[HN Gopher] VisionOS developer docs and Vision Pro SDK
       ___________________________________________________________________
        
       VisionOS developer docs and Vision Pro SDK
        
       Author : andsoitis
       Score  : 141 points
       Date   : 2023-06-22 13:26 UTC (9 hours ago)
        
 (HTM) web link (developer.apple.com)
 (TXT) w3m dump (developer.apple.com)
        
       | coffeebeqn wrote:
       | But so do I have to buy one with my own money if I want to
       | develop for it ?
        
         | chabes wrote:
         | You don't need an iPhone or iPad to develop iOS apps. A
         | traditional computer should work fine, I would think.
        
           | y7 wrote:
           | Don't you need a Mac to run Xcode?
        
             | A4ET8a8uTh0 wrote:
             | << Don't you need a Mac to run Xcode?
             | 
             | To the best of my understanding, there are ways around
             | it[1].
             | 
             | https://www.baeldung.com/linux/xcode
        
               | saagarjha wrote:
               | Darling definitely does not support the simulator.
        
           | wlesieutre wrote:
           | And in very limited geographic areas you can use Apple's
           | devices for testing
           | 
           |  _> Next month, Apple will open developer labs in Cupertino,
           | London, Munich, Shanghai, Singapore, and Tokyo to provide
           | developers with hands-on experience to test their apps on
           | Apple Vision Pro hardware and get support from Apple
           | engineers. Development teams will also be able to apply for
           | developer kits to help them quickly build, iterate, and test
           | right on Apple Vision Pro._
           | 
           | Wonder what those dev kits cost and how available they'll be.
           | Apple probably doesn't anyone getting their hands on the
           | early hardware/software using it for reviews before it's
           | released.
           | 
           | Presumably you return it after release and get the money
           | rolled over toward purchasing a production unit.
        
             | m3kw9 wrote:
             | They won't sell dev kits, only given to very select big co
             | who has has a lot to lose if they break NDA. Mean time use
             | the simulator in xcode15 beta2
        
           | coffeebeqn wrote:
           | But testing it without the actual device would be not ideal
        
             | andsoitis wrote:
             | There's a simulator, like others have said. What do you
             | expect? Apple handing out free devices to developers?
        
               | cubefox wrote:
               | For upcoming videogame consoles, manufacturers do indeed
               | hand out preproduction hardware to developers.
        
               | Gunnerhead wrote:
               | Do they for indy game developers or just large game
               | studios? Genuinely curious.
        
               | klausa wrote:
               | The console devkits are _absolutely_ not free, apart from
               | maybe first party studios.
        
               | dylan604 wrote:
               | I remember the company I was at having to shell out $20k
               | for the PSP emulator back when it was a thing. It was a
               | dedicated computer with a tethered cable connecting to a
               | PSP where the optical drive would normally be located.
               | After that experience, I just assumed that was SOP for
               | companies with pre-release units like that.
        
             | cfn wrote:
             | If the simulator is as good as the iOS' simulators then you
             | must test your app in a device or you will be flooded with
             | bug reports at launch day. As noted elsewhere, Apple is
             | setting up labs in some cities, everyone else needs to buy
             | the device or cross fingers and hope for the best.
             | 
             | BTW, Android is not as bad because there are emulators, not
             | just simulators (that is my understanding for the
             | disparity).
        
       | Jemm wrote:
       | Apple had the opportunity to make Vision OS more accessible.
       | Instead they chose default gestures that require two hands.
        
         | dev_tty01 wrote:
         | Default gestures are irrelevant. Apple always puts a huge
         | effort into accessibility for their platforms. You are
         | condemning the accessibility based on a tiny preview. No need
         | to be concerned. They will have plenty of accessible options
         | for using the device.
        
         | jeromegv wrote:
         | They are typically ahead of the curve when it comes to
         | accessibility feature on iOS. It's very well possible they will
         | have Accessibility options to offer alternatives to those.
        
           | etchalon wrote:
           | They discussed those options in the WWDC session. They're
           | fairly extensive, including support voice, head movements,
           | and alternate hand movements.
        
         | d35007 wrote:
         | Here's an article that discusses accessibility features in
         | VisionOS: https://www.macrumors.com/2023/06/07/apple-vision-
         | pro-access.... It's a summary of a WWDC session that I haven't
         | watched. One of the items in the article says
         | 
         | > Dwell Control will provide on-screen options for Tap, Scroll,
         | Long Press, and Drag, allowing for users to interact with the
         | interface without using their hands.
         | 
         | Does the article address any of your concerns?
        
