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Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:06PM (#36298167)
> In short, my brain has crossed a Rubicon and now feels like experiences constrained to small, rectangular screens are lesser experiences.

I left Apple 1.5 years ago but was working on the Vision Pro while I was there. I have spend many hours working in the headset and I know exactly the feeling he's describing! Leaving felt like going back in time to using clunky technology and I've been waiting for outside world to catch up (and will still be waiting until it comes out at least).

For the past week I've been trying to explain to people how certain I am that doing work in headsets will become mainstream but am (understandably) met with doubt, and I think you'd need to try it on to fully understand.

Re:A Developer's View of Vision Pro by highwaylights on Monday June 12, 2023 @02:15PM (#36298325)
I don’t want to be nosey but given that it sounds like you feel like it’s a paradigm shifting device, and you’ve actually worked on and with the device, I’d be interested to read about your motivations for moving on from Apple/the project when you did if you ever feel like writing about it.

So many questions I’d love to ask you about this, but again, none of my business. Just wanted to let you know I’d upvote that blog post to the moon should you ever decide to write it.

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:28PM (#36298574)
Thanks! My motivations were mostly comp based (I'm in HFT now), I loved the product and the team I was on!

Feel free to ask any questions here and I'll answer anything I can (e.g. no unreleased info, but maybe go into more detail about the kind of stuff that was shown to devs at WWDC). No blog right now but maybe in the future :)

Re:A Developer's View of Vision Pro by CrazyStat on Monday June 12, 2023 @02:34PM (#36298681)
A major limitation for using VR devices as "virtual monitors" has been the screen resolution. Vision Pro appears to have significantly higher resolution than anything available on the market right now; in your experience, was the resolution high enough for the pixels to disappear and not be a distraction, especially when e.g. reading text? Have you used other VR headsets to compare it to?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:40PM (#36298795)
I've used other VR headsets and it's significantly better than everything I've tried. You'll be able to put up virtual monitors at the same density as real life and read stuff fine, I couldn't really discern pixels at all. Reading physical monitors through passthrough is a bit harder (I increased text size a few points when I needed to do this) but isn't really something you'd do for actual work.
Re:A Developer's View of Vision Pro by jedberg on Monday June 12, 2023 @02:52PM (#36299022)
Lol this comment made a fun image pop into my head. Being in a work meeting with my Vision Pro on looking at the presentation through passthrough while browsing HN on my virtual screen. :)

The idea of looking at real screens in passthrough didn't even occur to me.

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:27PM (#36299578)
Lol, I'll expect people will figure out tells for whether you're slacking off irl in a headset just like being distracted in a zoom meeting. Reprojected eyes jumping around too much? Holding your hands below the table to pinch out of sight?
Re:A Developer's View of Vision Pro by peddling-brink on Monday June 12, 2023 @04:14PM (#36300313)
I am very excited for the front display to be jailbroken (assuming that’s needed) to display other more creative imagery, a la snap chat.
Re:A Developer's View of Vision Pro by swader999 on Monday June 12, 2023 @04:16PM (#36300338)
I'll be plunking down 3,500 if it lets me sleep through meetings.
Re:A Developer's View of Vision Pro by moi2388 on Tuesday June 13, 2023 @10:55AM (#36311131)
I don’t know how interesting your meetings are but I don’t need vr glasses for that
Re:A Developer's View of Vision Pro by highwaylights on Tuesday June 13, 2023 @01:13PM (#36313383)
Found the killer app.
Re:A Developer's View of Vision Pro by swader999 on Tuesday June 13, 2023 @03:09PM (#36315314)
Yep, I'll be sound asleep and the visor will show my eyes focused intently. It'll blink at an appropriate rate and maybe raise eyebrows during interesting conversation.
Re:A Developer's View of Vision Pro by avalys on Monday June 12, 2023 @04:09PM (#36300221)
So in terms of information density and readability, how does it compare to a 5K retina display on an iMac or Studio Display?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @04:43PM (#36300782)
Just purely from a PPD perspective a 5K Retina display will beat the Vision Pro, but from a readability standpoint I think they're equal. Like at "normal" text editor scales you can read everything just fine but a 5K display might be crisper.
Re:A Developer's View of Vision Pro by bpye on Monday June 12, 2023 @07:21PM (#36302821)
What’s colour accuracy like? I wonder if the controlled environment with no external light etc could be useful for colour critical work.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @07:27PM (#36302878)
Sorry, I haven't done any color critical work and am unsure of the specs.

If you're wondering about passthrough it's pretty good for most things but is definitely missing the dynamic range of the human eye, which no video camera or display can really match yet. Like a super bright light might just show up as white and you can look directly at it no problem. Basically the same as what you get when you record a video and watch it back on your phone.

Re:A Developer's View of Vision Pro by abracadaniel on Monday June 12, 2023 @05:31PM (#36301460)
Is is comfortable for all day work like that? Virtual monitors seems like the critical app for me.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @06:09PM (#36301966)
It's more comfortable than other VR headsets I've tried, but still something strapped to your head that's significantly heavier than a pair of glasses. I think I could spend all day in it with no issues but I'm not sure how sick of it I'd get doing that 5x a week, every week.

I'm sure as soon as it's released people will be doing that and reporting back though!

Re:A Developer's View of Vision Pro by freedomben on Monday June 12, 2023 @09:20PM (#36303869)
Have you tried the XReal glasses? virtual monitors are my biggest use case too and I'm close to making the plunge on XReal, but would love to hear from people who have tried them.
Re:A Developer's View of Vision Pro by megaman821 on Monday June 12, 2023 @02:38PM (#36298759)
Do you feel there are any large leaps left for this type of device or will it be incremental improvements to price, speed, battery life, etc from here on out?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:46PM (#36298924)
Not exactly sure at all, I wouldn't have been able to predict this large of a leap before finding out about it myself.

I do think a bunch of incremental improvements will eventually allow different use cases though. E.g. you'd never take it on a run or a bike ride in its current state but with enough weight and battery improvements you could have a HUD for exercise stats + navigation when biking with stuff like a videogame-esque ghost of your PR to race against. Just a random idea, there's a lot of stuff you can dream up.

Re:A Developer's View of Vision Pro by yurishimo on Monday June 12, 2023 @03:10PM (#36299346)
I do think we'll see a fitness related product in the future but holy crap the early adopters trying it out should be super careful! It might be easy to forget that your eyes are completely covered with a screen.

Imagine riding a bike at 30kmph and accidentally unplugging the headset. Boom. Black. Instantly. That's a scary place to find yourself.

I'm curious if Apple will utilize the gyroscope to try and detect movement faster than a certain speed and show a warning. Take the risk if you want, but at least people should be aware of the consequences!

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @07:11PM (#36302700)
Hah yeah that'd be less than ideal.

> I'm curious if Apple will utilize the gyroscope to try and detect movement faster than a certain speed and show a warning.

The Vision Pro is doing SLAM at all times so it actually always knows exactly where you are (relative to its origin) and your speed!

Re:A Developer's View of Vision Pro by zaptrem on Tuesday June 13, 2023 @02:45AM (#36306442)
How does it work on busses/planes/boats? Are the screens locked to the cabin? Or the horizon? Or do they just fly all over the place like Quest?
Re:A Developer's View of Vision Pro by ladberg on Tuesday June 13, 2023 @09:03AM (#36309661)
Locked to the cabin but I've never tried it personally. It has a lot more advanced tracking than the Quest!
Re:A Developer's View of Vision Pro by jacquesm on Monday June 12, 2023 @10:53PM (#36304560)
If you wear this thing in traffic you have a deathwish, and if you hit someone else while wearing it in traffic I hope you'll be sued into poverty to the point where you never ever will be able to buy another one.
Re:A Developer's View of Vision Pro by iknowstuff on Monday June 12, 2023 @02:57PM (#36299108)
Resolution aside most headsets kinda feel like wearing a scuba mask because of a narrow field of view. How was the vision pro? I assume this should be public info since it was shown to the press and devs.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:04PM (#36299234)
To be honest I don't know the actual FOV number. It feels better than some VR headsets I've tried and on par with others. The lenses are definitely a more exotic shape than the ones on my Vive so they're able to get closer to your eyes and have better quality in all areas of the FOV. I feel like for work stuff and entertainment it's definitely good enough, though you might struggle living in it full time haha.
Re:A Developer's View of Vision Pro by mlajtos on Monday June 12, 2023 @04:38PM (#36300708)
1. How about drinking stuff with it? Is it possible without getting it off?

2. What about sleeping with it? VRC people do that, so they might be curious.

3. Is it usable outside?

4. What was the longest time you had it continuously on?

5. Have you ever dropped it? :D

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @04:55PM (#36300967)
1. You can drink stuff but have to be careful. Hand-eye coordination gets a bit wonky the closer you are to your face. I've done it and it works though!

2. Never tried sleeping with it... I don't see why it would be any worse than other headsets though.

3. I've never used it outside, but that was for secrecy and not technical reasons.

4. Honestly not sure, maybe an hour without taking it off at all but I've definitely been in it for the majority of a few hour spans many times. At the time the main blocker was the beta OS and not comfort or battery (I would keep the battery pack plugged into the charger most of the time).

5. Nope! We were all super careful with them because prototypes are expensive, much more so than the consumer product. It's not something you could just casually drop while using like your phone though.

