[HN Gopher] A developer's view of Vision Pro
       ___________________________________________________________________
        
       A developer's view of Vision Pro
        
       Author : ingve
       Score  : 176 points
       Date   : 2023-06-12 17:31 UTC (5 hours ago)
        
 (HTM) web link (www.david-smith.org)
 (TXT) w3m dump (www.david-smith.org)
        
       | zerr wrote:
       | The name makes me remind Visual FoxPro.
        
       | agentultra wrote:
       | I'm curious how the economics work out. I don't think it's
       | unrealistic to believe that the customer base that are going to
       | be buying visionOS applications is going to be very limited
       | compared to everything else. Very few people are going to shell
       | out 3.4k for a niche product like this.
       | 
       | HoloLens found it's niche in commercial sectors like
       | manufacturing and logistics so there's a potential path to make a
       | profitable software business in that direction.
       | 
       | However I'm curious what makes this play exciting for indie
       | developers who might not have enough cash for a "long play" here.
       | For iOS it wasn't difficult to see what the benefit would be and
       | iPad only expanded the audience (and breadth of applications
       | having more power under the hood). This is quite a bit different:
       | the technology has been here for a while but the audience seems
       | to be missing (or not as big as you'd think).
       | 
       | What's the play here for small businesses? Just use a portion of
       | your budget to throw spaghetti at the wall?
        
         | Krasnol wrote:
         | Maybe this is supposed to become an arcade experience for those
         | with normal wages?
        
         | bee_rider wrote:
         | I suspect the only play would be: develop developer tools for
         | those developers who do have the budget for a long play.
         | 
         | If Apple wants AR in their normal non-gaming, non-niche segment
         | to work out, they are going to have to come out with a sleek
         | $1000 device in a couple years. They'd have to be very stupid
         | to not realize that, and it couldn't possibly be the case that
         | you get a trillion dollars by being stupid, right?
        
           | MBCook wrote:
           | Don't forget the iPhone wasn't an instant hit. It got a lot
           | of discussion but it took a few years/versions before it
           | became THE phone. Same with the Apple Watch. And even the
           | iPod didn't take off until it was on Windows after a few
           | years.
           | 
           | This will likely be similar.
           | 
           | When the iPhone came out, not only was it limited it was $600
           | and no subsidy at a time most people were getting free camera
           | phones.
           | 
           | It took a while (and a price drop) for people to see enough
           | value to pay the price.
        
             | greedo wrote:
             | I don't expect the Vision devices to really drop much in
             | price in the coming years. To lower costs, they'll have to
             | go with lower quality displays, or cheaper cameras/sensors
             | and less battery life.
             | 
             | If you look at the iPhone, it hasn't gone down in price
             | much if at all.
             | 
             | I think we're at least 5 years away in terms of tech
             | capability to provide the level of experience Apple is
             | looking for at an "SE iPhone" type price point.
        
           | agentultra wrote:
           | Right, I think they will eventually come out with a non-Pro
           | device eventually... and price is only one factor in
           | adoption.
           | 
           | They could be signalling that they only want a small number
           | of users for these things.
           | 
           | > it couldn't possibly be the case that you get a trillion
           | dollars by being stupid, right?
           | 
           | ... I mean, the fossil fuel industry likes to think it's
           | smart but what it's doing is incredibly stupid. I'm not sure
           | Apple got to a trillion dollars on merit alone.
        
             | [deleted]
        
           | threeseed wrote:
           | Cost or demand is not the issue for Apple it's the supply
           | chain.
           | 
           | Right now it can't fulfil a $5000 product let along a $1000
           | one.
           | 
           | So they will need a dramatic ramp up across their partners
           | before they even consider a consumer SKU.
        
         | mcmcmc wrote:
         | > HoloLens found it's niche in commercial sectors like
         | manufacturing and logistics so there's a potential path to make
         | a profitable software business in that direction.
         | 
         | I mean... that may have been a niche they targeted, whether
         | they found success is debatable. Seems like it was mostly kept
         | afloat by bloated military contracts. And even there it pretty
         | much flopped.
         | 
         | https://www.theregister.com/2022/10/13/us_army_report_micros...
        
         | prox wrote:
         | This is their first iteration. I think like the Apple Watch is
         | the version where they just gonna see where it's gonna go. I
         | mean if anyone can make this more successful it's probably
         | Apple.
        
         | pazimzadeh wrote:
         | The same way Tesla started out by selling a Roadster before
         | working on mass market models
        
       | hbarka wrote:
       | I can't wait for Apple's Wearable Macbook I mean the Vision Pro.
        
       | jmiskovic wrote:
       | As a VR hobbyist dev I'm divided on how I feel about the device.
       | Price thing is already well discussed, for me it's a tool worth
       | investigating if I should invest time in the ecosystem.
       | 
       | Without a doubt, the Vision Pro hardware is a marvel. Having the
       | 3D capture camera in a consumer device would feel like living in
       | the future. The headset design is top notch and seems
       | comfortable. I do have slight worry about how these devices will
       | look like after a year of use.
       | 
       | The holographic eye reconstruction screen. A bit unsettling and
       | strange design idea. We're messing around with people's eyes to
       | make the headset friendlier?
       | 
       | The frosted glass user interface is classy, aesthetically
       | pleasing and very well put together. Lighting and soft shadow
       | interaction with your environment is amazingly well done. I felt
       | the UX the current user experience seems rather lackluster and
       | limited to a 2D format. The first iPhone also had an old
       | fashioned interface, so my guess is they are building the
       | compatibility bridge for the first release. Maybe the next
       | iteration would be actually spatial and not just panels floating
       | in space?
       | 
       | Moreover, the over-reliance on swipe and tap gestures is a point
       | of concern. This design decision is focused on media consumption
       | and limits the overall versatility of the interface. Feels like a
       | very low-bandwidth control method.
       | 
       | A significant drawback, for my use at least, is the lack of
       | control over the hardware. Developers are restricted to building
       | Unity applications within a sandboxed environment, which is a
       | privacy feature intended to prevent apps from accessing the eye
       | gaze point. Good idea, better than what Meta's doing. But too
       | restrictive and frustrating for a developer wanting to run their
       | apps on the bought device.
       | 
       | Apple is once again marketing an expensive device-platform that
       | caters mainly to larger corporations looking to offer their own
       | 'immersive' experiences. Everything about this screams
       | 'coorporate'. I would like to be proven wrong with some creative
       | apps, but those will probably come through the web browser or
       | streamed from Mac, and not as approved native apps running in
       | gimped Unity engine.
       | 
       | Nevertheless, the Vision Pro sets a new benchmark for future
       | headsets. Maybe AR/VR is slowly entering the mainstream?
        
