[HN Gopher] The saga of Apple's troubled mixed reality headset
       ___________________________________________________________________
        
       The saga of Apple's troubled mixed reality headset
        
       Author : andyjohnson0
       Score  : 100 points
       Date   : 2022-05-29 11:43 UTC (11 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | moistly wrote:
       | I am eternally surprised that Boeing has not developed augmented
       | reality headsets for its maintenance crew. Overlaying specs and
       | instructions onto the components being serviced would be a
       | godsend for productivity, compliance, and personal safety.
       | 
       | Edit: ditto for automotive assembly/repair. Power plant
       | maintenance. Basically all complicated engineering fields could
       | make excellent use of AR.
        
         | CamperBob2 wrote:
         | I'll never be able to find a reference to it, but I distinctly
         | remember AR goggles being used for aircraft maintenance 10-15
         | years ago, if not farther back than that. It's a very obvious
         | application, and not a new one at all.
        
         | nsriv wrote:
         | This is the space that Microsoft's HoloLens and to a much
         | lesser degree the prior Google Glass project stepped into.
        
         | p_l wrote:
         | Boeing was involved with industrial version of Google Glass,
         | Microsoft is pushing Hololens heavily in that space as well -
         | in fact you can buy Hololens integrated with safety hat - and
         | there's explicit stuff to integrate with MS ERP stuff. Uptake
         | seems to be mainly in high end civil engineering so far, but a
         | lot of those solutions are things you are not going to read
         | about outside a niche press.
        
       | xoa wrote:
       | I was most surprised to find out that wearable displays haven't
       | been a top front and center strategic priority from day 1, and
       | instead they were thinking about the stupid ass car thing:
       | 
       | > _Apple CEO Tim Cook has been relatively hands-off from the
       | product compared to others like the iPhone... The Information 's
       | sources say that Apple's mixed reality efforts began almost
       | accidentally when the company purchased a German AR startup
       | called Metaio to use some of its technology on Project Titan, its
       | self-driving car project._
       | 
       | Which is just wild and highly contrary to my expectations. It's
       | been obvious for ages that, while quite a ways from hitting the
       | tipping point, wearable displays are the natural next big
       | disruption in the personal electronics space following in the
       | steps of the PC, notebooks, smartphones and tablets. A retinal
       | scanning display will be able to hit the limits of human visual
       | acuity while also being portable, which completely obsoletes
       | every single other display we use and has massive implications
       | for a lot of our basic modes of interaction. Suddenly there is no
       | connection between "screen size" and device, where you are etc,
       | it's just a matter of tradeoffs with how much power is behind it.
       | With an industry standard even embedded devices could have
       | virtual "displays" with lots of info. If you think about the form
       | factor of nearly everything portable we use, it's "a display,
       | with stuff attached to it" (either attached to the back in the
       | case of phones/tablets or on a hinge to a rectangle that
       | otherwise matches the screen in the case of notebooks). The
       | display bit almost completely defines the basics of how portable
       | it is, how it's used, and the limits on thermal dissipation and
       | roughly how much energy it can have. But a wearable display once
       | again abstracts the human-computer visual interface part from
       | everything else, which means single rectangles are no longer
       | required. Belts, smoother ovoids that can be more easily
       | pocketed, and who knows what else all become possible ways to
       | hold enhanced computation/storage beyond what the wearable itself
       | can do. And as someone enters LAN range (or sits down and plugs
       | in even) of more computation power (in the form of a desktop
       | computer say, or networked computers) there could be seamless
       | switchover. And it's not as if this is 50 years in the future
       | either, the pieces have been steadily coming together. Products
       | like the RETISSA [0] demonstrate the potential that a company
       | with Apple's resources could get to work polishing. The opening
       | up of 6 GHz spectrum and WiFi 7+ along with a long awaited new
       | shift in networking means LAN data rates are there too.
       | 
       | To say there are implications for, oh, products like the iPhone,
       | iPad, and Macbooks (or even iMacs) is a bit of an understatement.
       | With enormous irony if anything Apple's heavily neglected desktop
       | section might be one of the ones that'd best survive. But
       | whomever gets it right and gets the ecosystem going has the
       | potential to really mess up established players. Given how Apple
       | accomplished multiple disruptions and has repeatedly stated
       | they're alert to it and the importance of being willing to go
       | after their own cash cows early before someone else does it, I'd
       | sort of assumed in the background this was one of their key
       | strategic projects even if it was like a 10 year one. It's
       | fascinating to find that no, actually not!
       | 
       | And Ive's influence without the leash of Jobs to make sure form
       | and function stayed linked really seems to have been pretty
       | toxic. Whatever Cooks' other strengths keeping that reigned in
       | doesn't seem to have been one of them. I guess the forces of
       | organizational inertia are always incredibly powerful.
       | 
       | ----
       | 
       | 0: https://en.retissa.biz/
        
         | Bud wrote:
         | 64% of US adults wear eyeglasses.
         | 
         | Heat exists.
         | 
         | We're already basically at the limits of physics for making
         | CPUs faster and heat dissipation is a huge issue even for
         | products that you don't have pressed against your face and eyes
         | all the time.
         | 
         | Humans interact chiefly via sight.
         | 
         | But it has still been "obvious for ages" that wearable displays
         | are going to be some big inevitable hit? No it hasn't.
         | 
         | And why on earth would Apple have made this tech a priority ten
         | years before it was viable as a consumer product?
         | 
         | P.S. No, Apple's desktop computer operation has not been
         | "neglected" lately; they actually have been giving the Mac a
         | lot of care and feeding, as evidenced by the really nice new
         | MacBook Pro re-design, and the Mac Studio. The opposite of what
         | you said is true.
        
           | xoa wrote:
           | > _64% of US adults wear eyeglasses._
           | 
           | ??? I do too. What does this have to do with anything? The
           | lens is irrelevant for something that projects right onto the
           | retina (trivial to correct for). Hell, I 'd love it for that
           | reason alone, would be a huge improvement for my computer
           | usage.
           | 
           | > _We 're already basically at the limits of physics for
           | making CPUs faster and heat dissipation is a huge issue even
           | for products that you don't have pressed against your face
           | and eyes all the time._
           | 
           | Lol? Also that you think this is relevant either is kind of
           | confusing.
           | 
           | > _Humans interact chiefly via sight._
           | 
           | Yes, hence why wearable AR/VR displays are obvious.
           | 
           | > _But it has still been "obvious for ages" that wearable
           | displays are going to be some big inevitable hit? No it
           | hasn't._
           | 
           | Yes, it has.
           | 
           | > _And why on earth would Apple have made this tech a
           | priority ten years before it was viable as a consumer
           | product?_
           | 
           | For the same reason they were thinking about the "iPad" and
           | then "iPhone" (tablet consideration actually came first
           | internally even though in 2004 it was redirected toward the
           | phone first) long, long before it "viable as a consumer
           | product" duh. You don't get out ahead of things by waiting
           | until after your competitors do it to get started, you make
           | it happen early with your own R&D.
           | 
           | > _No, Apple 's desktop computer operation has not been
           | "neglected" lately; they actually have been giving the Mac a
           | lot of care and feeding, as evidenced by the really nice new
           | MacBook Pro re-design, and the Mac Studio._
           | 
           | This is just pathetic. You cite the MacBook Pro as support
           | for _desktop computers_ and consider just this last year as a
           | trend. I 've been using Apple systems since the late 80s.
           | Desktop systems have absolutely been massively neglected in
           | the last decade. The Mac Pro got updated _TWICE_ in TWELVE
           | YEARS (the first of which was total shit), and that was
           | _after_ Apple pushed it massively up market vs their reliable
           | good tower. The Mac Mini also had multiple years of just
           | being left to sit there. There was zero in between them
           | except the AIOs. And we 're not talking about big redesigns
           | but just basic normal CPU updates and the like that every
           | single other computer manufacturer on the planet does like
           | clockwork as a matter of course.
           | 
           | They might, maybe, be turning that around now but a single
           | release does not make a trend. And that desktop systems were
           | a distant last place in Apple's priorities vs iDevices or
           | notebooks has been extremely obvious and is utterly
           | uncontroversial since the 00s. That's just a statement of
           | fact. In terms of raw income the balance shifted dramatically
           | mid 2000s in favor of notebooks, and then of course later to
           | iDevices. The Intel transition was driven primarily by the
           | needs of the notebooks, not that everything else didn't come
           | along for the ride. And Apple's corporate structure doesn't
           | do multitasking boring stuff that well in exchange for doing
           | single stuff incredibly well.
        