Re:A Developer's View of Vision Pro by mlajtos on Monday June 12, 2023 @05:09PM (#36301173)
Thank you very much for your replies. :)

4. So the battery can be charged while plugged into the headset. What happens when you pull the battery from headset? I am guessing insta black. Does it have some power-saving mode where only R1 is feeding images from cameras to displays without any computing possibilities?

Re:A Developer's View of Vision Pro by drewbeck on Tuesday June 13, 2023 @03:44PM (#36315855)
> (I would keep the battery pack plugged into the charger most of the time).

This sounds like the battery can be charging while using the headset, right? Which imo makes the 2 hour battery life much more understandable – if you're stationary in the device most of the time then you only have to rely on the battery when you move. If you can plug in to charge when you're back at your desk/couch, it's not really a limiting factor (for the use cases Apple is pursuing).

Re:A Developer's View of Vision Pro by pilsetnieks on Monday June 12, 2023 @03:31PM (#36299642)
Gruber claims that it has the exact same FOV as actual human vision, and no discernible pixels.

https://daringfireball.net/2023/06/first_impressions_of_visi...

Re:A Developer's View of Vision Pro by hbn on Monday June 12, 2023 @04:10PM (#36300233)
I’m still curious how things will look in low light. All the demos were in an optimally lit room, but what about when you dim the lights and the camera has trouble picking up the room?
Re:A Developer's View of Vision Pro by jsheard on Monday June 12, 2023 @04:24PM (#36300478)
It has its own IR illuminators so it should be able to work to some extent even in complete darkness.
Re:A Developer's View of Vision Pro by mlajtos on Monday June 12, 2023 @04:30PM (#36300563)
There are infra-red illuminators.
Re:A Developer's View of Vision Pro by Ancapistani on Wednesday June 14, 2023 @04:59AM (#36323269)
Oh, that’ll be fun when people start to realize that some polyester fabrics are transparent in IR!
Re:A Developer's View of Vision Pro by iknowstuff on Monday June 12, 2023 @04:10PM (#36300242)
I think he’s mostly saying that whatever is in the visible field of view matches our eyes. Doesn’t mean the actual FOV is 180 :)
Re:A Developer's View of Vision Pro by mlajtos on Monday June 12, 2023 @04:33PM (#36300624)
The actual quote from Gruber was "There is no border in the field of vision — your field of view through Vision Pro exactly matches what you see through your eyes without it."

What does "border in the FoV" means?

Re:A Developer's View of Vision Pro by graftak on Monday June 12, 2023 @06:35PM (#36302275)
I assume that you’d be able to look beyond the edges of the screen.
Re:A Developer's View of Vision Pro by wkat4242 on Monday June 12, 2023 @04:32PM (#36300597)
That can't be right. The human FoV is huge, more than 180 degrees. To cover that range without visible pixels requires much more than "4k" type resolution.

Either one of those statements can be right. Not both at the same time.

It's time someone with real measuring equipment looks at of these and gives a more technical review than just "wow Apple magic".

Re:A Developer's View of Vision Pro by rfgmendoza on Monday June 12, 2023 @05:29PM (#36301436)
each eye is not getting "4k resolution" they are claimed to be each capable of rendering a 4k screen in natural resolution.

meaning a couple 4k screens can be rendered in the visible area without a noticeable difference in quality to real screens at a similar "apparent" distance

Re:A Developer's View of Vision Pro by wkat4242 on Monday June 12, 2023 @05:31PM (#36301467)
With Apple's marketing power, I really would expect them to claim a higher resolution number if it was that high. After all, why not? If it's actually 5K they would shout it from the rooftops. All they've said is "more pixels than a 4K screen", also we know this type of lens distortion causes some waste.

We also know 23 million pixels for the whole system. So, 11.5 million for one display. a 4K display is 8.2 million. So it's not a whole lot more than 4K, and lower than their own 5K display (which has 14 million), which matches what they claim ("more than a 4K display"). That's not enough to cover the full field of human vision and still have pixels so small they can't be seen.

With corner waste it's just barely enough for one 4K display this way (and stretched to the full limits of vision it will be pretty unwatchable so close). You can't display two as you mention, because AR/VR projection works by using the 2 screens to display the same content just from a slightly different position (parallax) causing the 3D effect. The more overlap between the eyes the better and more comfortable the 3D effect (some headsets try to get an ultrawide FoV this way but shoot themselves in the foot with low overlap).

If it has a really wide FoV its sharpness will be pretty much on-par with a quest 3/Pico 4, if it's got the same FoV it will be a lot sharper. I expect the truth to be somewhere in between. Wider than a Quest and also sharper, but pixels visible if you look well and not quite full human FoV.

Still very impressive (which it must be at that price point obviously!). But real-world and not magic. Makes sense because Apple's engineers, as good as they are, are bound by the same laws of physics we all are. Their marketeers would love us to believe otherwise though.

It's really time for some real-world specs on this thing instead of marketing blah.

Re:A Developer's View of Vision Pro by jahewson on Monday June 12, 2023 @06:55PM (#36302507)
Not sure why people are still repeating this erroneous line of thinking. Humans can’t look in two different places at once like a chameleon. The eyes focus on the same point and the stereo images overlap almost entirely - the difference in point-of-view between your two eyes is tiny, they are next to each other! (Try alternatively closing one eye). If you’re emulating a pixel from a screen in VR you’re going to have to draw that same pixel in both eyes. You do not get 2x the pixels.

The exception to this is at the edges of your vision, where each eye does see a unique portion of the field, but by definition that’s not where you’re looking.

Re:A Developer's View of Vision Pro by LoganDark on Monday June 12, 2023 @07:31PM (#36302927)
> meaning a couple 4k screens can be rendered in the visible area without a noticeable difference in quality to real screens at a similar "apparent" distance

This is impossible at the resolution stated. The headset would have to be 8K or more per eye in order to achieve this, which it most definitely is not.

Re:A Developer's View of Vision Pro by Kon5ole on Tuesday June 13, 2023 @04:21AM (#36307218)
> That can't be right. The human FoV is huge, more than 180 degrees. To cover that range without visible pixels requires much more than "4k" type resolution.

I'm not so sure. Human vision is only sharp in a coin-sized area at any time. If you fix your eyes on a single word in your comment you can't actually read the entire comment, for example.

In other words, you don't need 4k in your entire FOV you just need to ensure that most of the pixels are spent in the middle of the viewing area.

I believe that it would be possible to have the screens in the headset generate a very distorted image, where the edges are compressed to a small area of the actual screen and therefore low-res, while the lenses stretch this image to fill the viewing FOV. Kind of like anamorphic movie lenses, or even how wideangle lenses distort the edges more than the center.

I have no idea if Vision Pro does this but it seems theoretically possible at least.

Re:A Developer's View of Vision Pro by pilsetnieks on Tuesday June 13, 2023 @04:27AM (#36307272)
That's called foveated rendering, and it's exactly what the Apple headset does, they mention it here: https://developer.apple.com/visionos/
Re:A Developer's View of Vision Pro by wkat4242 on Tuesday June 13, 2023 @04:29AM (#36307287)
For foveated rendering you still need good pixels everywhere in case you're looking to the sides.

I think what the OP means is that you'd have actually less physical resolution in the sides. Most headsets do this somewhat but not in a huge amount.

Re:A Developer's View of Vision Pro by rcpt on Monday June 12, 2023 @04:40PM (#36300738)
> Vision Pro and VisionOS feel like they’ve been pulled forward in time from the future. I haven’t had that feeling about a new product since the original iPhone in 2007.

tf? Did he miss everything about LLMs?

Re:A Developer's View of Vision Pro by XajniN on Monday June 12, 2023 @08:07PM (#36303239)
LLMs are not so impressive when you understand how they work approximately. This new Apple thingy is very impressive even though it’s much easier to understand. Apparently even if yoou worked on it from the beginning.
Re:A Developer's View of Vision Pro by machdiamonds on Monday June 12, 2023 @08:46PM (#36303573)
Norm from Tested, a highly credible source for VR, actually mentions the FOV is akin to Valve Index's: https://youtu.be/f0HBzePUmZ0?t=825

This is actually a bit disappointing since I would rather not have to move my entire head to look at a virtual side monitor. It seems like the technology is there now and many companies are looking into it, hopefully other headsets will be released with higher FOVs: https://youtu.be/y054OEP3qck?t=283

Another noteworthy point from that video: Apple has bought Limbak, an optics specialist that was formerly tied with Lynx R1's optics. This means Lynx can no longer use Limbak's future optics that, admittedly, fall short in scaling to higher resolutions. Now, Lynx has shifted its gaze to hypervision optics, intent on preventing a similar acquisition by another tech behemoth like Apple.

Re:A Developer's View of Vision Pro by skygazer on Monday June 12, 2023 @09:47PM (#36304085)
I just read Gruber's review. When he says "field of view" he's not talking about total degrees of arc, he's talking about what one might think of as "zoom," in this instance. He says things don't appear larger or smaller when you remove the headset.
Re:A Developer's View of Vision Pro by hadlock on Tuesday June 13, 2023 @03:45AM (#36306932)
Most people are quoting a FOV of between 90 and 100 degrees which is about average for the VR market
Re:A Developer's View of Vision Pro by cced on Monday June 12, 2023 @06:58PM (#36302542)
Mind me asking how you got into HFT? Curious about this.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @07:05PM (#36302634)
It's a pretty simple story: a headhunter reached out through a friend, I applied to a few companies, got a few offers, and joined one of them.

I was already into performance programming beforehand but had no finance knowledge whatsoever.