       | jimbokun wrote:
       | > When I sat down to write this article I was having trouble
       | context shifting back from WWDC mode and wished that I could have
       | gone up to a virtual cabin in the woods, opened a text editor and
       | written it there. Or similarly while I was watching WWDC session
       | videos in my hotel room on my 13" MacBook Pro I found myself
       | wishing for a larger display where I could have the video, notes,
       | documentation and Xcode open all at once.
       | 
       | This reinforces the idea that Vision Pro is for a portable, fully
       | immersive work experience. Which dovetails nicely with the post-
       | Covid notion of working in various locations as
       | convenient/affordable. Bring a Vision Pro with you to "the cabin"
       | or hotel or remote working location, to have a more productive
       | experience than just a small laptop. Or college dorm, where you
       | don't have your own dedicated work space.
        
         | mrguyorama wrote:
         | Ah yes, because college kids have $3500 to burn on a novelty.
        
           | jimbokun wrote:
           | Price will come down.
        
       | BananaaRepublik wrote:
       | Btw, how do any of these work for people with glasses? My vision
       | is too bad to survive without them and I'm sure half the city
       | dwellers around me are too.
        
         | andrewmunsell wrote:
         | You have to purchase (rumored to be expensive) magnetic clip-in
         | prescription lenses, or use contacts. The device is too close
         | to your face to fit glasses
        
       | BiteCode_dev wrote:
       | To be honest I got excited with the SimulaOne for the exact same
       | reason.
       | 
       | But now, seing the Vision Pro, they are going to have a hard time
       | to compete.
        
       | racl101 wrote:
       | Looks cool. Would like to try.
       | 
       | Too expensive to buy however.
       | 
       | Will wait for a substantial price reduction on later versions
       | with bugs worked out ... hopefully in the magnitude of 2 / 3rds
       | less before I'd even consider buying it.
       | 
       | Thats' about it.
        
       | thefounder wrote:
       | I would buy this if it can replace my current monitor(s) for
       | development/coding. Price is not issue for many people as long as
       | it can do your daywork easier.
        
         | scarface_74 wrote:
         | I'm a "hybrid digital nomad". My wife and I travel six months
         | out of the year and we stay in our "Condotel"[1] that we own
         | the other six months. We can't buy anything that we can't carry
         | in our four suitcases since we can't keep anything in our unit
         | when it's rented out.
         | 
         | I might buy it just for the multi monitor setup and to get rid
         | of my extra USB-C video/usb-c portable monitor and my iPad for
         | a 3 monitor setup in smaller spaces.
         | 
         | [1] a Condotel is where you own the entire condo unit. But it
         | gets rented out as a hotel room when you aren't there and you
         | get the income minus the property management fees
        
         | macintux wrote:
         | I'm skeptical about the ergonomics but that definitely seems to
         | be viable.
        
         | andrewmunsell wrote:
         | It could work, with a Mac (which is unfortunate, given the
         | Vision Pro's HW is equivalent to the Mac you "need" just to run
         | the right software). It's an unfortunate limitation that you
         | can only run one 4k "virtual monitor" from a Mac, but
         | presumably your IDE & terminal would live in the virtual Mac
         | screen and all of your documentation, etc. would be "native" in
         | the headset
        
           | gpm wrote:
           | For the vast majority of my work vscode stuffed into a
           | browser-like window using SSH remotes would be fine, and
           | would remove the "single 4k screen from a mac" restriction.
        
             | andrewmunsell wrote:
             | I tried this with the iPad for a while but it ended up just
             | being too buggy (weird cursor and scrolling errors, in
             | particular). I wonder if it'll be any better using eye
             | tracking as a cursor
        
       | BulgarianIdiot wrote:
       | > In short, my brain has crossed a Rubicon and now feels like
       | experiences constrained to small, rectangular screens are lesser
       | experiences.
       | 
       | The funny thing about this statement is that Vision Pro is in
       | fact the smallest rectangular screen of any device he's written
       | code for.
       | 
       | He's hyped up. That's normal. In time he'll understand Vision Pro
       | doesn't provide any better UX for common activities. In fact it's
       | worse in many ways.
       | 
       | Where Vision Pro may shine is tasks where you need to perceive
       | and manipulate complex three-dimensional objects, as they would
       | be in physical space. I see great uses in engineering, design,
       | art. It'd be great to preview interior design, design cars,
       | architecture, create machinery and so on.
       | 
       | It'll also be great for previewing products, so online stores
       | become a lot more viable than they are now, as you get a sense of
       | size and style for an item in Vision Pro.
       | 
       | It may also be great for education, training, simulations.
       | 
       | It has many great uses. But basic apps isn't it. And most people
       | won't care. This thing sucks to wear for more than 20 minutes.
       | It's heavy and uncomfortable. You can't share your experience
       | with others, either. It costs a lot. And you can't multitask with
       | it. I can walk to a place and do something on my phone.
       | 
       | The input model also sucks. To code, for example, you need to
       | hook a bluetooth keyboard and mouse. Looking at symbols one by
       | one to fingertap would be comically slow. At which point, you may
       | as well just get 2-3 screens and work on a normal workstation.
       | For less money.
        
         | the_overseer wrote:
         | These are just gen1 issues. I expect it will become lighter and
         | lighter until it will probably be like some heavier/bulkier
         | glasses.
         | 
         | For the common user it will be amazing for cooking (tells you
         | what to take next and from where and mix in what order, all
         | that fully with arrows on the screen). Or let's say you want to
         | leave your home and it knows that you forgot your keys and it
         | tells you where they are with directions on the screen like the
         | objective marker in a game.
         | 
         | It will know where things are in your home even if you don't
         | pay attention to them it will have object recognition in place
         | and you will be able to say "Hey Siri where did I leave my
         | glasses?" and it will point you to them.
        
           | yellow_postit wrote:
           | "Bulkier glasses" is a deal breaker for me -- LASIK was one
           | of the best quality of life upgrades and I can't imagine
           | rushing back to that experience for many reasons.
           | 
           | Ambient computing of the style you describe I do think is a
           | common use case and I look forward to less invasive form
           | factors to tackle it.
        
           | BulgarianIdiot wrote:
           | Do you recall the wave of people breaking their TVs with the
           | Nintendo Wii controllers?
           | 
           | I'd expect a similar wave of people breaking their expensive
           | Vision Pros if they try cooking with one. It's a terrible
           | idea. First, most kitchens are cramped, full of low-hanging
           | cabinets to break your Vision's fragile glass into.
           | 
           | And then, keeping those open vents around vapors full of fat
           | and tasty food bits is a great way to cover the circuits with
           | grease.
           | 
           | We already have a solution for something telling you what to
           | do next, and it's called an iPad with a stand. A phone also
           | does the job and has much lower chance of incidents than a
           | headset, despite yes, you may need to wash your hands from
           | time to time to scroll down. Or... you can simply use
           | assistive features and voice for that. Siri is going to get a
           | lot smarter thanks to LLM, much sooner than Vision Pro will
           | become light and pragmatic for such purposes.
           | 
           | Regarding this "it'll know where things are in your home",
           | let's use basic logic here. It can learn the layout of your
           | rooms and where your immovable furniture is. But no, it can't
           | know where everything that moves is, because this means you
           | literally can't move anything unless you have the headset on
           | to track its location. Or slap expensive AirTags on every
           | single jar and utensil maybe. All solutions would be
           | hilariously impractical. And... we'll end up with where I
           | started: a broken Vision Pro glass as you slam it in a
           | cupboard while trying to fish out a jar of condiments.
           | 
           | I don't know what is about VR that makes people pull out the
           | fantasy scenarios. It's simply a (bulky) screen with pass
           | through. It's not a wizard. It can't know things unless
           | there's a way for it to find them.
           | 
           | We can imagine a super-thin model that you can keep on your
           | face 24/7 and sleep with it too, so it tracks your entire
           | life forever and knows you better than you know yourself. And
           | it synchronizes with your spouse and children who also wear
           | their own headsets 24/7. And it's unbreakable. And the
           | battery never runs out. We can imagine many things. They
           | don't exist, and won't exist any time soon. "Not on the
           | horizon" as Steve Jobs used to say.
        
