[HN Gopher] Vision Pro: What we got wrong at Oculus that Apple g...
       ___________________________________________________________________
        
       Vision Pro: What we got wrong at Oculus that Apple got right
        
       Author : wolverine876
       Score  : 755 points
       Date   : 2024-03-15 03:15 UTC (1 days ago)
        
 (HTM) web link (hugo.blog)
 (TXT) w3m dump (hugo.blog)
        
       | wolverine876 wrote:
       | The author is former head of Oculus at Meta, Hugo Barra
       | 
       | The full title, which of course wouldn't fit:
       | 
       |  _Vision Pro is an over-engineered "devkit" // Hardware bleeds
       | genius & audacity but software story is disheartening // What we
       | got wrong at Oculus that Apple got right // Why Meta could
       | finally have its Android moment_
       | 
       | I think my edit is the best summary.
        
         | dang wrote:
         | Yes you did a great job with that, which probably helped it get
         | attention, too--a good thing, since it's an interesting
         | article. Thanks!
        
           | wolverine876 wrote:
           | I saw you reposted it (or whatever that mechanism is) so
           | thank you.
        
       | pavlov wrote:
       | Great article. It's so long, the four-part title is deserved and
       | necessary to understand what's here.
       | 
       | I found this part somewhat funny or perhaps disingenuous:
       | 
       |  _> "I admit Vision Pro is the ultimate tech toy, but since I'm
       | not an active developer I can't justify the $4,049.78 price tag
       | (512GB model + California sales tax) simply for keeping up with
       | the VR market, so I returned my Vision Pro for a full refund
       | inside the 14-day return window."_
       | 
       | Mr Barra has held VP positions at companies like Google, Xiaomi
       | and Meta since 2008. He's obviously a multimillionaire just from
       | stock awards. Surely he can afford a $4k toy...
        
         | Almondsetat wrote:
         | it's about not indulging in useless purchases, which is one of
         | the ways you stay wealthy
        
         | diab0lic wrote:
         | Being a multi millionaire isn't really relevant here. If you're
         | not the type of person who spends $4k on a tech toy then you'll
         | have a hard time justifying it.
        
           | chongli wrote:
           | I think even at $100 the AVP is hard to justify for most
           | people. It's a solution in search of a problem (which I feel
           | is generally the case for all VR tech).
           | 
           | Overall though I think the issue is common across consumer
           | tech. The space is extremely saturated. People have so little
           | time left it's crazy. Devices monopolize people's attention.
           | I wonder if we'll figure out a way to move past this, as a
           | species, and get back to more meaningful interactions.
        
         | mikedouglas wrote:
         | He explains earlier in the article that he tries to apply a
         | "consumer" lens to all tech purchases, so he can more honestly
         | evaluate them.
         | 
         | The point being that he's applying a bunch higher bar than
         | someone with his interests and net worth would otherwise apply.
        
         | KLejmooo wrote:
         | He wrote "can't justify".
         | 
         | I need to call myself also 'rich' (because of values i hold but
         | can't liquify and i earn enough that i could buy more expensive
         | toys without thinking too much about it) but this doesn't mean
         | my mindset changed.
         | 
         | I have to remind myself that i can afford certain things or i'm
         | wasting too much thought about prices of products.
         | 
         | This probably shows a more realistic, less material and proper
         | upbringing of Mr Barra than 'not being able to afford it'
        
           | noneeeed wrote:
           | Likewise. I could absolutely afford one, but I can't justify
           | one.
           | 
           | I'm the same with a smartwatch. I'd like one, but if I got
           | one it would need to be cellular so I can leave my phone at
           | home most of the time. But I just can't justify the cost for
           | the utility I would get.
           | 
           | In some way, this is probably one of the reasons I'm in the
           | situation that I can buy these things, because of all the
           | other things I have not bought in the past.
        
             | tombert wrote:
             | Just an FYI in regards to a smart watch; if you're in the
             | US, check your health insurance. Some of them have an offer
             | of "if you go to the gym N times, you can have an Apple
             | Watch for free or at a discount".
             | 
             | It sort of makes sense; the calorie counting feature on my
             | Garmin has actually been really helpful in me losing
             | weight, and I think the insurance companies feel like
             | nearly anything to help people lose weight is probably
             | going to save them money in the long run.
        
           | tombert wrote:
           | I'm hardly "rich" but I do alright, but similarly there are
           | plenty of toys that I certainly could "afford", but can't
           | really justify.
           | 
           | For example, I would really like a real pinball machine, but
           | a nice refurbished one or brand new one cost anywhere between
           | $3,000 and $10,000. If I wanted, I could save up for a bit
           | and buy one, but it's really hard for me to tell myself that
           | $5,000 for a toy is "worth it", so I never have.
           | 
           | The most extravagant toy that I've purchased in the last few
           | years with the MiSTer, and even that was a little hard to
           | justify.
        
         | pookha wrote:
         | He's been heading up a small health-care startup since 2020.
         | I'd be surprised if he was swimming in cash and liquidity (like
         | he's used too). Companies can no longer write off R&D for the
         | year that they've spent it. Countries like China have major R&D
         | sectors because they allow softare development to be a tax
         | write-off. The US killed this in 2022. Maybe he -- like many of
         | us -- just can't justify spending money on luxury VR goggles
         | given the circumstances.
        
         | zht wrote:
         | I have found that many of the affluent engineers that I know
         | exhibit this sort of... line of thinking. this how should I
         | say, false frugality, that at the end of the day doesn't really
         | move the needle much (since they're making 200-300+K TC
         | minimum) but makes them feel good
         | 
         | people who will, instead of directly using their subsidized
         | subsidized clipper card benefits, will load their clipper card
         | with credit cards for the 2% cash back, and then manually
         | submit an expense, creating an operational burden for their
         | company finance team so that they personally can read the
         | benefits of... $25 a year in cash back
         | 
         | people who will take UberPool/Lyft Line to save 4-5 dollars for
         | their commute home at the expense of an extra 20/30 minutes
         | instead of either a) just taking public transit or b) taking a
         | regular uber
         | 
         | people who will buy take out containers and bring them to work
         | to take company-provided catered food so that they can save $20
         | a day
         | 
         | people who will use credit cards to buy gift cards at grocery
         | stores for 5% cash back (obviously if you buy a $1000 gift card
         | for $50 cash back, that's great but you run the risk of either
         | losing the card/and thus losing cash/losing the credit card
         | purchase/price matching benefits/etc etc)
         | 
         | all in all I think regardless of income/net worth sometimes
         | it's not about the money. they can afford it. but it just feels
         | _good_ to save a little bit of money relative to your net worth
         | way more than the actual financial impact
        
           | the-rc wrote:
           | Those all pale compared to Buffett taking Gates to McDonald's
           | while they were in Hong Kong. And paying with coupons.
        
             | blitzar wrote:
             | He flew him there on a private jet for the meal, it was a
             | $500,000 trip to mcdonald's.
        
         | fkyoureadthedoc wrote:
         | Rich, literally headed Oculus at Meta, extremely relevant to
         | his career and interests, spends many hours writing at least
         | one article about the device. But no, can't justify the
         | purchase. If this guy can't justify the purchase who can??
        
         | jrmg wrote:
         | I balked at this too - more because the idea of returning
         | something I bought that arrived in perfect condition, after
         | I've given it a fair amount of use, just because I decide I
         | don't like it never occurs to me. It feels vaguely entitled and
         | unethical. In my head, you can't return things you've used!
         | 
         | In this situation I'd either keep it and use it infrequently
         | (or maybe it'd grow on me), or perhaps sell it.
        
           | layer8 wrote:
           | It's a legitimate form of "try before you buy" for online
           | purchases. Even when buying in-store where you can try it
           | before purchase, the demo is rather limited in time and
           | exploration freedom to really make an informed decision.
           | Companies like Apple know that their lenient return policy is
           | worth the extra purchases it generates.
        
       | KingOfCoders wrote:
       | I like my Oculus Rift. But the software is so bad. It is
       | confusing, after a month not using it, I don't know where each
       | setting is. Sometimes I misconfigure, and there is no easy way to
       | reset it and move everything into view again. Hardware is fine
       | for my needs (playing Alyx), but the software looks like somthing
       | bought from seven sources and glued together.
        
         | wolverine876 wrote:
         | Is there something inherently difficult or novel about VR
         | operating software that would make it difficult to design or
         | implement controls? I can understand tracking hands is
         | difficult, but I mean the problems you have.
         | 
         | It seems crazy that after investing so much in the 'hard part',
         | the VR hardware and software itself, they'd drop the ball on
         | what seems mundane - basic design of UI controls.
        
           | KingOfCoders wrote:
           | No I don't think so. They just miss the Apple attitude of UI.
           | 
           | It's like the Windows setting system. I'm using Win11/WSL,
           | and while it works, the Windows settings are a mixture of
           | Win95/Aero/3rd Party Plugins (Nvidia)/Win11 and some things
           | that just look like Win3.1.
           | 
           | Googling to change DNS settings:                 Step 1: Open
           | the Control Panel. ...       Step 2: Open Network and Sharing
           | Center. ...       Step 3: Choose the connection. ...
           | Step 4: Change adapter settings. ...       Step 5: Choose
           | Internet Protocol Version 4 (TCP/IPv4) ...       Step 6:
           | Click on Properties. ...
           | 
           | So I don't think it has anything to do with VR
        
             | vel0city wrote:
             | This is old Windows. On Win11:
             | 
             | Settings
             | 
             | Network and Internet
             | 
             | Choose either your wifi or Ethernet
             | 
             | Click Edit next to DNS Server Assignment
        
               | thfuran wrote:
               | Have they finally unfucked the settings and brought them
               | all into a consistent ui, or have they just moved that
               | particular one to yet another new layer?
        
               | mavamaarten wrote:
               | It's definitely not all there yet. When fumbling with
               | sound devices, the first thing I do is try to find the
               | old menu which is luckily still there.
        
               | jorvi wrote:
               | Yep. Microsoft has taken a lot of effort in the last two
               | years to empty out Control Panel and get everything into
               | Settings, along with unifying everything into the Win11
               | Fluent (or whatever it is called these days) style.
               | 
               | To be honest, in a lot of cases when you need "Advanced $
               | Settings" it still kicks you into the old Control Panel-
               | style pop-up windows, but at least it's almost all in one
               | place now.
        
               | wolverine876 wrote:
               | Let's not give them credit for having two subsystems
               | called 'control panel' and 'settings'. That it happened
               | even once is an embarassment, and I think they started
               | that with Windows 8.
        
               | int_19h wrote:
               | That is indeed when it is started, but that's the one and
               | only time - it's just that this transition is _still
               | ongoing_ , after 11 years. By now everything that a
               | casual user might need is in the "new" settings, and much
               | of the advanced stuff is as well, but it's not complete.
        
           | bee_rider wrote:
           | It's a new UI paradigm, not just a new UI toolkit or
           | something like that. I think those are quite difficult, I can
           | only think of like 4 in the computer space: text & terminals,
           | windows mouse and keyboard, menu driven (consoles & cable
           | boxes), and smartphone.
           | 
           | We don't come up with totally new ways to interact with our
           | computers often. And Facebook has never stood out for their
           | UI brilliance.
        
         | whywhywhywhy wrote:
         | It's gone through so much reshuffling and clearly been kicked
         | around internally between managers/PMs.
         | 
         | The earlier versions were much easier to use and the later ones
         | can become quite a nightmare to setup navigating the
         | oculus/meta/facebook account silliness then ultimately it all
         | feels a lot jankier than very early versions of the software
         | both in Rift and Quest respectively.
         | 
         | Think if Zuck believes in this going forwards it would be wise
         | to focus on removing some of this platform bureaucracy
         | friction, took me 15-20 minutes to get my Quest up and running
         | and logged in after not using it for 18 months.
        
           | fossuser wrote:
           | Yeah it's wildly, embarrassingly bad - to such a point it
           | feels like Zuck must not be using it. Maybe most of his
           | attention is on the AI stuff and the Ray Bans?
           | 
           | There's a ton of half-baked old ideas in the UI, it's
           | extremely confusing. Even basic stuff like trying to add my
           | dad as a friend is super hard to do.
           | 
           | Literally every person I've helped set it up has also had to
           | do a full manual restore (holding down hardware buttons to
           | reset from a boot menu) because they app fails to connect
           | during initial setup or there's some bug with adding payment.
           | 
           | Someone really needs to go into that team and rip lots of
           | stuff out.
           | 
           | Their touch controllers and basic UI navigation are good
           | though.
        
             | ryandrake wrote:
             | Attaching a computer-tethered VR display _should_ be as
             | much of a non-event as plugging in a monitor. The Rift's
             | software experience is so unnecessarily sad.
        
               | Mindwipe wrote:
               | It would also be nice if a company as big as Meta could
               | invest enough to make the Mac experience not literally
               | "go and buy a different machine."
        
             | veidr wrote:
             | Did Mark Zuckerberg _ever_ actually use it? I felt like it
             | got shitty after John Carmack left FB. I don 't think he
             | was direct in the UI side much (more like increasing
             | framerate in software updates) but I got the sense that as
             | VR CTO or whatever he was able to say "Hey -- what, come
             | on, fuck that shit get rid of it" but now there is nobody
             | to do that job.
        
               | esafak wrote:
               | I hope he said it just like that!!
        
       | ramboldio wrote:
       | > The Apple Vision Pro is the Northstar the VR industry needed,
       | whether we admit it or not
       | 
       | I think that sums it up pretty well. More companies should launch
       | products like that!
        
         | theodric wrote:
         | Incomplete, with a poor launch app ecosystem, dependent on
         | owning another of the company's devices to scan your head to
         | get a rather variable quality of mask fit, and when that phone
         | guesses wrong it costs the customer a further $300 for a second
         | guess? As long as the fans keep paying, I suppose you're right.
        
           | dylan604 wrote:
           | you just described the first iPod, iPhone, and iPad. they
           | _were_ right about them. you could see where they would
           | assume the magic would happen again just from hubris.
        
             | ulfw wrote:
             | None of them cost even half as much as this thing. What's
             | with the endless comparisons with previous Apple products
             | that were completely different in a completely different
             | market and competitive environment.
        
               | dghlsakjg wrote:
               | They are being compared because the criticisms are the
               | same or very similar.
               | 
               | The iPhone was form over function, no keyboard, no apps,
               | and too expensive. You can't even use a stylus with it!
               | It doesn't do anything that my phone and ipod don't
               | already do better.
               | 
               | The iPad was absolutely roasted for just being a giant
               | expensive iPhone with a dumb name, it doesn't even have
               | its own apps. It doesn't do anything that my iPhone can't
               | already do.
               | 
               | The iMac was underpowered and overpriced, didn't even
               | have a floppy drive, didn't have real connectors just
               | something called USB that no one had ever heard of, it
               | wasn't compatible with 99% of the software on the market.
               | It doesn't do anything that my PC doesn't already do.
               | 
               | We see all these products as unmitigated hits now, but at
               | the time they launched, it was still very much up for
               | debate.
        
               | dylan604 wrote:
               | If you read the unwritten subtlety of the phrasing, you
               | can see I'm not exactly comparing these devices. Instead,
               | I'm providing an example of where the company's ego would
               | allow them to think that whatever device they do release
               | would eventually be a smash hit. I intentionally didn't
               | list all of the ways these devices are not the same, as I
               | assumed that the audience would be able to put 1+1
               | together. I guess I'm yet again reminded of why it is bad
               | to assume
        
             | wolverine876 wrote:
             | Also, as with the iPhone, etc., they appear to have solved
             | the fundamental problems: in this case, screen quality, UI,
             | and hopefully presence in the surrounding environment.
             | 
             | From here they hardware will get cheaper, the bugs can be
             | worked out, and everything will become more refined.
        
         | ilrwbwrkhv wrote:
         | It's not though. It has all the problems of previous VR
         | headsets. Heavy, digs into your face, gets warm and sweaty,
         | field of view is limited.
        
           | whynotminot wrote:
           | It has many of the problems, but it also has crucial
           | improvements (mostly nails the user interface, vastly better
           | pass-through, massively better screens). Did you read the
           | article or just immediately come here to drop comments?
        
             | lern_too_spel wrote:
             | The author is also delusional, having pushed Oculus before
             | VR was ready for the masses. It wasn't then. It isn't now.
             | The technology won't be good enough for a decade.
        
               | whynotminot wrote:
               | I don't think anyone is saying the AVP is a mass market
               | product, and neither were the early Oculus products.
               | 
               | VR as a category is niche. Apple will expand the public
               | consciousness of it, but at $3,500 AVP is also niche.
               | 
               | There's nothing wrong with that. If it takes a decade for
               | the tech to be good enough so be it--I'll be glad people
               | were innovating and experimenting in the interim to get
               | it right, and that the folks willing to sign up as beta
               | testers helped push progress forward.
               | 
               | People get mad about this stuff--you don't have to buy
               | it! I still haven't and probably won't until it feels
               | more ready.
        
       | protoman3000 wrote:
       | No matter how much I contemplate about it, there was still no
       | "killer" app that affords me to buy a VR set. I've tried them,
       | it's nice. But it really has no place in my life. And how could
       | this change? Even with better displays etc. the whole idea of
       | disconnecting my main sense - the eyes - from my surroundings is
       | so strange to me that it seems irreconcilable.
       | 
       | Can anybody relate?
        
         | iancmceachern wrote:
         | I'm in the same boat. I have no desire for these. If anything,
         | I'm trying to reduce my screen time and increase my access and
         | accessibility to the real world. This feels like the exact
         | opposite.
        
         | reportgunner wrote:
         | The killer app for VR is the novelty of putting it on for the
         | first 15 minutes / first 2 hours (depending on if you suffer
         | from motion sickness or not) imho. Thiking about it we would
         | have VR predecessors in shape of screens attached to our
         | forehead if this way of using technology was useful. We don't
         | have that though so VR has nothing to replace.
         | 
         | PS: I bought a VR headset to check my bias and I don't use it
         | because it's just uncomfortable to wear.
        
           | idontknowifican wrote:
           | i felt this way too. i did buy the AVP because of the 14 day
           | return policy. i ended up using it four hours a day, which is
           | all of my non meeting work time.
        
         | tempest_ wrote:
         | Same.
         | 
         | The tech is interesting but I am still waiting for the software
         | to show me something that doesn't feel like a gimmick.
        
         | grecy wrote:
         | Absolutely, and it's interesting to realize the same was true
         | for the first couple of iPhone versions, iPads and Apple Watch.
         | 
         | As long as those apps come, it could be great
        
         | Almondsetat wrote:
         | >disconnecting my main sense - the eyes - from my surroundings
         | 
         | which headsets are you referring to? surely not the ones in the
         | article since they have very good passthrough
        
           | adastra22 wrote:
           | Passthrough will never be good enough so as to get rid of the
           | sense of disconnect.
        