Re:A Developer's View of Vision Pro by programmarchy on Monday June 12, 2023 @10:04PM (#36304203)
What’s the best way to develop for Vision Pro until the headset is available to buy? Use ARKit/RealityKit/Unity in an iPhone to develop some of the basics and hope the code translates well enough?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @10:08PM (#36304229)
Yep, the simulator (will come with the SDK when it's released) plus an iPhone/iPad is the best you're gonna get. Most code will definitely translate! Would recommend ARKit+RealityKit over Unity for the best OS integration unless you've already started with Unity or don't need OS integration (i.e. a videogame).
Re:A Developer's View of Vision Pro by globular-toast on Tuesday June 13, 2023 @02:45AM (#36306447)
Another clever person adding zero value to society :(
Re:A Developer's View of Vision Pro by kfihihc on Tuesday June 13, 2023 @10:24AM (#36310648)
If you wear Vision Pro to watch movies, can the field of view achieve a cinema-like effect. Or can we have a movie theater viewing experience on Vision Pro?
Re:A Developer's View of Vision Pro by ladberg on Tuesday June 13, 2023 @10:37AM (#36310837)
I don't know the exact FOV specs but it's definitely wide enough to achieve the average movie theater experience, even an IMAX-like experience.
Re:A Developer's View of Vision Pro by kfihihc on Tuesday June 13, 2023 @09:53PM (#36320374)
Thanks. If we could have an IMAX-like experience, that would be fantastic.
Re:A Developer's View of Vision Pro by EA-3167 on Monday June 12, 2023 @02:33PM (#36298665)
From the blog this leaped out at me:

> That shift is fundamental. The interface for Vision Pro felt like it was reading my thoughts rather than responding to my inputs. Its infinite, pixel perfect canvas also felt inherently different. I wasn’t constrained by my physical setup, instead my setup was whatever I thought would be most productive for me.

That DOES seem like a paradigm shift in the offing to me. Sure it might be iPhone 1 expensive and uncertain, but it's easy to imagine how incredible a lighter, more affordable version will be to MANY people within 5 years or so.

Re:A Developer's View of Vision Pro by derefr on Monday June 12, 2023 @02:38PM (#36298768)
You sound like you're measuring this leap as the Vision Pro vs. not using a headset at all. How much of a leap is it if you're already using e.g. an XREAL Air for display mirroring — and you're planning to mostly use the Vision Pro for that same use-case?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:45PM (#36299831)
I haven't used the XREAL AIR personally but I've used similar devices and it's pretty night-and-day I think:

- Sensors: It looks like the XREAL AIR doesn't have any sensors so just displays the monitor in a fixed position on screen, which is pretty different than loading up monitors in a fixed point in space and being able to look away at other stuff. Also eye tracking is a pretty killer feature that totally changes the game in my opinion, I wouldn't personally buy a headset without it after having experienced it.

- VR vs AR display: As I'm sure you're aware, with AR sunglasses you can't really have anything darker than the actual light passing through so you're limited to only rendering stuff brighter than the surroundings. Maybe for text it's fine but not for images or video in my opinion. I can't find any footage taken through the XREAL AIR lens (and their website doesn't faithfully show this effect) so idk exactly how big the difference will be for you.

- FOV: I'm not actually sure what the FOV is of the Vision Pro but it's significantly higher than 46°. And because usable area increases with the square, you'd be able to fit a few times more displays and other stuff in.

- Resolution: XREAL AIR looks to be 1080p, Vision Pro is way better than that (per-degree too), so you can have better looking and smaller text.

Re:A Developer's View of Vision Pro by macintux on Monday June 12, 2023 @02:08PM (#36298196)
From your experience with it, what do you think about the fatigue factor, either visually or just neck strain? From all accounts it’s quite heavy.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:21PM (#36298436)
For reference I was already pretty used to gaming in VR on inferior headsets before working on the Vision Pro, so I might be more forgiving of issues than your average person.

I'd say that eye strain wasn't really an issue at all for me. When you take off the headset after a while inside of it you kinda get a jarring transition back to normal vision instead of passthrough, but passthrough doesn't have any noticeable issues when you're inside of it. It's almost like waking up from a dream where stuff feels different and you can't exactly place why.

As for physical weight, it's lighter than other VR headsets I'm used to but obviously more than a pair of ski goggles. I'll echo MKBHD's thoughts that the most noticeable strain was on my nose because my lightseal (like the WWDC demos) wasn't as personalized as the version you'd get as a customer, so I fully expect that to be a non-issue.

Re:A Developer's View of Vision Pro by robert_tweed on Monday June 12, 2023 @02:46PM (#36298915)
How is it in terms of heat & condensation build-up? Is there a certain amount of time after which it starts getting uncomfortable?

Also, is passthrough good enough for things like typing, so you don't get an uncanny valley sense of the keys being just slightly off visually compared to your proprioception & touch?

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @02:51PM (#36299012)
Heat and condensation build up is a complete non-issue due to the built in fans! I've never once felt hot or stuffy inside the Vision Pro, and I totally do on other VR headsets.

I don't really look at my keyboard while typing so that's also a non-issue. For stuff where you really need hand-eye coordination it's totally fine at normal arms-length but gets worse as you get closer to your face. Finding a key on the keyboard with your eyes is not a big deal but if you try to drink from a glass of water you'll likely spill it on yourself the first time (and then eventually get used to it).

Re:A Developer's View of Vision Pro by sleepybrett on Monday June 12, 2023 @03:17PM (#36299429)
So you can pair bluetooth peripherals to it.. thats good to know, I assumed it but maybe missed that in the initial preso (i was watching while in a meeting). That's one thing i hate about my index. It's impossible to drink a soda while wearing it without a straw, the geometry just isn't compatible.
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @02:54PM (#36299072)
Is that because the ‘warping’/offset used to try to hide the cameras not being right where your eyes actually are starts to lose its effectiveness?

I wondered about that.

Great to hear about heat. That was always an issue for me in other headsets.

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:17PM (#36299440)
To be honest I'm not entirely sure what reprojection is like on the final device or even if it exists at all, so my experience might be off. There may have been things that changed since I left and I'm not sure what the final plans were.
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @03:27PM (#36299575)
I didn’t necessarily mean reprojection but whatever ‘trick’ is done to hide that the cameras aren’t in the same physical location the users eyes are without the headset on.

Either way, very fair.

Re:A Developer's View of Vision Pro by musictubes on Monday June 12, 2023 @05:36PM (#36301532)
Right, parallax will be more noticeable the closer you move your hand to your face.
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @09:01PM (#36303728)
That’s the word. Thanks.
Re:A Developer's View of Vision Pro by fudged71 on Monday June 12, 2023 @05:34PM (#36301503)
I have ADHD and can definitely say that I experience "time blindness" with technology, and being on the internet.

I'm not sure how common this is for neurotypicals with VR headsets. With Vision Pro have you experienced losing track of time? Or does the AR passthrough seem to help with this?

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @06:17PM (#36302058)
I have experienced what you're describing while gaming on my personal VR headset, but never with Vision Pro.

I'm not sure if that's due to the passthrough or the fact that I was only ever using it to actively do work (and I usually mean work on stuff for the Vision Pro itself, not just "normal" dev work).

Re:A Developer's View of Vision Pro by jondwillis on Monday June 12, 2023 @02:16PM (#36298349)
Unironically it might be smart to start 3d printing and testing some iNeckBrace designs.
Re:A Developer's View of Vision Pro by daemonk on Monday June 12, 2023 @02:38PM (#36298761)
I actually would not mind a ceiling mounted design where the headset is counterweighted so it is essentially "floating" and you pull it down to put on your head. I know it will take away from the mobility of the headset, but I am okay with being stuck to a 6ft radius while working. It could also charge through the ceiling.
Re:A Developer's View of Vision Pro by Vecr on Monday June 12, 2023 @02:24PM (#36298499)
Or a bump helmet and hook the whole thing to the Night Vision Goggle mount on the front (like the new IVAS design), and put counterweights on the back to prevent it from shifting down. That could take a lot of pressure off your face and make the whole headborne system more balanced.
Re:A Developer's View of Vision Pro by kitsunesoba on Monday June 12, 2023 @02:34PM (#36298694)
Counterweights are already a pretty common thing for existing VR headsets. Some people will strap a battery pack to the back strap of their headsets, and there's enough tethered players looking for plain counterweights that's there's a small cottage industry around custom made heavy metal counterweights.

Here's the one that I bought to use with my "frankenquest" (Vive Deluxe Audio Strap on a Quest 2) setup: https://www.studioformcreative.com/product-page/vive-das-200...

Re:A Developer's View of Vision Pro by doctorpangloss on Monday June 12, 2023 @02:40PM (#36298801)
How did it compare to the Varjo XR-3?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:08PM (#36299301)
Unfortunately I haven't tried that one! $6,500 is a bit out of my personal price range haha and I didn't get a chance to try all the competitors while I was at Apple.
Re:A Developer's View of Vision Pro by yread on Monday June 12, 2023 @04:11PM (#36300253)
So, 6500 is outrageously expensive but 3500 is alright?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @04:30PM (#36300566)
I'm not saying 3500 is "alright", it's definitely still expensive!

I would say 6500 is too much for a better version of something I already have that doesn't really enable any additional usecases. The Vision Pro would be used pretty differently than my Vive (which is just the occasional gaming session right now). I'd think of it as more competing with iPads, external monitors, and laptops than a Varjo right now.