         | greedo wrote:
         | Have you worn this? Yo use pretty explicit with your complaints
         | about its weight and comfort. Your penultimate paragraph is
         | really unfounded and inaccurate. You can multitask with in (in
         | a computing sense). You can share with apps that have use the
         | appropriate APIs. And I completely disagree that "basic apps"
         | (whatever that is) will not be a great use case. Hell, I would
         | buy this today so I could have a monitor replacement. And I'm
         | just a lowly sysadmin who is at home with vim in a terminal.
        
         | fooker wrote:
         | >To code, for example, you need to hook a bluetooth keyboard
         | and mouse.
         | 
         | I have a hunch that coding as we know it is going to look very
         | different in ~5-10 years.
        
           | BulgarianIdiot wrote:
           | Maybe, but not in terms of needing code.
           | 
           | You see, the rules of formal languages that encode formal
           | rules of system constraints pre-date computers by centuries.
           | Think of math proofs, for example. Sure, we can encode
           | symbols as emojis, or geometric figures or whatever. But in
           | the end, it's sequences of symbols, that's the nature of it.
           | And tapping symbols one by one with a headset will suck, no
           | matter how programming looks.
           | 
           | The rules of formal languages that encode formal rules of
           | system constraints pre-date in fact our species too. Think
           | about what DNA is. Oh yeah, spooky, isn't it. A sequence of
           | symbols (GTCA) encoding a sequence of more complex symbols
           | (proteins). Spooky! But yes, DNA is our code. And it works
           | the same as our programming code.
           | 
           | Now I know where you're going. LLMs. Let's assume an LLM
           | writes the code for you. You still have to read it, which you
           | can do fine with a headset (if it's not as encapsulating and
           | heavy, and with short battery life as Vision Pro v1). But if
           | you spot something's off, you need to adjust it. Go directly
           | for the kill, and make that surgical series of edits. You
           | know? Or... maybe you can spend the rest of the day
           | hopelessly trying to explain to Siri 2030 year edition what
           | you want to do, instead of going in and doing it, for that
           | "last mile".
           | 
           | Because if AI can do the last mile itself, to the point you
           | don't need to even verify it... first, that's the fast way to
           | AI shipping code we don't understand and basically giving up
           | our entire civilization to it. And second... we don't need to
           | code, but we also won't need to exist, and therefore not need
           | headsets.
           | 
           | So in the worldlines where we DO exist... Vision Pro sucks
           | for coding, because it's a shitty human interface to editing
           | code.
           | 
           | And in the worldlines where we DO NOT exist... Vision Pro
           | sucks for coding, because AI doesn't need headsets.
        
             | fooker wrote:
             | > But if you spot something's off, you need to adjust it.
             | Go directly for the kill, and make that surgical series of
             | edits.
             | 
             | LLMs are still a really immature technology. The hype is
             | about where it could go in future, not necessarily where it
             | is now.
             | 
             | Think about when compilers were immature technology, and
             | the science of parsing/etc and optimizations were not well
             | understood. You could make the exact same argument you have
             | made now about the need of editing assembly or machine code
             | by hand when the compiler doesn't get it right.
             | 
             | It was indeed common practice to do this well into the
             | 1980s. That, and inline assembly is increasingly
             | unnecessary now.
        
               | BulgarianIdiot wrote:
               | None of what I said is restricted to the current state of
               | LLMs. I was speaking very broadly about the nature of AI
               | in our world, and going back to the creation of DNA...
        
             | greedo wrote:
             | You do realize you can use a keyboard with this? And that
             | the VP can plug in for infinite power?
        
               | BulgarianIdiot wrote:
               | I realize yes. And do you realize if you'll be using
               | keyboard and mouse you may as well not literally wear a
               | computer *on your head*? Are you aware of displays? They
               | can support themselves. On desks. Or wall mounts.
               | Compared to Vision Pro it feels like magic. Self-
               | supporting displays. It's the future. Everything is about
               | to change when people learn about it.
        
               | musictubes wrote:
               | And do you realize that's by taking the displays off of
               | your desk you can have more of them? Oh, at any size and
               | any location you want. You can continue using the input
               | devices you like but now have as many displays as you
               | want and you can take it with you easily.
               | 
               | You assume you will hate it, maybe you will. But maybe
               | the future won't involve dedicated furniture to put
               | things on and cables connecting them. Maybe you'll be
               | able to work wherever you want and with the same amount
               | of productivity. Or maybe even better productivity!
               | 
               | But you're probably right, the future will never get any
               | better, this device is pointless and will never lead to
               | better versions of itself or point to other ways of
               | working. Thank you, there's no telling where we might end
               | up without true believers of the status quo like
               | yourself.
        
               | BulgarianIdiot wrote:
               | Nice fairy tale you're spinning, but back in the real
               | world, the Vision Pro display is roughly inch by inch in
               | size, and no matter where you turn, it's the same
               | display. You're not looking at "different displays".
               | They're as virtual as Virtual Desktops on Windows and
               | Spaces on macOS. Which exist, by the way.
               | 
               | If I could have displays "any size" for real, I'd
               | probably invite friends so we can see something together.
               | I'd invite colleagues and give a presentation. That's
               | what we use big displays for. Not to sit alone with them
               | and be infinitely wowed. Vision Pro is not "any size".
               | It's tiny and it's sitting on your nose. The optical
               | illusion of looking at a cinema screen will get old for
               | you in precisely 30 minutes, which is why the Apple demos
               | were 30 minutes.
               | 
               | Three large 4K displays, which is probably two more than
               | you need, cost less than one Vision Pro. And have MUCH
               | higher resolution than Vision Pro can reproduce by the
               | way. Wait, what? Why? Well, because most of the
               | resolution of Vision's 4K displays are wasted on your
               | peripheral vision, what you see is DECIDEDLY BLURRIER
               | than an actual 20-30 inch 4K display, you heard that
               | right. Don't look at small text on your Vision Pro.
               | You'll want your money back.
               | 
               | Did I mention also I don't have to carry them on my head?
               | Just thought I'd mention this again. Pretty important. I
               | mean I can't use over the ear headphones for more than 30
               | minutes either, it gets pretty annoying, especially in
               | summer.
               | 
               | But I'm sure the sticky, sweaty mess that Vision Pro will
               | turn into after a good day's work will be so much more
               | satisfying, because it provided the illusion of being a
               | huge screen far away, instead of a small screen closer.
               | Both of which cover the SAME EXACT FIELD OF VISION ANGLE
               | on your retina. But only one of them makes your face skin
               | red and wet in a characteristic VR goggles shape.
               | 
               | Opinions like yours only come from people who've never
               | tried a VR headset. Let alone work full time wearing one.
               | If you do, you'll quickly go mad realizing everything you
               | wrote up there is nonsense in practice.
               | 
               | Imagining the bold new future, and telling me how I'm
               | singlehandedly stopping progress is a classic, though.
               | Guess what, I'm not telling Apple to not make ten more
               | versions of Vision Pro. I'm merely telling you what they
               | will ship in 2024, and what it's good for, and what it's
               | bad for. Some things also will never change, no matter
               | how good the hardware. One of them is wrapping your face
               | in a computer will never be comfortable, unless it's
               | something like Google Glass, but this also comes with
               | much less spectacular visuals.
        