       | samsolomon wrote:
       | Also, the VisionOS component library is available in Figma
       | Community. Was playing around with it last night. It's a pretty
       | comprehensive library.
       | 
       | https://www.figma.com/community/file/1253443272911187215
        
       | lcnPylGDnU4H9OF wrote:
       | > Create custom gestures
       | 
       | It's upon reading these words that I realized that every computer
       | I've owned was missing the ability to flip the bird to
       | application windows as a means of force quitting. I'm not ashamed
       | to admit that I'm anticipating that feature.
        
         | johnwheeler wrote:
         | Good way to end zoom calls as well of course
        
         | m3kw9 wrote:
         | I'm sure you could set that up in accessibility settings as iOS
         | did
        
         | graypegg wrote:
         | I would love to see the internationalization work done for
         | that! Even better, an i18n package for identifying gestures!
         | I'll flip off Apple Mail, but please let me give Chrome an "up
         | yours".
        
       | bbor wrote:
       | By far the most interesting admission from a brief flip-through:
       | Consider how environmental factors impact your app. The
       | characteristics of your physical environment can affect system
       | load and thermals of the device. Consider the effect that ambient
       | room temperature, the presence of other people, and the number
       | and type of real-world objects can have on the your app's
       | algorithms.
       | 
       | The fact that they're so prominently focusing on this seems like
       | a soft indication that this device (at least in V1?) is not
       | suited for exercise or sunny outdoor use. Which makes sense, but
       | adds some finality to a "will people use these outside/in public"
       | discussion I was having on here last week
        
         | mustacheemperor wrote:
         | Brings up memories of trying to run the HoloLens 1 on job sites
         | in the northeast during the summer. Standing in the shade, you
         | could get an hour out of it. Step into direct sunlight, power's
         | off in minutes until it can sit in the A/C.
        
         | cubefox wrote:
         | Yeah, and a maximum of two hours battery life indicates the
         | same. In the presentation they also showed indoor usage only.
        
           | jonathan_oberg wrote:
           | And in the simulator, six different scenarios. All appear to
           | be inside (office, living room, etc.).
        
           | solarkraft wrote:
           | they did show video footage taken with it outside though,
           | didn't they?
        
       | brandonhopkins wrote:
       | [flagged]
        
       | nailer wrote:
       | I'm not an apple person but I do think the eye tracking to focus
       | / pinch the air to activate combo is very natural and
       | significantly different to what meta, HTC etc are doing. I think
       | this might be the turning point for AR/VR.
        
         | ramesh31 wrote:
         | >I'm not an apple person but I do think the eye tracking to
         | focus / pinch the air to activate combo is very natural and
         | significantly different to what meta, HTC etc are doing. I
         | think this might be the turning point for AR/VR.
         | 
         | From getting started in 2015 with the DK2, I've held from the
         | very beginning that controllers are a dead end for VR. I've
         | given countless demos where people are just completely confused
         | because it's so unnatural and awkward, and it adds to the
         | overall cognitive load to the point of destroying presence.
         | Sure competent gamers can figure it out in a few minutes, but
         | that's not the point. You don't interact with the world using
         | triggers and buttons. You interact with the word by interacting
         | with it. The controllers need to go away.
        
           | throwuwu wrote:
           | Reads a bit like when people would complain about having to
           | use a mouse back in the late 80s / early 90s.
           | 
           | There's ton of stuff you'll never be able to do in VR without
           | some kind of controller with buttons and joy sticks. Making
           | the controllers smaller, lighter, more ergonomic and fairly
           | standardized is the natural path forward. People who grow up
           | with VR and games won't have a problem.
        
             | zmmmmm wrote:
             | it's a huge adoption barrier though
             | 
             | The problem is the best apps attach all sorts of weird
             | things to weird buttons.
             | 
             | I've given plenty of novices a try of a headset and it's a
             | train wreck with them accidentally pushing buttons every
             | which way that completely destroy whatever setup you've
             | done. My favorite is devs like to make the "grip" buttons
             | (on the side where your middle finger rests) shift the
             | frame or scale of world (eg: OpenBrush does this). It's
             | super natural once you know what you are doing, but give
             | that to a novice and it's incredibly hard for them to learn
             | to _not grip_ the controllers. They cling on to them like
             | crazy and the whole world is spinning around and they
             | immediately tell you they are disoriented and nauseated and
             | hate VR.
        