Re:A Developer's View of Vision Pro by _aavaa_ on Monday June 12, 2023 @04:25PM (#36300499)
Both are expensive, but afaik that 6,500 only gets you a headset, you still need a computer to power it.
Re:A Developer's View of Vision Pro by prawn on Monday June 12, 2023 @04:46PM (#36300824)
They were given and working on Vision Pro for work. So it’s free vs $6500.
Re:A Developer's View of Vision Pro by judge2020 on Monday June 12, 2023 @04:37PM (#36300686)
Supposedly same/better passthrough, which is great for a headset at nearly half the price. http://webcache.googleusercontent.com/search?q=cache:https:/...
Re:A Developer's View of Vision Pro by king_magic on Monday June 12, 2023 @02:40PM (#36298799)
I guess the big question I have is... what's the point of an extremely expensive headset when it looks like Quest 3 at 7x less the price is going to deliver a roughly similar experience, quality-wise?
Re:A Developer's View of Vision Pro by k2enemy on Monday June 12, 2023 @02:45PM (#36298897)
I think the simple answer is that the Quest 3 will not deliver a roughly similar experience, quality-wise.
Re:A Developer's View of Vision Pro by king_magic on Monday June 12, 2023 @05:58PM (#36301827)
I mean maybe?

My gut feeling is Quest 3 will be more than good enough for most people/use cases, and people will be more than happy to pay 7x less for what is - at the end of the day - basically the same experience.

Vision Pro looks like a better version of HoloLens of yesteryear. Doesn’t really seem all that groundbreaking to me, just more refined.

Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @02:56PM (#36299096)
We don’t know anything about the Quest 3, other than “better than 2”.

I seriously doubt it comes close to what Apple is doing. The price just isn’t anywhere near high enough.

Re:A Developer's View of Vision Pro by spywaregorilla on Monday June 12, 2023 @03:10PM (#36299319)
As we all know, Apple would never offer products at an elevated price
Re:A Developer's View of Vision Pro by sleepybrett on Monday June 12, 2023 @03:21PM (#36299495)
you think meta is offering oculus devices at cost or as a loss leader?

Fact is there is a laptop chip stuffed into this headset, there is a mobile soc in the oculus line.

Re:A Developer's View of Vision Pro by spywaregorilla on Monday June 12, 2023 @03:36PM (#36299698)
I'm mostly just amused that someone would say Apple selling a product for a high price means anything.

Although I do think that facebook has sold a lot of their devices at a loss?

Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @07:48PM (#36303082)
Look at what they announced. Do you think Meta could match it at the price point of the Quest 2? Double the Quest 2?

Apple loves their profit margins. But it’s not $3500 for fun. It’s clearly expensive to make, even if their profit margin in still baked in.

Re:A Developer's View of Vision Pro by spywaregorilla on Tuesday June 13, 2023 @05:12PM (#36317436)
I would guess the gross margin on this product is over a thousand dollars if we're putting numbers to it.
Re:A Developer's View of Vision Pro by sleepybrett on Saturday June 17, 2023 @07:31PM (#36375820)
I don't think so, not at launch, but maybe down the road.

This product is inherently experimental. They are not going to be operating at the type of scale they do when it comes to iphones, macbooks, ipads, etc ...

So I do imagine that if this thing takes off and they can start putting out hundreds of thousands or millions of units they will gain more savings through scale.

I'd love to know what their initial order for launch is. It will be interesting to see how far the preorder precedes delivery as well.

Re:A Developer's View of Vision Pro by realharo on Tuesday June 13, 2023 @01:14PM (#36313406)
A lot of information has come out about the Quest 3 already.

Full color passthrough from cameras and a depth sensor (better than Quest Pro), 120Hz, slightly higher resolution than Quest 2, 40% smaller (whatever that means), Snapdragon XR2 Gen2 (they claim more than twice as fast as Quest 2), pancake lenses, controllers without the tracking rings, $500.

Compared to Apple's, the main downsides are lower resolution display (also not OLED), slower, no eye tracking.

Main advantages are price, support for games/controllers (you can still use hand tracking if you just want to watch movies), and no external battery pack.

Re:A Developer's View of Vision Pro by Tagbert on Monday June 12, 2023 @04:06PM (#36300185)
For what scenario? Gaming? What about use as a virtual screen? What about social interaction? What about some of the other scenarios that were depicted in the wedc demo?
Re:A Developer's View of Vision Pro by chaostheory on Monday June 12, 2023 @06:30PM (#36302219)
I love the Quest line: own a q2 and pro.

The main difference is that Vision has a laptop grade processor, LiDAR, and another separate processor to manage the LiDAR, a separate depth sensor, & all the other sensors and cameras

The Quest only has a smartphone processor. The pro doesn’t even have a depth sensor

Re:A Developer's View of Vision Pro by Dudester230602 on Monday June 12, 2023 @02:18PM (#36298376)
> ...doing work in headsets...

Is it possible to use Vision Pro to build and publish a Vision Pro app?

Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone.

Re:A Developer's View of Vision Pro by bamfly on Monday June 12, 2023 @02:39PM (#36298782)
> Because it seems to be another Apple device separating producers and consumers just like iPad and iPhone.

The persistent framing of i-devices this way on HN, after all these years, is baffling to me. Tons of creation happens on them, or using them as a tool in service of creation, much of which would be harder or impossible with traditional computer. Just not a lot of software creation.

Re:A Developer's View of Vision Pro by goosedragons on Monday June 12, 2023 @03:21PM (#36299500)
Because with the exception of very few tasks like digital art the limitations placed on iOS make it worse. Some tasks are just straight up impossible (e.g compiling code), others are just hampered by things like file management and sandboxing or lack of support for hardware/accessories. Sometimes they can be worked around but often it's an exercise in frustration to do something that would be brain-dead on a desktop OS but requires a whole host of taps and trips through the share menu or whatever to get the same result.

Even in digital art where the iPad excels doing something like having a reference photo open while you work is compromised and the only good way to do is to hope the app you're using supports it a reasonable way or else throw away half your screen real estate.

Re:A Developer's View of Vision Pro by bamfly on Monday June 12, 2023 @03:42PM (#36299795)
All I can figure is difference in perspective is because such a large part of the potential of i-devices (or phones and tablets more broadly) for creation involves using them as a tool to get something done in the real world, and/or for the kinds of creative tasks that get overlooked by the hackerspace crowd (running an Instagram, say, involves lots of creation; tradespeople and home DIYers routinely use phones and tablets to help get things done in situations where a laptop wouldn't be a useful alternative; that kind of thing). Desktop computers are mainly good, outside of industrial uses, for creating more stuff for computers. I-Devices shine when most of your task's not on a computer, and the computer's just one of many tools at your disposal. If "creation" is making stuff for computers, they seem bad. If "creation" happens in the real world and the computer's just a tool to help with that, and nothing more, they're pretty appealing. A smart slab of glass packed with sensors that can become different tools. Super handy, and a "real" computer couldn't replace it.

For most creation-oriented tasks I do that aren't computer-centric, I'd much rather have an iPhone or iPad than a laptop. They're great tools for creation & work, just not so much for creating stuff for computers, certain exceptions aside, and for those they're mostly just about as good as a laptop, or even not-very-good but usable in a pinch, not better.

Re:A Developer's View of Vision Pro by robenkleene on Monday June 12, 2023 @05:50PM (#36301708)
This adds a lot of great color to your perspective, but the summary becomes essentially: An iPhone makes a great metronome, but a terrible recording studio replacement. I'm not sure that's saying too much, because the latter is so much more ambitious than the former? That's really the dilemma for those of us disappointed in iOS creation, we want it to be more ambitious, and competitive with things laptops can do.
Re:A Developer's View of Vision Pro by ethbr0 on Monday June 12, 2023 @06:05PM (#36301905)
iOS shines when you create something, for while someone has already created software to create.

Desktop shines when you create something novel.

It's as simple as that -- there are tons of things people have created really polished iOS "happy path" software to create on, but they're not general purpose creators.

Specifically because anything general purpose threatens Apple's App Store toll gate, and thus cannot be allowed to exist.

Re:A Developer's View of Vision Pro by cvwright on Monday June 12, 2023 @07:42PM (#36303033)
What are the creative apps on Android that Apple is not allowing to exist on iOS?
Re:A Developer's View of Vision Pro by ethbr0 on Monday June 12, 2023 @08:42PM (#36303534)
Android isn't desktop.
Re:A Developer's View of Vision Pro by cvwright on Tuesday June 13, 2023 @07:47AM (#36308813)
Neither is iOS
Re:A Developer's View of Vision Pro by ethbr0 on Tuesday June 13, 2023 @06:21PM (#36318413)
Yes, that was the original point.
Re:A Developer's View of Vision Pro by LordDragonfang on Thursday June 15, 2023 @07:31PM (#36348456)
GP was talking about desktop, not which android is not, but to give a serious answer: I can run a full linux terminal on android, run vscode-server (has to be in a VM, but still) and edit and compile my code. All without needing a connection to some remote "cloud".

If apple would just get over themselves and allow sideloading (or, gosh, a terminal!), it would go a long way to improving iOS usability for creatives.

Re:A Developer's View of Vision Pro by archagon on Monday June 12, 2023 @06:41PM (#36302348)
> A smart slab of glass packed with sensors that can become different tools.

…as long as it’s sanctioned by the platform owners.

Re:A Developer's View of Vision Pro by sharikous on Monday June 12, 2023 @07:33PM (#36302947)
Desktop computer have some advantages that the so-called i-devices lack even for tasks that are not computer-centric.

