know where to shoot. If it's an online game, then the information cannot be isolated on the device since you're shooting at other players. Now imagine the game has advertisements, or loot boxes, or something else that the game company wants to know if you've lo…

I’m absolutely happy if the answer to that will be that gaming is not the core focus of the device. Let AR be more than FPS in 3D for once.

Same goes for driving games, and really any game where you're navigating a cursor around a map.

Re: Notes on Vision Pro

#637
post #228

Earlier quoted context omitted.

> The interaction paradigm you describe (where it's literally impossible to look at one window while actively using another) makes so little sense that we can almost certainly rule it out. I think the implication is that the window you are looking at is focussed automatically. Which wouldn't work for say, typing up a document to a text editor while reading from a reference doc. That's just the beginning, I use a mous…

I don’t know how it will actually work, but the Mac has always been click-to-focus, which would avoid that issue.

That contradicts the many accounts of "look at a text box bar, start talking it types"

Re: Notes on Vision Pro

#638
post #245

Earlier quoted context omitted.

It certainly isn't arbitrary, macOS has swap and doesn't kill apps and iOS doesn't have swap and does kill apps. This makes everything very different, and one makes it easier to do real-time rendering than the other.

The recent iPads based on M series chips now support swap. I think it was added in iPadOS 16 last year.

It's different-ish. iPadOS is still a more limited/controlled OS and the swap policy is also more limited. You can see it in the open source kernel where it's called "app swap", so it doesn't swap out the OS, but on macOS it can.

"Limited" makes it, well, limited, but it has performance advantages: fewer unexpected page faults mean audio/video processes won't unexpectedly drop a frame as often, and there's fewer disk writes which is good for the lifespan of the hardware it runs on.

Btw iOS actually has a very limited swap policy called "freezer" that only applies to suspended background apps, and only when it's in the performance budget.

Re: Notes on Vision Pro

#639
post #633

Earlier quoted context omitted.

>What would be a non-exclusive VR game that can be played on a VR headset? VRChat, Superhot, Simpleplanes, Flight Sim, Ultrawings, Phantasmagoria, Htiman, Nearly all VR compatible racing games, Rec Room, Euro Truck Simulator, Most VR compatible horror games like Phantasmagoria, etc etc etc. Did you even try to look it up?

> "Did you even try to look it up?" I do not need to "look it up", I own and play Superhot on the Oculus for example. What in your knee-jerk reply would you say contributes to the conversation about whether "VR exclusives" are needed for a given platform to succeed? I'm going to help you by providing the context for this conversation (not written by me, but in the initial comment I was replying to), which is: > "The…

exclusive as in “experience that can only be had in VR”

something that people will look at and think “I need VR so I can play that”. The closest so far is half-life alyx, but that’s really not cutting it.

Re: Notes on Vision Pro

#640

Earlier quoted context omitted.

You're taking a backwards-looking view of this. Imagine if ancient man, living in the woods, saw people of today living in cities. "It feels very uncomfortable seeing all of these people isolating themselves inside buildings". In fact the very opposite is the case. Now, we go into nature to isolate ourselves. In the future, going into virtual reality will be where you go to interact with others, and you'll take the g…

> In the future, going into virtual reality will be where you go to interact with others, and you'll take the goggles off to isolate yourself. This sounds deeply shitty.

We're already texting far more often than talking, in person or on the phone. Perhaps you're used to that and don't feel strange, but I bet there are people who consider that shitty.
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