               | jkubicek wrote:
               | This could be solved by having well-designed interface
               | guidelines and have those guidelines enforced by the
               | company building the headset. If anyone is going to do
               | that, it's Apple.
               | 
               | I'm happy the VisionPro uses gestures to control the
               | interface, but I also agree with the parent poster that
               | we'll need hardware controls someday. No matter how good
               | the gesture recognizers get, waving your hands in space
               | is never going to be as good as having physical controls
               | and buttons attached to your hands.
        
           | jayd16 wrote:
           | You don't interact with the real world with gaze and
           | pinching. Do you think this gesture is also a dead end?
           | 
           | For me, controllers are bad simply because your hands are
           | full. You're giving up interacting with the real world to
           | interact virtually. Having to figure out a remote control
           | isn't all that insurmountable for the majority of the
           | population but no one wants to hold a controller all day.
           | 
           | The missing haptics and discrete button feedback is an issue
           | with hand tracking though.
        
             | iseanstevens wrote:
             | Don't we interact via gaze and pinching every time we pick
             | up a small object?
        
               | jayd16 wrote:
               | Where you must look at the object directly and perform a
               | pinch click away from it? No.
        
         | Simorgh wrote:
         | Yes, that makes sense.
         | 
         | A comparison could be drawn from the distinction between the
         | Blackberry keyboard and the iPhone touch surface.
         | 
         | Apple's design approach could well be aiming to make the Vision
         | Pro feel as natural as possible.
        
         | jayd16 wrote:
         | Head/eye tracking as user input isn't really new in VR. In the
         | past it has not felt very good. The pinch gesture in the
         | Hololens was very unreliable. Its not natural that your gaze
         | effects the world around you other than making eye contact with
         | someone, perhaps. I think reaching out and gripping things is
         | farm more _natural_.
         | 
         | That said, the sensors and software in this headset might
         | finally be up to the task. And despite being unnatural it might
         | be easy enough to pick up.
        
           | ShamelessC wrote:
           | > I think reaching out and gripping things is farm more
           | _natural_.
           | 
           | Like when you grab a virtual object and it feels like you're
           | grabbing absolutely nothing at all? This isn't natural and
           | it's actually quite jarring in my experience.
        
           | dansalvato wrote:
           | I remember reading a first impressions post where they
           | mentioned that starting off, they were instinctively reaching
           | out and pinching the UI elements. They said it worked fine,
           | because you're also looking at whatever you're pinching, and
           | it only took a few minutes to adjust to keeping their hands
           | in their lap.
           | 
           | But I found it promising that the Vision Pro can see your
           | hands in front of you as well, which should really help ease
           | the learning curve, and prevent first-time users from feeling
           | frustration with the UI.
        
         | cubefox wrote:
         | It seems to work great for 2D control where it works similar to
         | a mouse or a touchscreen. But for 3D control outside floating
         | screens it is a bit unclear whether it can compete with a
         | proper 3D controller.
        
           | no_wizard wrote:
           | Note: I'm speculating here, not saying Apple Vision Pro can
           | do any of this.
           | 
           | If you could track hand movement 1:1 enough that interacting
           | with a 3D space was as natural as it would be as if it was
           | actually in front of you, the problem is definitely a solved
           | one at that point. If Apple manages to do this at any point
           | in the lifecycle of this product line, it'll be a significant
           | breakthrough for this type of computing / experience
        
             | ericlewis wrote:
             | All controls for visionOS also have something called
             | "direct touch" where if you reach out and press the button
             | the button gets pressed!
             | 
             | Further, you can absolutely make 3D objects able to be
             | grabbed, thrown, resized, etc. and it is actually pretty
             | simple to do.
        
               | XorNot wrote:
               | I'm very skeptical this is going to be nice to use.
               | People barely tolerate touchscreens (i.e. phone yes,
               | laptop - maybe, desktop - no).
               | 
               | This is a button which has no physical presence at all.
        
       | csk111165 wrote:
       | Can I build or write code in a Windows Machine? I don't have Mac
       | as of now.
        
         | howinteresting wrote:
         | Apple extracts a massive developer tax in the form of 400%
         | markups on storage and absurd pricing on RAM as well. Sorry.
        
