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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

#81
post #23

Earlier quoted context omitted.

Can you share where you got that number from? Is it in one of their recent keynotes ? thanks

Yeah, I googled it, maybe the source isn't reliable, sorry.

I heard closer to 600K in sales. But I do think, regardless of the actual number, Apple doesn't plan to sell millions of theses. At least not this iteration of the device. Which is something I've seen parroted quiet a bit.

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

#82

Earlier quoted context omitted.

$20 worth of psilocybin would work on a shoestring budget compared to the $3500 vaporware

Synthesia [0] [0] https://synthesiagame.com/

Doh! what's the name for when people can see colors for sound?

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

#83

Earlier quoted context omitted.

Those 150k units will be purchased by some of the most desirable customers in the world. People who spend $3500 on a headset have a lot of disposable income. Perhaps enough to pay $200 for a VR game with good marketing.

People who spend $3500 on a headset are industrial/professional users who will make more than $3500 in value for it. That is why Microsoft HoloLens, and a lot of commercial AR products you've never heard of, cost even more.

Apple is a consumer brand. The same people who buy $5000 sneakers or handbags may well buy a vision headset.

The brand + price tag is enough to sell at least a few thousand Vision units regardless of technical specifications.

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

#84

I'm not joking when I say I want to write software for this thing that can help you get the most out of a psychedelic experience. I think the combination could be powerfully positive (or negative, of course).

If you're actually interested in working on combining psychedelics with VR, here's a lab doing exactly that, which is currently hiring: https://www.intangiblerealitieslab.org/join-us

It is academic work though, so the salary is not very competitive.

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

#85
post #66

Earlier quoted context omitted.

Both of those things seem like they have a chance of splattering on the cameras.

I'm sure there will be a thriving ecosystem of protective accessories.

Eh, I just mean it's hard to do AR if you're getting paint on the AR camera. I guess you could just keep swapping protective covers.

Although it might not matter - even cracks on a camera lens affect the picture less than you'd think, because they're out of focus.

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

#86
post #3

I remember the hype about ARkit and that it has been presented as a general purpose UX pattern, when in practice I saw it get popular only in specialized areas. I’m curious how spatial experiences will fare. Also, I don’t like that the gesture tracking in the dj app video demo seems laggy, especially when moving the fader.

> I remember the hype about ARkit and that it has been presented as a general purpose UX pattern, when in practice I saw it get popular only in specialized areas.

Once Vision dropped it was clear to me that ARkit was always meant to be used with this device, and that most of the iPhone/iPad apps that use it are not the final intended use case. I don't think you can judge Apple's AR success based on the existing hardware.

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

#87

Earlier quoted context omitted.

Synthesia [0] [0] https://synthesiagame.com/

Doh! what's the name for when people can see colors for sound?

Synesthesia! The app name is clearly inspired by that word, so it makes sense the wires got crossed

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

#88
post #5

I feel very vulnerable with a device like that on my head. I've been playing with VR hardware in various iterations since the mid 80's and I haven't seen anything yet that managed to get me to overcome that feeling. As well as nausea due to lag. I wonder how this one will do but at the current price point it just isn't all that interesting, it also reminds me of the way Google Glass was introduced and hyped and what…

If someone can crack the VR/AR code, it will probably be Apple. Not saying they will though.

It bodes well that Kara Swisher seems to really like the device and she's one that has tried all the headsets and been fairly skeptical. Using hands as the primary control seems like a pretty big breakthrough. The default of mostly pass through of the surrounding environment sounds like it also addresses the nausea.

You're right at this price point it's definitely a gen 1/dev device. Gen 3 is where it'll likely get interesting, assuming some killer applications are created.

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

#89
post #8

I'm very excited to see what people will be developing. The feedback from early press has been incredibly positive from just first party applications, but third party apps are where a lot of things will come up that Apple themselves likely haven't thought of.

> third party apps are where a lot of things will come up that Apple themselves likely haven't thought of. Until they sherlock it. Honestly, I'd be terrified to come up with something that became too popular in their app store.

There’s also nothing stopping some third party undercutting your app as well.

I’m of the mind that it’s a risk worth taking , because it’s an opportunity that wouldn’t have presented itself otherwise

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

#90

Earlier quoted context omitted.

People who spend $3500 on a headset are industrial/professional users who will make more than $3500 in value for it. That is why Microsoft HoloLens, and a lot of commercial AR products you've never heard of, cost even more.

Apple is a consumer brand. The same people who buy $5000 sneakers or handbags may well buy a vision headset. The brand + price tag is enough to sell at least a few thousand Vision units regardless of technical specifications.

A few thousand sales is nothing[0], and assuming your users are stupid doesn't make for a good business even if it seems cool to say it.

[0] it's enough for enterprise sales, but they're charging much much more than $3500 one time.

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