         | thenayr wrote:
         | [dead]
        
         | euroderf wrote:
         | It will absolutely rule for wargames (i.e. board-based
         | simulations). High resolution, zooming into "counter" stacks,
         | limited intelligence (yes!), calling up rules, procedure
         | checklists, odds calculation & combat resolution, the list goes
         | on and on methinks.
         | 
         | Grognards with sufficient disposable income - rejoice! At last
         | you can (for example) play Operation Barbarossa at regiment
         | level - and retain your sanity!
        
       | ftxbro wrote:
       | > "Starting on Day One"
       | 
       | > "I have been a "day one" developer for three of Apple's
       | platforms"
       | 
       | > "I'm going to be a "day one" developer for the Vision Pro."
       | 
       | > "The Economics of "Day One""
       | 
       | > "Look for Widgetsmith for visionOS from "day one"."
       | 
       | it looks like a guy who is flexing his "day one" access and using
       | it to advertise some vaporware, and the rest of the words in the
       | blogpost are some fluff maybe gpt could make it
        
         | armadsen wrote:
         | It doesn't take much to get "day one" access like he's
         | describing. I was some random kid with a couple years of
         | (completely self-taught, solo, using free tools) Mac OS X dev
         | experience in 2008, and I had beta access to the SDK and could
         | have had an app out on day one if I had been more disciplined.
         | Same goes for both the iPad and the Apple Watch. The SDKs for
         | both were easily available before the devices shipped.
        
       | ar_lan wrote:
       | I'm interested to try it, but there's a few things holding me
       | back:
       | 
       | 1. I tried working in my Oculus Quest for about a week (two years
       | ago) and gave up because the resolution is way too poor, and it's
       | too heavy.
       | 
       | 2. The price tag.
       | 
       | It looks like the Vision Pro is not a monitor/headset, but rather
       | a computer + monitor all in one. Is that accurate to say?
       | 
       | -
       | 
       | I am tempted by this future, but I don't see it becoming
       | adoptable for any reasonable users for another 5 years minimum.
       | Plus, for developers to truly adopt it, we'd need to be
       | reasonably sure our workflows (e.g. keyboard/mouse sync and
       | ergonomics, portability, etc.) are _increased_ in speed /comfort
       | to ever consider adopting such a feature.
        
         | waboremo wrote:
         | Yes, it's not just a headset/screen. In their words, a spatial
         | computer. This coming with a new OS also signifies how they
         | really want people to view it as a standalone product rather
         | than a Valve Index which requires a PC to use.
        
         | crooked-v wrote:
         | Going by the hardware and the announced features, the 2D app
         | functionality of the Vision Pro is basically an iPad Pro with
         | full multitasking support.
        
       | bilsbie wrote:
       | We're still constrained to 2d rectangles though.
       | 
       | I wonder how we could code in three dimensions or make it feel
       | more physical like wood working somehow.
       | 
       | It's all text based so I can't really think of how you'd do it.
        
         | mercutio2 wrote:
         | What makes you think this? If you choose to use UIKit, yes, you
         | get rectangles. But you are not constrained to UIKit.
        
       | ladberg wrote:
       | > 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.
        
         | tikimcfee wrote:
         | 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.
        
         | derefr wrote:
         | 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?
        
           | ladberg wrote:
           | 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 46deg. 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.
        
         | sanderjd wrote:
         | 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.
        
           | ladberg wrote:
           | 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.
        
         | king_magic wrote:
         | 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?
        
           | MBCook wrote:
           | 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.
        
             | spywaregorilla wrote:
             | As we all know, Apple would never offer products at an
             | elevated price
        
               | sleepybrett wrote:
               | 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.
        
               | spywaregorilla wrote:
               | 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?
        
           | chaostheory wrote:
           | I love the Quest line: own a q2 and pro.
           | 
           | The main difference is that Vision has a laptop grade
           | processor (Apple M chip), LiDAR, and another separate
           | processor to manage the LiDAR, a separate depth sensor, & all
           | the other 12 sensors and cameras
           | 
           | The Quest only has a smartphone processor. The pro doesn't
           | even have a depth sensor. While the q3 will have a depth
           | sensor, it will not have eye tracking or face tracking, in
           | addition to only running yet another smartphone processor and
           | only ~5 sensors and cameras
        
           | k2enemy wrote:
           | I think the simple answer is that the Quest 3 will not
           | deliver a roughly similar experience, quality-wise.
        
             | king_magic wrote:
             | 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.
        
           | Tagbert wrote:
           | 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?
        
         | schaefer wrote:
         | 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.
        
           | joeman1000 wrote:
           | 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.
        
         | mmlkrx wrote:
         | 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!
        
           | ladberg wrote:
           | 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.
        
         | animatethrow wrote:
         | > 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.
        
           | remich wrote:
           | 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.
        
           | sleepybrett wrote:
           | 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'.
        
           | hummingly wrote:
           | 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).
        
             | amelius wrote:
             | This is what the Airpods look like to me:
             | 
             | https://www.bbc.com/news/newsbeat-37306404
        
           | zmmmmm wrote:
           | 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.
        
         | doctorpangloss wrote:
         | How did it compare to the Varjo XR-3?
        
           | ladberg wrote:
           | 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.
        
             | yread wrote:
             | So, 6500 is outrageously expensive but 3500 is alright?
        
               | ladberg wrote:
               | 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.
        
               | prawn wrote:
               | They were given and working on Vision Pro for work. So
               | it's free vs $6500.
        
               | _aavaa_ wrote:
               | Both are expensive, but afaik that 6,500 only gets you a
               | headset, you still need a computer to power it.
        
           | judge2020 wrote:
           | Supposedly same/better passthrough, which is great for a
           | headset at nearly half the price. http://webcache.googleuserc
           | ontent.com/search?q=cache:https:/...
        
         | hebrox wrote:
         | Did team members actually use it to develop it?
        
           | ladberg wrote:
           | 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!
        