             | Almondsetat wrote:
             | You seem to speak from experience, which headsets have you
             | tried?
        
               | adastra22 wrote:
               | It doesn't matter. A perfect form factor like a contact
               | lens or sunglasses would have the same issue. It'd
               | psychologically be like walking around with a phone
               | strapped to your eyeballs. Having screens be localized in
               | physical space is a FEATURE.
        
         | ARandumGuy wrote:
         | I own 2 VR headsets, primarily for gaming. I've had a lot of
         | fun with stuff like Beat Saber or Superhot VR, and Half Life
         | Alyx is an incredible experience that could only exit with VR.
         | 
         | Despite that, VR is pretty much just a cool toy. Yes there are
         | cool and interesting experiences in VR, but there are also a
         | lot of limitations, not all of which are technological. I think
         | VR will stay around for a while, but I don't see it moving past
         | the "cool toy" stage anytime soon.
        
           | J_Shelby_J wrote:
           | The fact that superhot is mentioned so little here tells me
           | what i should think of the opinions of these posters. Q3 +
           | superhot is an amazing experience. It's fun for social game
           | nights and also decent exercise.
           | 
           | AVPro is the best thing to happen to Q3 because the Q3 is
           | ready for prime time at a price point people want and,
           | despite metas reputation, with an open enough platform to
           | support general computing. If you aren't a gamer or aren't
           | consuming 3d content, yeah VR isn't for you. But otherwise,
           | yeah it's a pretty cool experience for the price.
        
         | duxup wrote:
         | I'm going to relate in a different way / non VR user way:
         | 
         | Once in a while I want to get into VR, but understanding all
         | the options and etc makes my head spin and I quit on it, go
         | back to other hobbies. Much of the discussion online, news
         | stories (with any detail) and etc is all very "already knows
         | the VR lay of the land / knee deep in it". It makes it
         | difficult to understand / get the lay of the land. I'm almost
         | burnt out just thinking about looking into it again.
         | 
         | Now if Apple provided a more affordable route in in the future,
         | I know my consistent user experence with Apple would make that
         | choice potentially a lot easier.
        
         | jsheard wrote:
         | I'm open to the idea of VR gaming but the industry just can't
         | seem to break out of the chicken-and-egg problem of hardly any
         | content being made, because hardly anyone has the hardware,
         | because there's hardly any content. Even with Meta and Sony
         | throwing money around for exclusives their libraries are
         | barren, and PC VR is even worse since Valve isn't interested in
         | subsidising game development beyond their one big first party
         | title. It's been this way for years with little change and it
         | stands to get even worse when Meta finally gets tired of losing
         | billions of dollars each year to keep Reality Labs afloat.
         | 
         | Apples current approach to VR doesn't seem like it's going to
         | help the gaming situation much either, since they opted to rely
         | entirely on hand tracking which is much less accurate and
         | capable than the standard-ish controllers used on every other
         | VR platform. Releasing a game on Apple Vision opens up more
         | potential buyers, but comes at the cost of having to
         | accommodate a very limited lowest common denominator input
         | method.
        
         | paxys wrote:
         | Same. Every time I try a VR headset (starting from the Oculus
         | Rift dev kit back in the day with that rollercoaster and other
         | demos) I am blown away by the experience, but then I take it
         | off and never think about it again. VR/AR simply isn't
         | something that is missing from my life, and a decade+ later the
         | software still hasn't made the case for itself.
        
         | whiterknight wrote:
         | I think it's partly generational. We don't see as much value
         | because traditional computers are familiar and get the job done
         | for us
         | 
         | But younger people won't have the same attachment. Young people
         | already use mobile phones for things we would never do outside
         | of a desktop. There is no question that the range of
         | experiences you can have in AR/VR.
        
         | rauljordan2020 wrote:
         | I found the killer app for me with AVP: working. I have my
         | screens in front of me while I'm in front a roller-standing
         | desk with really nice passthrough being able to see my garden
         | outside. Everything looks crisp and the music quality is
         | excellent
        
           | _justinfunk wrote:
           | What kind of work do you do?
        
             | rauljordan2020 wrote:
             | Software eng. It's been amazing to have my terminal, IDE ,
             | github in Safari on one side, apple music in the back, news
             | tickers above the screen, and being able to resize, bring
             | them anywhere with me
        
               | _justinfunk wrote:
               | Thanks.... I was hoping you'd say something that wasn't
               | going to tempt me further.
        
         | divan wrote:
         | I'm not a gamer, but I found shooter games in VR to be
         | extremely cool for procrastination. I can play Contractors for
         | hours.
         | 
         | Last winter I had limited opportunities to excercise, so I
         | tried FitXR and it turned out to be insanely engaging. Reality
         | can't give that level of engagement and multisensory feedback.
         | I did boxing and HIIT daily, and while I don't like to sweat
         | like crazy in my living room, that was extremely positive
         | experience that helped me get through the winter.
        
           | jwells89 wrote:
           | This is a bit of how I feel about Beat Saber modded with
           | community maps.
           | 
           | It's engaging and challenging in a way little else I can do
           | at home is, and it's pretty good for getting some movement
           | and cardio in to boot. The days I play it's almost always for
           | an hour and if it weren't for physical exhaustion I could go
           | longer (once when live-streaming my play to and audio
           | chatting with a family member, I played for closer to two
           | hours straight thanks to having something to distract me from
           | my tiredness).
        
             | divan wrote:
             | Oh yeah, I listen Prodigy only in Beat Saber now :)
        
             | divan wrote:
             | Shooters are less energy demanding though. Even a bit
             | disappointingly so. I even used to put gym hand weights so
             | my muscles get more work to do while playing (also helps
             | with stabilizing the gun, as I don't have gunstock).
             | 
             | Contractors demo:
             | 
             | https://www.youtube.com/watch?v=1gjRRoYwPTQ
        
         | compscistd wrote:
         | For someone who lives in a very small apartment, my WFH setup
         | takes an annoyingly large part of my living space. If I can
         | build a comfortable work environment in VR/AR, I can get rid of
         | my work desk entirely and keep a strong separation between work
         | and my personal life (take headset off and put it + keyboard +
         | mouse away in the closet => done with work). I get to even take
         | it with me so I could work at any desk (in a hotel room, at my
         | parents', etc.)
         | 
         | Even now, I'd love a solution to easily put up and teardown a
         | monitor on my dinner table so I can get rid of my desk.
        
         | jaimex2 wrote:
         | Yeah, the last thing I want is the scurge of Apple, Meta, or
         | any other big tech parasite directly on my face.
         | 
         | They are soulless, passionless, sterile companies with only the
         | goal of market dominance and investor growth. VR is never going
         | to flourish here though I'm sure that won't stop the iSheep
         | lapping it up and buying what marketing tells them to, like the
         | Apple watch.
        
         | bernds74 wrote:
         | Racing sims are the killer app, because depth perception really
         | helps with sense of speed, and tight corners on a monitor are
         | often outside the field of view and you can't just turn your
         | head to look at them.
         | 
         | Even then, it's not something I can do indefinitely. I've
         | played GT7 on a friend's PSVR2, and sometimes elevation changes
         | in particular tend to mess up the brain for a moment. It's
         | somewhat disconcerting. Also, as someone who wears glasses,
         | there's just no way to make the headset fit entirely correctly,
         | and it tends to slip over time and the view becomes blurry.
         | 
         | Outside of that... control schemes are the major issue for me.
         | You can't just blindly walk around in your room without falling
         | over things, so movement is highly unnatural in VR unless
         | you're in a cockpit. And the various attempts at making the
         | player manipulate something with those hand controllers are
         | just embarrassingly bad. I think this is one of the reason why
         | so many VR games feel like toys you play with once before
         | discarding them as a failed experiment.
         | 
         | The only other killer app are pinball simulations. It's
         | surprising how much depth perception can make it so much
         | clearer what the ball is doing, and the downsides of VR don't
         | matter because you're stationary and only need two buttons.
         | 
         | I like racing sims, so I was interested in VR in the early
         | days, but after experiencing it, I decided for now that I just
         | don't want the associated hassle.
        
           | ShamelessC wrote:
           | No offense, but I think you either don't understand how niche
           | racing sims are or don't understand that "killer app" is
           | meant to convey an app which justifies the existence of the
           | device for a broad segment of the market.
           | 
           | And, if anything, Half Life Alyx remains the killer _gaming_
           | app (and it probably isn't either if I'm being honest).
        
             | LordDragonfang wrote:
             | While Alyx is definitely up there in the best VR gaming has
             | to offer, the real killer app has clearly been Beatsaber
             | (hitting both the "gaming" and "workout" use cases). Some
             | quick googling suggests that _half of all Quest users_ have
             | bought a copy, which is insane.
        
               | ShamelessC wrote:
               | Ah, indeed I forgot about Beatsaber. You're definitely
               | correct there.
        
           | starky wrote:
           | Mind that the two racing games I've tried were Redout and
           | Trackmania Turbo, which have some more extreme movements like
           | loops and high speeds, but being sitting in a VR headset and
           | not feeling the accelerations that match your movement is
           | just a recipe for motion sickness even if you don't normally
           | feel motion sick. Add in the shitty FoV in all current VR
           | headsets and I think we are a far way from that being a
           | killer app.
           | 
           | For me the only apps that kept any of my interest are rhythm
           | games like Beat Saber or Pistol Whip.
        
         | dylan604 wrote:
         | > the whole idea of disconnecting my main sense - the eyes -
         | from my surroundings is so strange to me that it seems
         | irreconcilable.
         | 
         | to me, this is the entire point of VR. you want to virtually
         | see something other than what your eyes can see in reality. a
         | situation where you want to be fully immersed into this other
         | space. i totally buy into that.
         | 
         | the confusion of use to me is the AR aspect of it. that's where
         | the limitations take center stage. the limited FOV can't be
         | ignored in AR. my brain buys into the suspension of disbelief
         | for VR, but for AR my brain _knows_ it 's my real world, just
         | limited.
        
         | noneeeed wrote:
         | In terms of straight VR I'm completely with you. As someone who
         | doesn't game they hold no attraction.
         | 
         | The disconnection is also my big issue with VR.
         | 
         | However, as an AR platform, whether it's pass-through or some
         | future passive system, I can see a time when I might get one. I
         | can imagine a significantly better version of the VisionPro
         | that replaces my laptop as my "big" computing device.
         | 
         | I think the form factor _is_ the feature. In the same way that
         | my tablet doesn 't do anything my laptop can't do, but it's
         | form factor makes it useable in different scenarios. I know
         | people who exclusively use iPad Pros as their all-purpose "big"
         | computing device, never touching a laptop.
         | 
         | Before it becomes widespread I can see it being adopted in
         | specialist situations, many of the same things that the
         | Microsoft AR hardware was never good enough for. Hololens was
         | amazing to experience, but no where near amazing enough to
         | actually be that useful. Passthrough AR like the VisionPro
         | might actually manage it.
         | 
         | I don't think it will become something everyone has, but it
         | will fill a slot in the mix of technology for some people,
         | along with smart-watches, phones, tablets, laptops and
         | desktops. Each appeals to different people.
         | 
         | Now, whether the technology ever quite gets there is the big
         | question for me. I think a lot has to improve in the hardware
         | if they can ever make it something I would want to use on a
         | daily basis.
        
         | klenwell wrote:
         | I think the killer app will be online meetings. Online
         | socializing really.
         | 
         | I work fully remote and Zoom/Meet works fine for meetings. But
         | I kinda dread things like team happy hour and find you have to
         | keep them structured like a meeting to work with group video
         | calls.
         | 
         | Visuals aren't even the key factor here. It's audio. I find the
         | obstacle to casual socializing is not being able to
         | directionally focus audio so overlapping conversations are
         | possible.
        
         | wolverine876 wrote:
         | > whole idea of disconnecting my main sense - the eyes - from
         | my surroundings is so strange to me that it seems
         | irreconcilable.
         | 
         | FWIW Apple's fundamental concept is to address that very
         | problem - to not disconnect your eyes from your surroundings;
         | they work very hard so that you can see your surroundings and
         | that others can see your eyes, and so that their apps tend into
         | integrate your surroundings.
         | 
         | (The article talks about it, and the author thinks they are
         | shortchanging VR.)
         | 
         | > Can anybody relate?
         | 
         | The way I personally relate is the old, seemingly fundamental
         | human instinct I have that shows up especially when new tech is
         | incompatible with my existing life. It forces change if I adopt
         | it, which I don't appreciate, and worse I might be compelled to
         | change if it becomes a normal part of life - if it's necessary
         | competitively or to sufficiently fit into society (e.g.,
         | smartphones).
         | 
         | So it's the old story: First I laugh at it (we seem past that
         | for VR); second I say it conflicts with the orthodoxy (my
         | established life, in this case); and third, someday, I'll say I
         | knew it all along. :)
         | 
         | I'm kinda in the second stage, and maybe you are too? As a
         | technologist - that is, as someone whose job is to evaluate and
         | adapt new technologies - I can't afford to indulge that 3-step
         | cycle or I will be giving people advice based on those
         | instincts (1. 'that's ridiculous/vaporware/useless, don't worry
         | about it', 2. 'it's not compatible/applicable for your
         | business', 3. 'it's what everyone is doing!') and fail to be
         | ahead of the curve. Plus, those instincts limit me as a person.
         | So I've needed to learn to recognize that cycle and not act on
         | it, but to evaluate new tech on its own merits.
         | 
         | That turns out to be hard even after lots of practice - it's
         | hard to ignore all the instinct and the constant signals from
         | everyone else, and think for yourself. We're social animals. So
         | it's hard to imagine the killer, high value apps until they are
         | out there, until everyone else signals their value. But some
         | that stand out as possibilities to me:
         | 
         | - AR: Data and metadata on things in the world around me. It
         | seems especially good for work with physical objects: Showing
         | me their specs, diagrams of how they should look, alternate
         | perspectives. Imagine working on your car with AR.
         | 
         | - 3-D VR work rooms: A room with all of your electronic
         | documents, videos, applications, etc. for a project. Also you
         | can have virtual objects - the live control panel from the
         | router, copies of the physical object you are designing, etc.
         | The room can be as large as you want. It seems especially great
         | for teams, where people can bring in documents and objects to
         | share and work on together with everyone else. This seems so
         | much better than current collaboration.
         | 
         | - Presence at things like sporting events: Seats right on the
         | sideline or even views from the field itself: Watch Messi's
         | dribbling and goal form the goalie's perspective. Watch the
         | pitch from the batter's perspective (or the referee's, for
         | those controversial calls). Also for theater, etc.
         | 
         | - 3-D, immersive films and games, of course. Art seems to have
         | great potential, but will need some time to develop, as artists
         | learn the nuances of the medium (and as only games get
         | funding).
        
         | sunflowerfly wrote:
         | I believe he nailed it with the live sports argument.if Apple
         | can get that going people will buy it for that alone.
         | 
         | I have personally wanted VR for flight sims. It is jarring to
         | have a screen full of instruments or looking out the window,
         | but difficult to do both without a crazy physical setup that I
         | do not want in my office. VR solves this by simply moving your
         | head, the same as pilots do in real life.
        
           | BryantD wrote:
           | Live sports is potentially huge. I am sure companies like
           | Second Spectrum are thinking about how to use their player
           | tracking tech plus traditional video coverage to provide a
           | real time PoV shot from anywhere on the court/field.
        
         | ecoquant wrote:
         | I made a pointless cube with a square in VRML a long time ago
         | and VR is ultimately going to be the biggest tech
         | disappointment of my life.
         | 
         | The killer app is what I have when I get lucid inside a dream.
         | To only cover vision is missing so much. I can remember being
         | in a war in a plane and getting shot down in a dream. The
         | decent felt unbelievable. That is the killer app for me. That
         | had nothing to do with vision.
        
         | chaostheory wrote:
         | I used it to workout. It's much less boring and repetitive than
         | doing normal cardio
        
       | rswail wrote:
       | There's no consideration of the other "killer app" for VR/AR,
       | porn.
       | 
       | Porn is what got VHS to succeed over Beta. Porn is what got CC
       | payments working online. Porn drives a lot of Twitch and other
       | platforms.
       | 
       | Apple won't allow porn on its platform, but someone will.
        
         | duped wrote:
         | The first is a joke from Tropic Thunder, the second isn't true,
         | but the third is accurate.
        
         | ARandumGuy wrote:
         | I'm not really disputing your broader point, but this:
         | 
         | > Porn is what got VHS to succeed over Beta.
         | 
         | Is just not true. For one, porn absolutely existed on Beta. But
         | more broadly, by the time the content available on each format
         | mattered, VHS had already won the format war.
         | 
         | That's because both Beta and VHS were primarily developed and
         | marketed as a way to record TV to watch later. Tapes were way
         | too expensive to make selling pre-recorded tapes viable when
         | both systems launched. Pre-recorded tapes eventually did become
         | popular, especially in the rental market. But that only
         | happened well after VHS clearly won the format war, mostly due
         | to VHS's longer recording time.
         | 
         | For more details, Technology Connections has a long rant about
         | this misconception in this video:
         | https://youtu.be/hGVVAQVdEOs?si=X-FYCRAzowXOdqBb&t=931
        
         | MarkSweep wrote:
         | The Meta Quest already has porn, at least in Japan:
         | 
         | https://www.meta.com/experiences/1990852827683397/
        
         | 93po wrote:
         | I found a single VR porn website that worked with the AVP. It
         | was super finicky (around 30 seconds to load a page and
         | actually get it playing, involving 6 button presses). Also was
         | a paid website.
        
         | mrguyorama wrote:
         | VR porn is a neat gimmick.
         | 
         | It's not that immersive because you either get a video that you
         | can't interact with where you get to play the part of dead fish
         | wearing a camera rig, or it's absolutely insanely bad 3D models
         | that will only ever get deeper into the uncanny valley. The
         | videos are also terrible quality because making VR porn is
         | expensive, and if you prefer somewhat amateur content, you are
         | completely out of luck, because couples moonlighting porn
         | aren't buying those camera rigs.
         | 
         | I have shown VR porn to many people. They go "woah". I tell
         | them they can have a similar experience literally on their
         | phone with a normal $30 phone holder "headset", none of them
         | buy the headset. None of them even try it ever again.
         | 
         | Very very few whales are optimizing their porn experience. The
         | vast majority of human beings simply scroll through pornhub for
         | 12 minutes and watch half of two videos and then continue their
         | lives.
         | 
         | "Immersiveness" is not a strict benefit for everything.
        