The main one for me is the longevity of your data. It is connected to the control over your data you have in a desktop OS. Good luck finding what you did five years ago in an app in some device and reproducing it now. You are at the mercy of some proprietary format the app creator chose, the availability of the app at a later stage, whether you saved your work in a cloud service, whether you kept your old device running, the operating system updates you installed, .....

With a desktop you can archive your work, whatever it might be, in sequences of bits that reside in your disk. Open source software and virtual machines go a long way for helping reproducibility.

Not all tasks benefit from reproducibility and longevity but I'd argue they include a lot more than computer programming

Re:A Developer's View of Vision Pro by alwillis on Monday June 12, 2023 @08:30PM (#36303426)
> Because with the exception of very few tasks like digital art the limitations placed on iOS make it worse. Some tasks are just straight up impossible (e.g compiling code)…

Compiling code isn't impossible; every webpage that contains JavaScript uses the Just In Time compiler to execute JavaScript. The ability for 3rd party apps to compile code is limited due to security reasons—Apple's Lockdown Mode [1] specifically disables the JIT.

iPad users have been able to write code using Swift and submit apps to the App Store since late 2021. [2]

I have no doubt you'll be able to create apps using the Vision Pro in the future… there's probably a version of Swift Playgrounds [3] running on a prototype Apple Vision Pro right now.

[1]: https://www.wired.com/story/how-to-use-lockdown-mode-ios-16/

[2]: https://www.cnet.com/tech/computing/apples-swift-playgrounds...

[3]: https://www.apple.com/swift/playgrounds/

Re:A Developer's View of Vision Pro by robenkleene on Monday June 12, 2023 @05:37PM (#36301545)
I've written about this https://blog.robenkleene.com/2019/08/07/apples-app-stores-ha...

I think the disconnect is in the type of creation, the higher-end production quality you want, rarer iOS devices are. And the corollary is, if you only care about the highest-end of creation, they essentially become invisible.

Re:A Developer's View of Vision Pro by bamfly on Monday June 12, 2023 @05:49PM (#36301688)
> I think the disconnect is in the type of creation, the higher-end production quality you want, rarer iOS devices are. And the corollary is, if you only care about the highest-end of creation, they essentially become invisible.

For producing stuff for computers or for industrial design (e.g. CAD or architectural drafting), yes. In other areas, tablets and phones are ubiquitous tools, and if they vanished tomorrow they wouldn't be replaced with e.g. laptops—they'd be replaced with paper, with various single-purpose devices, et c.

Re:A Developer's View of Vision Pro by madeofpalk on Monday June 12, 2023 @05:47PM (#36301667)
The Mac is a "real computer" because it can be used to create new types of software and platforms, such as the Vision Pro.

iPad is not because it cannot be used to create the Vision Pro. It may still have advantages where it's better for some uses cases, but it still doesn't make it a general purpose computing device in the same way that a TV is better for watching videos than a Macbook, but a TV is not a "real computer".

Re:A Developer's View of Vision Pro by bamfly on Monday June 12, 2023 @06:07PM (#36301934)
They're not great for making software. That doesn't mean they're not a decent-to-great tool for a whole bunch of productive or creative activities, often in ways that a "real computer" cannot be reasonably used as a substitute—that is, if they vanished tomorrow, in many roles they wouldn't be replaced by a laptop, but by paper, a stack of single-purpose tools, and more human running-about or time-wasting.

I think the real/not-real computer thing's not especially illuminating, but I don't take issue with it the same way I do dismissing phones and tablets as "consumption-only", a perspective I find simply baffling, because I see them used for creation and productive purposes all the time in a ton of contexts by ordinary people.

Re:A Developer's View of Vision Pro by jayd16 on Monday June 12, 2023 @02:30PM (#36298619)
If you count streaming a Mac running xcode, then yes.
Re:A Developer's View of Vision Pro by madeofpalk on Monday June 12, 2023 @05:43PM (#36301608)
If we count that then we count an iPad remote-deskoping into a Mac, which severly limits the actual use.
Re:A Developer's View of Vision Pro by Asdrubalini on Monday June 12, 2023 @05:51PM (#36301716)
But with the Vision Pro there is zero latency and the possibility of having many big screens, whilst when remote-desktoping into a Mac from an iPad you gain nothing and the high latency makes it worse.
Re:A Developer's View of Vision Pro by nomel on Monday June 12, 2023 @07:07PM (#36302660)
This is how I work now, with my Quest Pro and my MacBook.

It's using local Wifi (or USB), so the latency is very low.

Re:A Developer's View of Vision Pro by jayd16 on Monday June 12, 2023 @07:11PM (#36302703)
Why would the latency be lower on the AVP?
Re:A Developer's View of Vision Pro by Asdrubalini on Monday June 12, 2023 @07:29PM (#36302908)
Because it's not remote, if you are streaming from your Mac, it's right there, at 2m at most. It's much different than remote connecting from an iPad 100 km away.
Re:A Developer's View of Vision Pro by jayd16 on Tuesday June 13, 2023 @05:29PM (#36317700)
Why would an iPad be forced to be 100km away?
Re:A Developer's View of Vision Pro by Asdrubalini on Tuesday June 13, 2023 @06:23PM (#36318435)
It wouldn't, but why would you use an iPad as your main screen if you are near a Mac? It's just a screen, it doesn't bring anything special like the Vision Pro would.
Re:A Developer's View of Vision Pro by jayd16 on Monday June 12, 2023 @07:13PM (#36302726)
This isn't correct. The AVP can run apps side by side so you can have a window for xcode open along side your app. With the iPad you only get one app at a time, which is a bummer. (Even if you had multiple windows open only one app can have the full screen experience at once.

Beyond that, even though an iPad can act as another monitor, it's not a big monitor. It doesn't really achieve the ideal of a workstation replacement.

Re:A Developer's View of Vision Pro by cassianoleal on Tuesday June 13, 2023 @04:06AM (#36307098)
Can it? The ad showed 1 single virtual window that acted as a mirror for the macbook's screen. It never showed 2 mac apps side-by-side, each in their own independent virtual window.
Re:A Developer's View of Vision Pro by senttoschool on Tuesday June 13, 2023 @05:18AM (#36307627)
This is my question as well. Is this just showing just going to show one screen with the entire macOS in it? Or will we be able to individually project different macOS apps onto the canvas?
Re:A Developer's View of Vision Pro by htag on Monday June 12, 2023 @02:22PM (#36298463)
They said it runs xcode, so I'd assume so
Re:A Developer's View of Vision Pro by l33t233372 on Monday June 12, 2023 @02:27PM (#36298558)
iPad had lots of producer-esque features, so I’m not sure what you mean by that.
Re:A Developer's View of Vision Pro by senttoschool on Monday June 12, 2023 @02:24PM (#36298495)
This is a valid question and should not be downvoted.

Are we going to be able to create a large software project using it without carrying around a MacBook as well?

It’d be nice to be able to run macOS when I travel and not have to bring my MacBook.

Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @02:37PM (#36298747)
We don’t know about running only on the headset.

I suspect the downvotes are because the keynote literally featured someone using their Mac inside the headset. And another video (session? State of the union?) showed developing a Vision Pro app on the Mac and testing it right next to the Mac from inside the Vision Pro.

Re:A Developer's View of Vision Pro by bagels on Monday June 12, 2023 @02:54PM (#36299063)
Right, it sends the message that the developer is better served by using a Mac, or that the Vision Pro is not capable. Maybe that was honest/intentional?
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @03:12PM (#36299372)
It’s got a full M2 and (reportedly) 16 GB of RAM. In theory it’s capable.

That doesn’t mean Apple will expose that. Maybe just not today. The original iPhone had a full OS capable of multitasking but it wasn’t a feature given to the user due to memory and battery constraints. We’ve now had it for years.

This was the first we’ve seen of it, and I suspect the on device development story was not one they wanted to spend limited time on. Plus knowing Apple it seems likely they’d want to make Xcode work better for the interface than just plopping the Mac app in.

Time will tell. The iPad can do development. Apple has proven it with Swift Playgrounds. But they still haven’t given us Xcode. So who knows.

Re:A Developer's View of Vision Pro by rfgmendoza on Monday June 12, 2023 @05:37PM (#36301535)
apple is so determined to prevent any serious code execution that even ssh apps require janky workarounds just to provide a terminal emulation that still needs a second device to communicate with just to do any real work
Re:A Developer's View of Vision Pro by dwaite on Tuesday June 13, 2023 @12:46AM (#36305455)
A terminal for an integrated ssh client should not require any just-in-time code execution functionality.

Or are you speaking instead to a local terminal environment, like iSH or a-Shell on iPad?

Re:A Developer's View of Vision Pro by alwillis on Monday June 12, 2023 @08:42PM (#36303539)
> Time will tell. The iPad can do development. Apple has proven it with Swift Playgrounds. But they still haven’t given us Xcode. So who knows.

Apple announced just before WWDC the iPadOS versions of Final Cut Pro and Logic Pro, their professional media creation tools. We've all seen shows and listed to music (and podcasts) created with these tools. While most of the core functionality is the same between the Mac and iPadOS versions, the iPad versions take advantage of multitouch and other iPadOS features, as they should.

> Plus knowing Apple it seems likely they’d want to make Xcode work better for the interface than just plopping the Mac app in.

Yes; that's how Apple does things.