             | wincy wrote:
             | 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.
        
               | ladberg wrote:
               | 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.
        
         | amelius wrote:
         | 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.
        
         | highwaylights wrote:
         | 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.
        
           | ladberg wrote:
           | 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 :)
        
             | megaman821 wrote:
             | 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?
        
               | ladberg wrote:
               | 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.
        
               | yurishimo wrote:
               | 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!
        
             | iknowstuff wrote:
             | 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.
        
               | pilsetnieks wrote:
               | 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_v
               | isi...
        
               | wkat4242 wrote:
               | 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".
        
               | rfgmendoza wrote:
               | 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
        
               | wkat4242 wrote:
               | 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.
               | 
               | What I expect Apple will have done is sacrifice a bit of
               | vertical FoV for horizontal FoV. Vertical FoV is
               | important in VR (especially 'roomscale') because of
               | orientation issues, and not quite as important in AR.
               | Also most of their marketing material promotes a seated
               | position so moving around is not an issue. Most VR
               | headsets have an almost-square resolution per eye, but I
               | expect this one to be closer to 16:10 (maybe not quite
               | that wide). I think it will come out at around 4300x2600
               | pixels per eye which is slightly over 11 million pixels.
               | 
               | 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. But I think Apple specifically
               | doesn't want this, it's no wonder they let only the most
               | loyal media outlets (like Gruber) get as much as a short
               | hands-on with this thing. And even those experience are
               | white-gloved in detail (they even prepared custom
               | adaptive lenses). They just want to keep the marketing
               | buzz on as long as possible.
        
               | jahewson wrote:
               | 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.
        
               | rcpt wrote:
               | > 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?
        
               | hbn wrote:
               | 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?
        
               | mlajtos wrote:
               | There are infra-red illuminators.
        
               | [deleted]
        
               | iknowstuff wrote:
               | 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 :)
        
               | mlajtos wrote:
               | 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?
        
               | graftak wrote:
               | I assume that you'd be able to look beyond the edges of
               | the screen.
        
               | [deleted]
        
               | ladberg wrote:
               | 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.
        
               | mlajtos wrote:
               | 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
        
               | ladberg wrote:
               | 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.
        
               | mlajtos wrote:
               | 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?
        
             | CrazyStat wrote:
             | 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?
        
               | ladberg wrote:
               | 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.
        
               | jedberg wrote:
               | 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.
        
               | ladberg wrote:
               | 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?
        
               | peddling-brink wrote:
               | 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.
        
               | swader999 wrote:
               | I'll be plunking down 3,500 if it lets me sleep through
               | meetings.
        
               | abracadaniel wrote:
               | Is is comfortable for all day work like that? Virtual
               | monitors seems like the critical app for me.
        
               | ladberg wrote:
               | 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!
        
               | avalys wrote:
               | So in terms of information density and readability, how
               | does it compare to a 5K retina display on an iMac or
               | Studio Display?
        
               | ladberg wrote:
               | 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.
        
             | cced wrote:
             | Mind me asking how you got into HFT? Curious about this.
        
           | EA-3167 wrote:
           | 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.
        
         | Dudester230602 wrote:
         | _> ...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.
        
           | bamfly wrote:
           | > 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.
        
             | madeofpalk wrote:
             | 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".
        
               | bamfly wrote:
               | 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.
        
             | robenkleene wrote:
             | 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.
        
               | bamfly wrote:
               | > 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.
        
             | goosedragons wrote:
             | 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.
        
               | bamfly wrote:
               | 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.
        
               | archagon wrote:
               | > _A smart slab of glass packed with sensors that can
               | become different tools._
               | 
               | ...as long as they're sanctioned by the platform owners.
        
               | ethbr0 wrote:
               | 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.
        
               | robenkleene wrote:
               | 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.
        
             | [deleted]
        
           | l33t233372 wrote:
           | iPad had lots of producer-esque features, so I'm not sure
           | what you mean by that.
        
           | jayd16 wrote:
           | If you count streaming a Mac running xcode, then yes.
        
             | madeofpalk wrote:
             | If we count that then we count an iPad remote-deskoping
             | into a Mac, which severly limits the actual use.
        
               | Asdrubalini wrote:
               | 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.
        
           | htag wrote:
           | They said it runs xcode, so I'd assume so
        
           | basisword wrote:
           | 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.
        
           | senttoschool wrote:
           | 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.
        
             | bun_at_work wrote:
             | 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.
        
               | MBCook wrote:
               | On the other hand, the iPad Pros have M1s (M2s?) but so
               | far Apple keeps them constrained.
        
             | IggleSniggle wrote:
             | 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.
        
             | rfgmendoza wrote:
             | 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)?
        
             | MBCook wrote:
             | 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.
        
               | bagels wrote:
               | 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?
        
               | MBCook wrote:
               | 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.
        
               | rfgmendoza wrote:
               | 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
        
               | sleepybrett wrote:
               | To correct the other sibling. It's got an M2 in it.
        
               | MBCook wrote:
               | I'll edit my comment. Thanks. I keep making that mistake
               | for some reason.
        
         | losvedir wrote:
         | > _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?
        
           | manuelflara wrote:
           | > 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.
        
           | ladberg wrote:
           | 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.
        
             | enos_feedler wrote:
             | 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
        
         | 8f2ab37a-ed6c wrote:
         | 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?
        
           | ladberg wrote:
           | 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.
        
             | 8f2ab37a-ed6c wrote:
             | Great insight, thank you!
        
         | ren_engineer wrote:
         | 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
        
           | prawn wrote:
           | 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.
        
         | alpinemeadow wrote:
         | would you buy it when it becomes available?
        
           | ladberg wrote:
           | 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.
        
         | archagon wrote:
         | 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.
        
         | no_wizard wrote:
         | 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
        
           | PettingRabbits wrote:
           | 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.
        
           | zmmmmm wrote:
           | 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.
        
           | ladberg wrote:
           | 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.
        
         | steveBK123 wrote:
         | 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.
        
           | sroussey wrote:
           | Being able to watch movies in bed and let your spouse sleep
           | without a lot of light is definitely a use case.
        
         | macintux wrote:
         | 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.
        
           | jondwillis wrote:
           | Unironically it might be smart to start 3d printing and
           | testing some iNeckBrace designs.
        
             | Vecr wrote:
             | 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.
        
               | kitsunesoba wrote:
               | 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...
        
             | daemonk wrote:
             | 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.
        
           | ladberg wrote:
           | 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.
        
             | robert_tweed wrote:
             | 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?
        
               | ladberg wrote:
               | 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).
        
               | MBCook wrote:
               | 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.
        
               | ladberg wrote:
               | 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.
        
               | MBCook wrote:
               | 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.
        
               | musictubes wrote:
               | Right, parallax will be more noticeable the closer you
               | move your hand to your face.
        
               | sleepybrett wrote:
               | 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.
        
             | fudged71 wrote:
             | 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?
        
               | ladberg wrote:
               | 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).
        
         | jakemoshenko wrote:
         | 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?
        