       | noneeeed wrote:
       | I think the description of the VisionPro as a dev kit is spot on.
       | It's also a beta product in many way.
       | 
       | Apple know full well that this is not a mass market product, they
       | have made no attempt to make it even remotely affordable to most
       | people. But they also know that every aspect of the hardware will
       | improve over the next decade, and as it does they will have
       | ironed out many of the problems with how we use AR/VR and will be
       | ready for it, based on the real life experiences of actual
       | owners, rather than years of in-house testing.
       | 
       | The screen will get bigger (I hear FoV is pretty poor at the
       | moment), the CPU/power/thermal performance will improve, battery
       | density goes up, cameras and sensors get better and cheaper and
       | many parts will get smaller/lighter. And in that time they will
       | learn by doing, making it better/cheaper/lighter and working on
       | the software and interaction model.
       | 
       | Hopefully at the same time it will really spur on the rest of the
       | industry and we will see more competition and experimentation.
       | 
       | I can't see myself buying something like this for the next 10
       | years at least. But something like the VPro that is better,
       | smaller and lighter and doesn't cost the earth could be quite
       | tempting for late adopters like me.
        
         | fouronnes3 wrote:
         | Hopefully you're right, but the cynic in me thinks we've been
         | saying the same thing about every VR headset that has come out
         | in the last ten years.
        
           | 65 wrote:
           | I'll only buy a VR device if it's in the form of glasses, not
           | big goggles I need to strap to my face.
        
             | dvngnt_ wrote:
             | glasses won't take over your entire fov though so it suck
             | for VR. maybe better for AR
        
               | someguydave wrote:
               | Yeah but glasses are probably fine for the display
               | replacement market
        
               | int_19h wrote:
               | If all you want is display replacement, you don't even
               | need VR with head tracking.
        
               | lolinder wrote:
               | There's nothing that says that a pair of glasses can't
               | have panels on the sides and top to provide full coverage
               | [0]. The main obstacle is miniaturizing the necessary
               | compute and display technology.
               | 
               | [0] A random example: https://www.amazon.com/Vision-
               | Driving-Around-Sunglasses-Pola...
        
             | hedora wrote:
             | My main concern with the vision pro is that all use cases I
             | know of (other than gaming) work better with some sort of
             | pass through HUD display like the HoloLens.
             | 
             | They spent a ton of company resources, weight and power
             | making the wrong form factor emulate the right form factor,
             | and are shipping with zero killer apps.
             | 
             | You can't even let your friends play with it without
             | getting it re-fit to their head at the Apple Store, which
             | basically kills social/word of mouth marketing. It
             | certainly isn't a fashion item / status symbol to be seen
             | in public like all their other stuff.
             | 
             | Maybe the "real" product is sitting in the wings and will
             | be ready to ship in a few years, but the current form
             | factor seems like a non-starter to me.
        
               | basch wrote:
               | But their work on the software side transfers seamlessly
               | to a pass through device later. It still serves its
               | purpose as a beta (beta meaning data collection and
               | improvement process, not its modern "we just don't
               | support this" definition.
        
               | outworlder wrote:
               | > and are shipping with zero killer apps.
               | 
               | That's ok. That's exactly why they released the 'pro'
               | first.
        
               | lolinder wrote:
               | "Pro" is a misnomer here, though. "Pro" normally means
               | "with extra features for professionals", where here it
               | means "it's more of a dev kit than it is an actual
               | product".
        
               | j2bax wrote:
               | My opinion, and its very naive because I've only really
               | tried the Vision Pro for this type of content, but
               | immersive video is the current killer app for the Vision
               | Pro. Sitting in the studio with Alicia Keys warming up
               | for her tour was almost equal parts uncomfortable and
               | amazing.
        
               | tsimionescu wrote:
               | The main use case Apple presented, productivity, works
               | much better with an opaque screen, not pass-through.
               | There's a reason we don't make transparent screens, nor
               | transparent windows on our screens: text and images are
               | much easier to read if they are opaque.
        
               | parasubvert wrote:
               | Translucent terminals are a very commonly used feature?
               | Just saying, I've used them on Linux and Mac for 30 years
        
               | astrange wrote:
               | If you want glasses the friend problem would be even more
               | complicated, not least because of US regulations on
               | selling prescription lenses.
        
               | the_duke wrote:
               | There were lots of rumors that Apple was working on both
               | AR glasses and VR goggles, but had to focus on the latter
               | because the tech just isn't there to do glasses right.
        
           | mettamage wrote:
           | First Oculus headset versus Quest 3 right now? Quest 3 wins.
           | There's progress. Perhaps not as fast as we'd want. There is
           | progress though. I suspect that progress will continue.
        
             | int_19h wrote:
             | Even Quest 1 vs Quest 3 has very visible improvements in
             | terms of image quality, FOV, and overall comfort.
        
               | mettamage wrote:
               | I went from Quest 2 to Quest 3. Even just that! Having a
               | pass through at all is near revolutionary for my use
               | cases
        
           | gpm wrote:
           | The cynic in you is overly cynical.
           | 
           | Ten years ago was pre oculus rift. We weren't saying anything
           | about VR headsets.
           | 
           | Five years ago was pre valve index. We didn't have CPUs in a
           | headset. Nor a battery. Cameras were only used for tracking.
           | The things we were saying would improve is "screen door
           | effect" and "tracking", both of which have.
        
             | Jasper_ wrote:
             | The optical pathway is pretty much locked in. LEEP was
             | invented in the 80s, and that's still the optical system
             | used today. Compare the size to NASA's VR system from the
             | early 90s.
             | https://images.nasa.gov/details/ARC-1992-AC89-0437-6
             | 
             | It's been 30 years of massive improvements to all of the
             | rest of computers, and VR has only shrunk a couple inches.
             | There's not much else we can do to make it smaller.
        
               | outworlder wrote:
               | I am looking at that picture and to me it definitely
               | looks like way more than a couple of inches.
        
               | veidr wrote:
               | lol, indeed, that is the full monty
        
               | serf wrote:
               | it's not much different in size than a vision pro or
               | quest 3, it's just kinda un-wieldly.
               | 
               | the photo of it sitting in a display case gives a decent
               | sense of scale, I think.
               | 
               | http://briteliteimmersive.com/blog/remembering-nasas-
               | view-vr
        
               | ok_dad wrote:
               | Look at the bigscreen vr headset!
        
               | rightbyte wrote:
               | Maybe it doesn't feel like you are staring at your nose
               | as much in NASA's 92 head set?
        
               | sheepscreek wrote:
               | Yes and no.
               | 
               | There's an insane amount of tech in the Vision Pro.
               | Eyesight probably occupies a big chunk. Then there are
               | more sensors than they need. Also the CPU and 100%
               | processing is happening literally strapped to your face.
               | 
               | This is like having two 5k displays powered by a mobile
               | device*.
               | 
               | * 2 x 5k = 28 million pixels, compared to Vision Pro's 23
               | million pixels.
        
               | bsdpufferfish wrote:
               | This is like comparing an oscilloscope to the iPhone 15
               | because they both have a screen.
        
             | dmix wrote:
             | I'm still amazed Quest 2 was affordable as it was vs the
             | entertainment I got out of it. Heavily with the novelty of
             | being my first VR device.
        
             | _heimdall wrote:
             | Didn't Microsoft's hololens first launch around 10 years
             | ago? It was AR rather than VR, but it was absolutely
             | pitched as an early product meant for very specific use
             | cases to act as a proof of concept before consumer
             | versions.
        
               | zitterbewegung wrote:
               | I personally used a HoloLens for a few minutes and it had
               | severe problems with field of view and brightness of the
               | display. AR works for enterprise or the military to train
               | people or present information at least the US military
               | for the HoloLens [1]. Google finally axed the Glass
               | Enterprise project in 2023 which was much longer than the
               | original version.
               | 
               | [1] https://www.theverge.com/2023/9/13/23871859/us-army-
               | microsof... [2] https://support.google.com/glass-
               | enterprise/customer/answer/...
        
               | _heimdall wrote:
               | Google Glass was pretty slick honestly, ahead of its
               | time.
               | 
               | I had a friend that worked on the team for a couple years
               | when it first started. The use case of a headsup display
               | for directions while driving was a great experience.
        
               | al_borland wrote:
               | I had a friend get Google Glass. I tried in on for a few
               | minutes and was pretty disappointed. It was a tiny
               | Android window stuck in the upper right of my FOV.
               | Looking at the hardware, I guess it makes sense, but it's
               | not what the marketing seemed to be selling, and I
               | expected a more custom UI that would get out of the way,
               | rather than what looked like a tiny phone screen.
               | 
               | It wasn't mine, so maybe there was more to it that I
               | didn't get from my brief interaction, but it didn't leave
               | me wanting more.
        
               | elwell wrote:
               | I like your username.
        
               | _heimdall wrote:
               | Yeah the UX definitely wasn't immersive. I liked the idea
               | of a heads up display and have never really wanted a full
               | display experience, Glass would have fit really well for
               | me.
               | 
               | These days I don't even want that, but that's almost
               | certainly of a combination of getting older and over
               | reacting to how pervasive tech and displays have become.
        
               | bookofjoe wrote:
               | I loved my Google Glass.
               | 
               | See, for example:
               | 
               | https://youtu.be/gAkfPhlvSn8?si=fSObULo52MAvcBoR
        
             | j0hnyl wrote:
             | Imo headsets will be long obsolete before they are viable
             | and will be replaced with something else entirely.
        
             | jjulius wrote:
             | >Ten years ago was pre oculus rift.
             | 
             | The Rift DK1 is almost exactly 11 years old, released
             | 3/29/13.
        
               | gpm wrote:
               | Oops, you're right.
               | 
               | The list on wikipedia [1] doesn't include it, I guess
               | because it was a "development kit", and I just naively
               | assumed the "Oculus Rift" was the DK1 not the CV1.
               | 
               | [1] https://en.wikipedia.org/wiki/List_of_virtual_reality
               | _headse...
               | 
               | Edit: Went ahead and edited the wikipedia page so the
               | next person won't make the same mistake.
        
             | giobox wrote:
             | > Ten years ago was pre oculus rift. We weren't saying
             | anything about VR headsets.
             | 
             | Rift DK1 was released in ~2013, and lots of gamers bought
             | it throughout 2014. We got the first "consumer release" for
             | the original Rift in 2016. I think its more than fair to
             | say 10 years - we were absolutely talking a lot about Rift
             | DK1 in 2014.
             | 
             | > Five years ago was pre valve index
             | 
             | Valve's first consumer VR headset was the HTC vive,
             | released in 2016:
             | 
             | https://en.wikipedia.org/wiki/HTC_Vive
             | 
             | "The first-generation Vive was announced in 2015, as part
             | of a collaboration with video game studio and distributor
             | Valve Corporation, and implementing its VR software and
             | hardware platform SteamVR; the first-generation consumer
             | model was released in April 2016."
        
               | eclipxe wrote:
               | I don't get your second bullet. The Vive is not the
               | Index.
        
               | giobox wrote:
               | It demonstrates Valve have been at this longer than the
               | ~5 years of the Index, and closer to a decade again (the
               | point OP disputes and uses Index as evidence of).
        
               | andthenwhat wrote:
               | not OP but it does seem like you're nitpicking details
               | instead of engaging with what seems to be the intent of
               | the response: AR/VR has come an incredible distance since
               | DK1, the last 10 years have seen it go from a barely-
               | discussed completely unavailable/fringe dev-kit-only
               | technology to being an clearly viable spectrum of mass-
               | market products.
               | 
               | edited: grammar. still feel like I've failed to produce
               | readable english, but I'm giving up
        
             | AndrewKemendo wrote:
             | This is wrong. VR =/= AR
             | 
             | I've been in AR since 2010
             | 
             | The AVP is leaps and bounds ahead of where we were
             | collectively technically back then
             | 
             | But I don't see us appreciably closer to the goal of
             | ubiquitous persistent headworn see through visual computing
             | 
             | It's a social expectations and data problem it's not a
             | "technical" problem
             | 
             | It's probably gonna be decades before we see any
             | regularized mainstream adoption, because the form factor is
             | such a different thing that we're not even close to make it
             | a simple transition for the least savvy consumer
        
             | goatlover wrote:
             | There's been talk about VR and some kind of headset since
             | the late 90s, even if it was cardboard, or some computer
             | science professor wearing large goggles and backpack around
             | campus. Google Glass came out in 2013.
        
               | cheschire wrote:
               | Heck, nintendo even tried marketing a stereoscopic
               | gameboy headset as virtual reality in '95.
               | 
               | https://en.wikipedia.org/wiki/Virtual_Boy
        
           | joenot443 wrote:
           | There were a lot of tablets before the iPad but it wasn't
           | until the iPad that tablets really took off as a serious
           | market segment. Ditto with AirPods and Bluetooth earbuds.
           | 
           | In the past, once Apple started pouring R&D money into a
           | specific product type, the entire industry around it tends to
           | advance very quickly. I'm optimistic about the Vision Pro,
           | and I actually think the n+2 Meta release will be much better
           | off for it.
        
             | ryandrake wrote:
             | My question is why does it seem like only Apple can do
             | this, over and over? Why are they the only ones who seem to
             | be able to knock a product category out of the park and
             | legitimize it? Is it just the vast amount of money? Are
             | they the only ones who can create products? Is everyone
             | else that bad? Competitors work for ages and ages fighting
             | each other, refining v1, v2, v2.1, v2.2, v2.25, and then
             | suddenly Apple comes out with something v8-ish and the
             | whole industry scrambles. Why does this keep happening?
        
               | noneeeed wrote:
               | They seem prepared to go in at higher price points.
               | 
               | Most other manufacturers seem to take the approach of
               | getting as many features on the side of the box and then
               | compete on price. They cost engineer the crap out of
               | everything and it ends up being somewhat disappointing.
               | 
               | I often maintain that so much technology is 80% of the
               | way to being amazing, but is stymied by commercial
               | concerns that cause companies to cut corners and cheap
               | out, or they hobble their own product to create barriers
               | to interoperability.
               | 
               | While Apple still have to strike the right balance
               | between between features and cost, and also like to make
               | their own walled gardens, they are able to go for the
               | higher price points, and also integrate really well
               | between a wide swathe of products. They are prepared to
               | let specific products be less competative in general (e.g
               | Homepod), because they know that they integrate well into
               | their overall ecosystem.
        
               | fouc wrote:
               | Yes, "stymied by commercial concerns" is a great way to
               | put it. I get the feeling that many companies/managers
               | don't have enough courage to make a different set of
               | tradeoffs.
        
               | ryandrake wrote:
               | A lot of the replies are pretty vague, like they're just
               | "good at product" or they just "understand this or that"
               | as if it's some kind of mysticism. But why, and how? What
               | is the formula? I think this reply chain starts to get at
               | why.
               | 
               | I'm imagining a typical business school 2-axis chart
               | where one axis is "willingness to take and commit to
               | risks vs unwillingness/noncommittal" and the other axis
               | is "acts independently vs. reacts to
               | commercial/competitive pressures". I guess what I want to
               | understand is why is Apple kind of all alone on that
               | plot, where the rest of the industry are clustered
               | together far away from them? What are the business
               | processes that lead to their position? Can a company
               | follow a playbook and change their culture and have
               | similar results? Are there other examples?
               | 
               | A lot of our industry are so extremely risk averse, have
               | tunnel vision trying to copy each others' feature
               | checkboxes, rush things to market to try to make money
               | before they are fully baked, and then give up when they
               | aren't instant successes. Everyone seems to follow this
               | playbook.
        
               | skydhash wrote:
               | As someone who is deep inside the Apple ecosystem after
               | making enough to afford the devices, it's because they
               | make it pleasant to use. Before my first MBP, I had a
               | Dell Inspiron which has good specs, but it was heavy, the
               | plastic was flimsy and the screen was not good. The
               | trackpad was abysimal. In my last work position, I got a
               | Dell XPS and it was the same, so in the span of 8 years,
               | nothing changes to show that they care for me as a user.
               | 
               | Most people don't want to think about how to do something
               | or care about optimizing it when they can get it done and
               | not think further about it. But companies seems to want
               | to put a lot of barriers into what I want to get done,
               | like popups, complicated screens, ugly interfaces. For
               | the majority of user workflows, Apple offers a simple,
               | unobstrusive way to do them. Starlink routers are almost
               | the same in that regard (the mobile app could use some
               | work, and perhaps add a desktop interface)
               | 
               | My advice (as a user) is for to simplify the usual
               | workflow to the point you only ask the few (0,1-3)
               | indispensable questions, and then get out of the way.
               | Further options can be buried inside Preferences and
               | Settings. And then you perfect the apperance, ease of
               | use, and general enjoyment of using the
               | application/device.
        
               | whstl wrote:
               | Being pleasant to use also requires some courage to
               | remove features, make compromises and spend extra time on
               | the right things, rather than box-ticking.
               | 
               | In the end you need courage both to make it pleasant to
               | use and to give it a big price.
        
               | WWLink wrote:
               | Apple makes devices for the users. Dell makes them to
               | sell as part of a service contract to a company.
               | Microsoft makes an OS to sell to enterprises to provide a
               | heavily managed experience for their employees so they
               | can maximize productivity and profit. Apple makes an OS
               | for people to use. (and get a 30% cut on almost every
               | purchase the users make with it lol)
        
               | jimbokun wrote:
               | My personal machine is an M1 Air, and have to use PCs for
               | work. The time it takes the PCs to wake from sleep until
               | I can do actual work is a constant annoyance. The MacBook
               | Air wakes just as quickly as an iPhone.
               | 
               | It's details like that, which set Apple apart.
        
               | Eric_WVGG wrote:
               | There's a Jobs story about that one.
               | 
               | The MacBook team had this whole presentation planned for
               | him, a usual dog and pony show about better specs and
               | batteries and whatnot. Instead he just put an iPhone and
               | a MacBook on the table, "woke" them both up, and said
               | "why can't this (the MacBook) do that (the iPhone)?" End
               | of meeting.
        
               | jimbokun wrote:
               | Apple has in house expertise for everything from
               | designing their own processors, writing their own OS and
               | applications, world class designers, manufacturing at
               | scale, and sourcing parts and negotiating favorable
               | pricing.
               | 
               | No other company has all these competencies at the same
               | level.
        
               | Nevermark wrote:
               | I think they view design, especially of new products, as
               | an intensely iterative process to identify and solve
               | every problem they can find. And let that process lead
               | them to a new very cohesive product definition.
               | 
               | That takes a very wide set of skills, to follow the
               | series of discovered problems to be solved wherever they
               | lead.
               | 
               | Other companies look at what parts are available, define
               | a product from that, design have different teams build
               | the different parts, each maximizing specs and reducing
               | cost.
               | 
               | For the vast majority of already well defined products,
               | the second path is the right one.
               | 
               | So that path is very familiar to every level of
               | management at every corporation, and doing something
               | completely different from the ground up isn't easy or
               | natural in that context.
               | 
               | For Apple, the other holistic discovery path is their
               | mission.
               | 
               | Even "big" differences like being super vertical are a
               | second level strategy for Apple, in service of being able
               | to more easily follow problems to product definitions.
               | 
               | But even for Apple, that path is very risky. They have
               | had a few half baked lemons in products that didn't get
               | as much discovery and attention as they needed.
        