As I mentioned elsewhere in this thread, iPad users can already use Swift Playgrounds to code and submit an app to the App Store [1].

It's just a matter of time before there will be a version of Xcode for the iPad.

[1]: https://news.ycombinator.com/item?id=36303426

Re:A Developer's View of Vision Pro by dwaite on Tuesday June 13, 2023 @12:41AM (#36305408)
Final Cut Pro has significant limitations over what can be done on the Mac, which limits their ability to do project sharing between the two platforms.

Thats nothing compared to the bash build stages and custom permission setups, third party libraries, bespoke source code management scripts, ruby-based project initialization and preprocessing scripts I've seen amongst Xcode-based projects.

When those fail, you are troubleshooting through logs and at the filesystem level.

If the idea is a version of Xcode without those things but is otherwise fully featured, I think that is actually speaking about some future version of Swift Playgrounds.

Otherwise, "Xcode for iPad" is basically a jailed Mac VM.

Re:A Developer's View of Vision Pro by sleepybrett on Monday June 12, 2023 @03:19PM (#36299474)
To correct the other sibling. It's got an M2 in it.
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @03:28PM (#36299591)
I’ll edit my comment. Thanks. I keep making that mistake for some reason.
Re:A Developer's View of Vision Pro by IggleSniggle on Monday June 12, 2023 @02:33PM (#36298673)
From the ad, it looked to me like you get a iPad-esque computing device when standalone, but that it tethers and can act as a display for macOS. Just speculative of course, but in the ad they said something like, “connect to your MacBook to extend all your MacBook apps onto the Vision Pro.”

I suspect that, like the iPad, there will be ways to force it to function as a standalone device, but that the happy path will be heavily optimized towards you buying as much Apple hardware as possible.

Re:A Developer's View of Vision Pro by bun_at_work on Monday June 12, 2023 @02:30PM (#36298626)
This seems more than a little likely, as Vision Pro has an M2 chip for processing, and the R1 for vision processing. If your work needs a fully-capable GPU, that's probably a different story, although most graphics work (like photo editing/video editing) should run well on the M2.
Re:A Developer's View of Vision Pro by MBCook on Monday June 12, 2023 @02:35PM (#36298700)
On the other hand, the iPad Pros also have M1s (M2s?) but so far Apple keeps them constrained.
Re:A Developer's View of Vision Pro by rfgmendoza on Monday June 12, 2023 @05:34PM (#36301504)
yes, its the difference between the headset being a bold new computer form factor, or just another peripheral.

basically is it a laptop (fully independent), an ipad (excellent secondary device that can do focused work on it's own), or a smart monitor (peripheral with some built in usability)?

Re:A Developer's View of Vision Pro by dwaite on Tuesday June 13, 2023 @12:48AM (#36305478)
My understanding is that it is closest to a 3D iPad with virtual monitor support for remote devices like Macs.
Re:A Developer's View of Vision Pro by basisword on Monday June 12, 2023 @03:56PM (#36300021)
They demoed this in the State of the Union I think. Vision Pro was on with Xcode + a live build of the app that was being developed side by side. I'm not sure if Xcode was running on device or on a Mac though.
Re:A Developer's View of Vision Pro by sanderjd on Monday June 12, 2023 @03:07PM (#36299285)
I'm not very skeptical on the "doing work" side of the question. (Though I do wonder about the price point.) But I am skeptical on the "doing life" side.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:15PM (#36299405)
Yeah I don't think I'll be using one at dinner or hanging out in-person with friends any time soon, but there are a lot of non-work things I'd happily use it for.

Gaming, TV, casual internet browsing, stationary exercise, socializing with people remotely (e.g. VRChat instead of Zoom/FaceTime), passing time on trains+planes, etc.

Re:A Developer's View of Vision Pro by sanderjd on Tuesday June 13, 2023 @12:27AM (#36305309)
At this point in my life, I do all that stuff with my family around me, and can't imagine being stuck inside a headset.
Re:A Developer's View of Vision Pro by animatethrow on Monday June 12, 2023 @03:09PM (#36299312)
> I've been trying to explain to people how certain I am that doing work in headsets will become mainstream but am (understandably) met with doubt

Tech enthusiasts underestimate how much the general public hates having gear strapped to their faces and over their hair, especially more than half of women who put considerable effort into their face makeup and hair.

Re:A Developer's View of Vision Pro by sleepybrett on Monday June 12, 2023 @03:14PM (#36299394)
I think this 1.0 is problematic and it will take several more leaps to get to where we need to be. Something more like swimming goggles (without the suction), visualized in the bladerunner sequel on the face of 'love' when she's calling in artillery on K in the 'junkyard'.
Re:A Developer's View of Vision Pro by hummingly on Monday June 12, 2023 @05:15PM (#36301252)
Every headset I have seen looks really unfashionable. Even the Vision Pro looks kind of bad. It is too bulky for the relaxing atmosphere Apple was going for in its adverts. And too rounded to appear more edgy. It is not commiting to anything, kind of like the new Macbook Pro design. This stands in contrast to Airpods (small but bold shape) and the Apple Watch (practical and elegant).
Re:A Developer's View of Vision Pro by amelius on Monday June 12, 2023 @05:49PM (#36301693)
This is what the Airpods look like to me:

https://www.bbc.com/news/newsbeat-37306404

Re:A Developer's View of Vision Pro by throwaway675309 on Monday June 12, 2023 @07:57PM (#36303168)
I must be one of the only people in existence who absolutely hates the aesthetic look of AirPods, for lack of a better word, they're abnormally "long" looking when they're hanging from one's ears.
Re:A Developer's View of Vision Pro by hbn on Monday June 12, 2023 @11:22PM (#36304765)
The stems make them easy to orient in your ears without looking, and it brings the mics closer to your mouth.
Re:A Developer's View of Vision Pro by tommit on Tuesday June 13, 2023 @03:08AM (#36306632)
Yeah people weren't exactly thrilled about the look of AirPods when they first released. Everyone thought they looked so unflattering. I do agree that the AVP does look too clunky for the general public, but it's not hard to imagine that this will be improved upon with every future generation.
Re:A Developer's View of Vision Pro by remich on Monday June 12, 2023 @06:08PM (#36301948)
This raises an interesting use-case, though, which is the idea of a person who is working remotely or otherwise engaging virtually could rely on the 3D-model version of them, generated when they were professionally attired, to avoid having to go through that whole rigamarole every day.
Re:A Developer's View of Vision Pro by zmmmmm on Monday June 12, 2023 @06:15PM (#36302040)
I think it's one of the things they got right with the Quest Pro. It doesn't touch your face and is carefully designed so that all the support is via the forehead. It causes discomfort for some people but the upside is you put it on and off and it doesn't disturb your face or hair.
Re:A Developer's View of Vision Pro by LoganDark on Monday June 12, 2023 @07:34PM (#36302954)
I'm definitely not the general public, but the biggest factor for me has always been screen resolution, not size or weight. Until HMDs can achieve 8K+ per eye and match the fidelity of a sub-$100 4K monitor, I'm not going to be interested.
Re:A Developer's View of Vision Pro by faeriechangling on Tuesday June 13, 2023 @11:50AM (#36312046)
>match the fidelity of the sub $100 4K monitor

This can

>8k per eye

Not required to get 4K fidelity… you only need somewhat higher than 4K resolution.

Re:A Developer's View of Vision Pro by LoganDark on Tuesday June 13, 2023 @12:42PM (#36312915)
I'm not talking about "4K fidelity", I'm talking about "the fidelity of viewing this 4K monitor", which is different. When I'm looking at my monitor in front of me, it fills a small fraction of my visual field (around 15–25%?). So for a headset that covers nearly the entire visual field, the resolution would need to be much higher in order to reproduce the pixel density of the monitor.

This is, for most people, pointless, as the rendering costs will be much, much higher (>8x for a quadrupling in resolution per eye), they probably won't care if text is not quite as sharp as a real 4K display, and they might not even be able to tell if their eyes haven't been trained on them.

Unfortunately though, I require a 4K display for sharp text (I get really weird visual effects from low-resolution displays), and my current HMD (HP Reverb G2 at 2160x2160 per eye) is uncomfortably blurry, so I don't imagine the Vision Pro at an estimated 3400 pixels per eye according to their marketing figure (`sqrt(23000000 / 2)`) can do much better.

I know it's revolutionary and this is about at the current limits of HMD technology, I'm not at all claiming that it's not impressive for the industry. It's just part of the reason why I don't use HMDs often is because the tech hasn't yet advanced enough to be comfortable for me.

Re:A Developer's View of Vision Pro by hebrox on Monday June 12, 2023 @03:10PM (#36299338)
Did team members actually use it to develop it?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:24PM (#36299532)
I was developing stuff to be shown inside the headset that wouldn't have worked in the simulator, so I was frequently using the headset regardless. It was often easier to just leave it on and develop than constantly put it on and take it off to test things out.

As for development of non-VR stuff I personally didn't because I already had a fully-featured desk setup and the OS at the time was buggy enough to not want to deal with it (as every OS is years before release, not a ding on Vision Pro at all). With a good OS (which it will be upon release) and more native apps (like Termius on iPad) I definitely would though!

Re:A Developer's View of Vision Pro by wincy on Monday June 12, 2023 @03:46PM (#36299843)
Do you think it’ll allow Xcode for development? When you say you were wearing it while doing dev work were you pairing it with a MacBook? From what I understand the OS is more similar to iPadOS (no Xcode, ability to compile binaries) vs MacOS.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @04:02PM (#36300113)
I honestly don't know that will be supported on the final version, but what I was referring to was developing on a Mac through the Vision Pro and deploying to the Vision Pro.