       | zmmmmm wrote:
       | > When I sat down to write this article I was having trouble
       | context shifting back from WWDC mode and wished that I could have
       | gone up to a virtual cabin in the woods, opened a text editor and
       | written it there
       | 
       | I do this all the time with the Quest Pro. It's resolution isn't
       | quite there but in most other respects it enables the same type
       | of transportation out of current context to somewhere else. Given
       | you can get these now for 1/4 the cost of a Vision Pro, I think
       | dev interested in Vision Pro should pick up a Quest Pro now and
       | then you have both ecosystems to play with / compare and
       | ultimately, if you are building something where it works, ship it
       | on both.
        
       | sergiotapia wrote:
       | I still haven't read one single account of a developer actually
       | using it to write code in VSCode/Vim/Emacs. I need to know if the
       | screens looks crisp and are actually a good replacement for a
       | screen for work.
       | 
       | I don't mean "powerpoint/drawing" work. I mean wall of text, code
       | work.
        
         | mellosouls wrote:
         | _I still haven 't read one single account of a developer
         | actually using it to write code in VSCode/Vim/Emacs_
         | 
         | That's because it hasn't been released yet. All the accounts
         | you are reading are strictly controlled and time-limited demos.
        
       | daemonk wrote:
       | None of the existing headsets I've tried has worked out in terms
       | of working setup replacement. If it can replace a desk/monitor
       | and lead to better ergonomics and flexibility, I would pay
       | upwards of 5k for it. I really want Apple to succeed.
        
       | gavi wrote:
       | As an early developer (Day 1 of App Store launch in 2008 -
       | iRetroPhone) there is some excitement of being the first on a new
       | platform. Back in 2008, there was very little documentation on
       | UIKit but it was fun to develop. The difference I see this time
       | is we had access to the iPhone(released 2007) and this time[1] it
       | looks like you need to either ask Apple to test the app for you,
       | or go to one of the labs (not in NYC strangely) or be one of the
       | lucky ones to be selected for developer kit.
       | 
       | One more thing I found strange was the current Xcode 15 beta does
       | not even come with Vision OS SDK (coming later this month) and we
       | cant even play with the WWDC session videos in the simulator
       | 
       | [1]https://developer.apple.com/visionos/work-with-apple/
        
         | basisword wrote:
         | >> The difference I see this time is we had access to the
         | iPhone(released 2007) and this time[1] it looks like you need
         | to either ask Apple to test the app for you, or go to one of
         | the labs (not in NYC strangely) or be one of the lucky ones to
         | be selected for developer kit.
         | 
         | I'm pretty sure iPad's weren't available in advance of the
         | launch day. And, it launched first in the US. I had an iPad app
         | available on launch day and wasn't able to get my hands on an
         | iPad for a month or two. Of course, developing only in the
         | simulator for iPhone/iPad isn't a huge deal...visionOS is
         | probably a lot harder to simulate particularly when it comes to
         | understanding user interaction.
        
         | Dudester230602 wrote:
         | Enthusiasts will be asking to get access, while professionals
         | will be paid to come and build.
        
       | billconan wrote:
       | I feel that it's difficult to develop any graphics intensive app
       | as an indie developer.
        
         | RugnirViking wrote:
         | if you can 3d model in any capacity I reckon you can make VR
         | apps, ive seen plenty of them done at game jams near here,
         | including some that won. Don't need movie-quality textures or
         | whatever, a cartoonly low-poly look works well. Don't let the
         | player move, thats a can of worms.
         | 
         | speaking of 3d modelling, I taught myself this year in my spare
         | time over a few weeks, and feel im pretty good at it now, ive
         | made scifi wargaming terrain im happy with and almost
         | considering selling some. Blender is free and good and there
         | are literally endless high quality tutorials for almost any
         | specific object you might want to make and after ten or so you
         | will be able to generalise to anything simple you choose. Of
         | course human bodies are more complicated and I was intimidated
         | but I found sculpting caricatures fun despite not being an
         | artist in the slightest after following an excellent tutorial
        
         | taeric wrote:
         | It is difficult to develop any asset heavy application as an
         | independent developer. Pretty much period. You have to find a
         | way to contract out assets, or you will drown.
         | 
         | Unless you mean the programming of 3d transformations and such.
         | That is, of course, still hard. Most of the platforms have done
         | a ton of that work for you, though.
        
         | Groxx wrote:
         | Is this somehow relevant to the article, or just an "indie
         | games are hard" lament?
        
           | billconan wrote:
           | this is my reason for not being a day-one developer this
           | time.
        
       | Temporary_31337 wrote:
       | I was kind of waiting for the day where a touchscreen based app
       | would be more productive than a traditional laptop with keyboard.
       | Yet, after many years all we got is fruit ninja and a concession
       | from apple in the form of attachable keyboard for the iPad. So
       | I'm equally sceptical that the investment in headset based
       | interface is actually worth it.
        
         | nektro wrote:
         | i fully plan on using a keyboard with the vision pro, that
         | doesnt make me any less excited for it
        
         | crazygringo wrote:
         | Well, touchscreens are generally smaller than laptop screens,
         | and a lot of productivity requires a keyboard.
         | 
         | But the screens on Vision Pro are larger, and it works great
         | with a keyboard.
         | 
         | So anything that requires larger/more screens seems like it
         | might be more productive than a laptop.
        
         | waboremo wrote:
         | As usual, the devil is in the details.
         | 
         | We can see this with voice to text, in which despite in theory
         | being so much faster than typing things out, tends to not be
         | due to these details (processing lag, clunkiness of handling
         | different forms such as whether a word is part of a command or
         | should be added to the text).
         | 
         | Same will happen here. People will get over the hype period and
         | then realize hey this isn't actually faster or more efficient
         | than a traditional tool. Apple knows this as well, it's why
         | they're marketing it as a media consumption device first and
         | foremost, where a lot of these problems can be safely ignored.
        
         | sebzim4500 wrote:
         | I think some artists use an ipad with a stylus rather than
         | tablet input to a laptop/desktop, but other than this I can't
         | see how anything else could compete with a keyboard in terms of
         | productivity. Maybe if someone makes a really, really good
         | voice to text interface.
        
           | elzbardico wrote:
           | > Maybe if someone makes a really, really good voice to text
           | interface. Maybe it could work, unless you're programming in
           | APL :-)
        
           | noelsusman wrote:
           | Here's a short demo of a pretty good voice to text interface
           | that's available for free:
           | https://twitter.com/lunixbochs/status/1378159234861264896
           | 
           | I had to use it for a while when I was unable to touch a
           | keyboard or mouse while recovering from RSI and I was
           | surprised by how quickly I was able to get to about 80% of my
           | previous productivity using just my voice. I still use it
           | sometimes even though my RSI is fully healed.
        
           | bamfly wrote:
           | I could see walking around the room thinking and doing
           | clicky-stuff and looking at things, then sitting in front of
           | a keyboard to type. Basically, what I do when I'm on a call
           | and have wireless headphones on.
        