               | TheRealDunkirk wrote:
               | You're getting close. Over the past 30-40 years, American
               | corporations have focused more and more and more on
               | profitability, and "making the numbers go up." They have
               | sacrificed employee retention in order to pay executives
               | eye-watering packages to focus on eliminating literally
               | everything that doesn't contribute to that goal. They
               | gutted all the R&D they can, years ago. Apple seems to be
               | almost alone in retaining enough business acumen to think
               | further out than the next quarter. It's not magic.
               | They're just continuing to do what places like IBM and HP
               | were famous for, decades ago. It's like the quip in Days
               | of Thunder (and I have no idea why it sticks with me):
               | "I'm not going faster. Everybody else is going slower."
               | Wall Street has killed the future of America, and slowed
               | human progress around the globe, in order to buy a bunch
               | of already-filthy-rich people even more stuff.
               | 
               | Not that I'm bitter and jaded, as an engineer, or
               | anything.
        
               | WWLink wrote:
               | TL;DR: Apple builds to a standard while everyone else
               | builds to a price.
        
               | manquer wrote:
               | Apple can afford to build to standards, It is not like
               | everyone else is dumb , they simply cannot pull it off
               | the brand strength Apple has is without peer in the
               | market.
               | 
               | If another brand launched first at same price points they
               | simply will not get the traction Apple does.
               | 
               | Even with $3,500 price Apple likely needs sales hundreds
               | of thousands of units to break even , no other
               | manufacturers cannot pull it off
        
               | halostatue wrote:
               | I think there are a lot of smaller companies that can
               | build to standards, and then they either exceed their
               | original vision or things explode to the point where they
               | feel they need to move faster.
               | 
               | I _love_ my Apple Watch (on my second one now) and I didn
               | 't like wearing watches. Except the Pebble that I bought
               | (I _think_ that I got the first generation Pebble colour,
               | but it 's been a while). After that product, things went
               | sideways for Pebble for a lot of reasons. But the initial
               | products were great and the build quality was good (not
               | great, but good). The same applies to the first few
               | generations of the Palm Pilot (and to a lesser degree,
               | the Treo), although I think that the _best_ PalmOS device
               | built was the Clie NX70.
               | 
               | With respect to Apple's break even...I suspect that the
               | research they did is going to produce benefits across
               | _all_ of Apple 's product lines for the better part of
               | the next decade (part of it already has, with the Apple
               | Watch Double Tap hand gesture, although that is movement
               | detection not camera-based).
        
               | manquer wrote:
               | > to the point where they feel they need to move faster
               | 
               | They feel the need because unlike Apple others cannot
               | wait years to release a product or upgrade to a
               | successful one and still sell enough. Everyone else have
               | limited brand recall, if they don't move fast a
               | competitor will and they loose relevance.
               | 
               | The point is nobody else can _sustainably_ build to
               | standards the way Apple can, because Apple can take its
               | time enter a industry late and still win big.
        
               | WWLink wrote:
               | Ya know the funny thing about Pebble, looking back as
               | someone who is on his 3rd apple watch: At the time, I
               | honestly thought Pebble was doing it the right way! And
               | in hindsight, I still think that at launch, they had the
               | perfect idea - for that point in time. Their initial
               | success even matches that.
               | 
               | When the tech advanced, and use cases evolved, and users
               | had become accustomed to the limitations of the apple
               | watch style of smartwatch - which regarding battery life
               | STILL HOLD TRUE... once all that was the case, Pebble had
               | to deal with the "and now what?" and they couldn't.
        
               | chaostheory wrote:
               | > Most other manufacturers seem to take the approach of
               | getting as many features on the side of the box and then
               | compete on price. They cost engineer the crap out of
               | everything and it ends up being somewhat disappointing.
               | 
               | This is a good summary of Windows Mixed Reality headsets,
               | or Kinect
        
               | ayewo wrote:
               | Steve Jobs is on record that Apple doesn't care about
               | being first (to market). They care about being the best.
               | 
               | This is why secrecy is a huge part of their culture: it
               | allows them to spend years doing R&D work on multiple
               | prototypes until they land on something they think is
               | better than what is already out there.
               | 
               | If they can't make it work due to the laws of physics
               | (e.g. Apple AirPower) or indecision (e.g. Apple Car),
               | they can shut it down without much fanfare and move on to
               | the next secret R&D project.
        
               | lotsofpulp wrote:
               | > Is it just the vast amount of money?
               | 
               | No, it is the vast amount of risk they are willing to
               | take. Microsoft/alphabet have vast amounts of money too,
               | but no appetite for risk.
               | 
               | Apple is willing to dump tens of billions and years into
               | R&D for physical products, fail, and then try again.
               | Microsoft half asses it, and then pulls back instead of
               | plowing through (see them shutting down Microsoft retail
               | stores and windows phone). But they have that Excel and
               | Windows B2B gravy train they can ride for the foreseeable
               | future.
        
               | alt227 wrote:
               | Please feel free to share what these amazing risk taking
               | products are which Apple R&D have come up with.
               | 
               | As far as I can see its all the same thin, flat device
               | with a screen, just different sizes.
        
               | lotsofpulp wrote:
               | I have no interest in convincing anyone else, maybe they
               | are only risky according to me.
               | 
               | But I do know they seem to result in net incomes that
               | others would seemingly find envious, and yet the others
               | are not able to replicate, so the empirical evidence
               | doesn't make it seem so easy.
        
               | parasubvert wrote:
               | The M series of chips? That was a major risk.
               | 
               | AirPods/pro/max? They've taken major presence a space
               | owned by Sony, Samsung and Bose.
               | 
               | Apple Watch Ultra?
               | 
               | Though it's thin and flat, The iPhone X was a huge leap
               | in specs, contrary to the entire market analyst sentiment
               | that people wanted cheaper phones. Apple made a big bet
               | that people would want the opposite: more expensive
               | phones, and they were right.
        
               | astrange wrote:
               | Microsoft is actually doing great right now, but the
               | thing they're doing great at is Azure and cloud services
               | like 365, plus some very lucky AI investments.
               | 
               | Shutting down their bad products was a good move, even if
               | they should've made good products in the first place.
        
               | alt227 wrote:
               | Because they have spent decades building a brand which
               | most people see as premium and desirable. Doesnt matter
               | what the product is now, if it has an apple logo on it
               | the majority of people will want one.
               | 
               | Other companies trying to compete with Apple in any space
               | will automatically have this disadvantage that they are
               | seen as the inferior choice because Apple have repeatedly
               | positioned themselves as the most premium player in the
               | market, and so thats just what people expect now.
        
               | skydhash wrote:
               | Have you seen the competitors?
               | 
               | OS: Windows is a add-riddled and always ignoring your
               | preferences and getting in the way of your work.
               | 
               | Tablet: Android tablet are slow (or soon to be) and not
               | much applications designed for them
               | 
               | Laptop: Windows and never a good mix of great components,
               | perfomance, and weight.
               | 
               | Phone: Only a few do not add uninstallable junk, and
               | these days, they all try to copy the iPhone which is not
               | something I want is I'm trying to move away from the
               | iPhone.
               | 
               | Speaker System: If I want a homepod alternative, I will
               | not be looking to get inside another closed ecosystem.
               | And I'd want lifetime support (airplay has been reversed-
               | engineered). The last time I used Sonos, it wanted me to
               | use its music player or something.
        
               | alt227 wrote:
               | All of that is only your opinion, there are no objective
               | facts in there at all.
        
               | theshackleford wrote:
               | You are both sharing only opinions. What a bizzare
               | statement.
        
               | swatcoder wrote:
               | Apple aggressively focus on low-volume high-margin
               | opportunities, have been doing so for some decades, and
               | have a giant war chest to make bets with. In many ways,
               | they work like the very very large version of a
               | successfully bootstrapped business.
               | 
               | Most of their peers pursue maximum volume in an attempt
               | to dominate a market and drown all competition,
               | inebitably at much lower margins. It's the continuation
               | of the VC launch-or-bust rocketship model most of them
               | were born from.
               | 
               | The difference then means that Apple can try making
               | something really unique and compelling and call it a
               | profitable success based on much much smaller sales
               | volume. And if it does happen to launch like a rocketship
               | (as the iPod, iPhone, and iPad each did) all the better.
               | 
               | But their peers set a _much_ higher mark for sales volume
               | when thinking about what 's a success or failure. If a
               | product is only lightly taken up, even if nominally
               | profitable at their margins, it's more like a distraction
               | or clue rather than a success in itself. So they scavenge
               | the project and move on to an alternative market or a
               | parallel product idea.
               | 
               | This all sets Apple up to make slow, well-considered bets
               | on quality and design coherency instead of strictly
               | trying to race to market and outmaneuver everyone for
               | volume.
        
               | alt227 wrote:
               | Apple have only had 1 successful product, and thats a
               | flat device with a screen for media consumption. iPod,
               | iPhone, and iPad are just different sizes of this device.
               | 
               | The only thing Apple have done which elevated themselves
               | above their peers is have marketing which positioned them
               | higher in the market.
               | 
               | Remember those Black and White ads of Steve Jobs next to
               | Ghandi, Malcolm X, and Charlie Chaplin? They are paying
               | off now in spades.
        
               | swatcoder wrote:
               | That interpretation seems pretty out of sync with their
               | financial history across divisions, their operating
               | margin across divisions, their customer loyalty across
               | divisions, and pretty much everyone's experience of the
               | world, but maybe you're right.
               | 
               | You may not like their products, and you may think their
               | customers are idiots hypnotized by villianous marketers
               | or something, but that's kind of the point of it all: by
               | targetting high margins and precisely volume instead of
               | low margins and maximum volume, they really don't need to
               | care what you think. And that lets them approach products
               | differently.
        
               | alt227 wrote:
               | >You may not like their products, and you may think their
               | customers are idiots hypnotized by villianous marketers
               | or something.
               | 
               | Thats quite a stretch to assume that opinion from my
               | comment?
               | 
               | I actually love Macbook Pros. IMO they are the best
               | Laptop ever built. However in the global market of
               | laptops they are not patrticularly successful. The
               | entiety of the MacOS ecosystem (of which Macbook Pros are
               | a small percentage) barely breaks 20% of the market
               | share.
               | 
               | Are their products more reliable, more fully featured,
               | and objectivley better than their competitiors? No they
               | are not. The reason they are regarded as a more premium
               | option in the market is not because they make less
               | product with more profit margin, its because they have
               | had an incredibly clever marketing department for the
               | last 20 years meticulously curating their brand presence
               | and public perception into being the most premium tech
               | company which produces the best products.
        
               | mcphage wrote:
               | > The entiety of the MacOS ecosystem (of which Macbook
               | Pros are a small percentage) barely breaks 20% of the
               | market share.
               | 
               | Market share is the goal, making money is the goal.
               | Market share helps, but it isn't the same thing. MacBooks
               | do pretty well.
        
               | Karrot_Kream wrote:
               | That's the difference in strategy. Apple only cares about
               | profits not about market share. Market share only matters
               | when margins are low and you need volume to bring revenue
               | numbers up. When your margins are high, you can have a
               | much smaller market share but also use that to create a
               | more opinionated brand image and drive brand loyalty.
        
               | alt227 wrote:
               | Thats fine until your revenue growth stagnates. Its then
               | that your shareholders come knocking demanding growth, at
               | which point market share becomes incredibly important.
               | When that happens, opinionated brand image needs to
               | become much more generic brand image to start attracting
               | more of the market.
               | 
               | This is what happened with Xerox, IBM, Microsoft, and it
               | will happen to Apple too.
        
               | onethought wrote:
               | It already happened to Apple in the 90s and Jobs
               | explicitly killed it as a strategy and culture in Apple.
               | 
               | I think if they went back to that they've lost a serious
               | bit of their DNA.
               | 
               | You mentioned Mac only having a 20% market share. Who has
               | the bigger one?
        
               | Karrot_Kream wrote:
               | Xerox, IBM, and Microsoft were unable to stay innovative.
               | All three brands had huge missteps entering emerging
               | market categories. Xerox stumbled during the PC
               | transition, IBM with commodity servers, and Microsoft
               | with mobile. The risk of building a brand is building an
               | _inflexible_ brand that doesn 't have the agility to
               | change.
               | 
               | It's true that trying to enter every market and own a
               | huge market share in it can lead to lower risk of having
               | to stay ahead of every innovation (as we can see with
               | Google and its inability to productize AI properly) but
               | since Apple's turnaround its execution has been top
               | notch, and that was 20 years ago. With products like the
               | Vision Pro Apple is explicitly trying to avoid losing the
               | innovation race that Xerox, IBM, and Microsoft did.
        
               | philistine wrote:
               | Do you even realize that Apple owns most of the
               | above-1000$ laptop market and makes something like 40% of
               | all computer profits because it sells so few computers at
               | such a high price?
               | 
               | I'd love to be not successful making a luxury product
               | that sells at commodity volume.
        
               | theshackleford wrote:
               | > Are their products more reliable, more fully featured,
               | and objectivley better than their competitiors? No they
               | are not.
               | 
               | This is _your_ personal opinion. My personal opinion, is
               | very much the opposite.
               | 
               | > The reason they are regarded as a more premium option
               | in the market is not because they make less product with
               | more profit margin, its because they have had an
               | incredibly clever marketing department for the last 20
               | years meticulously curating their brand presence and
               | public perception into being the most premium tech
               | company which produces the best products.
               | 
               | I've heard this same boring claim now for about 20 years.
               | It was wrong as a broad statement twenty years ago, and
               | such a statement I would hazard is still wrong now.
               | 
               | I've had a twenty year career in IT. Starting with PC
               | repair and working for a PC OEM, however the vast
               | majority of my career has been spent in fields involving
               | Linux. (Linux Administrator/Systems Engineering/DevOPS
               | through to executive leadership). I know how computers
               | work, I know how the hardware works, I know the relative
               | value of parts that go into things, yes I can, always
               | have, and still will build machines including using on a
               | regular basis all major operating systems in place today
               | and despite all of this, I still remain an Apple customer
               | and its not because im some dumbo non technical
               | individual tricked by apples fancy marketing voodoo.
               | 
               | It's because for those twenty years Apple has
               | consistently conducted themselves in a way with _me_
               | personally that for the vast majority of cases, has
               | served _me_ best as a user and as their customer. As
               | opposed to some third party who is paying them to exploit
               | me through their operating system or some mass of adware
               | shipped with their operating system, not just this years
               | profit margins, not just for as long as im in the store
               | and to which afterwards im left alone once ive paid them
               | with a  "fuck you, got mine."
               | 
               | Just a few of the events of the past twenty years that
               | have kept me as an apple customer:
               | 
               | * 2006ish era macbook. HDD dies at random just outside of
               | warranty. No local apple stores at the time. Local
               | authorised repairer spends two weeks dicking me around on
               | a fix, nothing. I push it to Apple who was not even local
               | at the time. A week later I have a _BRAND NEW_ macbook,
               | not just a drive, outside of warranty, complete with
               | brand new warranty, an additional year tacked on top and
               | an apology for the service I had received. (We now have
               | apple stores so this would not occur again I imagine.)
               | 
               | * 2014ish iPhone. Much like the macbook I start having
               | issues outside of warranty, it is unable to be debugged
               | in store. Dude wanders away, comes back. "Have you got a
               | backup?", "Yes?", "We'll just give you a refurb, newer
               | model, with warranty, are you happy with that?" "lol, yes
               | I am."
               | 
               | * 2012 15" MacBook pro retina battery replacement -
               | Battery dies outside of warranty in around 2017 and im
               | informed no stock currently exists in the country, and
               | that i'll be waiting months if I wanted a replacement. I
               | am immediately informed that if I do not want to wait, I
               | can instead have a significantly more powerful, and
               | higher specced refurb model, complete with brand new
               | warranty in place of waiting the month for a replacement.
               | I took the replacement. Again, this machine was OUTSIDE
               | of the warranty window. That one retina MBP purchase due
               | to this replacement saw my laptop needs covered for a
               | decade.
               | 
               | This is only touching on a tiny amount of the
               | circumstances that have led to me remaining to continue
               | investigating the purchase of products from Apple. Not
               | everyone will have had these interactions, or come away
               | from Apple positively, and perhaps one day, I also will
               | not and my opinions will change. But at this point, from
               | the day I became a customer through now, I have received
               | a better long term support experience as a customer from
               | Apple, then I have from any other organisation on the
               | planet.
        
               | hnfong wrote:
               | > > Are their products more reliable, more fully
               | featured, and objectivley better than their competitiors?
               | No they are not.
               | 
               | > This is your personal opinion. My personal opinion, is
               | very much the opposite.
               | 
               | Yeah, the GP's personal opinion seems very much the
               | opposite (like yours) as well. Quote:
               | 
               | "I actually love Macbook Pros. IMO they are the best
               | Laptop ever built."
               | 
               | Not sure what caused the dissonance. Seems like trying to
               | prove they're not an Apple fanboy or sth.
        
               | astrange wrote:
               | MacBook Pros are a highly differentiated product from
               | other laptops; for instance they have an entirely
               | different OS and CPU architecture.
        
               | astrange wrote:
               | That's not what marketing is. Marketing is knowing what
               | products people will enjoy buying, not just making ads
               | after the fact.
               | 
               | I also don't think most customers are old enough to
               | remember those ads.
        
               | matwood wrote:
               | > Apple aggressively focus on low-volume high-margin
               | opportunities
               | 
               | It's hard to call anything selling 200M+ units/year low
               | volume.
        
               | swatcoder wrote:
               | That's the happy accident. That's the point.
               | 
               | They didn't _need_ those numbers for the iPhone to be
               | worth their original R &D effort, but winning those
               | numbers is even more advantageous for them because of
               | their core philosophy around volume and margins.
               | 
               | Meanwhile, Microsoft/Google/etc are playing a whole
               | different game. When they succeed, they also saturate a
               | market, but that's the only time they call it a success
               | and so they approach the whole product design process
               | differently.
        
               | matwood wrote:
               | Because Apple is great at product. They have product
               | built into their DNA. Specs and technology are only there
               | to deliver a product experience. Few companies in the
               | technology space think this way.
               | 
               | Other companies are also really bad at product. Google
               | can't convey a coherent product strategy to save their
               | lives. Great at technology (and building chat apps lol),
               | terrible at product.
        