             | Mirioron wrote:
             | > _For the same reason they were thinking about the "iPad"
             | and then "iPhone" (tablet consideration actually came first
             | internally even though in 2004 it was redirected toward the
             | phone first) long, long before it "viable as a consumer
             | product" duh. You don't get out ahead of things by waiting
             | until after your competitors do it to get started, you make
             | it happen early with your own R&D._
             | 
             | But that's exactly what happened with the iPad though.
             | Apple's competitors had already released tablet-type
             | devices for years, they just weren't really ready as
             | consumer products:
             | https://en.wikipedia.org/wiki/Microsoft_Tablet_PC
        
               | Bud wrote:
               | I didn't ask why they didn't "think" about it a couple
               | years early. I asked why they would make it a priority 10
               | years out.
        
               | xoa wrote:
               | I can't tell if you're trying to be serious or are being
               | sarcastic. Like, Apple started work on the Newton in the
               | late 80s and released the first one in 1993 too. So what?
               | Viable consumer product for these things involved
               | innovations in tech like multitouch capacitance vs
               | resistance displays, a critical tipping point of
               | processor, battery, wireless and display tech, the right
               | UX and stack behind it, etc. But Apple didn't get there
               | in 6 months, they did it on the back of years and years
               | of R&D ahead of time. Same with stuff like their own
               | chips, the PA Semi acquisition was in 2008, and the first
               | real fruit (actual custom Apple core) was the A6 in 2012.
               | Bringing it all the way back to notebook form factors
               | took until the M1 (where PA Semi actually was aiming at
               | with the 7W PWRficient), 12 years later. I'm genuinely
               | befuddled that the idea of "get started years early" is a
               | radical proposition to some people on HN. You also don't
               | get useful patents in a field (critical nowadays in tech)
               | without being way out in front. Even if the vast majority
               | of R&D ends up leading to dead ends it's still worth it
               | when it's important enough and gets close enough.
               | 
               | Identifying the likely optimal display mechanism has been
               | primarily a matter of physics and biology. Without
               | implants, can't do better than photons directly onto
               | retina which also easily deals with lens/focus issues.
               | There's never been anything to indicate that's physically
               | impossible either. So "just" a matter of lots of hard
               | work, but Apple has the kind of profit and strategic
               | outlook to justify that. They've done so repeatedly. And
               | this is central to their core business and talents as
               | well. That other lesser tech might be of use in niches
               | that aren't of interest to Apple, or that earlier efforts
               | can't hit the strict superset tipping point, misses the
               | forest for the trees.
        
             | Bud wrote:
             | Eyeglasses are relevant because you're talking about
             | "wearable" devices that are worn in a place where most of
             | us are already wearing something. The fact that this isn't
             | obvious helps explain all your other blind spots on this
             | issue.
             | 
             | If you can't figure out why wearing hot things on your face
             | is a problem, you are not even thinking at all about
             | product design.
             | 
             | I meant that humans interact WITH EACH OTHER via sight.
             | Again, the fact that this does not even seem to occur to
             | you as an issue says a lot.
             | 
             | The Mac Mini has of course been updated recently; you seem
             | to be talking about the past. The Mac Studio, you failed to
             | even mention, as if it does not exist, for some weird
             | reason.
        
               | rpdillon wrote:
               | I've owned three VR headsets over the years, and used all
               | of them wearing my glasses.
        
               | ghaff wrote:
               | The working assumption with AR wearables however is that,
               | for a variety of reasons, they're going to have to look
               | and feel a lot more like a pair of eyeglasses or
               | sunglasses than a VR headset.
        
               | colinmhayes wrote:
               | People wearing glasses is exactly why AR is primed to
               | succeed. If AR glasses can be made to not burn everyone
               | with glasses will replace them with the AR ones.
        
         | HellDunkel wrote:
         | I see the main problem with wearables in the type of media we
         | like to consume. Text and images are almost always rectangular
         | and 2D. It makes a lot more sense to present that on
         | rectangular devices which you can touch (key to the success of
         | the iphone). Wearable glasses have advantanges for 3d media but
         | those really just make up for a fraction of the media consumed.
        
           | xoa wrote:
           | What? A wearable display with a basic liquid crystal as well
           | to control opacity can trivially do a normal rectangle too,
           | anywhere you want. It's a complete superset of all current
           | displays, that's the most basic use of it. Doing 3D stuff or
           | whatever if anything strikes me as by far the least
           | important, at least for quite a while after intro most of its
           | use would be simple HUD or just using what we've got except
           | wherever. Right now as I type this I'm sitting at a desk in
           | front of a 5k 27" rectangle. With refined retinal scanning
           | display glasses, I could be sitting on a couch or somewhere
           | else, and still have a 27" 5k equivalent rectangle to pull up
           | (or 36" 8k or whatever I wanted) rather then a 6-7" display
           | (phone) or 14-16" (notebook) at much lower resolution. Decent
           | wireless keyboards and mice exist and could be further
           | improved on.
           | 
           | Can you explain why people think "3D" is an important aspect
           | of these? AR/VR would already pay for itself just by being
           | able to bring up my desktop (or smaller individual windows or
           | anything) anywhere, more efficiently.
        
             | HellDunkel wrote:
             | Wearable displays can do that but they were not designed to
             | do that. Its called ,,augmented" or ,,virtual" REALITY for
             | a reason. Focus is an issue in regard to legibility even if
             | you dont use the 3d space. If you do you get even more
             | issues with tracking, stabilizing, more focus issues as you
             | generate defocus, filtering, occlusion limited fov and
             | more. These devices are designed for rendering believable
             | dinosaurs into natural environments. It will take a while
             | until they deliver on the promise.
        