         | mbesto wrote:
         | It's all very well researched that touchscreens above our arms
         | can't be used with longevity:
         | https://www.wired.com/2010/10/gorilla-arm-multitouch/
        
         | ladberg wrote:
         | I agree the keyboard will remain as the best text input device
         | but I'm pretty confident that eye tracking will be
         | categorically better than a mouse/trackpad. I'll expect that
         | eye tracking solutions for normal monitors will also become
         | more mainstream once people get used to it in the Vision Pro
         | and want to use it elsewhere.
        
           | UI_at_80x24 wrote:
           | I primarily use i3wm with 4-40 terminal windows + firefox
           | open. I'd LOVE it if the terminal that I'm looking at was the
           | `active` one. I can't count the number of times I'd lookup
           | some error code, type in more commands, hit enter; only to
           | discover that I had been typing away in the wrong window.
        
             | sleepybrett wrote:
             | This will be no problem at all in the sdk. Hell I saw
             | someone do this as some point on the mac using the macbook
             | camera popping windows to the front based on eye-dwell... I
             | think they started with cursor control.. essentially eye-
             | mouse.
             | 
             | Oh wait some version of that is built into accessibility on
             | mac already (eye tracking mouse):
             | https://support.apple.com/lv-lv/guide/mac-
             | help/mchl437b47b0/...
        
           | henryfjordan wrote:
           | How do I click though? Blink? What about a right-click?
           | 
           | Asking me to "blink twice" or anything like that is going to
           | make my eyes lose focus on the screen/content
        
             | ladberg wrote:
             | The pinch gesture on Vision Pro is pretty smooth and easy,
             | about as much physical exertion as a mouse click. Right
             | click is harder, I'd expect most app developers to do
             | something similar to iOS and treat long clicks as right
             | clicks but that's pure speculation.
             | 
             | I'd love to have an eye tracking setup though on a normal
             | desktop computer where I could devote a keyboard key to
             | clicking and I'd never have my hands leave the keyboard.
        
             | samwillis wrote:
             | On the Vision Pro, tap your index finger and thumb
             | together.
             | 
             | Maybe they could add other features from just your face
             | though for other platforms, wiggling nose, raise eyebrows,
             | stick out tong, blow a raspberry?
             | 
             | That or they add voice commands, "open", "select" and such.
             | 
             | I suppose ultimately in spatial computing with voice
             | interface and eye tracking the concept of a "click" may
             | die.
        
               | crooked-v wrote:
               | There's also apparently other gestures and voice commands
               | that can be selected in the settings, though I haven't
               | seen any real detail on it other than "they're there".
        
           | samwillis wrote:
           | As we use an iPhone so close to our face, I would love to see
           | an eye tracking system work for them. But maybe it really
           | need that incredible close proximity, two cameras per eye,
           | and IR illumination in the Vision Pro to work.
        
           | throwuwu wrote:
           | Voice input is going to replace the keyboard shortly.
        
             | frant-hartm wrote:
             | Sure, just right after Linux takes over desktop.
        
           | chrisrogers wrote:
           | Eye tracking will probably lose the productivity metric,
           | though. When you remove the ability to look at one thing and
           | interact with another, you get farther from the way that
           | humans tend to interact with their immediate physical
           | environment.
           | 
           | I can cut vegetables without looking at them. I can use that
           | dynamic to offset the planning and acting phases of my
           | thought process. Falling short of that efficiency will feel
           | limiting.
        
             | htag wrote:
             | I don't click without looking at my mouse pointer. I think
             | it's possible eye tracking is just better than
             | mouse/trackpad.
        
               | yurishimo wrote:
               | Interesting, I just tried to use my pointer with my
               | peripheral vision, and while possible, it was indeed more
               | difficult and harder to focus on. Something I hadn't
               | tried before.
        
               | CrazyStat wrote:
               | I do, when gaming.
               | 
               | I can think of some Portal puzzles in particular where
               | timing is important, and you need to hold your aim but
               | wait to click until something happens somewhere else on
               | the screen (so the place you're clicking is not the same
               | as the place you're looking).
               | 
               | I think the same thing applies to e.g. recording network
               | activity in Chrome dev tools. My eyes are on the page to
               | see when the thing I'm interested in finishes loading; my
               | mouse cursor is on the button to stop recording.
               | 
               | It's not a super common pattern, but probably common
               | enough that it would be annoying not to be able to do it.
        
               | BakeInBeens wrote:
               | I often am looking at another element before interacting
               | with it with my mouse. With eye tracking enabled menus
               | hovering over an element immediately because I'm looking
               | at it becomes an annoyance.
        
               | htag wrote:
               | Yea, I don't think a 1-to-1 translation of mouse
               | movements with eye tracking is the correct answer here. I
               | do think it's probable that eye tracking + {X} can be a
               | 1-to-1 translation for clicking for 80%+ clicks.
               | 
               | Maybe X is a button on the keyboard. Maybe X is a
               | gesture.
        
           | mrguyorama wrote:
           | Eye tracking has been $100 to own for many years now through
           | a certain company. Why hasn't it taken off?
           | 
           | The mouse is the superior input device. When people who
           | actually need a better input device get one, they get more
           | advanced mice:
           | 
           | https://3dconnexion.com/us/spacemouse/
        
             | ladberg wrote:
             | I'm not sure what the SOTA is currently but the Vision Pro
             | has much better eye tracking that other systems I've used
             | in the past. Idk if the sensors are actually better or if
             | it's just the native integration into the OS and apps, but
             | it feels more seamless than a mouse and I've never
             | "misclicked" on the wrong thing with my eyes. It kinda
             | feels like if the mouse cursor instantly jumped to the
             | right place every time with no travel time or physical
             | movements required.
             | 
             | I've used a 3D mouse for CAD but am not sure where else it
             | would be helpful?
        
           | jasonpbecker wrote:
           | I definitely want to see a monitor with Vision Pro-style eye
           | tracking and hand tracking. I'd love for eyesight and subtle
           | gestures to fully replace pointer devices.
        
       | thomastjeffery wrote:
       | That was a lot of words for nothing to say... To sum up the
       | entire article in one sentence:
       | 
       | The author got to play with the thing, and is very excited to
       | develop software for it.
        
         | yokoprime wrote:
         | You could further summarize it with one word: excitement.
         | 
         | Excitement is good. It's not a revolutionary take on anything,
         | but it can be interesting to know why a seasoned iOS developer
         | finds this new platform worthwhile to invest in.
        
         | Krasnol wrote:
         | Also: don't cry about the price. Quality costs money.
         | 
         | Altogether sounded like an GPT Apple Ad.
        
           | chaostheory wrote:
           | Apple miniaturized a laptop + MacBook into a visor
        
             | sleepybrett wrote:
             | Yeah, i was a little afraid of an iphone or ipad mini level
             | of compute, was happy to see that this thing can run
             | untethered with some actual muscle under the hood.
        
           | TillE wrote:
           | It's true though, the device is clearly intentionally
           | overbuilt, it's not like Apple is adding some huge arbitrary
           | markup.
        