               | nerdjon wrote:
               | I think Apple is in a unique situation.
               | 
               | First, we cannot ignore Apple Fanboys (and I am not using
               | that in a negative sense). They have a large base of
               | users who will jump at nearly anything they put out.
               | 
               | However they also have a track record of doing things,
               | both big and small, and pushing the industry to go a
               | certain way. Dropping CD drives is a great example of
               | this, this was an inevitability with more and more
               | distribution through the internet. This would be a risk
               | for a manufacture to try with a random computer because
               | consumers may just ignore it. Apple has the power to say,
               | well you want a Mac? here are your couple options and we
               | are doing this anyways.
               | 
               | Sometimes this fails, see all USB-C Laptops.
               | 
               | But I think it also often comes from thinking about the
               | entire experience. Take them removing the head phone jack
               | (the debate on whether or not they actually needed to do
               | that aside), at the same time we got the AirPods.
               | 
               | Or the iPhone wasn't just simply, without a physical
               | keyboard. It emphasized the advantages of this throughout
               | the entire OS.
               | 
               | But regardless of all the above, I think the simple fact
               | that they just happen to generally sell a lot of devices.
               | Enough that it can normalize a decision for consumers and
               | then other manufactures can follow without risk.
        
               | generalizations wrote:
               | Because they're able to understand what is actually
               | valuable to their customers, and they'll go the extra
               | mile to make sure that what matters is done properly.
               | 
               | It's comparable to why 'Google Video Search' lost out to
               | youtube way back in the day. The google engineer nerds
               | couldn't understand why no one liked their product: it
               | had all these options for uploading video with the best
               | quality and all these formats, while youtube had worse
               | quality and few options. They missed the point and didn't
               | understand the users, and were caught up in the tech
               | rather than what was actually valuable to the users
               | (basically: dead simple to 'just upload a video' -
               | quality doesn't matter as much as that).
               | 
               | Kinda like how Mark Z. has been talking about how the
               | Oculus has similar resolution. It's not the tech specs
               | that make the product - those are necessary but not
               | sufficient. If the product is supposed to be AR: then it
               | needs to actually be AR. And that means. e.g., that
               | details like virtual shadows on real surfaces MUST be
               | included, and must actually work properly. If it's not,
               | then it's only kinda-AR. That's the kind of long tail
               | that Apple understands, and other companies don't. The
               | tech must fit the users, and the experience must be
               | complete.
        
               | comandillos wrote:
               | This. I consider myself a VR/AR enthusiast and I've had
               | many VR headsets since the DK1, included Hololens 2 (and
               | now Vision Pro). The day I started using Hololens 2 I
               | just though "Wow, I could wear this for hours and even do
               | real work on this if the displays and performance were a
               | bit better". The product was simply amazing but it had a
               | few issues (mainly performance) that it limited the
               | device to very specific use cases.
               | 
               | Microsoft decided to mostly abandon the project,
               | move/fire most of the team and give up rather than keep
               | spending resources on a product that had an incredible
               | potential... What would happen if Microsoft released a
               | headset like Hololens 2 capable of running Windows apps
               | for consumers at a similar price to AVP? They have
               | Windows Mixed Reality, an almost infinite software
               | catalogue, and the capabilities to do it... buy they
               | simply don't (think about the Surface).
        
               | dagmx wrote:
               | my generalized thoughts (and there are exceptions so
               | don't bother replying with "what about XYZ" because its a
               | generalization):
               | 
               | 1. Apple focus on customer story for every product. They
               | may get it wrong sometimes but every product is sold with
               | "this is how it will impact your life for the better".
               | 
               | 2. Apple understand brand and fashion. Unlike other
               | companies, they don't typically rush out the gate with a
               | million variants to try and capture every part of the
               | market. They don't let it cheapen their brand and they
               | avoid brand fatigue.
               | 
               | 3. They stick with things for longer . Other companies
               | tend to throw products at the wall early and hope they
               | stick. Apple comes in later and then doesn't relent for a
               | long time compared to competitors.
               | 
               | 4. They try and not focus on just specs. Other brands
               | focus on features, and do a really bad job at telling you
               | why you need it.
        
               | DonHopkins wrote:
               | >They try and not focus on just specs.
               | 
               | If I could focus on specs, I wouldn't need spectacles!
        
               | kergonath wrote:
               | > Is it just the vast amount of money?
               | 
               | It's not the money. They did it with the iMac when they
               | were headed for the ground, and with the iPod when they
               | were in a better position but still without infinite
               | funding. Reality is actually quite simple: they spot
               | technology advances, and integrate them into a neat,
               | well-designed package that people actually want to buy.
               | 
               | The first iPod was a fancy shell around an IBM 1.8'' hard
               | drive. There were MP3 players before but they were very
               | bulky, or could store only a handful of files. They saw
               | the hard drive coming, did the math, and went all in.
               | 
               | Same thing with the iPhone: there were smart phones
               | before, but they spotted the capacitive digitizer that
               | was orders of magnitude more accurate than the
               | competition, and boom, multitouch.
               | 
               | Same thing with the AirPods: the killer feature being
               | their fancy Bluetooth chip, which made the experience
               | much better than the competition that was established for
               | a decade at that point.
               | 
               | It is quite interesting that they do it over and over,
               | going as far as saying what they do in interviews, and
               | some people really don't see it for what it is.
               | 
               | > Are they the only ones who can create products?
               | 
               | They are not. They just have a vision of what they want
               | to do, and once they start they put the effort needed
               | (sometimes killing advanced designs before release).
               | Then, they iterate relentlessly generation after
               | generation. They play the long game, and often introduce
               | their first generations at higher price points and keep
               | improving and driving their price points down even if it
               | is not an initial resounding success. Any company can do
               | it, if they take design seriously and optimise for long
               | term strategic goals rather than short-term economics.
               | 
               | > Competitors work for ages and ages fighting each other,
               | refining v1, v2, v2.1, v2.2, v2.25, and then suddenly
               | Apple comes out with something v8-ish and the whole
               | industry scrambles.
               | 
               | If you look closely, when Apple comes in, it's because
               | they have found a differentiating factor that they think
               | will make the difference. They always have a compelling
               | message about why you should choose their product above
               | the competition. And it's never "same product, but
               | cheaper".
        
               | brookst wrote:
               | Agree. And in a world where most technical people assume
               | differentiation means better specs, Apple repeatedly
               | prioritizes better UX: easier and/or more fun to use.
        
               | TheLoafOfBread wrote:
               | Except when you will try to use Finder on MacOS. That
               | whole thing is just a massive UX failure
        
               | brookst wrote:
               | Agreed. I wasn't trying to say Apple gets every bit of UX
               | perfect (or even acceptable) in all products.
               | 
               | But they do have a history of disrupting markets by
               | leveraging superior UX. Mainstreaming the GUI, the click
               | wheel, the all-glass multitouch phone, etc, etc.
        
               | umanwizard wrote:
               | Apple is AFAICT the only company in the world (outside of
               | ultra-luxury brands) that actually cares about user
               | experience enough to spend however much it takes to make
               | it good.
        
               | jimbokun wrote:
               | According to this article, the differentiator for the
               | Vision Pro are the tiny, high density OLED screens.
        
               | x0x0 wrote:
               | Their competitors are shockingly incompetent.
               | 
               | Consider Google. A couple years ago, a reporter
               | documented the nearly (iirc) 20 attempts Google has made
               | at a messenger. Meanwhile, Apple made one and ground away
               | at it until it became great.
               | 
               | Google is a company that -- and this is true -- dropped
               | trou and put apps on my phone called "Google Meet" and
               | "Google Meet (Original)." And don't forget Duo. See also
               | having "Google Pay" and "Google Wallet."
               | 
               | With a side of Android is kinda meh and look at pics of
               | various Google execs at industry events. There's a solid
               | chance there's an iphone in their hands.
        
               | alt227 wrote:
               | Are you aware that Google Pay and Google Wallet are
               | completely different products, and that Apple has exactly
               | the same counterparts even named the same?
               | 
               | https://www.apple.com/apple-pay
               | 
               | https://www.apple.com/wallet/
        
               | epcoa wrote:
               | It is not the same at all. Google Pay used to be called
               | Wallet for starters. https://www.reddit.com/r/GooglePixel
               | /comments/12979ja/google...
               | https://en.wikipedia.org/wiki/Google_Wallet
               | 
               | Apple does not have this level of product or branding
               | confusion.
               | 
               | So you don't like Apple, fine. But using Google as a
               | poster child of consistent product marketing is a fool's
               | hill to die on.
        
               | int_19h wrote:
               | Apple does have similar level of branding confusion
               | elsewhere. Look at Apple Music vs iTunes Store. How many
               | people understand the difference between the two
               | subscriptions?
        
               | x0x0 wrote:
               | Apple has it in a handful of places.
               | 
               | With Google, it's endemic to their products.
        
               | parasubvert wrote:
               | Anyone who has been around longer than a minute in the
               | ecosystem. The iTunes Store isn't a subscription service,
               | it's an a la carte store. Done!
               | 
               | More importantly: it's not confusing because no one
               | really cares or needs to care. New folks use the Apple
               | Music subscription, old folks that know the difference
               | use either.
        
               | int_19h wrote:
               | There is, in fact, an iTunes subscription called iTunes
               | Match. That's the one that lets you upload your own
               | tracks to the cloud, scans them to match against the
               | catalog, and then gives you _DRM-free_ high quality
               | downloads of it.
               | 
               | On the other hand, with Apple Music, there's a
               | _different_ subscription that also lets you upload your
               | music to the cloud and scans them for matches, but what
               | you get back out of it is _DRMed_ downloads. Which don 't
               | work outside of the Apple ecosystem, and stop working
               | even on it if you cancel your Apple Music subscription.
               | 
               | On top of that, the way matching works is different for
               | the two services. iTunes Match actually analyzes the raw
               | data of the track to do the exact match, while Apple
               | Music seems to prefer metadata. Which means that, with
               | the latter, you'll often get a _different_ variant of the
               | song, in cases where multiple versions exist.
        
               | epcoa wrote:
               | I am still scratching my head what exactly you're
               | referring to as an "iTunes Store" subscription, you'll
               | have to explain this one better.
        
               | esafak wrote:
               | Apple is and always has been a product company. They
               | invent technology to serve the product, and they don't
               | particularly talk up the specifics of the technology,
               | preferring to talk about what it enables. For example,
               | the numerous interaction features introduced by the
               | iPhone, such as swiping, pinching, and tapping. And the
               | high resolution display they demanded for their Vision
               | Pro.
        
               | quitit wrote:
               | It's because the majority of tech firms with sufficient
               | capital are not willing to invest in the development of a
               | full product, nor frankly, do they have the leadership to
               | do so. I also believe they don't have the smarts to
               | capitalise on disruption, so they'd much rather maintain
               | the status quo by swatting competitors.
               | 
               | However the c-levels at those companies are happy to
               | chase $$$, and will closely copy whichever hardware and
               | software is deemed the best in the market at the time.
               | Some also do this because they see the product as a
               | threat to their core business.
               | 
               | There will also be various cheerleaders who exalt that
               | apple's ideas are trivially obvious and were always the
               | pre-destined pathway for the category. Seemingly ignoring
               | the long floundering that occurred before Apple's entry.
        
               | anon373839 wrote:
               | One of the reasons for this is that Apple is a design-
               | centric company. They really prioritize aesthetic and
               | functional design, and they have a customer base that
               | will allow them to flex these muscles in building luxury
               | lifestyle products. Consumers respond to that. Products
               | like that tend to have a segment-defining quality.
        
               | poulsbohemian wrote:
               | >My question is why does it seem like only Apple can do
               | this, over and over?
               | 
               | Because they don't just treat things as hardware, but as
               | a complete ecosystem. Sure, they price things at a point
               | where they can afford to make a quality product, but it's
               | more than that... There are times when things aren't
               | perfect, but overall everything works together and is
               | very high quality. When I've tried in the past to buy
               | non-Apple gear, things tend to be clunky, incomplete, and
               | put a high burden on me as a user, even in cases where
               | the specs might be better than Apple gear.
        
               | freetinker wrote:
               | One word: culture. Apple just seems to care more, and
               | sweat the details more.
               | 
               | In my experience, at other companies, product development
               | is run on a spreadsheet by MBA PMs. Apple doesn't operate
               | that way.
        
               | jimbokun wrote:
               | Before Steve Jobs returned to Apple, the entire industry
               | had decided separate software and hardware companies were
               | the superior business model. With Intel processors,
               | Microsoft software, and a huge number of PC compatible
               | manufacturers.
               | 
               | Jobs doubled down on the combination of hardware and
               | software designed and implemented under one roof. That
               | bet paid off past anyone's expectations.
               | 
               | So Apple now is far ahead of everyone else, when it comes
               | to creating products deeply integrating hardware and
               | software and design.
        
               | giantrobot wrote:
               | > Why does this keep happening?
               | 
               | Apple has invested in developing the full stack for their
               | products. Not only do they have the full stack of
               | components for the products but the entire toolchain to
               | _develop_ those products. This gives them a very strong
               | foundation for pretty much any product they want to
               | pursue.
               | 
               | The AppleTV and HomePod both use older A-series SoCs and
               | run iOS with a custom shell on top. They get all of the
               | iOS media and peripheral handling capability "for free".
               | Both projects can focus on TV or speaker features since
               | the base OS is largely a solved problem for them. If they
               | need some special consideration from somewhere in SWE
               | they just file a Radar. They don't just get binary blob
               | dumps of firmware from outside vendors and have to beg
               | for bug fixes and hope their contract is big enough to
               | get some consideration.
               | 
               | The Vision Pro leverages their ARM SoCs, base OS, and all
               | the motion coprocessors that have been in their phones
               | and watches for a decade. Novel improvements from the
               | Vision Pro's development will just feed back to those
               | components and make it into the next phone, watch, or
               | whatever.
               | 
               | Most other companies don't actually own their whole
               | product stack. Even Microsoft is at the mercy of their
               | suppliers with the Surface line. They get what Intel,
               | NVIDIA, and AMD have to offer. Smartphone manufacturers
               | are grabbing Qualcomm and Samsung SoCs which are
               | collections of Cortex cores then slap Android on top
               | hoping that Google's latest version is better than the
               | previous version.
               | 
               | It's hard to really make leapfrog products when you're
               | shipping the same shit as your competitors and trying to
               | compete on price.
        
             | diffeomorphism wrote:
             | Correlation or causation?
             | 
             | Apple tends to jump on the bandwagon late but then turns
             | thing mainstream. That worked well for ultrabooks (e.g.
             | sony vaio, then MacBook air, nowadays every laptop) or
             | earbuds.
             | 
             | The AR/VR or visionsomething^TM case is a bit different in
             | that apple actually has to implement a new market. Thus far
             | they don't seem to be trying that hard.
        
               | swiftcoder wrote:
               | They don't really have to implement the market themselves
               | - they just have to create the marketting buzz. Then
               | they'll happily let Meta build the volume market where
               | the profit margins suck (much as Android did for the
               | iPhone business)
        
           | bradly wrote:
           | Apple has a history to sticking with things like this. Watch
           | and HomePod were both seen as over-priced and sold poorly the
           | first iterations. Apple leadership had the confidence to see
           | through those initial versions. This was part of the internal
           | culture during my time at Apple.
        
             | noneeeed wrote:
             | Watch is my go-to comparison for the Vision Pro. That took
             | several generations before people started to buy in large
             | numbers.
        
               | dmarcos wrote:
               | Fitness trackers (Fitbit), traditional and sport watches
               | (with GPS) were popular categories when Apple Watch
               | launched.
               | 
               | Apple Vision Pro is a different beast because AR/VR don't
               | have product-market fit yet besides a few game genres
               | that Apple doesn't care about.
               | 
               | Apple is good at improving existing product categories
               | less so at finding product-market fit that usually
               | outsources to others.
        
             | wolverine876 wrote:
             | > This was part of the internal culture during my time at
             | Apple.
             | 
             | From a management perspective, how do they handle the
             | people side of that - keeping good people on the team and
             | keeping them motivated to do something extraordinary?
             | 
             | People don't like spending time on unsuccessful projects
             | and don't want their names associated with them, and don't
             | want to work extra hard on something that won't come to
             | fruition.
             | 
             | Maybe Apple management has enough internal reputation that
             | employees are willing to take that risk (but even Apple
             | management has flops - the car seeming to be a recent
             | example). But that doesn't feel like a sufficient
             | explanation to me.
        
               | euroderf wrote:
               | So basically they have the patience, the cash stockpile,
               | and the management culture to support large multi-year
               | product field testing with non-employees.
        
           | zitterbewegung wrote:
           | I know this is anecdotal but my brother uses the Vison Pro
           | daily ever since we have had it. He got a Oculus DK1 and a
           | Oculus Quest 2 (I bought the Quest 2 off from him) and if he
           | wasn't wearing it so much I have worn it and the best
           | experience from it is media consumption. Its really a iPad
           | with a ridiculous screen.
        
           | baby wrote:
           | The Quest line of VR headsets are amazing, just saying.
        
           | pjmlp wrote:
           | Given my age, I would say the same applies to all headsets I
           | have seen since 1994, when I saw someone using one to play
           | Doom at the Lisbon computer fair.
        
           | TaylorAlexander wrote:
           | The problem with every headset over the last ten years was
           | that they just didn't have the technical commitment to really
           | overcome the major problems. Making good VR is a VERY tech
           | heavy endeavor. Apple has shown that they can make hardware
           | which really begins to solve those issues (good resolution
           | and quality pass through being one, having a nice OS being
           | another). The AVP is truly starting to make a difference in
           | what is possible with VR. It's not just more optimism.
        
           | jimbokun wrote:
           | I haven't heard anyone say they were going to work
           | exclusively on their Occulus Rift,
           | 
           | Having even a few people saying they are already doing that
           | on the Vision Pro seems significant.
        
         | dghlsakjg wrote:
         | I think, crucially, Apple also invented a price anchor for VR
         | computing. Previously, only the extreme high end of VR broke
         | $1.5k.
         | 
         | Now if apple puts out an Apple Vision SE or non-pro or whatever
         | at $1,999 it will be seen as an absolute steal.
        
           | evan_ wrote:
           | No it won't. It will still be seen as 4x the price of the
           | Quest 3.
        
             | hedora wrote:
             | It could play out like the iPhone where it costs N times
             | more than the competition, but lasts 2N times longer, and
             | has better resale value. (For iPhone, N is ~1.5)
             | 
             | I'm having a hard time imagining that level of planned
             | obsolescence for VR displays though. If anything, I'd
             | expect the quest 4 (or 5, or whatever generation matches
             | Apple specs) to last longer.
             | 
             | Of course, it's a moot point for me and the large
             | percentage of the population that will never strap
             | Facebook-controlled eye trackers to their head.
        
               | i5-2520M wrote:
               | iPhones on average don't last 3 times as much ib people's
               | hands as Android phones that cost 66% as much. Better
               | resale value is fair, but I am contesting that 2N figure
               | strongly.
        