FWIW the iPad supports dumbed down app development through Swift Playgrounds and presumably the Vision Pro will at the very least support that if it supports all iPad apps, but that's pure speculation.

Re:A Developer's View of Vision Pro by jakemoshenko on Monday June 12, 2023 @03:20PM (#36299478)
I've had a question that I haven't seen anyone else ask that you might be able to shed some light on: is there an internal battery to facilitate switching power sources without an instant loss of continuity?
Re:A Developer's View of Vision Pro by losvedir on Monday June 12, 2023 @03:34PM (#36299664)
> For the past week I've been trying to explain to people how certain I am that doing work in headsets will become mainstream

This gets at my main question about this: does it feel to you like it will be great for "doing work", which generally happens at discrete places, or something which will apply to life generally, which is the kind of (some would say dystopian) ideal of "augmented reality"?

Or put another way, I felt a huge increase in immersion and interest going from the original Oculus's three degrees of freedom to the "room scale" six degrees of freedom in Quest.

I know this is "spatial computing" and you can put monitors in fixed positions in the environment, but is "desk scale" where you can kind of look around and pivot your head, or "room scale" where you can get up and move around the room, or "life scale" where you can leave the room entirely to check on the screens you left in the kitchen before coming back to sit down in front of the ones in your office?

Re:A Developer's View of Vision Pro by manuelflara on Monday June 12, 2023 @03:55PM (#36300006)
> or "life scale" where you can leave the room entirely to check on the screens you left in the kitchen before coming back to sit down in front of the ones in your office?

according to the videos they show, people move around a lot in a room with these things on, grab things (e.g. their phone, cup of coffee). and makes sense, if you see basically what you have in front of you, then there's no "boundaries" you should stay in not to bump into things.

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @03:56PM (#36300023)
I think it'll be great for "doing work", but I'm not entirely sure if it'll immediately outclass my in-office setup that my employer has already spent thousands on. However, I don't have a wfh setup in my small apartment because I didn't want to dedicate space for that purpose, so when I occasionally need to wfh I just use a laptop on my couch or dining table and I would love it to replace that. I think if an employer were speccing out a new office it would definitely be a viable option to have a small laptop + Vision Pro instead of desktop (or bigger laptop) + multiple external monitors.

I also don't expect it to be super dystopian or replace real life in general, but it could definitely replace the parts where you're already looking at a screen regardless.

It is technically capable of being "life scale" in the way that you describe: it tries to keep a consistent coordinate system across multiple reboots and from room to room and real life objects can occlude virtual objects, but to be honest I have no clue what the average use case will be or how the OS will enforce it.

Re:A Developer's View of Vision Pro by enos_feedler on Monday June 12, 2023 @04:13PM (#36300290)
Its interesting to hear it will replace the parts where you are already looking at a screen. My consumer oriented view is that it will first replace the moments where we absolutely cannot be looking at a screen but need to see the real world in front of us, perhaps even for safety reasons.

To me its a bit like tap to pay vs magnetic credit cards. Eventually tap to pay replaces all other ways of paying much like AR might replace all other screen interactions. But FIRST it should replace something critical. In the payment space this was subway entrances where people needed to pay quick and get through.

The reason it takes so long for full adoption is because its very challenging to replace something like magnetic credit card that “works pretty well”. From my point of view, the iPhone “works pretty well” and its going to towards the END of the innovation cycle when other screen usage gets folded into these spatial platforms

Re:A Developer's View of Vision Pro by cassianoleal on Tuesday June 13, 2023 @04:03AM (#36307069)
> when I occasionally need to wfh I just use a laptop on my couch or dining table and I would love it to replace that

The most important part of a WFH setup is desk + chair. That's where the comfort is, much more so than a big screen - which is certainly nice.

Desk + chair is what takes up space though. Once that space is taken, a big monitor is just something you put on it.

As excited I am about this new tech, which looks fantastic from the ad, I don't think it will replace a comfortable desk + chair setup.

Re:A Developer's View of Vision Pro by tidenly on Tuesday June 13, 2023 @12:19AM (#36305245)
I'm wondering the same thing too. I have tried multiple monitor setups dozens of times now, but always end up coming back to a single display. I can't imagine having a tonne of widgets floating around my work space in 3D is going to do anything positive for my productivity.
Re:A Developer's View of Vision Pro by ren_engineer on Monday June 12, 2023 @04:08PM (#36300207)
any opinion on why Apple isn't dogfooding this by allowing their software and non-hardware teams to work remotely? Seems like that would be one way to prove it is legit
Re:A Developer's View of Vision Pro by prawn on Monday June 12, 2023 @04:36PM (#36300673)
They only just announced it and had many details well hidden prior to launch. I think over the next few months, they’ll definitely have Apple staff using it around a controlled office and then later from home.

At this point, I doubt they’d be letting them off campus.

Re:A Developer's View of Vision Pro by dwaite on Tuesday June 13, 2023 @01:03AM (#36305630)
Up until now, they most likely didn't allow it outside the building.
Re:A Developer's View of Vision Pro by schaefer on Monday June 12, 2023 @04:31PM (#36300591)
Hi Ladberg,

When you worked with Vision Pro, did it have a device native terminal and/or a device native ssh client?

What I mean by that is a terminal running under VisionOS, as opposed to getting terminal access by first connecting to a remote computer.

Re:A Developer's View of Vision Pro by joeman1000 on Monday June 12, 2023 @06:29PM (#36302196)
Maybe for Apple development, but given that it’s positioned as an iOS-type device, the public will never get a native terminal on this thing. It would be unprecedented.
Re:A Developer's View of Vision Pro by drcode on Thursday June 15, 2023 @11:25PM (#36350754)
I very much hope they allow sandboxed terminal access (like WSL on windows) but I expect they won't.
Re:A Developer's View of Vision Pro by joeman1000 on Friday June 16, 2023 @02:29AM (#36352297)
Yea no way. Unless you jailbreak. I would love it, though. The iPhone, iPad and now this thing would be great if there we could just opt to jailbreak without risks. I don’t jailbreak my phone because it’s risky and I don’t mind having it stock. The iPad would be great if I could run anything properly on it. The Vision Pro would be phenomenal. I’m thinking of all the game ports that could happen if the OS wasn’t locked down. I see their rationale in doing it, to retain control over the quality of the user-experience. But for those users who want to experiment, it just hampers their experience instead.
Re:A Developer's View of Vision Pro by 8f2ab37a-ed6c on Monday June 12, 2023 @04:38PM (#36300696)
Based on your experience with the device, do you feel like the first version will be good enough to replace a multi-monitor setup for software developers, and allow them instead to fully switch to using the Vision Pro instead? Or is that monitor-less future for developers still a few iterations away?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @04:49PM (#36300872)
Depends what you mean by "fully switch". I think it's good enough to replace a few monitors but at the same time there are use cases for monitors that it can't replace, like showing something on your screen to someone next to you.

I'm sure some developers will switch over on the first generation, some will wait until it gets lighter/cheaper/more immersive (disclosure: I have no clue what's coming in the future), and some might never switch if they just plain don't like having something on their head.

Re:A Developer's View of Vision Pro by 8f2ab37a-ed6c on Monday June 12, 2023 @05:14PM (#36301243)
Great insight, thank you!
Re:A Developer's View of Vision Pro by zaptrem on Tuesday June 13, 2023 @03:44AM (#36306912)
What was the upper limit on number of virtual monitors you could stream from a Mac when you were working on it? The demo videos only ever show one which doesn't seem all that useful. Optimally you'd be able to just drag the actual MacOS windows out into space and the cursor would just hop to them when you look at them.
Re:A Developer's View of Vision Pro by tikimcfee on Monday June 12, 2023 @05:01PM (#36301056)
I feel like I’ve been spamming this everywhere and any time I get the chance, but I really want people to join in and help define this experience with me for developers.

https://github.com/tikimcfee/LookAtThat

AR VR for iOS and macOS. Millions of glyphs. Instant control. There’s magic here. If this excites you, work with me and help make this a reality! I don’t have all of it in me.

I wish I did. I don’t. I don’t have all the time and energy. But there are people here that if they spent just a little time to work on this, we would be in the future of a 3D code space in days, and not weeks or months.

I owe a new readme for the project. If any of this makes you feel any feelies, get in contact with me star it, make noise, whatever!

Lotta love to yall. Thanks for letting me vomit words.

Re:A Developer's View of Vision Pro by theaussiestew on Monday June 12, 2023 @11:59PM (#36305074)
I've been wanting to make this kind of thing for a while now. Basically canvas and 3D view for code. This looks super cool, but I was more thinking for a general platform like VSCode, rather than something limited to the MacOS eco-system. What's the best way to get in touch with you?
Re:A Developer's View of Vision Pro by tikimcfee on Tuesday June 13, 2023 @06:39AM (#36308175)
Totally feel ya there. If I had a different sorta history, I would have like to have started with something like d3 or even Unity… alas, poor me, heh. I’d love to chat! My email’s fairly public, so feel free to ping me at thelugos @pm.me (no space).
Re:A Developer's View of Vision Pro by no_wizard on Monday June 12, 2023 @05:33PM (#36301499)
would you recommend buying 2 and replacing your TVs with it? I'm legit thinking about this, because the home theater setup I'm looking at will cost nearly the same, but two of these + a great audio system would be amazing.