         | ronsor wrote:
         | That's not how the Apple ecosystem works
        
         | grishka wrote:
         | You can try hackintosh. Depending on your hardware, it may work
         | anywhere from great to not at all.
        
           | thyselius wrote:
           | Yeah Xcode on Hackintosh works (at least when I used it a few
           | years ago)
        
           | jkubicek wrote:
           | Developing against a beta API for an unreleased platform is
           | going to be outrageously frustrating on a brand new MacBook,
           | I can't imagine how infuriating it would be trying to do the
           | same on a Hackintosh.
           | 
           | If your goal is to hack around and try to get anything at all
           | to work it might be fun, if your goal is to actually build a
           | working VisionOS app, I'd probably suck it up and spend the
           | $1000 on used MacBook.
        
             | grishka wrote:
             | If you do want a real Mac but want it cheap, a used Mac
             | Mini would be a better option IMO.
        
       | cududa wrote:
       | I can't seem to get the simulator to boot up on my machine. It
       | hung in the "verifying package" part, so I force quit the Xcode
       | Beta, and couldn't get that screen to pop back up, even after
       | "uninstalling" the beta.
       | 
       | Anyone have any ideas?
        
         | krmblg wrote:
         | Tldr: create a new visionOS app from the menu, it'll prompt to
         | download the support files correctly.
         | 
         | Had a similar issue after doing the Xcode 15 beta 2 download
         | with both iOS 17 and visionOS 1 simulator checked. When
         | creating a new visionOS App it would tell me that I'm missing
         | the device/simulator support and prompted to install it. After
         | confirming this it would show a download for a build that ended
         | in xxxxxxxg instead of xxxxxxxf as was part of the download, so
         | I assume that part was updated in the background and now is no
         | longer the correct reference.
         | 
         | HTH
        
         | saagarjha wrote:
         | Restart?
        
       | alkibiades wrote:
       | so anyone got any good app ideas? wouldn't mind prototyping
       | something
        
         | elcritch wrote:
         | Gamiyfing museums and historical locations!
         | 
         | Years back I did a "startup training" weekend. My team decided
         | to use my idea of gamifying museums and historical sights. The
         | team was fun and had some good puns!
         | 
         | I'd originally thought it'd be fun to play a version of the
         | "floor is lava game" at the ruined temple where they partly
         | filmed the Temple of Doom. I still wish I could do that
         | someday! A sort of historical scavenger game would be really
         | fun way to engage the history of the place.
        
         | losvedir wrote:
         | An eye tracking measuring app, so I can just look from corner
         | to corner to corner and don't have to break out my measuring
         | tape.
        
           | jes5199 wrote:
           | add a protractor and a compass too. maybe a level
        
         | m3kw9 wrote:
         | Some violent little game where it turns all occupants into
         | zombies with real gore
        
         | MikusR wrote:
         | https://www.oculus.com/experiences/quest/
         | https://applabgamelist.com/Best
        
         | m3kw9 wrote:
         | Turn your room into 1:1 scale and everything remodeled into
         | over the top designs.
        
         | reaperman wrote:
         | https://apps.apple.com/us/app/human-anatomy-atlas-2023/id111...
         | 
         | https://anatomy3datlas.com
         | 
         | This, but with movement. Also do pose detection on others or a
         | mirror and see the organs move in a scientifically accurate
         | way.
         | 
         | ---------------------
         | 
         | Bring real-world objects into VR but render them in the style
         | of the scene which already exists. (99% sure not possible with
         | this API). Basically, if I'm playing a flight simulator/etc, I
         | want to be able to see my water bottle, keyboard, mouse, cell
         | phone, etc so that I can easily grab them. But I don't want the
         | immersion to be broken.
         | 
         | ---------------------
         | 
         | Track conversations I have with other people and use an LLM to
         | remind me about the relevant conversation history we've had.
         | 
         | ----------------------
        
         | graypegg wrote:
         | Silly little AR models maybe? The thing I've trying to cobble
         | together at the moment is a flag waving simulator like
         | https://krikienoid.github.io/flagwaver
         | 
         | So custom image texture on a model with some animation, so you
         | can checkout how a flag design would look when flying.
        
         | A4ET8a8uTh0 wrote:
         | I was thinking of doing something simple and silly like a model
         | of our solar system with the idea that you can get close ups to
         | everything based on recent high res. images ( ok, maybe that
         | part is not that simple ).
        