       | Geee wrote:
       | Productivity is correlated with display size, and VR should be
       | the next step in productivity, because it allows your whole space
       | to become a display and an interface. When paired with powerful
       | hardware and innovative software it should be the next step in
       | computing.
       | 
       | Therefore, VR should be a replacement for large displays in
       | productive work, not a device that everyone is wearing outside or
       | casually watching videos with. The use cases are professional;
       | such as programming, CAD, design etc. I believe that properly
       | implemented VR would allow utilizing full visual-spatial
       | capabilities of our brains, totally eliminating the process of
       | hunting for files and switching windows.
       | 
       | It would be possible to dive into code and see it all at once
       | like an intricate factory. Our brains are capable of navigating
       | very complex environments, but this capability is lost when its
       | viewed through a small window.
       | 
       | I wish they'd explore this area, rather than go for a mass market
       | appeal. What kind of software is possible, and how much
       | productivity can be increased with maxed out hardware with high
       | resolution VR? I'm not sure if 4K resolution with a M2 chip is
       | powerful enough for a truly innovative product. Maybe it is, but
       | there's still room for a "pro" product.
       | 
       | I don't think there's a use case for glasses-type product, with a
       | watch-like functionality and environmental AR which would show
       | information pop-ups everywhere. We already have information
       | overload, and we don't need any more of that.
        
         | orbital-decay wrote:
         | _> Productivity is correlated with display size_
         | 
         | That's a dubious statement. Filling the binocular field of view
         | is fine; it's about 120deg horizontally, give or take. But past
         | that it starts to be a problem. Generally, if you look at the
         | screen and any edge is blocked by your nose without turning
         | your head, it's likely too large to work comfortably on. (but
         | still fine for immersive content like games or movies)
        
           | kurthr wrote:
           | Typical large (32") monitor with normal spacing is about
           | 30-35deg vertical and 60-70deg horizontal and 27" is usually
           | less. If your eyes are 20" from the screen, it's probably not
           | healthy. Binocular field of view (without head motion) of VR
           | systems is usually 100deg in both dimensions (20deg overlap
           | in the middle). I'd expect Apple VR to be "retina".
        
           | Geee wrote:
           | You can turn also turn your head and move around in your
           | room, i.e. your whole room could be full of separate
           | displays, or just pieces of code floating in space. It's not
           | just how much you see at a time, but how easily you can
           | switch context.
        
             | layer8 wrote:
             | Counterpoint: It's faster to Alt+Tab (or using other
             | keyboard shortcuts) than to move around the room.
        
               | kurthr wrote:
               | Move around a room? I'd compare it to eye motion of
               | 30-60deg, that's a saccade of about 30-40ms. I don't
               | think most fingers can move that fast from the home row,
               | probably more comparable to head motion
        
               | orbital-decay wrote:
               | It's not about switching time, it's about cognitive load.
               | If any dense information creeps into your far peripheral
               | vision, it might as well not exist because you have to
               | locate it. During any concentrated work, only something
               | you can fit in the center of your binocular field of
               | vision (roughly speaking) doesn't cause severe mental
               | context switching.
               | 
               | I tried to work on three 16:9 displays for some time, and
               | found it exhausting. The cognitive overload isn't worth
               | it, workspace switching with a hotkey turned out to be
               | far easier for me. That's not even mentioning constant
               | neck movement.
               | 
               | Maybe it's just me though, I can't speak for different
               | people; but I strongly suspect it's the same for many.
        
               | pharke wrote:
               | I'd imagine it changing the way I work to be closer to
               | what I do when working on a physical project. Like when
               | building a book case I have various pieces laid out in
               | different stages of completion. My context switching
               | involves moving physically from one to the other which
               | provides a physical reinforcement to the mental change I
               | have to make. Just like I have all the shelves on one
               | bench ready to be sanded and the trim on another being
               | cut to length I could have my server side code on one
               | wall and the client code on another. It'd probably be a
               | lot better for my posture and fitness to physically move
               | from one to the other rather than be glued to a chair for
               | 8 hours.
        
               | layer8 wrote:
               | The parent was talking about moving around in a room
               | filled with virtual displays. Regarding eye motion, I
               | already use a screen filling my non-peripheral field-of-
               | view (~120deg), so any additional screen would require
               | significant head movement.
        
               | kurthr wrote:
               | You sit with your eyes closer than half the width of your
               | screen? That is either a HUGE screen and/or you sit with
               | eyes less than 14" away, which is at least novel?
               | 
               | Of course you need two of those screens to fill your
               | field of view, unless you have a square screen that goes
               | below your desk, but I'm sure that's available somewhere.
        
               | layer8 wrote:
               | I'm near-sighted, and checking now it's really more like
               | 90-100deg horizontally, but moving my eyes outside of
               | that range without moving my head is actually not
               | comfortable.
               | 
               | My subjective impression is that the nonperipheral visual
               | field isn't square. I would find 3:2 displays optimal, or
               | maybe rather 16:11. While a 16:9 or 16:10 display could
               | be extended vertically to fill more of the visual field,
               | that extended portion is not large enough to usefully fit
               | a second monitor there (without head movement).
        
             | RexM wrote:
             | Haha now I can try and figure out where I put that function
             | I'm looking for as if it were the hex wrench included in
             | IKEA furniture.
        
         | Deritiod wrote:
         | I know plenty of software engineer who not even click away the
         | GitHub information banner for weeks.
         | 
         | I don't think VR headsets will not take off as display
         | alternatives.
         | 
         | People don't even care about highdpi.
        
         | elcomet wrote:
         | Your first sentence is already problematic. Do you have any
         | data or research to back this up ? It doesn't seem very true to
         | me.
        
           | Geee wrote:
           | Just common sense. Watch -> Phone -> Tablet -> Laptop ->
           | Desktop. You'd be least productive on a watch and most
           | productive on a desktop, and adding extra displays would make
           | you even more productive. Each of them has an interface
           | that's designed to max out productivity on that particular
           | display size. We don't yet have an interface that maxes out
           | productivity on a VR device.
        
             | elcomet wrote:
             | But there's also clearly an upper limit. And it's not clear
             | what is this limit.
        
               | jayd16 wrote:
               | The upper limit would be immersed in a sphere, I suppose.
               | I also think the maxima is a lot less than that.
        
               | pharke wrote:
               | Space isn't a constraint in VR, you could have an
               | infinite number of displays that you could teleport
               | between as quickly as your interface allows. The limiter
               | on productivity increase probably has more to do with
               | your ability to remember what each display is for and the
               | ease of locating and switching to them.
        
             | pfortuny wrote:
             | Careful with those analogies. The distance you can throw
             | something away wit your hands increases with size... up to
             | a point.
             | 
             | You can throw a grain of sand only so fra, a pebnle
             | somewhat more, a baseball probably very far... And you stop
             | there, more or less.
        
           | [deleted]
        
         | jayd16 wrote:
         | I'm bullish on VR but I think the "many floating monitors
         | around a desk" is a bad use case. I mean, you can just alt-tab
         | through windows or desktops as it is.
         | 
         | In my mind the real power comes from spatial hand tracking as a
         | new UX paradigm(seeing an interacting with objects in 3d space)
         | and possibly the addition of large displays anywhere a monitor
         | couldn't have feasibly been, (eg, floating in the server room
         | in a cramped space when needed).
         | 
         | I don't think working on code will be all that different. There
         | isn't any physical spatial interaction with text on paper that
         | the current editors are missing.
        
