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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

#91
post #16

Apple expects to sell 150k units next year. I'm sure there will be a couple of popular apps, but beyond those couple, what is the financial incentive to develop for it?

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.

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

#92
post #43

Piano lessons. I’m genuinely excited for piano lessons on this thing.

I'm working on AI piano lessons right now (extremely rough landing page at https://trebel.la/ while I work on the core tech). I am drooling at the idea of integrating with this thing one day...

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

#93

I wish as a developer tool Apple would let people run Vision Pro apps on an iPhone in something like Google cardboard. It would be an awful consumer experience of course, but it would be nice just to try and get ready for the real devices.

Part of the magic is the eye tracking and exterior cameras tracking hands. Without those, I don’t see how what you suggest would be very helpful

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

#94
post #66

Earlier quoted context omitted.

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.

Or just wipe it off.

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

#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 next year.

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

#96
post #50

Earlier quoted context omitted.

From people who've used the device the gesture and eye tracking is flawless. But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality will be much greater than with iOS given everything is in 3D.

> But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality will be much greater than with iOS given everything is in 3D. Why is the variance any different? You're provided a tuple representing where the user is looking similar to the location of their fingers? You're provided a hook for when the user clicks (with thei…

I built a number of iOS apps in the early days of the SDK and I remember it took a while for the community to learn the best techniques to efficiently render complex tables in scroll views.

The same thing will happen here except that you have the additional issue of learning how to efficiently render 3D assets in response to user events. After all most developers do not come from a gaming/VR background.

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

#97
post #93

I wish as a developer tool Apple would let people run Vision Pro apps on an iPhone in something like Google cardboard. It would be an awful consumer experience of course, but it would be nice just to try and get ready for the real devices.

Part of the magic is the eye tracking and exterior cameras tracking hands. Without those, I don’t see how what you suggest would be very helpful

Surely not every app will use the hand and eye tracking.

Let the user attach a pair of mouses (one for eyes, one for hand).

> Next month, Apple will open developer labs in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo

It can be pretty janky and still be more convenient than traveling to one of six cities.

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

#98
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.

Most of the time they simply acquire the company.

And so you have a lot of success and then you make a lot of money during an acquisition.

Sounds like the opposite of terrifying to me.

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

#99
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…

The presumption, from an investing standpoint anyway, is that working on this version will give you a first mover advantage for a V2 in two years that will have slightly upgraded chips, similar display, and cost half as much.

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

#100
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…

It's also possible that Meta is struggling because a $500 dollar VR headset isn't a broadly compelling experience given all the compromises they had to make to get it to $500 bucks.

"Smartphones" weren't the most dominant phone category until after the iPhone.

It's really hard to know until units start shipping though.

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