               | hedora wrote:
               | I regularly replace my screen 1-2 times between iPhone
               | upgrades, and have never kept one until end of security
               | update support. I've never managed to replace an android
               | screen, and have only replaced one android phone that
               | still had security update support (I've only bought
               | flagship androids.)
        
               | bashinator wrote:
               | I replaced my iPhone X this year, with a 15 that I
               | anticipate owning at least another 5-6 years.
        
               | ngokevin wrote:
               | I'm still on iPhone X, runs super smooth. The older
               | iPhone X runs better than my test Galaxy S20 which is
               | newer than the iPhone X by many years.
               | 
               | I also have a Galaxy Edge from the same year as the
               | iPhone X. The Samsung is completely unusable. Every tap
               | takes seconds for anything to respond.
        
             | diffeomorphism wrote:
             | Looking at the number of articles which compare m3 macbooks
             | against "intel" but mean "the intel macbook from years
             | ago", I totally expect to read lots of articles which
             | pretend non-apple devices don't exist.
        
               | esafak wrote:
               | Given that those Intel laptops run Windows, which today
               | is worse than any old version of MacOS, can you blame
               | them?
        
               | int_19h wrote:
               | Worse for what, though?
               | 
               | If you do a lot of gaming, for example, macOS is in many
               | ways worse than Linux even.
        
               | serf wrote:
               | I hate windows as much as the herd, but OS choice isn't
               | always as clean as "better or worse".
               | 
               | I _need_ to run Windows in some form for various industry
               | specific needs that a VM or emulation simply cannot meet
               | at the moment. I don 't like it, but that isn't going to
               | change the state of things.
               | 
               | It's a delight to be able to choose what and where you
               | work with, but it's not the reality a lot of us have to
               | deal with.
        
               | MBCook wrote:
               | In some ways that's understandable and can be very
               | helpful. Because if you're a Mac person looking to buy a
               | new Mac then that may be what you have. Newer Intel Macs
               | don't exist.
               | 
               | If you're a PC user looking to switch to Mac, or you're
               | looking for a machine and don't care about which
               | operating system it has, then it's less useful.
        
             | veidr wrote:
             | So what? the iPhones have 4x the price of mid-tier Android
             | phones the whole time.
             | 
             | The point is, for now the AVP is the only iPhone-tier (Pro
             | Ultra Whatever) VR headset. Meta's crap (I have all of
             | them) is analogous to the mid tier budget phones, in this
             | metaphor. (Even the fantastically expensive Quest Pro is
             | just like... an insult, even though it does have eye
             | tracking which is now absolute minimum table stakes (and
             | Quest 3 doesn't have it))
             | 
             | The current price it too high to go mainstream, yes, for
             | sure. But let's see the _next_. AVP 3Gs could fuckin '
             | destabilize the fuck out of this whole nascent ecosystem.
        
               | jamespo wrote:
               | People can justify the price of an iPhone as they use it
               | ALL the time.
        
             | samatman wrote:
             | People who want an Apple VR headset may not know, and
             | certainly don't care, that Facebook also sells one.
        
             | MBCook wrote:
             | It's the first one. Apple packed a ridiculous amount of
             | ultra powerful stuff in it. As the article says they may
             | find out that they don't need some of that stuff. Also we
             | know that everything gets cheaper overtime.
             | 
             | And Apple put an absolute ridiculous amount of money into
             | designing and building that thing and they're trying to
             | recoup some of that. But by version two or three a lot more
             | of it will have already been recouped and it won't be as
             | necessary to keep the prices high.
             | 
             | The first color televisions, cell phones, refrigerators,
             | computers, and microwave ovens were not exactly cheap
             | either.
             | 
             | The price will come down.
        
           | aaarrm wrote:
           | There are many headsets much more expensive than that. They
           | aren't as mainstream but for the hobbyist who is willing to
           | pay more for better, they are definitely out there.
        
           | astrange wrote:
           | The Vision Pro costs less than Microsoft HoloLens did,
           | considering inflation.
        
         | rtkwe wrote:
         | Personally I'm betting it's not even a dev kit for future VR
         | devices, though we will almost definitely get an iteration or
         | two of them before we get to what I think is their true goal,
         | AR glasses. There's so much unnecessary stuff here if the goal
         | isn't that, mainly the ridiculous outward facing eye screen,
         | that makes sense if it's just to simulate as close as possible
         | using AR glasses.
        
         | nerdjon wrote:
         | > Apple know full well that this is not a mass market product.
         | 
         | I really feel like too many people are ignoring this. If anyone
         | understands how to play the long game with a new product it is
         | Apple. I mean the Apple TV was a "Hobby" for many years.
         | 
         | Has Apple ever put out a "Pro" version of a product before the
         | "normal" version?
         | 
         | I think it also helps the clear sharing of technology between
         | this and other products. From using the M2 tech, to iOS and (I
         | assume) built with much of the AR tech they have been showing
         | off for the last several years on iPhone.
         | 
         | I honestly kinda wonder how much of ARKit was directly made
         | from work on the Vision Pro?
         | 
         | This version of Vision Pro was never going to be a massive
         | product, I expect they knew they would get returns (and they
         | hoped to mitigate that with the in store demos but that only
         | does so much). But it is setting the ground work for a long
         | term investment.
        
           | atommclain wrote:
           | > Has Apple ever put out a "Pro" version of a product before
           | the "normal" version?
           | 
           | Yes they introduced the MacBook Pro before the MacBook.
        
             | nerdjon wrote:
             | I did not know that, however that is a bit different since
             | they had the Powerbook. So that's more of a rebranding than
             | a new product.
             | 
             | I do realize that the name change came with a switch from
             | PowerPC to Intel.
        
               | dagmx wrote:
               | Even with the PowerBook, the PowerBook came before the
               | iBook.
               | 
               | The Mac (Pro) came before the iMac/Mini etc too
               | 
               | The pro moniker is just branding but they usually start
               | with the pro line for more expensive hardware.
               | 
               | Even with the iPhone, the current pro line is a
               | continuation of the main line iPhone that evolved via the
               | X.
        
             | chrisandchris wrote:
             | They upgraded the MacBook (Pro) to the M3 chip while the
             | Air had to wait (and skip the M2 at all).
        
               | sweetjuly wrote:
               | I'm not sure what you mean. There's definitely an M2 Air
               | and an M2 Pro.
        
           | sib wrote:
           | >> Has Apple ever put out a "Pro" version of a product before
           | the "normal" version?
           | 
           | The Lisa before the (original) Mac
        
           | timcederman wrote:
           | > Has Apple ever put out a "Pro" version of a product before
           | the "normal" version?
           | 
           | HomePod is another one.
        
         | amelius wrote:
         | > I think the description of the VisionPro as a dev kit is spot
         | on.
         | 
         | A devkit prepared for lock down. It's the old formula: let devs
         | make the platform great, then pull a Sherlock or increase the
         | platform fees. Count me out.
        
           | gpm wrote:
           | Aren't they already charging the 30% app store tax for the
           | privilege of running software on the device you bought? I
           | doubt that fees going to go up from there.
        
           | doctorpangloss wrote:
           | What exactly are they going to Sherlock?
           | 
           | iOS non-game apps aren't exactly innovative. It's Gmail. It's
           | YouTube. It's social media photo and video scrolls. It's been
           | more than a decade, and the most innovative thing I can find
           | on top downloads and top grossing, Duolingo, is also kind of
           | a game, like if you remove the game part of it it's kind of
           | not much, is it? All the innovations in Google Maps are kind
           | of tied up in backend technologies that aren't specific to
           | the phone at all, indeed predated it.
           | 
           | Once they figured out touchscreen keyboard and accelerated
           | web browsing sort of everything else fell into place. Then
           | the retina display was introduced, and software improved the
           | camera. I don't know what roles 3rd party devs played in all
           | of this, but those list of innovations happened years ago.
           | 
           | They don't Sherlock games.
           | 
           | Even then, is Apple going to approve a game with guns on the
           | AVP? Time will tell. Beatsaber is an innovative game but it
           | leaned on the basic premise of people doing something
           | illegal, uploading non licensed maps and tracks.
           | 
           | Hacker News commenters don't know much about making games -
           | even when they work for huge game studios! - and they don't
           | know much about VR - even when they work at companies making
           | VR headsets!
           | 
           | Hugo must certainly be aware of the Varjo XR3, which is
           | actually the most comparable device to the AVP and even more
           | expensive, but there were developers at Apple on the AVP team
           | who never heard of it, and many more Oculus developers.
           | 
           | At the end of the day this is a love letter to halo product
           | positioning coupled with relentless vendor lock-in applied to
           | helpless consumers. I agree with you that the locked down
           | nature of the product makes it as DoA for developers as the
           | Apple Watch was. People forget that the first apps for
           | iPhones were delivered via jailbreaks made by hackers, who
           | had unlimited access, and that plus Steam ultimately teed up
           | what limited things you can do in iOS apps today, not
           | brilliant strategy.
        
         | bitwize wrote:
         | I think of the Vision Pro as the 1984 Mac of VR/AR. The
         | original Mac was next to useless and, adjusted for inflation,
         | cost twice what the Vision Pro does. But it changed the world.
         | 
         | (Yes, it was near useless. The original Mac had 128k of RAM,
         | which allowed for only the smallest of applications. It wasn't
         | until the Mac 512k came out that people could do real work on
         | these machines.)
         | 
         | The next rev of Vision products from Apple, or maybe the rev
         | after that, will just be leaps and bounds beyond what anyone
         | else is doing in the space. No new paradigm of computing truly
         | begins until Apple starts it.
        
           | MBCook wrote:
           | Also, much like the Apple Watch, they took their best guess
           | at what it's good for but don't really know yet. So they've
           | kind of tried to prepare for everything.
           | 
           | It's going to be interesting to see what it really shines at
           | as more developers make different kinds of apps.
        
         | lostemptations5 wrote:
         | Not sure what the nay sayers are about. Anyone remember the
         | ORIGINAL MacBook Air? Hyper expensive, super underpowered,
         | overheated alot.
         | 
         | And yet -- as Steve demonstrated -- it fit in an envelope.
         | 
         | THIS is Apple launching a new product line (and trust me I'm
         | not a fan boi).
         | 
         | And shortly after (2-3 years?) the MBAs were powerful cheap and
         | barely powered up their fans.
         | 
         | Mind you the MBA was maybe Steve's last obsession. What is
         | Tim's thinking these days?
         | 
         | Still it all seems very Apple like...
        
           | Shawnj2 wrote:
           | My problem with the vision pro is that it doesn't do enough
           | new, the iPhone and the MacBook Air let you use a computer in
           | an area where you previously couldn't and made it accessible
           | to normal people. The vision pro isn't that much better in
           | terms of bringing the technology in a user friendly package
           | to the masses than the quest.
           | 
           | A good measure of an Apple product is if you can pitch a
           | version of it to your grandma or dad who can't open PDF file.
           | If something only appeals to tech enthusiasts it is not a
           | good Apple product (except the professional line products
           | intended to be used for serious work by professionals which
           | the vision pro isn't)
        
             | pmcp wrote:
             | A good measure for an Apple product was for me always: it
             | makes tech disappear. That was always the differentiator, I
             | feel: it doesn't feel like tech and it doesn't look like
             | it.
             | 
             | Now, I guess, it makes reality disappear?
        
               | Shawnj2 wrote:
               | Sure but why does Grandma want it? She has an iPhone so
               | this isn't an unanswerable question
        
             | jaxn wrote:
             | The first iPhone was a toy. It wasn't until the second
             | version (iPhone 3G) + AppStore that is really caught on
             | with existing smartphone users.
             | 
             | I have a Quest and have used other VR systems, the Vision
             | Pro felt like a huge leap forward compared to those.
             | 
             | I walked away from the demo tempted. Not by what is
             | available today, but by what I want to be available and
             | what I want to create with it.
        
               | dmarcos wrote:
               | iPhone 1 was limited but extremely useful at launch.
               | People like me that bought on day 1 couldn't get enough
               | of it. Had an amazing unparalleled Web browser experience
               | and email, an iPod replacement and Google Maps / Youtube
               | in your pocket felt magical. Also got a Vision Pro on day
               | one and used it just a handful of times. Use cases and
               | value prop of AVP nebulous. Smartphones were a popular
               | product category when iPhone launched in a way VR / AR
               | headsets aren't today.
        
               | eigen wrote:
               | the first iPhone (2007) cost $499 and the second iPhone,
               | iPhone 3g (2008), cost $199. while the 3g support and App
               | Store helped, I think the much lower price led to volume
               | increase from 1.39M to 11.63M YoY.
               | 
               | https://www.globaldata.com/data-insights/technology--
               | media-a...
        
               | MBCook wrote:
               | They actually cost the same the behind the scenes the
               | difference was the subsidy was available by the time the
               | 3G came out when it wasn't available at lunch.
        
           | MBCook wrote:
           | One of the things I remember about it was someone, maybe Jeff
           | Atwood, spent a fortune on a maxed out model with an SSD.
           | 
           | Even though the SSD was much tinier than the hard drive and
           | the processor in the machine was slow and under clocked to be
           | able to manage heat, in combination with the SSD it was fast
           | compiling code and ran smoother than a normal MacBook Pro.
           | 
           | The flipside is I think the hard drive was a 4200 RPM model
           | and performed absolutely abysmally.
           | 
           | But if you didn't need much computing power, say you're a
           | writer, it was extremely small and lightweight and easy to
           | carry. It's not surprising it changed the industry.
        
         | Nevermark wrote:
         | > (I hear FoV is pretty poor at the moment)
         | 
         | I thought it was pretty good - but nowhere near ideal of
         | course.
         | 
         | But discovered I could dispense with both of Apple's "Light
         | Seal Cushions" and simply line the light seal with some 1/8
         | adhesive foam. It took a little experimenting to avoid hard
         | pressure points, and then make it comfortable.
         | 
         | It is now very comfortable with the following benefits:
         | 
         | 1. The field of view is noticeably wider. Yay! The immersion
         | improvement feels cognitively significant.
         | 
         | 2. I realized that greater peripheral vision downward is more
         | important than upward. Being more aware of down makes us feel
         | safer and is also where are our hands and keyboards live.
         | 
         | So I arranged the padding to wear the head set slightly lower,
         | allocating all the increased vertical FOV downward.
         | 
         | 3. The combination of being 1/4 inch or so closer to the face,
         | and firmer padding, reduced the feeling of weight on the front
         | of my head.
         | 
         | Warning - literally. I get an occasional popup warning that my
         | eyes are too close to the lenses. The danger being if I were to
         | fall I could potentially hit my eyes. I stay seated most the
         | time, but occasionally walk through rooms, so it is worth being
         | careful.
         | 
         | I use my Vision Pro for 10 hours a day on many days,
         | comfortably. I had to switch to the two-strap support to do
         | this. But I have ordered an adapter that allows the original
         | behind the heat cushion strap to be used with a second cushion
         | strap over the head. I anticipate that working even better,
         | given how much surface area weight will be distributed across.
         | (Also turning a knob is easier for adjustments than messing
         | with velcro.)
         | 
         | Also, got some thicker (in width) lighter foam, to add some
         | more light seal around the edges.
         | 
         | This feels like a real upgrade, a year or so before Apple will
         | release a bump.
        
           | cyberpunk wrote:
           | Genuine question, what are you doing for 10 hours a day in
           | there?
           | 
           | Can you comfortable code all day in that? If you don't mind
           | my asking, is it purely novelty or is it genuinely better
           | than coding on a 5k monitor?
        
             | onethought wrote:
             | It's genuinely better than a 5k monitor.
             | 
             | In the recent update it now lets you mouse off your Mac and
             | onto vision apps just like iPad hands over. It made me
             | switch my desk setup to have the desk attached to my chair
             | so I can have 360 range of screens. The resolution is
             | stupidly high.
             | 
             | I've attempted a coding workflow in all of the quests and
             | it just wasn't possible. It's awesome in vision
        
               | Facemelters wrote:
               | please take a picture of this setup
        
               | disqard wrote:
               | Unrelated-but-related -- your username is fantastically
               | appropriate for this discussion. I'm imagining a website
               | with the same name, filled with images of people whose
               | headsets have permanently melted onto their faces, like a
               | Dali painting :D
        
               | onethought wrote:
               | A swivel chair - with a desk across the arm rests. It's
               | not an impressive looking setup... outside of vr.
        
               | bigyikes wrote:
               | Does it require light to work? What about space? Could
               | you e.g. work in a dark closet, as an extreme example?
               | 
               | Do those semi-realistic virtual avatars work for non-
               | FaceTime apps like Zoom?
        
               | fotta wrote:
               | You can but you need IR lights for it to work
        
               | antman123 wrote:
               | they do work for non-facetime
        
               | onethought wrote:
               | No. Works in the dark. The vision has IR lights on it.
               | 
               | No the personas aren't right. They just creep people out.
               | They need more work, or some basic editablity. It
               | generally nails your eyes perfectly at the expense of
               | everything else.
        
               | Nevermark wrote:
               | Wow - I am going to try that.
               | 
               | It takes time to absorb all the possibilities
        
             | Nevermark wrote:
             | For me it is not a novelty, it has completely stuck.
             | 
             | Yes, on comfort for 10 hours. I have even worked 12 hours,
             | then watched a long 3D movie (Blade Runner 2049, Dune I,
             | etc.) without hesitation.
             | 
             | I cannot imagine going back to only physical screens. I
             | have a 98" monitor with two 55" monitors in portrait angled
             | towards me on either side (heights all match), all wall
             | mounted. Truly wonderful! But this has replaced that for
             | me.
             | 
             | I have even considered beheading a MacBook Pro.
             | 
             | I love the following:
             | 
             | * Never needing to put on or take off reading glasses to
             | see far, or within inches.
             | 
             | * I can have my main Mac "screen" whatever size I want,
             | typically large. Also that I can lean into it when focusing
             | on a patch of code, and it always looks perfect.
             | 
             | * Having multiple Vision safari screens, or utilities,
             | surrounding me. With the look and pinch interface being
             | very nice for navigating.
             | 
             | * Being able to tune out 180 degrees of my space with a
             | natural scene so I am completely undistracted. Wish I could
             | go 360 degrees, and still leave keyboard visible. (Either
             | by having an unobstructed low circle, or having the
             | keyboard "punch through" like hands do.
             | 
             | * Flexible screen position lets me sit with great posture
             | all the time. I tend to pull right up to my desk, push my
             | keyboard far out and lean forward on my elbows a bit. Have
             | the screen large but close enough that I can lean in to
             | focus on something.
             | 
             | * Two environments in one! I will put project organization
             | and context notes on huge screens behind me on a wall.
             | Personal mission control. In thoughtful moments I get out
             | of my chair, walk around the room and see the large screens
             | from anywhere, walk right up to it, make small edits with
             | pinch and zoom.
             | 
             | * The incredible ergonomics of being able to code
             | comfortably in bed, on a couch, recliner, etc. with good
             | ergonomics, due to the screens being flexibly placed. Being
             | able to code in many places keeps my brain fresh.
             | 
             | * I use a holster for the battery. Geeky, but after
             | dropping it as I walked away from my desk 100 times I
             | realized I need that. That elminated inhibitions about
             | moving, and feelings of being chained down.
             | 
             | * I haven't been in flow so consistently for so many hours
             | for a long time. For me the Mac interface
             | expansion/isolation chamber IS what Vision is for.
             | 
             | Issues:
             | 
             | * As noted, wish the keyboard and my drinks would "punch
             | through" 360 degree scenes, or there was an optional lower
             | circle of punch rough.
             | 
             | * Keyboard and trackpad pointer are fussy when switching
             | between Mac and Vision screens.
             | 
             | * Wish I could have more Mac screens, and drag Mac windows
             | out to their own screens. Also pull in iPad and iPhone
             | screens. And push windows/app-states back out to those
             | machines too. Or two other people's devices.
             | 
             | * Wish the Mac screen operated with look and pinch. I do
             | this a few times every day when in flow.
             | 
             | * Wish I could disconnect/reconnect my MacBook Pro screen.
             | The headless MacBook Pro for Vision would be absolutely
             | great. But having the option to use it as a laptop too
             | would be great. Maybe remove my MacBook screen, but set it
             | up so I can clip my iPad Pro to it too?
             | 
             | * Need a Vision Spaces interface for setting up work then
             | moving to a different context, but being able to come back
             | to those screens. Being able to set up a space that is
             | location sensitive, so always available in that room, seat,
             | whatever.
        