             | Krasnol wrote:
             | We'll see about that.
        
             | crooked-v wrote:
             | From the previews people have had so far, I feel like they
             | decided their target was "could plausibly and comfortably
             | replace a computer day 1 even for someone who had never
             | used a VR device before", then went backwards from the
             | hardware needed for that to figure out their price point.
        
               | wincy wrote:
               | Can I write software using Xcode day 1 for this? Do I
               | need to also have a Mac? I mean I do have a Mac but an
               | extra $3500 is steep.
               | 
               | That said I've planned to get one since I heard rumors
               | years ago that this was in the works.
               | 
               | I sort of expected it to be a full replacement for a
               | MacBook though.
        
               | Joeri wrote:
               | Apple has an app developer story for ipad with swift
               | playgrounds. It would not surprise me that their long
               | term strategy is to grow that into the default app dev
               | experience and have it be on all platforms, including
               | visionOS.
               | 
               | As for developing from day one, web development should be
               | ok, as things like vs code online have really opened ip
               | options.
        
         | mhink wrote:
         | I think this was an interesting point:
         | 
         | > That intuition is developed by following a platform's
         | development from its early stages. You have to have seen and
         | experienced all the attempts and missteps along the way to know
         | where the next logical step is. Waiting until a platform is
         | mature and then starting to work on it then will let you skip
         | all the messy parts in the middle, but also leave you with only
         | answers to the "what" questions, not so much the "why"
         | questions.
         | 
         | I definitely think there's a lot of truth in this, not just for
         | the Vision Pro but for many (if not most)
         | platforms/frameworks/what have you. This could be an entire
         | blog post in itself.
        
         | badprose wrote:
         | A lot of those words were explaining why they're excited to
         | develop software for it.
         | 
         | What did you want them to write about instead?
        
           | thomastjeffery wrote:
           | More of the "write about" and less of the "write about why
           | I'm writing about".
        
             | yokoprime wrote:
             | I think you can expect some more detailed insights from
             | David once he starts testing out things in the emulator.
        
         | ftxbro wrote:
         | this blogpost is the platonic ideal of hype
        
           | thdespou wrote:
           | It starts with the early adopters and spreads like a virus.
        
         | [deleted]
        
         | amelius wrote:
         | Next episode:
         | 
         | developer gets frustrated as Apple refuses to relinquish full
         | control over the device.
        
         | Dudester230602 wrote:
         | I think reviewers who don't get excited about Apple products
         | stop getting invited to new Apple products.
        
           | Tagbert wrote:
           | Marco Arment was invited to WWDC as he is north a developer
           | and operates a Mac focused blog. He is frequently very
           | critical of Apple's tools and actions. I don't think Apple
           | just invites 'yes men'
        
           | MBCook wrote:
           | David Smith is not a reviewer. He's been a longtime app
           | developer with a huge number of apps. Apple has even featured
           | a few of them.
           | 
           | He may be best known for Pedometer++ and Widgetsmith which
           | was the app that went viral on TikTok when widgets first came
           | out for the iPhone.
        
             | sfpotter wrote:
             | Apple gave him an exclusive invitation to be one of the
             | first people to try the device on.
             | 
             | Do you think Apple is unaware that he has a popular blog
             | and is a popular developer of software that runs on Apple
             | products?
        
               | MBCook wrote:
               | It doesn't surprise me that Apple would want to give a
               | demo to someone who has consistently made high quality
               | apps for their platforms, often on day 1 of a new
               | platform.
               | 
               | It's a developer conference. Yes there are media there,
               | but it's also to court developers.
        
       | Anonasty wrote:
       | Someone said interestingly that with Vision Pro, Apple is giving
       | solution to problem which does not exist.
        
       | cdchn wrote:
       | Not so sure I agree with the pricing strategy. It feels to me
       | they aimed squarely for MacBook Pro pricing.
        
         | replete wrote:
         | Hololens 2 is the same price...
        
         | 0zemp3c wrote:
         | [flagged]
        
         | [deleted]
        
         | squeaky-clean wrote:
         | It's basically a macbook pro with 2x near-4k oled screens and
         | 12 cameras.
        
       | swozey wrote:
       | I play VR games like Skyrim VR quite often and my biggest
       | disappointment, outside of the ridiculous price - is that it's
       | completely gesture controlled. Are there going to be controllers
       | at all? How would you play a game with guns? Make a pew-pew gun
       | with your fingers?
        
         | etchalon wrote:
         | The SDK supports a gesture detection, but the "official"
         | solution is to pair a Xbox or PS5 controller to the device.
        
         | zmmmmm wrote:
         | If Apple allows it then I fully expect 3rd parties to make
         | controllers. Now that Meta has demonstrated fully self tracked
         | controllers, you don't need much OS integration to make that
         | work.
         | 
         | Of course, it depends if Apple allows it.
        
         | Vecr wrote:
         | I don't think apple really likes guns, so it would probably
         | have to be third party, but a training pistol with a real belt-
         | mounted holster and an AR upper and lower without the FCG or
         | barrel, both with some tracking markers the Apple goggles can
         | pick up would probably work well. Shooting a rifle with VR
         | controllers does not really work that well, because you can't
         | brace them at all (because the two standard controllers are not
         | attached) and there is no stock. Fix that with a hundred
         | dollars of airsoft knockoff AR-15 parts.
        
           | [deleted]
        
         | eddieroger wrote:
         | The promotional video on Apple's site shows a user picking up
         | and using a PS5 controller. iPhones and iPads can pair with
         | third-party controllers today as well as keyboards and mice, so
         | there's really no reason to think that this wouldn't work with
         | those as well, particularly since Apple showed it happening in
         | their video.
        
           | MBCook wrote:
           | I think it's very clear this is _not_ positioned for gamers.
           | 
           | It may be powerful. It may work very well in some ways (there
           | may be limitations without hand held controllers like an
           | Oculus or PSVR2).
           | 
           | But that's not what Apple is trying to sell. And they clearly
           | don't want to be pigeonholed as another fancy gamer device.
        
           | [deleted]
        
         | goosedragons wrote:
         | They did show off using a standard PlayStation controller but
         | nothing like an Oculus Quest or Index Give VR controller. While
         | a PlayStation would be fine for something like Tetris Effect,
         | for titles that get more out VR it does seem like it could be a
         | problem.
        
         | basisword wrote:
         | VR gaming is already covered by multiple VR headsets...and not
         | a lot of people are buying them. The people I know who did buy
         | them found the novelty wore off quickly. Positioning the
         | visionPro as a computer rather than a games console seems like
         | a smart and very deliberate choice.
        
           | musictubes wrote:
           | Computer gamers are the only ones that still think that
           | general use computers are also great gaming devices. I think
           | it makes more sense to have dedicated gaming devices for
           | those experiences.
           | 
           | Apple has done very well while ignoring the gamer (as opposed
           | to people that play games) customer. I don't anticipate Apple
           | making big strides towards prioritizing the so called AAA
           | gaming experience now.
        
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