           | er4hn wrote:
           | We will rush so quickly to make UML in 3D that we will never
           | stop to think... Should we?
        
           | aeturnum wrote:
           | I agree that "floating virtual monitors" isn't much of an
           | improvement over real monitors - but it's an transitional
           | step that you take to experiment with building a UI that's
           | not possible with traditional physical interfaces.
        
           | layer8 wrote:
           | > spatial hand tracking as a new UX paradigm
           | 
           | I only see this as a supplemental feature for certain use
           | cases (coarse-grained 3D operations). In general nothing
           | beats the efficiency of working with a keyboard for
           | navigating application functions, or (at least with current
           | technology) the mouse for precision 2D navigation/selection.
           | Their advantage being precise and definite/discrete input.
           | 
           | For actual work, even with a VR headset I see myself still
           | mostly using keyboard and mouse.
        
             | pharke wrote:
             | Agree that keyboard shortcuts can't be topped for speed but
             | a keyboard doesn't need to be a flat thing you keep on a
             | desk. Mice on the other hand stand a good chance of being
             | replaced by virtual laser pointers combined with a shift in
             | how we do GUI layouts.
        
           | mrfusion wrote:
           | Thought experiment: imagine fixing your car engine by tabbing
           | around a little viewport.
        
             | jayd16 wrote:
             | People do it now, if we're talking about CAD software of an
             | engine model. I'm not sure they're clamoring for more 2d
             | monitors. I think being able to reach into the model in 3d
             | space is probably more natural than mouse clicks and
             | manually moving viewports around.
        
               | pharke wrote:
               | As someone who has been getting into CAD lately and has
               | several years of experience working on 3D models in
               | Blender, I would very much prefer to be able to walk
               | around the model and make adjustments here and there
               | rather than using keyboard shortcuts and the mouse. More
               | display space in VR should have an emphasis on "space"
               | rather than "display".
               | 
               | If we're talking about programming instead, an intuitive
               | way to switch between modules when working on a large
               | project would be to have their windows laid out before
               | you on a virtual desk and you could switch between the
               | active one displayed on a central virtual monitor by
               | making a gesture (probably something like the Oculus
               | pinch) towards the window you want to switch to. This
               | would allow you to use your spatial reasoning to remember
               | which windows you have open and would also allow you to
               | group related windows. Additional displays could show
               | console output from your development server, the GUI part
               | of the app you're working on, a test runner, etc.
               | positioned where you can glance at them easily.
               | 
               | That being said, I think the real killer app for the new
               | "facetop" computing devices that are around the corner
               | will be physical fitness and social interaction. If you
               | think a standing desk was a big improvement for your
               | health then you'll love being able to freely walk around
               | your office and work from any position whether it's
               | standing, sitting at a desk, perched by the window,
               | lounging on the sofa, or even crouching while giving
               | those legs a stretch. You can also kiss zoom meetings
               | goodbye with the unnatural wall of faces almost but not
               | quite making eye contact with you. You'll talk to an
               | avatar, realistic or not, that has full eye, face and
               | body tracking allowing you to tell if your interlocutor
               | is paying attention or thinking about how long it is
               | until lunch while checking the wait time at the nearest
               | restaurants. It actually does feel like you're in the
               | presence of another person and spending a few hours
               | talking to people virtually will no longer leave you with
               | a headache and eye-strain.
               | 
               | I'd also invest in learning how to use a one handed,
               | portable chording keyboard, it'll probably be useful.
        
               | Firmwarrior wrote:
               | Hey dude, nobody's cracked the code on VR UX so far as I
               | know
               | 
               | If you have a good idea, you should prototype it and get
               | it out there (and maybe get a nice buyout in the
               | process..)
        
               | jayd16 wrote:
               | >I'd also invest in learning how to use a one handed,
               | portable chording keyboard, it'll probably be useful.
               | 
               | We might end up with a phone as the go-to XR keyboard.
               | Would be pretty funny if that evolves into everyone
               | wearing AR glasses with a 90s Nokia sized blackberry
               | keyboard in their pocket.
        
               | Deritiod wrote:
               | I did a little bit of 3d modeling.
               | 
               | Your shortcuts are your bread and butter and you are
               | super fast.
               | 
               | Perhaps for sculpting.
        
             | qgin wrote:
             | Being able to zoom in and out and pan around using a
             | medium-sized viewport though.
        
               | kurthr wrote:
               | Takes time, distracts, and encourages a context shift.
        
             | thih9 wrote:
             | I think I'd be fine with that; I'd find the right reference
             | and start working.
             | 
             | When I work on a laptop I also keep one app or one tab in
             | focus most of the time.
             | 
             | Counter example, imagine fixing your car engine and having
             | 100 tabs open everywhere.
        
         | mumblemumble wrote:
         | That sounds absolutely exhausting to me.
         | 
         | Perhaps, in a lab setting, doing straightforward, focused tasks
         | like the ones they use in these productivity studies, I could
         | sustain a productivity boost long enough for the researcher to
         | get a two-tailed p<0.05.
         | 
         | Make me do it in real life, though, 40 hours a week, week after
         | week after week, and I expect I would burn out _very_ quickly.
         | I like my work well enough, but I don 't think I want to
         | actually stick my whole head inside of it.
        
           | DangitBobby wrote:
           | Maybe not all the time, but it would be great for me to be
           | able to travel and not have to worry about taking a huge
           | productivity hit without my desk and monitors.
        
             | mumblemumble wrote:
             | I'd counter that with, why are you worried about computer-
             | time productivity when traveling?
             | 
             | If it's for vacation, just unplug. Mixing work and vacation
             | makes both worse.
             | 
             | If it's for business, your attention should be on whatever
             | it is that prompted you to travel. Presumably that's face
             | time with people, not grinding away in front of a computer.
        
               | DangitBobby wrote:
               | Because I'm not talking about vacation, I'm talking about
               | the ability to travel and see family or go somewhere new
               | at any point during the year without needing to take time
               | off to do so. My work is programming, and travel has
               | never been a part of the work equation for me. If
               | workspace arrangements weren't an issue, I could go visit
               | my friends from college this very weekend.
        
               | semi-extrinsic wrote:
               | Meh, this is mainly a bad excuse. Even when I'm doing CAD
               | or manipulating large 3D datasets, I can get my work done
               | with just a 14" laptop and a good trackball. There is
               | some reduction in efficiency, but mainly due to scp'ing
               | large files or waiting for the slower CPU. For coding
               | it's not an issue at all, as long as you have your
               | toolchain set up properly.
               | 
               | I find that the high DPI trend has a tendency to limit us
               | unneccesarily more than actually fix anything. It is
               | still common to say max 80 characters per line. In the
               | olden days where that comes from, it would require 640
               | pixels horizontally. So at 100% scaling you can fit 3
               | standard terminals side-by-side and fit 60+ lines
               | vertically, what more do you need when you also have
               | multiple workspaces to tab across?
        
               | DangitBobby wrote:
               | :thumbs_up: good for you. Doesn't work for me.
        