           | classified wrote:
           | Like, an AR version of Celestia. That would be great!
        
           | wlesieutre wrote:
           | A virtual planetarium like Stellarium could be pretty amazing
           | in VR
        
             | ohgodplsno wrote:
             | Nothing can beat the sheer scale of Space Engine when it
             | comes to VR space exploration experiences.
        
             | dylan604 wrote:
             | That was one of the very few apps they showed in the demo.
        
           | zeristor wrote:
           | This is starting to remind me of the Total Perspective Vortex
           | from Hitch Hikers Guide to the Galaxy.
           | 
           | I believe you needed to be insane, and drunk to survive it.
           | 
           | On the flip side you do get a sense of the full size of the
           | Universe.
        
             | A4ET8a8uTh0 wrote:
             | Hmm, how about Simpson zoom out simulator, where you move
             | further and further away only to end up back at cellular
             | level again?:D
        
         | briandear wrote:
         | An app that solves dyslexia.
        
         | crooked-v wrote:
         | A virtual duck that wanders around, occasionally quacking. The
         | quacking is appropriately muffled if the duck is 'behind' a
         | real object.
        
           | wlesieutre wrote:
           | Duck Hunt, but the duck is waddling around your house and you
           | shoot at it with finger guns that make cartoon "BANG!"
           | effects
        
           | sgu999 wrote:
           | and if you catch its eyes while looking confused, it runs to
           | sit on your laps and ask you to explain to it what's wrong
        
           | dylan604 wrote:
           | A virtual cricket. The goal is to find it before you go
           | insane
        
           | Timon3 wrote:
           | I will not use this unless it has a goose mode.
        
         | scheeseman486 wrote:
         | A virtual CRT simulator, emulating the various attributes of
         | CRT displays. Shadow masks/aperture grilles, phosphor glow,
         | bloom, geometric distortions. EmuVR does some of this already
         | but it'd be a fun novelty to have such a thing in a AR headset
         | with Vision Pro's resolution and other capabilities.
         | 
         | The lack of a 60/120hz mode will cause inevitable stutter, but
         | that's going to be the case with any 60hz content (24p will be
         | fine due to the 96hz mode).
        
           | cubefox wrote:
           | The resolution of the Vision is probably not high enough for
           | that. The Micro-OLED screens themselves are something like
           | 4k, but that's stretched over the entire field of view. The
           | CRT screen would cover just a small fraction of that.
        
             | scheeseman486 wrote:
             | Depend how close you are, the resolution of the CRT etc.
             | There's also the temporal accumulation from the micro-
             | movements the head makes, so you're never sampling a fixed
             | grid.
             | 
             | It's already quite effective in EmuVR even on lower end
             | HMDs, get close enough to the virtual TVs and you can see
             | the individual RGB phosphor dots. Moire is pretty bad at a
             | distance though.
        
           | sfpotter wrote:
           | Nice. It's like a lame version of The Matrix. Instead of
           | going to a fantastic and amazing virtual world I get to
           | ~virtually~ be in the same room I'm already in but with a
           | crappy CRT monitor. For the sake of nostalgia, I guess?
        
             | scheeseman486 wrote:
             | Nostalgia sure, but also preservation. CRTs have visual
             | characteristics that flat panel monitors can't fully
             | emulate, which matters in that a lot of media was created
             | for display on them and only look correct when viewed that
             | way, mostly old video games. Current AR headsets can't
             | fully replicate it either, that'd require 1000hz+ high
             | contrast screens so the beam scanout could be emulated. But
             | it'd do a better job than a flat panel, particularly with
             | CRT's more physical attributes like the thick curved glass
             | and the layers underneath it.
             | 
             | Or, I dunno, they could single-handedly port Half Life
             | Alyx. But I feel like the virtual CRT thing is more
             | manageable.
        
               | cubefox wrote:
               | CRT monitors had exceptional "motion clarity", because
               | they worked more like a fast strobe light than displaying
               | a sequence of frozen frames for a fraction of a second,
               | like current flat screens. The former is apparently
               | better at tricking our eyes to perceive it as fluid
               | motion. OLED monitors could theoretically emulate that,
               | to some degree, with black frame insertion. But
               | manufacturers hate to implement it, perhaps because it
               | causes wear. It also makes the screen dimmer.
               | 
               | CRTs also had no native resolution. They would instead
               | change resolution physically, which made fuzzy
               | interpolation unnecessary.
               | 
               | For a long time, they also had much higher refresh rates
               | and better contrast than LCDs, though this has been
               | matched in recent times.
        