The real question is, can you make two devices sync to each other simultaneously.

Probably not I'm imagining

Re:A Developer's View of Vision Pro by PettingRabbits on Monday June 12, 2023 @05:40PM (#36301577)
I hope it kickstarts more development in surround sound headphones. I live in a small condo and have a big 4K projector set up. But I can't reasonably do surround sound or turn up the volume. Apple Vision. + surround headphones would be awesome, or projector + many pairs of surround headphones for group experiences.
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @06:15PM (#36302038)
The problem is that it puts a hard cap on how many people can enjoy your home theater, so that might be an issue. If you already have a space carved out for a home theater and were thinking of entertaining >2 people then I'm not entirely sure what the value add of the headset would be. In my opinion the benefit comes in getting a home-theater-like experience that you can bring anywhere and not have to dedicate space in your home for.

Third party developers will definitely be capable of adding a sync feature like you're describing but I have no clue if they will.

Re:A Developer's View of Vision Pro by zmmmmm on Monday June 12, 2023 @06:20PM (#36302100)
Shared space interaction was notably missing from the keynote. I'm very curious what the vision for the platform for it will be. Meta has put a lot of focus on it so there are a bunch of Quest apps and games where people inhabit the same phyiscal space and all the virtual objects are shared. I feel like it's essential for a platform like this to ultimately succeed, and curious that Apple appears behind Meta on this front.
Re:A Developer's View of Vision Pro by dwaite on Tuesday June 13, 2023 @01:02AM (#36305618)
Whether it has capabilities here or not, it seems like it would be challenging at a $3500 price point to say "and here's features you get if you buy one for each member of your family".

Within an app, the challenge would be identifying they occupy the same space and mapping into the same coordinate system. Easier for VR mode than AR mode, where your mapping can be pretty arbitrary to the available bounds.

Re:A Developer's View of Vision Pro by zmmmmm on Tuesday June 13, 2023 @02:39AM (#36306388)
> Within an app, the challenge would be identifying they occupy the same space and mapping into the same coordinate system. Easier for VR mode than AR mode, where your mapping can be pretty arbitrary to the available bounds

Absolutely. It's impressive work on Meta's side that the full ecosystem of headsets natively support this in AR mode already [0]. It will be interesting to see if Apple has this figured out, or if they can ship in time for release. The fact they didn't demo it suggests to me that they are still in catchup mode here. But then, there are a lot of things they didn't demo that came out in the technical talks later.

[0] https://developer.oculus.com/blog/build-local-multiplayer-ex...

Re:A Developer's View of Vision Pro by amelius on Monday June 12, 2023 @05:45PM (#36301643)
Just wait until you get messages of "in-app purchases" and advertisements and they keep following you around.

Then the real world will feel like paradise.

Re:A Developer's View of Vision Pro by alphabettsy on Monday June 12, 2023 @07:02PM (#36302610)
iOS doesn’t operate this way. Why would it be different here?
Re:A Developer's View of Vision Pro by amelius on Tuesday June 13, 2023 @03:07AM (#36306628)
Because they appear as giant billboards instead of on a screen of a few square inches.
Re:A Developer's View of Vision Pro by alpinemeadow on Monday June 12, 2023 @05:53PM (#36301748)
would you buy it when it becomes available?
Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @06:23PM (#36302140)
I'm confident I'll buy a version of the headset at some point, but I don't know yet if I'll buy it right at release. I'm not saying that because I have any additional knowledge of future products (I don't), just that, like the rest of you, I want to see the ecosystem get fleshed out and not have to pay the early adopter tax. I think it will be great for work but who knows when a great remote code editor and terminal will show up on the App Store, right?

It's also not novel to me because I've spent a while using it already, so I'm not exactly in a rush to test it out just to see all the features.

Re:A Developer's View of Vision Pro by alpinemeadow on Tuesday June 13, 2023 @10:14AM (#36310505)
I can agree with many of your points. For me, probably many, the price needs to be in line to a laptop replacement to be considered an option.
Re:A Developer's View of Vision Pro by steveBK123 on Monday June 12, 2023 @05:54PM (#36301757)
I see the productivity use case more useful than the entertainment ones, and without the social stigma of hanging around on your sofa weirding out spouse/kids.

However most of the previews I read do point to some amount of weight/comfort ergonomics that I think play against the productivity use case.

Basically my work compute needs to be ergonomic enough to use for 8-12 hours/day.

I have a hard time believing we can live in this headset for anything north of 2-3 hours at best.

Re:A Developer's View of Vision Pro by sroussey on Monday June 12, 2023 @06:00PM (#36301864)
Being able to watch movies in bed and let your spouse sleep without a lot of light is definitely a use case.
Re:A Developer's View of Vision Pro by jml78 on Tuesday June 13, 2023 @11:40AM (#36311881)
There are now definitive studies that sleeping with a blackout mask greatly improves sleep quality. I just got my spouse onboard with wearing one and she says it is night and day difference for her.

I have to wear a cpap so I haven’t found an eyemask that works with my cpap headgear.

Re:A Developer's View of Vision Pro by MaxikCZ on Wednesday June 14, 2023 @10:32AM (#36326624)
I dont know, but I dont think this wull really allow to watch movies in bed. I have trouble even using small in-ear headphones in any other position than laying on my back, because just the pillow pressure acting on the headphone piece is so anoying. This headset has a strap around the head that will add unfamiliar pressure from basically every direction you would rest your head on.
Re:A Developer's View of Vision Pro by mmlkrx on Monday June 12, 2023 @06:02PM (#36301871)
Thank you for answering all these little questions, hope I'm not too late :)

1. Could I take a disconnected cable keyboard and "anchor" the virtual keyboard to overlay the real one to get the haptical feedback when typing on the virtual keyboard?

2. I'm very excited about "hanging out in VR" but initial impressions of Persona avatars seem to be mixed. Do you think people will eventually get used to Personas after using them for longer or are we not quite there yet?

3. What is the focal distance for the eyes?

4. What are you most excited for using the Vision Pro again once it comes out :)?

I definitely can't wait to upgrade from my original HTC Vive!

Re:A Developer's View of Vision Pro by ladberg on Monday June 12, 2023 @06:37PM (#36302306)
1. I don't really know of any feature like this but can't say for certain. I'd highly recommend investing in a bluetooth keyboard for work in the headset (or keep your cable keyboard plugged into your computer and mirror the screen into the headset).

2. Honestly no clue how the public will react to Apple's avatars, but keep in mind that third party apps are free to create experiences like that and I'm sure you'll see a dozen VRChat clones taking off.

3. Not sure! I never ran into any issues but I also don't need glasses.

4. I personally am a VR gaming enthusiast and despite gaming not being the core use case of the Vision Pro, I'm very excited to see what people do with it. If you've played Half Life Alyx you know how fun gravity gloves are, so imagine having games that have graphics and physics that can seamlessly blend with real life. Use your hands to toss around virtual objects that bounce off walls in the real environment! The cool thing is that this is all super easy to develop for now: all the scene understanding, rendering, hand tracking, physics, etc. is all handled by the device so you can probably whip up a gravity gloves prototype in a few lines of code.

Re:A Developer's View of Vision Pro by mmlkrx on Tuesday June 13, 2023 @05:38AM (#36307764)
Awesome, thanks for answering! And yes, question one was also partly motivated by gaming :) I understand it doesn't ship with controllers, but I was wondering if the cameras/depth sensors/software are good enough to recognize and track for example a ping pong paddle.

Apart from that, I really hope Apple will work with more game engines in the future. I rented an HTC Vive Pro 2 last year just to play through Half Life Alyx and everything about this experience was so, so good (especially Jeff). Would be incredible if it ran on the Vision Pro eventually but I guess Source 2 is probably not on the engine list :)

One last question I actually had if you don't mind. How do you think gestures will evolve once the headset releases? I understand there are a few basic gestures defined already, like clicking, dragging, zooming, but what about cmd + Z or deleting something. I'm sure eventually people will expect the same gestures for those actions across apps but I didn't see any mention on them so far. Any thoughts on how those might emerge?

Re:A Developer's View of Vision Pro by archagon on Monday June 12, 2023 @06:34PM (#36302266)
I fear Apple’s effort will be limited to an iPad-like content consumption experience without the platform opening up to a Mac-like degree. And that no other company has the chops to “cross the Rubicon” in such a comprehensive way, dooming AR/VR to a niche of limited usefulness.
Re:A Developer's View of Vision Pro by donmcronald on Monday June 12, 2023 @07:14PM (#36302733)
This is the main issue for me. At a minimum, the screens and virtual computers need to be completely open. I can’t live 100% in the Apple world for productivity.
Re:A Developer's View of Vision Pro by boppo1 on Monday June 12, 2023 @07:38PM (#36302995)
Yep. Browser-excel isn't good enough, I need the full version.
Re:A Developer's View of Vision Pro by machdiamonds on Monday June 12, 2023 @09:19PM (#36303865)
Hi, curious about the foveated rendering on this headset. Theoretically, it should offer a 10x+ performance boost, but headsets like Quest Pro and PSVR haven’t achieved much with it. How does this compare?
Re:A Developer's View of Vision Pro by NotMichaelBay on Monday June 12, 2023 @10:28PM (#36304380)
> For the past week I've been trying to explain to people how certain I am that doing work in headsets will become mainstream

Flat earthers try to explain to others how certain they are that the earth is flat. That doesn't make the earth flat, though.