               | Aerroon wrote:
               | > _* Never needing to put on or take off reading glasses
               | to see far, or within inches._
               | 
               | Can you expand on this? Does it basically have built in
               | vision correction? This actually sounds like a 'killer'
               | feature if you don't need to mess with glasses.
        
               | LeoPanthera wrote:
               | You can buy optional magnetic lenses if you upload your
               | prescription when you buy it.
        
               | mort96 wrote:
               | It has optics to correct for vision problems yeah, you
               | give Apple your prescription when buying the Vision Pro.
               | 
               | But more importantly, your eyes are always focusing at a
               | consistent 1ish meter in front of you. That's why you
               | don't have to switch vision correction ever when using
               | the Vision Pro (or any VR display).
        
               | rspoerri wrote:
               | just for your information. there is only little knowledge
               | about the influence of vr glasses on the vision. there
               | have been reports of developers that worked in vr for a
               | long time that had issues with theyr sight afterwards.
               | 
               | problems can come from increased heat within the vr
               | device, but also because every lighty our eye receives
               | comes in at the same angle, and thus the eye never needs
               | to adjust to different distances, as it would have to do
               | in a real environment. while it appears / looks the same
               | as in reality it really isnt. thats also the reason you
               | only need one correction.
        
               | mindentropy wrote:
               | >I have a 98" monitor with two 55" monitors in portrait
               | angled towards me on either side (heights all match), all
               | wall mounted.
               | 
               | What are these 98" monitors? Is this a TV or some kind of
               | signage display? That truly is a huge setup.
        
               | Nevermark wrote:
               | The TVs are:
               | 
               | SAMSUNG 98-Inch Class Neo QLED 4K QN90A
               | 
               | SAMSUNG 55-Inch Class Neo QLED 4K QN95B x 2
               | 
               | In my opinion, desk space taken up by displays is
               | criminal!
               | 
               | Also like to get out of my chair, pace the room, still
               | see my work on a big screen as I think about it. Move to
               | think
               | 
               | And this setup encourages more collaboration
               | 
               | Even a 40 inch 4k TV on a wall works great with a desk
               | spaced suitably
        
               | jaxn wrote:
               | Thank you and damn you. I'm sold.
        
           | wahnfrieden wrote:
           | Doesn't wider FoV also decrease pixel density...
           | 
           | Btw it'll be a few years before they update the Vision Pro
        
             | Wowfunhappy wrote:
             | The pixel density in the Vision Pro is high enough that I
             | don't think this is a significant concern.
             | 
             | The displays are really, really good.
        
               | wahnfrieden wrote:
               | I mean it is non-Retina for a reason, because the pixels
               | are noticeable by eye so presumably less density would
               | worsen that.
               | 
               | It is obscured though by the softened out of focus
               | presentation, maybe that blurring makes the difference
               | unnoticeable.
        
               | Wowfunhappy wrote:
               | Let me put it this way, then: having used a Vision Pro
               | for two weeks (I bought one and returned it) I would
               | gladly take a greater field of view in exchange for a
               | slightly lower pixel density, and it would be a very easy
               | decision.
               | 
               | I had some major issues with the Vision Pro, but pixel
               | density was not one of them.
        
               | bombcar wrote:
               | Narrow FOV means you have to keep your eyes "locked
               | forward" and people don't realize how much they look at
               | things by moving their eyes.
        
               | tomjakubowski wrote:
               | When I did the AVP demo I was impressed by how quickly my
               | eyes would relax and drift away slightly from looking at
               | something after initially focusing on it. It took some
               | conscious effort at first to maintain steady eye focus on
               | an object whilst actuating it with a gesture.
        
               | Wowfunhappy wrote:
               | This is, coincidentally, one of my biggest issues with
               | the Vision Pro. I never got used to it. I'd very
               | frequently want to _select_ one thing while _also_ moving
               | my eyes around to look at other things.
        
               | bombcar wrote:
               | You don't realize how often you click on something you
               | had been looking at (but no longer) until clicking
               | requires a constant gaze.
        
         | sroussey wrote:
         | I see the Vision Pro more like the Apple Lisa.
         | 
         | The original Apple Lisa, which cost $9,995 in 1983, would cost
         | approximately $27,905 in today's dollars, adjusting for
         | inflation over the period up to 2023.
         | 
         | So the VisionPro seems downright cheap.
        
           | MBCook wrote:
           | The original Mac was $2500 in '84 which is over $7000 now.
        
         | paul7986 wrote:
         | I am happy and avid user of Meta's recent Ray Ban Smart Glasses
         | as Im a sunglass wearer (think a huge part of the population
         | are too) and use my phone to take pics a lot. Now do that
         | reliably through Meta's glasses and Zuckerberg just showed the
         | latest Meta glass beta which you can ask "what mountain am i
         | looking at," at it audibly tells you.
         | 
         | Im betting Apple will release similar smart glasses like Meta's
         | in the next year or two.
        
           | MBCook wrote:
           | I hadn't heard of those until yesterday but I saw a video
           | someone took wearing them on a roller coaster in the front
           | seat and it was very impressive.
        
         | giantrobot wrote:
         | > It's also a beta product in many way.
         | 
         | I can't remember if it was here or somewhere else I saw the
         | point made that the current Vision Pro is the _worst_ one Apple
         | will ever make. All future Vision* products will likely be
         | technically improved from the current model. So if the Vision
         | Pro is _good_ right now it really can only be refined and get
         | better.
        
       | epanchin wrote:
       | Interesting article. Does the average person distrust meta as
       | much as I do? I wouldn't consider anything made by meta in my
       | house - I imagine this is a common position it's a shame it
       | didn't get a mention.
        
         | tartuffe78 wrote:
         | I doubt it's very common at all, most people just Facebook
         | without putting much thought into it I imagine.
        
       | arnaudsm wrote:
       | After obsessing on thinness and weight for a decade on the iPhone
       | and MacBook, Apple inexplicably did the opposite and missed the
       | opportunity to focus on the major painpoint or VR : every headset
       | hurts after 30 minutes. The Vision Pro is heavier than most
       | flagship headsets.
       | 
       | I have 1000 hours on SteamVR, but coming back is a chore. And my
       | face is red after every session.
        
         | empath-nirvana wrote:
         | The iphone was heavier than almost any phone on the market when
         | it was released.
        
           | arnaudsm wrote:
           | Yes about 10% heavier than the N95 and P1i, but the confort
           | difference is neglible compared to strapping something to
           | your face.
        
         | idontknowifican wrote:
         | isn't it 10 grams heavier than an oculus?
        
           | arnaudsm wrote:
           | 26% heavier (135g) than the Quest 3. And the default Apple
           | single-strap band favors aesthetics over weight distribution,
           | which makes it even worse.
        
       | masfoobar wrote:
       | I remember being sooooo tempted to buy a devkit just so I could
       | play about, see if I can get it to work with my own 3D games.
       | Would it be a pointless exercise? Yes. However, would I learn
       | from it as a programmer? Yes.
       | 
       | To this very day, I still dont have a VR headset. I am actually a
       | tad behind with the latest ones, if I am honest about it.
       | 
       | There is a VR place in our City which I take my children to (and
       | myself) for some fun for an hour. I do enjoy it. We play together
       | on those Zombie or Archery games.
       | 
       | One of the main reasons I am tempted to get VR is to got the
       | extra mile for _some_ games or.. more specifically.. simulations.
       | 
       | I want to give my kids a slight head start to things like
       | driving. With a decent simulator, steering wheel and VR, will be
       | educational for them. I would need to build (or perhaps just buy)
       | a new PC.
       | 
       | Is all this worth it for a driving simulator experience?
       | 
       | Interesting to see the future of VR and AR. I think these techs
       | will merge in one way or another, ending up being small like a
       | pair of glasses. I do think this tech as it evolves will
       | eventually replace monitors. Things like this will be replaced,
       | like giant mainframes are nothing compared to modern phones.
        
         | deadbabe wrote:
         | It's not worth it, you're better off buying them smaller
         | electric vehicles and then moving them up to bigger things.
        
           | blitzar wrote:
           | Take them carting on the weekend; its how practically every
           | F1 driver was raised.
        
         | kjkjadksj wrote:
         | Just do what everyone else does and teach your kid to drive
         | your car in a parking lot whenever they can reach the pedals. I
         | knew to drive by like 10.
        
         | zmmmmm wrote:
         | I find it weird that people who are clearly interested will
         | vacillate on buying a headset these days. Quest 3 is mind
         | bogglingly cheap for what it is. It's selling in the millions
         | and the Quest platform already has tens of millions of users.
         | 
         | If you are from a developed country with decent wages and think
         | of yourself as a tech enthusiast you should just go buy it as a
         | professional investment to learn about the tech. Even if you
         | don't want the gaming it is easily good enough to give you
         | insight into the the broader tech (working in VR, social
         | experiences, etc) and it's a pretty good standalone WebXR
         | viewer which very easy to pick up.
         | 
         | (I have the same logic that anybody who buys a Vision Pro for
         | development is insane not to also pick up a Quest at 1/7th the
         | price so that they can at least have a full perspective on
         | where VR is at)
        
       | saretup wrote:
       | > Watching movies in Vision Pro is great at first but most people
       | will stop doing it after the initial novelty excitement wears off
       | Watching TV/movies in virtual reality seemed like such an
       | incredibly compelling idea that we (the Oculus team at
       | Meta/Facebook) built an entire product around that idea -- Oculus
       | Go. Launched in 2018, Oculus Go was the biggest product failure
       | I've ever been associated with for the simple reason that it had
       | extremely low retention despite strong partnerships with Netflix
       | and YouTube. Most users who bought Oculus Go completely abandoned
       | the headset after a few weeks.
       | 
       | You can't possibly extrapolate the movie watching retention rate
       | from Oculus Go to Apple Vision Pro. That's like saying most
       | people won't use ipod based on the data we collected from our
       | walkman.
        
         | mliker wrote:
         | Agreed, I've had my Vision Pro for a month, and I still use it
         | to watch shows/movies and as my portable external display. It
         | has its daily and weekly use cases
        
           | wolverine876 wrote:
           | The OP says it's too uncomfortable (including too heavy) to
           | wear for that long. What is your experience with that?
           | 
           | > It has its daily and weekly use cases
           | 
           | What do you do with it?
        
             | 93po wrote:
             | I loved movie watching with my AVP but I agree it's too
             | uncomfortable, even lying in bed and having less weight on
             | my cheek bones. I watched two hours of Guards of the Galaxy
             | 3 and got tired of wearing it and finished the last hour on
             | my 13" laptop screen
        
               | outworlder wrote:
               | The dual loop makes a world of difference to me.
               | Interestingly, lying in bed makes it more uncomfortable,
               | not less, since more of the weight is on the face.
        
         | jacobsimon wrote:
         | Why not? The device has a very similar form factor and the use
         | case is the same, except they're missing the partnerships with
         | Netflix and YouTube. The Walkman was also an incredibly popular
         | device for years. Not to undersell the iPod, either, but I
         | think the innovation was as much in the distribution channel
         | (iTunes) as the product design.
        
         | whynotmaybe wrote:
         | How do you watch a movie on the vision pro with your family?
        
           | idontknowifican wrote:
           | i am going to reply earnestly here:
           | 
           | shareplay over facetime is wonderful. i have watched a few
           | big movies with my buddies in this way
        
           | whynotminot wrote:
           | People keep vastly overestimating the amount of content that
           | is consumed in group settings.
           | 
           | I watch a show / movie with my girlfriend a couple times a
           | week. A nice TV is still better for that obviously.
           | 
           | But I watch stuff on my own every single day. Personal media
           | consumption for me is probably 8x my group-based consumption.
           | I would wager most people these days have similar habits.
        
             | whynotmaybe wrote:
             | It's the opposite for me so I'm outside of your "most
             | people"
        
               | whynotminot wrote:
               | Most people !== everyone by definition :)
               | 
               | I do think my situation fits current society more though.
               | Families under one roof consuming media only through the
               | shared TV is less and less how the (at least Western)
               | world operates.
        
         | taeric wrote:
         | I don't know. I have roughly 0 interest in watching movies with
         | a VR headset. And I have a VR headset, such that I have tried
         | it a bit.
         | 
         | You are also kind of... ignoring the fact that the walkman was
         | very successful. Ridiculously so, in fact. Such that, people
         | did predict ipod like things would be a success because of it.
         | There was a whole line of successful portable music devices
         | leading up to the ipod.
        
         | zmmmmm wrote:
         | I thought this was one of the most interesting insights because
         | there is a lot of discussion around why Meta isn't / hasn't
         | gone after media viewing as a primary use case. Understanding
         | now that they really tried and it failed hard at Oculus
         | previously adds a lot of insight to that.
         | 
         | I do have to say, for me it does add up to one huge missing
         | element for Vision Pro: why Apple didn't ship some kind of co-
         | presence features on day 1 is totally baffling to me. I think
         | it likely stems from the fact they clearly missed their mark
         | with Personas and presumably they didn't want to then introduce
         | cartoon style avatars like Meta did. They've decided to die on
         | the hill of realistic avatars and they are actually dying
         | there. It means people hate Personas, they don't have co-
         | presence which is damaging the media viewing and preventing a
         | lot of the AR and professional use cases from developing where
         | co-presence is also a must, sometimes the primary feature.
         | 
         | It's fascinating to me because Apple pitched so hard at their
         | headset not being socially isolating, but they ultimately
         | created the most socially isolating headset of all.
        
       | sirjaz wrote:
       | You need compare Hololens 2 against this
        
       | eggbrain wrote:
       | His point on the significant motion-blur / image quality issues
       | that exists with pass-through is my biggest complaint with the
       | device hardware-wise.
       | 
       | I got the prescription lens inserts that Apple had suggested, and
       | when I first put on the device I thought that either my eye
       | doctor had gotten my prescription wrong, or something was
       | defective with my device.
       | 
       | The blur is distracting -- and looking further away makes it more
       | obvious, as the objects in the background move around a lot more
       | when turning your head vs items really close to your eyes.
       | 
       | He also says you can read your screens through passthrough, but
       | I've found that not really to be the case, at least for devices
       | like the iPhone or Apple watch. I've had to take my Vision Pro
       | off many times not only to read a phone notification, but also
       | for anything that requires Face-ID (which doesn't work well when
       | the Vision Pro is covering your face, which feels like an Apple
       | ecosystem fail).
       | 
       | I'm still enjoying it, and I bought it knowing it was a V1
       | product, but it also shows how far have to go, even with a ton of
       | engineering put into a product.
        
         | blunderchief wrote:
         | This actually helps me a little bit. I've also seen people say
         | they can read screens, and that's not my experience. I also
         | have the lens inserts, and I suspect that part of the problem
         | is how they implement the prescription. I'm not knowledgeable
         | enough about lenses to say this with confidence (please correct
         | me!), but I wonder if this is because Apple prioritizes a
         | farther away focal point for the inserts, so you literally
         | can't focus on anything close up.
         | 
         | I've noticed that I can almost read things if I hold my phone a
         | little farther away, but I wouldn't call it usable by any
         | stretch. I've considered getting contacts for the first time
         | just to test all of this, but I'm extremely turned off by the
         | upkeep of them (to say nothing of the idea of touching my
         | eyeball to put them in).
        
           | gen3 wrote:
           | > I wonder if this is because Apple prioritizes a farther
           | away focal point for the inserts, so you literally can't
           | focus on anything close up
           | 
           | VR is interesting all because all manufactures (that I know
           | of) have a fixed focal distance for the screens. This is why
           | you need inserts in the first place, even though the lenses
           | are right in front of your eyes. For example, on the valve
           | index this is set to ~6ft, so if you can see up to 6ft
           | perfectly, you do not need inserts.
           | 
           | Moving your phone around doesn't change this number, its a
           | relationship between the lenses and the screens
        
         | 93po wrote:
         | Counter anecdote: I didn't find the blur distracting at all,
         | and was able to read my iphone 13 mini perfectly fine. I
         | beleive your experience of course, though.
        
         | outworlder wrote:
         | Stupid question: Are you wearing it in an environment with good
         | lighting? Passthrough camera performance suffers a lot in low
         | light, and the blur increases with the longer exposure.
         | 
         | I can read screens "fine" while wearing it (fine as in, I can
         | read them, I wouldn't want to do it for an extended amount of
         | time).
        
         | hn_throwaway_99 wrote:
         | > but also for anything that requires Face-ID (which doesn't
         | work well when the Vision Pro is covering your face, which
         | feels like an Apple ecosystem fail).
         | 
         | At some point don't we need to accept the laws of physics and
         | biology? That is, The VisionPro covers a significant part of
         | your face, much more than a pair of glasses. Face-ID already
         | has the challenge of needing to recognize you in tons of
         | different conditions (lighting, pale/tan skin color, wildly
         | different hairstyles, facial hair, etc.), while for security
         | reasons nearly never letting someone else impersonate you. Is
         | it really possible to get that level of forgiveness with
         | accuracy if Face-ID only gets to consider the bottom half of
         | your face?
        