               | scheeseman486 wrote:
               | I had a 21" Sony Trinitron for a computer monitor through
               | the 2000s. 100hz at 1600x1200, it bested everything I
               | bought after it for years. Until something in it popped,
               | anyway.
               | 
               | CRTs didn't have a native resolution, but colour ones did
               | have either masks or grills with individual RGB subpixels
               | just like a flat panel. There was still interpolation in
               | a sense, it was just done physically instead of
               | transforming a framebuffer. If you made a CRT photon gun
               | accurate enough that it could reliably address those
               | subpixels it would then have a "native" resolution.
               | 
               | e: Also, a heads up that VR headsets strobe by default,
               | it's part of what makes them work at all. Even LCD
               | models, where they strobe the backlight.
        
           | smikhanov wrote:
           | This one is not for AR/VR, but still:
           | https://github.com/Swordfish90/cool-retro-term
        
         | sfpotter wrote:
         | An app that does nothing except the default pass through and
         | says in a booming voice every 10 seconds "YOU WILL DIE
         | ALONE..."
        
           | Gunnerhead wrote:
           | It's like the opposite of a meditation app, an anxiety
           | inducing app. Love it!
        
         | tiahura wrote:
         | Alternative app store?
        
         | robertn702 wrote:
         | An app that corrects your vision while using passthrough mode
         | and makes it look like you're wearing glasses from the outside.
        
       | mellosouls wrote:
       | Already being discussed:
       | 
       | https://news.ycombinator.com/item?id=36423648
        
         | cududa wrote:
         | Yeah but that's all people debating the merits of Vision Pro,
         | not the actual sdk/ documentation released..
        
           | mellosouls wrote:
           | The original link is to essentially the same info as this,
           | regardless of the conversational direction.
        
             | KnobbleMcKnees wrote:
             | One is a link to a press release and the other to technical
             | documentation. Hardly the same even if the the high level
             | summaries bear some resemblance.
        
               | mellosouls wrote:
               | Oh please, it's the exact same subject.
        
               | imwillofficial wrote:
               | But not the same information.
        
       | tiahura wrote:
       | https://developer.apple.com/documentation/visionos/interacti...
       | 
       | So, if I setup xcode, I can install the sdk and run the
       | Simulator?
        
         | gpm wrote:
         | I had to sign up as a developer and agree to terms of service
         | including a surprisingly restrictive NDA as well, but yes.
        
           | dylan604 wrote:
           | > including a surprisingly restrictive NDA
           | 
           | have you never heard of the Apple NDA before now? they are
           | pretty much famous (infamous?) for their NDAs.
        
             | DANmode wrote:
             | For partners, vendors, sure, everyone's heard of that.
             | 
             | Didn't realize that extended to the creator of Flappy Bird!
        
               | dylan604 wrote:
               | If you do business with Apple, you're going to be under
               | an NDA
        
             | gpm wrote:
             | They are, I just didn't realize it extended to downloading
             | a free sdk.
        
       | hourago wrote:
       | The main problem I see with developing for VisionOS is the lack
       | of reach. I expect that after the initial novelty the user base
       | will be reduced further.
       | 
       | The closed development ecosystem of Apple is alluring because it
       | offers access to its iOS devices.
       | 
       | But what makes it worth the effort to learn a new SDK, or even
       | buy a MacOs device to develop for it, for just a few thousands of
       | devices?
        
         | TexanFeller wrote:
         | Apple customers are one of the few consumer segments that don't
         | mind paying for software. Apple captures a huge chunk of app
         | revenue, massively outsized compared to their user base and far
         | more than Android. One of the big reasons I don't try Android
         | anymore is the last time I did so many of the apps were adware
         | with no option to buy an ad-free version - I guess they don't
         | bother because Android customers statistically won't pay.
        
         | code_runner wrote:
         | I'm personally really torn on this. I don't think the user base
         | will reduce though... especially if people spent that sort of
         | money.
        
           | XorNot wrote:
           | If you can afford it, you can also afford to let it sit on
           | the shelf gathering dust though.
           | 
           | Which is what my Vive does these days.
        
         | grouchomarx wrote:
         | They said the same thing verbatim about iOS
        
           | makeitdouble wrote:
           | Would you apply the same logic to tvOS as well ?
        