         | didibus wrote:
         | > Productivity is correlated with display size
         | 
         | Where do you get this from?
         | 
         | It seems to me if there was even a correlation, which I'm not
         | sure, it would have more to do with resolution, since same
         | resolution but bigger display doesn't actually show more
         | information.
        
           | BiteCode_dev wrote:
           | High resolutions on small screen are very hard to read.
        
           | ACow_Adonis wrote:
           | Its like how health is correlated with height.
           | 
           | Its true, up to a point.
           | 
           | you just have to ignore that at the extremes it's probably
           | negatively correlated, and there's a significant non-zero
           | possibility that at least in the short term, that possibly of
           | negative correlation applies to the area VR is interested in
           | as well.
        
         | dougmwne wrote:
         | I agree that VR/AR is the future of productivity computing, but
         | I think we are a bit far off still, half a decade at least. I
         | have played around with remote desktop apps on the Meta Quest 2
         | and these are the main challenges I see:
         | 
         | - 4k is not nearly enough. I think we will likely need 8k
         | screens.
         | 
         | - The headsets are not light enough. You need something with
         | all day comfort for work.
         | 
         | - There is still too much eye-strain from the quality of the
         | lenses and the fixed focus.
         | 
         | - Input is still not natural and precise enough. We would need
         | to be able to see our own hands and type with zero latency.
         | Hand-tracked pointing needs to be able to pick up on small
         | subtle finger motion like a mouse or trackpad can
        
         | tootie wrote:
         | It definitely does not scale linearly. A second monitor is a
         | big advantage. A third less so. Infinite visual space would be
         | barely more valuable than that. And really just having all that
         | screen real estate isn't useful unless it's matched by
         | extremely high resolution, frame rate and field of vision. I
         | can flick my eyes between two monitors but any headset on the
         | market is going to make me turn my head while squeezing my
         | temples.
        
         | paulcole wrote:
         | > Therefore, VR should be a replacement for large displays in
         | productive work, not a device that everyone is wearing outside
         | or casually watching videos with. The use cases are
         | professional
         | 
         | I hope you're wrong about this.
         | 
         | I _hope_ there will be a great personal (non-work) use case for
         | the next generation of VR /AR. Something like gaming, watching
         | sports (always have awesome "seats"), movies with friends,
         | maybe map/gps/etc. for when I'm running.
         | 
         | I know there are options for this already. But honestly, I
         | haven't seen anyone who's not a dork using VR/AR. I want the
         | version the average person is excited about. I'm ready to plunk
         | down any amount of money Apple wants from me.
         | 
         | If it's VR/AR for work, count me out. I don't have any interest
         | in increasing my work productivity lol.
        
           | pharke wrote:
           | Social experiences are the use case you're looking for.
           | Multiplayer gaming is a lot more fun in VR, watching video
           | together with people is great, even just hanging out and
           | socializing is great and it beats video or voice hands down.
           | You're right that it's currently in the dork stage of
           | development, the internet went through that period as well.
           | I'd enjoy it while it lasts though, I dread the day when it's
           | fully monetized and mainstream.
        
             | paulcole wrote:
             | The internet is much improved since the end of the dork
             | stage of development. Don't know why HN romanticizes slow
             | connections and a few text websites made by obsessives. Tik
             | Tok, YouTube, etc. are leaps and bounds better than
             | anything I saw online pre-1999.
             | 
             | I can't wait for VR/AR to be fully monetized and
             | mainstream. I'm sick of speculative VC-funded crap that I
             | can't pay for because they're in "growth mode." When
             | something's monetized at least then I have some faith that
             | it'll be around for awhile.
        
         | robswc wrote:
         | I can get behind this. I always though VR was a gimmick but I
         | got an oculus ~2016 and was honestly blown away. However, the
         | #1 thing that turns me off to VR is that it's uncomfortable.
         | That's ok though as long as the experience is worth it.
         | 
         | I truly believe that VR is perfect for training/sim type games.
         | Actual games.. Could really only count on one hand the games I
         | feel are worth diving into VR for.
        
         | mrfusion wrote:
         | Problem is most companies prefer higher headcount than more
         | productive employees.
        
           | radicaldreamer wrote:
           | This is because middle managers need employees to manage.
        
         | [deleted]
        
         | thih9 wrote:
         | > Productivity is correlated with display size
         | 
         | Do you have a source?
         | 
         | Anecdotal, I work without external displays and keep one window
         | in focus, this helps my productivity.
        
           | billti wrote:
           | Same. I tried the "dual monitor" setup for a couple years and
           | just went back to one. The second was just causing
           | distractions and context switching. It's easier to focus on
           | what's right in front of you than look around for stuff.
        
           | BiteCode_dev wrote:
           | Context switching is terrible for productivity.
           | 
           | And displaying more things mean you need to context switch
           | less.
        
           | Cook4986 wrote:
           | Andrews, C., Endert, A. and North, C., 2010, April. Space to
           | think: large high-resolution displays for sensemaking. In
           | Proceedings of the SIGCHI conference on human factors in
           | computing systems (pp. 55-64):
           | 
           | https://dl.acm.org/doi/pdf/10.1145/1753326.1753336?casa_toke.
           | ..
           | 
           | There's much more. Search "sensemaking" or "immersive
           | analytics" on Scholar. Depth and width of field, achieved via
           | stereoscopy and tracking, is well documented as a performance
           | enhancer when it comes to generalizeable task completion in
           | VR.
        
             | marcinzm wrote:
             | That seems to be describing a single type of task which is
             | not what 95% of time is spent on by professionals in a work
             | environment. This seems akin to a whiteboard session which
             | traditionally is solved by just grabbing a whiteboard for
             | an hour. But then you're not comparing VR to a monitor but
             | VR to a physical whiteboard.
        
         | bin_bash wrote:
         | Both Meta and Microsoft are exploring AR/VR in the workplace
         | (Microsoft pretty much entirely). I'm not sure why you're
         | suggesting they're not exploring this area.
        
           | Geee wrote:
           | Their software and hardware are generally crappy, and I don't
           | believe they can deliver anything innovate in a thousand
           | years.
        
             | jayd16 wrote:
             | Can you explain what you mean? The Quest2 is easily the
             | best stand alone headset and the hololens has the best
             | world sensing. How can you say it's generally crappy? I
             | consider it industry leading unless you get some niche
             | devices that push up the spec sheet but are generally
             | uninteresting.
        
               | benoliver999 wrote:
               | I have a quest 2 and on one hand I'm impressed, on the
               | other hand "crappy" is still a reasonable assessment.
               | 
               | It's way better than I would have expected. It's still
               | not good enough to make me want to use it daily (even for
               | just an hour or so)
        
               | [deleted]
        
             | Deritiod wrote:
             | You understand how big Ms is right?
             | 
             | Their hardware like the Xbox or surface are not crappy.
             | 
             | Is this just trolling?
        
         | onion2k wrote:
         | _It would be possible to dive into code and see it all at once
         | like an intricate factory. Our brains are capable of navigating
         | very complex environments, but this capability is lost when its
         | viewed through a small window._
         | 
         | People can learn 3D environments by viewing them in a 2D screen
         | very happily, and millions of gamers do exactly that every day.
         | I can still remember my way around the map in GTA 3 about 20
         | years after I first played it...
        