         | filoleg wrote:
         | > But what makes it worth the effort to learn a new SDK, or
         | even buy a MacOs device to develop for it, for just a few
         | thousands of devices?
         | 
         | It is the same type of a bet when deciding to start a tire
         | company or a car mechanic shop shortly after the first cars
         | ever were introduced on the roads. You don't bet on the
         | exisitng base, you bet on that base expanding extremely wildly,
         | and you want to secure your position early.
         | 
         | Also, I fully expect to be positively surprised by the sales of
         | VisionPro. Keep in mind, we live in a world where one of the
         | fairly popular flagship android phones (Galaxy Fold) sells
         | retail for close to $2k. And it is still fundamentally a
         | smartphone, it just folds and has a couple nice features due to
         | it that others don't. But none of it is practically
         | groundbreaking. I would be honestly even more surprised, if
         | Apple wouldn't manage to bring a sub-$2k version of their AR
         | device in the following few years.
        
           | ramesh31 wrote:
           | >It is the same type of a bet when deciding to start a tire
           | company or a car mechanic shop shortly after the first cars
           | ever were introduced on the roads. You don't bet on the
           | exisitng base, you bet on that base expanding extremely
           | wildly, and you want to secure your position early.
           | 
           | A lot of people (and billions of VC) made that bet in 2016
           | with the first wave of headsets. It didn't pan out, and they
           | got burned (myself included).
           | 
           | Here's hoping Apple is in this for the long haul, as they are
           | basically the last hope for consumer VR reaching mainstream
           | adoption.
        
             | cubefox wrote:
             | Hardly the last hope. So far the only successful headset is
             | the Oculus Quest and it was made by Meta, not Apple. It had
             | multiple new features: internal processor, inside-out
             | tracking, camera passthrough, very low price. The Quest
             | headsets have sold 20 million units. In terms of features,
             | the Vision is basically an ultra expensive premium Quest,
             | combined with a heavier software focus on AR and finger
             | tracking instead of controllers.
             | 
             | It is clear that Meta tries to conquer the market from the
             | low price end, which seems to work, as there hasn't been an
             | expensive headset (like the Valve Index) which sold
             | anywhere as many units as the Quest. Now Apple doubles down
             | on the high price end route. It will be interesting to see
             | which price approach proves successful in the long run, or
             | whether they both converge at some sort of compromise. I
             | wouldn't say Apple's approach has an obvious advantage.
        
               | vel0city wrote:
               | Oculus Quest wasn't the first commercial HMD with inside-
               | out tracking.
               | 
               | Windows Mixed Reality headsets came out October 2018 with
               | inside-out tracking. Oculus Quest came out May 2019.
               | 
               | The Vive technically could do camera passthrough, but I
               | never saw anything actually supporting it well and it
               | wasn't very high quality at all. The Vive Pro which also
               | released before the Quest even had two cameras for
               | stereoscopic passthrough.
        
               | ramesh31 wrote:
               | >The Quest headsets have sold 20 million units
               | 
               | This is kind of my point though. Over a hundred billion
               | dollars invested by Facebook to sell 20 million units
               | over 5 years (all at or below hardware cost). That's
               | still a tiny drop in the bucket compared to mainstream
               | adoption in the sense of iPhones and iPads. You could add
               | up every headset ever sold by any company since Oculus 1
               | released in 2016, and it would still be less than the
               | number of iPhones sold last year alone, both in units and
               | revenue.
               | 
               | We are still waiting to see whether it will happen for
               | VR. Apple just announced the first true second gen
               | headset, so hopefully that does the trick.
        
               | refulgentis wrote:
               | I hope I live to be old enough that things sold to
               | millions can succeed with their own story, instead of
               | being subjected to eternal comparison to the iPhone story
               | 
               | It launched my career, but it's such a poor comparison
               | point for success. The iPhone replaced existing phones,
               | it wasn't a de novo market, or even technology really.
               | 
               | I didn't review your FB #s carefully, but my guess is it
               | performs some sort of coarse operation to guesstimate
               | incremental employee cost due to VR
        
               | ramesh31 wrote:
               | >I hope I live to be old enough that things sold to
               | millions can succeed with their own story, instead of
               | being subjected to eternal comparison to the iPhone story
               | 
               | VR has absolutely "succeeded" in the sense that it's a
               | neat toy to play games with that we didn't have before.
               | But for it to be anything more than that, yes the iPhone
               | analogy is apt. Otherwise it remains a niche PC gaming
               | peripheral, and nothing more (i.e. where we've been stuck
               | for the last 5 years).
        
             | rafark wrote:
             | This is Apple though. It is very likely that this will be a
             | successful product. How many windows mobile/Symbian devs
             | were burned before the iPhone came out?
             | 
             | If you can, you should totally give it a shot.
        
         | sandoze wrote:
         | This is a great question that will likely be subsidized by
         | their development community. The smart move here is making the
         | SDK available, hopefully hardware for development in the near
         | future, and (most importantly) a market place available on day
         | one for consumers.
         | 
         | We can never predict the future and can safely assume this will
         | never have the reach of their phones, tablets, or computer
         | market. But it is tempting to play the App Store lottery before
         | the clones roll in!
        
         | pesfandiar wrote:
         | The user base may be small but they'll be unusually wealthy.
        
           | pavlov wrote:
           | When the iPhone App Store launched there was an app called "I
           | Am Rich" which was a picture of a ruby that cost $999. It
           | sold many copies.
           | 
           | Sadly I bet Apple won't allow it this time around.
        
             | zakki wrote:
             | Maybe they'll allow it if it is an immersion app.
             | 
             | *I'm thinking of a comic that picturing Donald Duck's uncle
             | swimming in a pool of gold coins
        
             | dag11 wrote:
             | > many copies
             | 
             | Specifically 8 copies -- which I absolutely agree counts as
             | "many copies" for what it was!
        
               | frereubu wrote:
               | Two of which were refunded...
               | https://en.wikipedia.org/wiki/I_Am_Rich#Purchases
        
         | m3kw9 wrote:
         | You mean 10 million devices that's the estimate Apple puts.
         | This isn't Play date or go fund me project
        
           | makeitdouble wrote:
           | Apple's marketing department telling us they'll be selling a
           | lot if of little help to be honest.
        
         | ramesh31 wrote:
         | >But what makes it worth the effort to learn a new SDK, or even
         | buy a MacOs device to develop for it, for just a few thousands
         | of devices?
         | 
         | This is a new official platform from Apple, not some random
         | Google experiment. They don't do something like that willy
         | nilly. This will be supported for decades to come now, and be
         | the basis for who knows how many products. It's about getting
         | in at the ground floor, a la iOS circa 2007.
        
           | thyselius wrote:
           | I hope you're right. I've had a US top 10 grossing game
           | (Bowling) on Apple TV for years and the income it's not
           | enough to pay one salary. We thought it could be a great
           | gaming platform for people without PS/Xbox, but unfortunately
           | this did not happen. Apple TV is probably great for Netflix
           | etc though.
        
           | pavlov wrote:
           | On the other hand you could also have got in at the ground
           | floor for tvOS or watchOS, and probably don't have much to
           | show for it.
           | 
           | Not all Apple platforms are enormously successful for third
           | parties.
        
             | imwillofficial wrote:
             | Those were both ancillary platforms meant to augment their
             | main platform, computing.
             | 
             | This is different, this is a potential replacement for
             | their core products.
        
               | makeitdouble wrote:
               | The iPhone entered a market that was already huge and
               | relatively mature, to further expand it in value.
               | 
               | AR/VR is far from that. I hope Apple's entry boosts it a
               | lot further, but comparing it to the iPhone feels like
               | there's only disappointment in waiting, even if it fairly
               | succeeds like the Watch does for instance.
        
       | hnthrowaway0328 wrote:
       | The virtual environment reminds me something described by
       | u/patches765 (a user active on reddit regarding DND sessions).
       | Basically he was active in a Startrek MUD decades ago for a
       | while, and one of the administrator asked him to perform a task:
       | take a (virtual) dog and do some scripting, so that he can assess
       | his programming ability.
       | 
       | Now that this is definitely not a new idea, but I'd imagine, in
       | the future, if the metaverse does sprang up, maybe we will see
       | the same thing: Hey John Doe here is a widget which is a small
       | window in the metaverse room 211, please write a script and make
       | it interesting, you can do anything.
       | 
       | That definitely sounds very interesting. Man since I have a
       | macbook pro at work, I might actually try it out, at least in the
       | simulator.
        
       ___________________________________________________________________
       (page generated 2023-06-22 23:01 UTC)