         | mettamage wrote:
         | > It would be possible to dive into code and see it all at once
         | like an intricate factory. Our brains are capable of navigating
         | very complex environments, but this capability is lost when its
         | viewed through a small window.
         | 
         | This is such an Engelbart-esque statement. Bravo! I'd love for
         | AR to go there too :)
        
         | kurthr wrote:
         | Don't forget even the home use case where you're much less
         | likely to have a pair of 30" monitors or even the space to put
         | them... nor the IP concerns of the company, if you did have
         | them in your living room. I agree, for apple this is most
         | likely to be a creative/productivity play at high dollar. The
         | challenge will be pricing and multi-hour usability
         | (weight/watts/weariness).
         | 
         | You get retina resolution, high refresh rate, HDR, and 2Factor
         | authentication (Biometric+Goggles)/information security in one
         | package. Of course you'll still likely want to have a laptop to
         | drive it (untethered) except for the simplest mobile games.
        
       | Jemm wrote:
       | Designers, like Ive, should not be left unchecked. As part of an
       | overall team they have value, but they should never be given
       | carte-blanche as Ive had.
        
         | jitl wrote:
         | On the other hand, no one has released a VR system with mass
         | market appeal. I have and enjoy a Valve Index, but it's stayed
         | in the box for more than a year because I can't figure out a
         | socially viable spot for it in my new house. Maybe Ive's
         | influence on this product will make a big difference.
        
           | lostgame wrote:
           | >> On the other hand, no one has released a VR system with
           | mass market appeal.
           | 
           | Quest 2 would like a word with you?
        
             | dreamcompiler wrote:
             | I have both Quest models. They were fun for about a week
             | and now they just collect dust. I've forgotten I own them.
             | 
             | Part of my problem with Quest is the "ick" factor of
             | knowing that FB is looking over my shoulder whenever I turn
             | the thing on. Giving up your privacy seems to be the price
             | of just about every cool technology nowadays, and it means
             | the tech has to be _absolutely spectacular_ to make me pay
             | that privacy price. My Tesla is sufficiently spectacular.
             | Quest is not.
        
             | jitl wrote:
             | Quest 2 has impressive sales figures - 8 million in 2021,
             | which is a quarter of Apple Watch at 32 million the same
             | year. But the market for Quest 2 is very much games - I
             | don't see much application outside that area, nor have I
             | heard of break-through must-have or games.
        
           | bnolsen wrote:
           | The Oculus quest 2 definitely has fit that bill. It has game
           | console level sales. How truly useful and confirtable it is
           | may be questionable, but it certainly supports a market.
        
             | astrange wrote:
             | Are the users actually using it?
             | 
             | Nerd dads are famous for buying anything that might run an
             | NES emulator, then not using it after it turns out their
             | kids have better things to do than listen to square waves.
        
             | ceeplusplus wrote:
             | But not game console level software sales. Xbox has 1)
             | recurring revenue from online subscriptions 2) recurring
             | GamePass revenue 3) a huge library of games and gamers who
             | tend to buy many games often. Average software spend for
             | Quest 2 is estimated at $125/user [1], which is a mere 2
             | games without DLC on Xbox. By contrast I'd be willing to
             | bet software revenue/user for Xbox is well in the hundreds.
             | 
             | [1] https://arinsider.co/2021/08/02/how-many-quest-2s-sold-
             | in-q2...
        
             | Deritiod wrote:
             | I bought an HTC vive pro + wireless + index Ctrl.
             | 
             | I did that to play around as I was playing with 3d
             | programming and I'm a nerd.
             | 
             | And while friends and family know that and a few tried it
             | out for a little bit and liked it, no one cares.
             | 
             | Which is fine but it is a gimmick.
             | 
             | I was hoping it would get more traction with real life
             | training like how to use a lathe but nothing really came
             | out or is in some internal companies.
        
           | puranjay wrote:
           | VR seems to have an insurmountable motion sickness problem. I
           | tried the Quest with a dozen friends and half of them felt
           | sick enough within minutes to never try it again.
        
             | AlexAndScripts wrote:
             | You just need to start with the basics, take a break the
             | moment you feel ill, and keep going. Within a few weeks
             | most people are entirely used to it.
        
               | kalleboo wrote:
               | That may be, but you're going to need an extremely
               | compelling use case for people to go through with that.
        
               | puranjay wrote:
               | But...why?
               | 
               | Why would you persist with something that makes you sick
               | even when the enthusiasts admit they use it once or twice
               | a month?
        
               | DonHopkins wrote:
               | Puking doesn't stop some people from drinking!
        
               | pharke wrote:
               | Sorry, those people aren't enthusiasts. There are people
               | that spend 8 hours a day in VR. Hell, there are a lot of
               | people that fall asleep in VR.
        
               | puranjay wrote:
               | Man, if it really was that amazing, you'd see it in the
               | numbers. Facebook acquired Oculus in 2014. Its still a
               | rounding error in terms of revenue in their annual
               | reports.
               | 
               | Personally, I just felt it was gimmicky - try it once or
               | twice for curiosity's sake, then forget about it.
               | 
               | Nothing on VR enthusiasts - I'm sure you have reasons to
               | love it. But as a piece of tech, unless there are drastic
               | improvements, I just don't see it gaining mass adoption.
        
               | Deritiod wrote:
               | Huh?
               | 
               | I only know one person who used bis VR set extensively
               | like for 2-3 month and then falled back to play
               | egoshooters.
               | 
               | 'a lot of people' != Not market relevant
        
               | andybak wrote:
               | Not sure who you're speaking to but I use it several
               | times a week.
        
             | imglorp wrote:
             | This might be especially true if they're prioritizing
             | aesthetic concerns over performance: per OP, they axed the
             | compute-heavy base station. Carmak talks about increasing
             | frame rate and increasing depth calculation as mitigators
             | against sickness. BTW I feel sick merely playing Quake 1 at
             | arm's length from a small monitor.
             | 
             | https://www.techradar.com/news/oculus-might-have-a-fix-to-
             | en...
             | 
             | https://www.lifewire.com/how-new-tech-could-prevent-vr-
             | motio...
        
             | pharke wrote:
             | It's only insurmountable if you never try it again. There
             | is a learning curve where some people feal quite sick at
             | first and then slowly get used to it. You can mitigate this
             | with "training wheels" settings in the experience like
             | blinkers, cages, hiding the VR body, and alternate
             | locomotion schemes like teleporting. Some people even swear
             | by just setting up a fan to blow air on them while they're
             | using VR.
        
             | _flux wrote:
             | May I ask, what kind of experiences did they try on the
             | device?
             | 
             | It seems well-accepted hypothesis that having artificial
             | locomotion in VR can induce motion sickness (cases where
             | the VR body moves but your own body doesn't), whereas with
             | "sit", "stay still" or "walk around IRL" (and even
             | "teleport around") scenarios are highly unlikely to cause
             | it.
             | 
             | There is a still a lot of experiences left in the latter
             | scenario, though it does exclude driving games (in
             | particular if you don't see the cockpit) or first-person
             | shooting-and-moving-around games.
             | 
             | And then the worst thing to do with newcomers is to put
             | them down for a ride in a VR rollercoaster.
        
         | JKCalhoun wrote:
         | I was surprised to find myself agreeing with the point of view
         | ascribed to Ive.
         | 
         | My takeaway though is that the device itself and how it should
         | look/work is not _obvious_ , and that is a bad thing.
         | 
         | For a device like the iPhone, iPod a few people kicking around
         | ideas over sushi could very quickly (and with wild enthusiasm,
         | no doubt) come to agree on the basic form, basic functionality.
         | 
         | If our VR-future has to be shoe-horned into existence, maybe it
         | was not to be.
         | 
         | If anything, I want to see "the cyber" go away, not become more
         | pervasive.
        
         | na85 wrote:
         | Indeed, it's clear that Ive hasn't been a positive force on
         | Apple's products for a while. His pathological fetish for
         | thinness at all costs resulted in objectively inferior
         | products.
         | 
         | Apple can and does make mistakes, for example the touch bar,
         | and the MacBook keyboard.
         | 
         | If Ive is involved I predict that this product will experience
         | a brief but intense surge in popularity based primarily on the
         | novelty factor and social media influencers followed by a rapid
         | decline into irrelevance.
        
       | qgin wrote:
       | Have to say I agree with Jony Ive on all of these points.
       | 
       | The idea of an AR wearable that is tethered to a fixed base
       | station is so very lame. Why even bother with AR when you can
       | only augment the reality that is in your office or bedroom?
       | 
       | Also the eye-view outer display is essential for situations where
       | one person is using the goggles but others aren't. How unsettling
       | would it be for someone to look at you, be able to see you, but
       | for their upper face to completely obscured by goggles? How could
       | you have an in person face-to-face conversation with someone like
       | that?
        
         | [deleted]
        
         | ttul wrote:
         | I believe it's most likely that Apple will be releasing an
         | untethered device. It would not be Apple if you needed a wire
         | and a separate box.
         | 
         | A 4K display per eye, a powerful and efficient SoC on the
         | latest node, and some really fine industrial design will surely
         | be within Apple's reach.
         | 
         | Everyone will have to build apps for this thing. If it's real,
         | it will be every bit as successful as iPhone.
        
         | null_shift wrote:
         | The fixed base station is a fundamentally different tradeoff
         | for AR vs VR.
         | 
         | Base station for AR would be detrimental, as you inherently
         | want to explore and interact with the world around you.
         | 
         | For most VR use cases that is not the case, and I can see the
         | argument for the benefits of a base station (higher
         | performance) outweighing the costs (limited movement).
        
           | treesknees wrote:
           | One solution to this for AR is using "fog computing", where
           | your AR device may offload its computation to a node on the
           | local network that's more powerful but also not as far away
           | (in terms of latency) as a cloud server. Perhaps with the
           | continued adoption of UWB 5G, those AR basestations could
           | exist at cell towers or in local establishments - think about
           | a clothing store running fog nodes to allow AR users to
           | visualize wearing different clothes as they see them in the
           | store.
           | 
           | I haven't read more than the abstract, but it seems there is
           | some good research going into this. It must be years off
           | however, as we barely have LTE networks in some locations,
           | let-alone UWB 5G to even begin supporting this type of
           | architecture.
           | 
           | https://ieeexplore.ieee.org/document/9103475
        
             | jayd16 wrote:
             | Streaming 4k video per eye per user? Can I get that kind of
             | bandwidth for general wifi, please?
        
               | [deleted]
        
           | bin_bash wrote:
           | If the base station was wireless and doubled as a
           | charger/stand it likely wouldn't even be a noticeable
           | drawback for most VR use-cases.
        
         | yazaddaruvala wrote:
         | Is it all that different from interacting with people wearing
         | sunnies or ski goggles?
        
       | dontbenebby wrote:
       | I had a low tech cyberpunk rig set up (Sony noise cancelling
       | headphones + 4K screen on a laptop rather than an expensive,
       | large tv and fancy speakers)
       | 
       | I am not sold at all on "VR". It's one of those things, like
       | "Firefox OS", that drained Mozilla's coffers when they should
       | have focused on designing their own Android build the way we went
       | from Knoppix[1] to Kali[2] in a very short time.
       | 
       | (I wish I could have stayed, but my Chrome loving supervisor who
       | told me he doesn't even use the browser decided I didn't do
       | enough work to be hired on full time before he moved from
       | Brooklyn to Switzerland)
       | 
       | [1] https://distrowatch.com/table.php?distribution=knoppix
       | 
       | [2] https://www.kali.org/get-kali/
        
       | KVFinn wrote:
       | The cost of the external eye displays seem absolutely crazy.
       | 
       | Two extra external displays in raw hardware. But worse, they are
       | on the front in exactly the place you want to place the
       | passthrough cameras, so now you have to do extra image processing
       | to virtually reposition the input as if it were on the eyes. So
       | it makes passthrough dev more difficult.
       | 
       | It must be extremely compelling to see those eye screens in
       | action. It must be selling onlookers on the device. That's the
       | only that could justify that much effort?
        
         | nsriv wrote:
         | EDIT: If meant to be used untethered, those screens would also
         | soak up battery.
        
         | jdlshore wrote:
         | I had assumed a single oval-shaped display and headset, along
         | with notches for cameras. I also don't see slightly displaced
         | cameras as causing a significant problem. Brains are pretty
         | adaptable to vision changes.
        
           | KVFinn wrote:
           | In the linked article in The Information, they talk about the
           | screens making getting the passthrough working more
           | challenging.
        
       | Angostura wrote:
       | "A partial indication of the probable issues involved in the
       | saga". Not quite as snappy a headline, I agree.
        
         | jeromegv wrote:
         | Even the saga term is a strong term. At the end of the day
         | Apple did the right call so far, not launch a crappy product.
         | They didn't go the Google way of having to launch and then
         | discontinue it. I'd rather have them spend years figuring it
         | out instead of launching a product with no clear goal without
         | any problem to solve.
        
           | smoldesu wrote:
           | How can we say "Apple did the right call" without knowing
           | what their call was, knowing if this article is true, knowing
           | what _the product even looks like_ , or even knowing how
           | successful the product was relative to the rest of their
           | lineup? For all we know, this project is scrapped and dead.
        
             | internet2000 wrote:
             | If they launch something that's garbage, that was the wrong
             | call. If they don't, it was the right call.
        
               | smoldesu wrote:
               | And what if they don't release something that could have
               | changed the world? Would "shelving" the iPhone be the
               | right move too?
        
       | whywhywhywhy wrote:
       | It's so telling how much WWDC has been dedicated to ARKit over
       | the past many years yet not a single viable use has been shipped.
       | 
       | AR through a phone or iPad is lame and close to useless. Only
       | looks good in video demos till you use it yourself and see how
       | clumsy it is interacting through a tiny window.
       | 
       | Very clear they have a headset in mind for all this but are
       | struggling to ship.
        
       | steve76 wrote:
        
       | ttul wrote:
       | Apple won't release this product unless it is mind blowing. If
       | Bloomberg's reporting is true, then we should all be looking
       | forward to a very cool demo at WWDC and an incredible product
       | some time in 2023.
       | 
       | Very few people predicted the iPhone accurately before its
       | launch. And it's reasonable to say the iPhone blew minds because
       | Apple figured out multitouch AND reduced the latency of the
       | interface to the extend required so that it felt natural to use.
       | If they mail AR in the same way, they will have the next iPhone.
       | 
       | I am bullish on the prospect of this happening.
        
         | pharke wrote:
         | I'm not so sure. I think they will deliver something but I have
         | a feeling that Meta is going to beat them to the punch as far
         | as a productivity focused device is concerned. Meta might wind
         | up with most of the market share while Apple trails them
         | although I'm sure that most people who own a MacBook Pro will
         | buy an Apple headset as well. I think this is more of a PC vs
         | Mac situation than it is Android vs iPhone.
        
         | whakim wrote:
         | I think the iPhone isn't the only possible comparison here.
         | Sure, the iPhone blew minds, but what about the iPad? Apple
         | Watch? Airpods? Apple TV? None of these are bad devices (in
         | fact, they're all pretty solid) - they're just niche devices
         | and limited in the way the iPhone wasn't/isn't. I'd expect the
         | headset to be similar.
        
         | Deritiod wrote:
         | I do not share.your enthusiasm.
         | 
         | Apple buyers are not necessarily tech savvy (from a percentage
         | perspective).
         | 
         | They use their high end phones for normal consumer things.
         | 
         | I have a hard time imagining what a normal person would want to
         | do with VR/are glasses.
         | 
         | Showing your face in a Videochat? Not being able to show your
         | face?
         | 
         | Playing games?
         | 
         | I would assume that there is still a lot of apple people not
         | playing anything than casual games.
        
         | [deleted]
        
       | drcode wrote:
       | The correct solution to the vr isolation problem is to have
       | passthrough AR, then digitally remove the helmets of the other
       | people in the same room.
       | 
       | That way, as long as everyone is wearing a helmet, it looks like
       | no one is wearing a helmet.
        
         | jitl wrote:
         | > as long as everyone is wearing a helmet
         | 
         | Sounds like a good solution for a low probability situation.
         | Eye visibility for normal humans is much more practical than
         | issuing every human a VR system and requiring they wear it at
         | all times to maintain the illusion.
        
         | chii wrote:
         | why shouldn't the other people be rendered as an avatar they
         | choose like in VR chat?
        
           | Deritiod wrote:
           | It's inhuman.
           | 
           | It's gimmicky?
           | 
           | I'm really curios of Fashion conces people really like
           | avatars. I don't think so and I also don't think that the
           | apple brand is a good fit for it.
           | 
           | Real life Avatars with light enhancements will also be weird
           | I think
           | 
           | Let's see.
        
       | aaron695 wrote:
       | AR simply has no known value to users, the best SciFi has to
       | offer is sex ads while walking down the street.
       | 
       | AR is technically impossible with current and near future tech.
       | 
       | All these companies are lying and faking and delaying to collect
       | $ while people like HN are stupid enough to believe in them.
       | 
       | Zuckerberg's latest video blanked out the "AR" glasses. Google
       | also lied and used fake demos glasses in theirs. Magic Leap = lol
       | 
       | The far easier and probably useful VR has gigantuous issues to
       | move forward. For instance there's no way to create content. $100
       | million games go to half a billion dollar games. People don't
       | want to move their heads when relaxing. At best it might be
       | useful at work where people are forced to do things but that's
       | also contentious, most people don't even want to turn the Zoom
       | camera on.
        
         | puranjay wrote:
         | > At best it might be useful at work
         | 
         | Unless _everyone_ can use it, its not going to work in an
         | office setting. A single person in a team of six who gets
         | motion sickness with VR (very common) makes it nonviable for
         | the entire team.
        
           | ghaff wrote:
           | Besides. I mostly don't want an immersive environment for
           | meetings and so forth. Heck, lots of people resent video.
        
         | scyzoryk_xyz wrote:
         | I work in medical surgical simulation and there are incredible
         | uses for something like AR/VR for training and tele-mentoring.
         | Not difficult to imagine countless others.
         | 
         | The entertainment/gaming market is overrated - when it finally
         | shows up, AR/VR will be all about work, productivity and
         | interfacing. But I agree it's probably going to take a long
         | time and I don't think it's going to be the hyped revolution
         | everyone would like it to be.
        
           | ghaff wrote:
           | If we can play scifi, it's trivial to imagine benefits to
           | lightweight unobtrusive AR glasses. And, yes, targeted
           | commercial uses are probably the low hanging fruit.
           | 
           | It's also probably quite a ways off for mainstream adoption
           | because the hardware and software isn't there and won't be
           | for a while unless you're talking narrow use cases where
           | compromises are fine.
        
         | JKCalhoun wrote:
         | Yes but, you're asking a hammer salesman to see that a problem
         | does not involve nails. Tech wants to tech.
         | 
         | Like you though, both figuratively and literally, I'm not
         | buying VR.
        
         | jsjohnst wrote:
         | All of your recent posts showed as dead, but I vouched for this
         | one so I can reply as I very much disagree with one part.
         | 
         | > AR is technically impossible with current and near future
         | tech.
         | 
         | This is simply not true, there's been numerous AR products
         | built (just not runaway success stories). IMHO, it's not
         | "technically impossible", it's "prohibitively expensive"
         | generally to get the experience that's been hyped.
        
           | aaron695 wrote:
        
           | tootie wrote:
           | I've used the current market leading products and they suck.
           | If you understand the tech you know how far it's come and how
           | sophisticated they are but they are still decades away from
           | famous Magic Leap teaser level of vividness.
        
           | rswail wrote:
           | F-35 pilots would also tend to disagree, sure, their helmets
           | have been through a lot of revision and development, but they
           | do provide (apparently) good enhancements for pilots coming
           | from more conventional (eg HUD) environments.
        
         | fsloth wrote:
         | Nonsense.
         | 
         | AR is already proven tech in industry. I don't know what
         | _entertainment_ purposes it might serve but real world use is
         | already benefitting from it.
         | 
         | Building and construction has tons of AR offerings in
         | production. See for example Trimble's SiteVision.
        
         | nagsaki wrote:
         | The only real application I can see of AR is to have face
         | recognition that would show a person's real name and other
         | information about them as you see them.
         | 
         | Privacy aside, I don't think that would really take off either
         | as I just don't think most people are that interested in people
         | they don't know.
        
           | pveierland wrote:
           | One seemingly good use-case for AR seems to be live
           | translation, as shown here:
           | https://www.theverge.com/2022/5/11/23067426/google-ar-
           | glasse...
           | 
           | Text, as opposed to audio, doesn't really change the
           | personality of the person you are speaking to, plus using
           | your ears to listen directly to the person might create
           | better immersion.
        
             | aaron695 wrote:
        
           | rswail wrote:
           | AR for museum guides? For tourism? New sports? Not to mention
           | all the business, industrial, and other applications. Medical
           | AR, overlaying imaging during surgery, or visualizing heart
           | rates, electrical activity, O2 concentration, etc.
           | 
           | The uses of AR are endless and much more than just Minority
           | Report type stuff.
           | 
           | And then as the controllers get better and more integrated,
           | you get the sort of thing that currently only pilots of an
           | F35 get, in terms of being aware of their environment.
        
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