           | e28eta wrote:
           | I think the complaint is that the vision pro can't
           | authenticate the wearer to the iphone. Just like using your
           | apple watch to unlock a mac, the vision pro will probably
           | eventually be able to set up a trusted relationship between
           | the user and their phone, and fix this issue. That's what I
           | understood from "ecosystem fail"
        
       | axus wrote:
       | "Apple intentionally calibrated the Vision Pro display slightly
       | out of focus to make pixels a bit blurry and hide the screen door
       | effect "in plain sight"
       | 
       | Makes me think of the blurring effect of phosphors on a CRT.
        
         | rexf wrote:
         | This is shocking to read. I tried the in store demo and my main
         | take away was that the display wasn't as crisp or sharp as I
         | expected for a $4k device.
        
           | int_19h wrote:
           | That would be the case blurring or no blurring. Apple managed
           | to cram 4K displays per eye there, which is very impressive
           | when you compare it against Quest etc - but that's 4K shoved
           | right against your eyeballs. That is, it is the rough
           | equivalent of sitting so close next to a 4K TV that it covers
           | your entire field of vision. If you've ever tried that, you
           | know that it's not exactly retina, and you can still very
           | much see the pixels.
           | 
           | But even that is a massive technological achievement when you
           | look at raw numbers in the article - those 4K displays in
           | Vision Pro are _already_ 3386 PPI.
        
             | riwsky wrote:
             | Gp's "4k" was referring to price, not pixels
        
               | int_19h wrote:
               | I'm well aware, and that doesn't change anything. What
               | Apple gave us in Vision Pro is what you get for the price
               | tag given modern technology. High-res VR is insanely
               | expensive for good reasons, both the extreme DPI
               | required, and the powerful hardware needed to drive it
               | all at speeds fast enough to avoid motion sickness.
        
       | skc wrote:
       | I recently saw Dune 2 on IMAX.
       | 
       | If the Vision Pro can soon replicate that experience they will
       | print (even more) money and could lock the big film studios down
       | forever pretty much.
       | 
       | That is the killer use case. Everything else seems like fluff.
        
         | adamors wrote:
         | Solo-movie watching seems like _a_ usecase, but I'd argue most
         | people don't watch movies alone.
        
           | rad_gruchalski wrote:
           | How difficult would it be to build an app where your friends
           | could join remotely, watch the same movie, and appear right
           | next to you? With good enough latency you could talk to each
           | other like you were sitting right next to each other?
        
             | BobaFloutist wrote:
             | Given that they have that in Fortnite, I'm going to go out
             | on a limb and say it wouldn't be too difficult.
        
             | whynotminot wrote:
             | I think with Shareplay, Spatial Audio, and Personas Apple
             | already has the core pieces to do something like this baked
             | into the OS.
        
             | aeturnum wrote:
             | I do think these kinds of "virtual presence" apps are
             | possible and exciting - and also I think there are huge new
             | challenges that come with the Vision Pro's better spatial
             | computing. If you are in a video game (like fortnight) you
             | easily forgive a lot of jank - your brain isn't expecting
             | it. On the flip side, people will not like someone jumping
             | around "in space" right next to them. Same goes for
             | reproducing movements in avatars.
             | 
             | You can always choose a lower fidelity co-presence, but
             | again if you are doing that why are you wearing the heavy
             | goggles? Just get a discord server and watch on there. I
             | think there are very real technical challenges to combining
             | all of the important aspects, but it is also the category
             | of experience I am most excited by.
        
             | mrguyorama wrote:
             | Those have existed pretty much since the start of VR
             | multiplayer games. VR chat has them, RecRoom has them I
             | think, there are dedicated apps for this, and many "screen
             | mirroring" apps also have multi-user and presence.
             | 
             | They aren't used that much because it's a silly gimmick and
             | nothing more. People don't roleplay nearly as much in
             | actual VR experiences. Real life isn't Ready Player One,
             | and real people may say they want this, but then they try
             | it and never do it again.
             | 
             | It was neat to socialize with strangers in VR during covid
             | lockdowns. It was instantly less neat when I could
             | socialize with my real friends again. I don't have any
             | friends from that period, and I was hanging out with VR
             | strangers for tens of hours a weekend. There's just too
             | many real, physical drawbacks to doing anything in VR that
             | means unless you specifically crave the experience that
             | ONLY VR can provide, like a driving simulator game, you
             | don't really do it.
             | 
             | I've gone clubbing in VR. It's just not that special.
             | 
             | All the talk about AVP is full of people who seem to have
             | zero understanding of what has existed for almost a decade
             | in the VR space, don't seem very familiar with VR, and
             | haven't tried to get friends and family to try VR. They all
             | think Ready Player One, or The Matrix is right around the
             | corner. Reality isn't magic.
             | 
             | For reference, VR is literally a game changer for Sim
             | Racing, and even there most people don't care about it.
             | Even then, it's only brought out occasionally, or for
             | specific reasons. Headsets just suck, blocking your eyes
             | with some form of screen will always suck for a social
             | species like humans.
        
             | zmmmmm wrote:
             | It's so easy there are probably a dozen apps that do it on
             | Quest and other platforms. I sat in a theatre with 15 other
             | people the other day and watched Jurassic Park in 3D the
             | other day on my Quest 3. It was cool.
             | 
             | So why isn't it happening with Vision Pro? Because Apple
             | hasn't shipped proper co-presence features. Vision Pro
             | lacks a proper Avatar system like every other platform has,
             | so they can't have apps like this, ergo they are left
             | entirely with trying to convince people that solo
             | experiences are a valid value proposition, _all the while_
             | attempting to sell their headset as non-isolating.
        
           | anentropic wrote:
           | au contraire
        
         | blunderchief wrote:
         | There's an immersive viewing setting on the Vision Pro called
         | Cinema that's very close. It puts you inside a theater-like
         | room without seats and gives you a pretty convincing feeling of
         | looking at a movie screen -- way better than any of the stupid
         | immersive viewing rooms in Disney Plus or whatever.
         | 
         | Also, there's an IMAX app that actually simulates being in an
         | IMAX theater. It's silly, but having the seats and railing and
         | being able to look to the side and see the dim IMAX sign
         | glowing on the wall goes a very, very long way. But for now
         | there's not much you can do inside of it. I really,
         | 
         | The only thing that's really missing is the sound. The built-in
         | speakers sound fantastic, but lack that low-end, guttural
         | rumble that you can only get in a theater or with a very fancy
         | home theater setup (which I don't have because I have a family,
         | with a partner who's very noise-sensitive, and a house that's
         | just not big enough to watch movies in without waking up my kid
         | -- I'd just never get to use it).
         | 
         | I haven't actually tried watching it hooked up to my homepods,
         | which I'd guess would help. But yeah, the visual experience is
         | remarkable. They can get there if they keep putting effort into
         | it.
        
         | ilrwbwrkhv wrote:
         | Eh not really. What IMAX does with the sound matters too. You
         | can't replicate that with Airpods. Also you do not feel like a
         | weight is pushing into your face. That is a big part of an
         | enjoyable experience.
        
           | whynotminot wrote:
           | Gotta have the kid kicking your seat from behind, and the
           | dude a few rows up who's on his phone the whole time too.
           | Just can't replicate that with AVP.
        
         | outworlder wrote:
         | > If the Vision Pro can soon replicate that experience they
         | will print (even more) money and could lock the big film
         | studios down forever pretty much.
         | 
         | Visually? It looks far better than an IMAX screen. It's an
         | order of magnitude better compared to watching 3D movies in a
         | movie theater with '3d glasses'.
         | 
         | All it is missing is sound. It's no slouch, but you don't have
         | a subwoofer :)
        
       | smitty1e wrote:
       | I can only see getting into VR for very specific, limited
       | duration tasks.
       | 
       | Call me a Luddite, but I am increasingly disdainful of all the
       | New Shiny stuff, and see society trending toward lower-tech,
       | traditional pursuits.
        
         | CatWChainsaw wrote:
         | I think it's natural. With the end of the Free Money Era, every
         | New Shiny Thing in your life is going to require a
         | subscription, permission to harvest data on everything about
         | you that can be measured, as many advertisements as users will
         | tolerate, and gambling-tier microtransactions. It's tiring,
         | demoralizing, and stupid. Walking away is liberating.
        
       | throwaway74432 wrote:
       | If people wanted to wear a phone screen taped over their eyes out
       | in public, the technical limitations wouldn't barely make a dent
       | in that desire. But the vast majority of people want to have real
       | in-person human interactions when they're out in the world.
       | That's what the makers of these devices fail to see. But they
       | can't see that because they're self-described VR enthusiasts. If
       | they talk to non VR enthusiasts (which is everyone else), they'll
       | see that the limiting factor isn't the hardware.
       | 
       | Think of it this way. Most people think it's rude to talk to each
       | other indoors with sunglasses on. That's the slimmest form factor
       | you're going to get, and it still steps on the toes of human
       | connection.
        
         | SeanAnderson wrote:
         | I think the key to your last bit is "indoors." People don't
         | consider it rude when talking to each other outdoors because
         | it's mutually understood that wearing the device is beneficial.
         | 
         | All it takes is to get to that point with AR. So it's more a
         | critique of the state of AR's present usefulness rather than an
         | innate, immovable reflection on society.
        
           | baby_souffle wrote:
           | I don't think it's just usefulness. I know that you can't
           | possibly be watching something else on your sunglasses when
           | talking to me indoors or out.
           | 
           | At least with google glass it was trivial to see where the
           | eyes were pointed.
        
             | SeanAnderson wrote:
             | I agree it is unfortunate that you can't tell where
             | someone's eyes are at when talking with sunglasses on and I
             | also agree that it detracts from the socialization
             | experience.
             | 
             | I do not feel that this loss makes it rude to have an
             | outside conversation wearing sunglasses in a sunny
             | environment.
             | 
             | So, I still think that AR will find its way in. I'm not
             | saying it won't reduce the socialization experience
             | further. It'll just be perceived as semi-necessary,
             | understandable, and life will move on.
        
               | treflop wrote:
               | Sunglasses may detract but they actually serve one
               | purpose -- it's too damned bright out.
               | 
               | Having AR glasses on is totally different.
        
               | SeanAnderson wrote:
               | Maybe for this generation, but give it time. I think
               | expectations will shift.
               | 
               | Children used to be told "don't sit so close to the TV"
               | and now we're strapping monitors to our heads.
        
               | veidr wrote:
               | It's not totally different. It's very similar.
               | 
               | The main difference is that there might be any number of
               | equally-or-more-valid reasons to have AR/MR glasses on
               | than "it's too bright".
               | 
               | Like, "I'm on call for blahblah" or "I'm watching the
               | baby monitor" or... whatever, a million possibilities.
               | 
               | So yes, AR glasses detract, but no, it's not different.
               | 
               | Also, lots of wearers consider that social interaction
               | complexifier a feature, not a bug. Which is why you see a
               | lot of cops wear sunglasses all the time, even with no
               | sun. For a deep, heart-to-heart conversation with
               | somebody important? Sure, take them off. For anything
               | else...
        
               | treflop wrote:
               | Your arguments are from the PoV of the wearer. Sure, as a
               | wearer, you know that you are paying attention to whoever
               | you are talking to, but as someone on the other side, I
               | don't know that.
               | 
               | That's not a problem with sunglasses because it's
               | inherently impossible for you to be doing something else.
               | 
               | The issue that people have with AR glasses (and to some
               | extent, people wearing sunglasses unnecessarily) is that
               | AR glass wearers are thinking more about themselves than
               | the perspective of other person. And then to defend AR
               | glasses saying "I could be doing something important but
               | actually I'm paying attention" is like doubling down on
               | that lack of awareness.
               | 
               | I'm not opposed to AR glassses. I'm just explaining why
               | they are a bit of a faux pas and the people who think
               | they are OK are also the reason why they are not OK.
        
               | BytesAndGears wrote:
               | Except what is the benefit that it's providing, that
               | people asked to have solved?
               | 
               | I feel like if you went up to someone and asked "how can
               | we improve this social interaction?" Literally nobody
               | would suggest strapping a screen to your face anywhere in
               | the list of improvements.
               | 
               | Here's some other technology improvements:
               | 
               | What would make your TV experience better?
               | 
               | * make it bigger * allow it to use the internet to watch
               | infinite shows * make it cheaper * make the colors
               | brighter
               | 
               | What would make your analog home-phone experience better?
               | * make it portable * make it smaller * allow me to save
               | contacts within it * allow me to take other notes * now
               | that I have this little thing in my pocket anyways, make
               | it do more stuff
               | 
               | Then when we think of the problems that lead to AR being
               | the solution, it's almost entirely related to business
               | problems. Surgery, manufacturing, carpentry,
               | construction... all would benefit from a HUD that tells
               | you what to put where. Those are real benefits.
               | 
               | But anything that people would do in a social situation?
               | Almost never will the answer to a human interaction
               | problem to be "attach a screen to your face". In that
               | scenario, all of the solutions are really in search of a
               | problem.
        
               | SeanAnderson wrote:
               | I think a convincing example is to show a heads-up
               | display of what two people last talked about as to enrich
               | the conversation.
               | 
               | I already do this but more manually. For example, I don't
               | try to remember everyone's birthday. Instead, I put their
               | birthday's in my calendar, get a notification when it's
               | close, and use this information to enrich our
               | relationship.
               | 
               | It seems reasonable to believe this could be extended
               | much further if the barrier to recording and recalling
               | the information was reduced.
        
               | baby_souffle wrote:
               | > I think a convincing example is to show a heads-up
               | display of what two people last talked about as to enrich
               | the conversation.
               | 
               | Perhaps. It might be a generation or two before the
               | "that's ... creepy" vibes fade. Reminds me a bit of that
               | scene in minority report after the eye swap and the
               | protagonist passes by a billboard and the avatar asks him
               | about how the pants he purchased worked out.
               | 
               | I do something similar to the calendar thing too. I reach
               | out a few days ahead of time so it doesn't seem like I'm
               | just doing it reflexively like an unfeeling robot because
               | facebook prompted me to do so day of.
        
               | baby_souffle wrote:
               | > Then when we think of the problems that lead to AR
               | being the solution, it's almost entirely related to
               | business problems. Surgery, manufacturing, carpentry,
               | construction... all would benefit from a HUD that tells
               | you what to put where. Those are real benefits.
               | 
               | I think you're on to something. Glass was an expensive
               | flop from the word "go" but the second generation did
               | live on in these specialized sectors.
               | 
               | I suspect that - at least for this decade - AR is still
               | going to be the specialized/industry tech and that VR is
               | going to be the consumer oriented tech.
        
           | njovin wrote:
           | The problem isn't the form factor, it's the purpose. Wearing
           | sunglasses is beneficial because it protects my eyes and
           | makes it easier to look at you when you're talking to me.
           | 
           | Wearing an AR device is like telling you something more
           | important than our conversation might come up and I need to
           | be able to quickly shift my focus from you to it.
           | 
           | Maybe it's my age (early 40s) but it's common for our
           | friend/family group to shame each other (in a half-kidding-
           | half-not way) when somebody gets into their phone too much
           | during a social event. "If you're going to be here, be here"
           | is a mantra we tease each other with. We hold each other
           | accountable enough to where when my elementary-age son picks
           | out a movie for us to watch, if one of the adults in the room
           | starts scrolling on their phone he'll pause the movie and ask
           | them if they're going to pay attention or not.
        
             | SeanAnderson wrote:
             | My assumption is that this expectation will shift as time
             | passes.
             | 
             | I can see a future where people use AR, there's a setting
             | that indicates "full focus" vs "distracted", and people
             | will ask others to stay in "full focus" mode when talking.
             | This would minimize the number of notifications the user
             | receives in an effort to lend focus to the conversation.
             | 
             | It'll be the same general expectation as what you're
             | describing, but with a step towards concession and
             | acceptance of the tech.
             | 
             | There will also probably be an in-between period where
             | people who remain glued to their phone try to take the
             | morale high ground against those who are using AR goggles
             | by saying they're giving more focus to the conversation :)
        
               | _aavaa_ wrote:
               | Full focus mode would have to be passthrough with no
               | notifications or external information. I feel like
               | anything less would just be the current phone status quo.
        
               | SeanAnderson wrote:
               | I dunno. Some people have trouble reading emotions from
               | other people's facial expressions. A heads-up display
               | that conveys this sort of information in real-time could
               | help improve the conversation. Or pulling up highlights
               | from the last time a conversation occurred so you can
               | more easily pick up where you left off.
               | 
               | Of course, some people will feel like these changes
               | reduce the humanity of the interaction because you're
               | letting the device do too much of the work and others
               | will disagree and say that the tech is just helping
               | automate and improve a task they were already performing.
               | Both camps will have fair points.
               | 
               | These sorts of behaviors which augment the conversation
               | seem distinct from concepts like "be shown new text
               | messages while mid-conversation" which I do think should
               | be able to be silenced and conveyed as being silenced.
        
               | _aavaa_ wrote:
               | I agree that a CRM mode would indeed be very valuable,
               | but I'm skeptical of such a feature shipping given that a
               | similar thing could be surfaced on the phone but I've
               | never even heard of people using it.
        
               | SeanAnderson wrote:
               | I agree it would be breaking some new grounds. The only
               | things that I can think of right now are tech like Babel
               | Fish earbuds, which strive to translate conversations in
               | real-time, and Google Lens for real-time visual
               | translations.
               | 
               | I did make good use of Google Lens when traveling to
               | France last year. I found myself engaging with the world
               | by looking through my phone's camera frequently as it
               | made understanding restaurant menus much easier.
        
               | HeyLaughingBoy wrote:
               | We don't have that with phones now, what makes you think
               | AR will be any different?
        
               | SeanAnderson wrote:
               | Can you clarify? I'm not sure I understand.
               | 
               | iOS and Android both have Focus Mode:
               | 
               | https://blog.google/products/android/android-focus-mode/
               | 
               | https://support.apple.com/guide/iphone/set-up-a-focus-
               | iphd62...
               | 
               | I guess I don't use this feature when having a
               | conversation with another person because it would require
               | me to get out my phone and change modes when the
               | conversation begins. That's too much of a barrier. In
               | some settings, though, like when going to watch a movie
               | in public, there's a dedicated window where people are
               | expected to shift their phones to a socially acceptable
               | mode. I do respond accordingly in those situations.
               | 
               | With AR, it would seem this process could be automated
               | through facial recognition / voice detection. If there
               | was a setting that said, "Don't notify me of text
               | messages when the system detects I am conversing with
               | another person. Do this automatically" then it seems
               | quite practical to have that enabled. It also seems
               | reasonable that it would be implemented because the
               | concept of "disable notifications temporarily" already
               | exists on phones.
        
         | tsunamifury wrote:
         | This is the trap of when a company needs a user to buy a
         | product more than the user needs the product.
         | 
         | This was something jobs was adept at navigating around along
         | with Jonny Ive.
         | 
         | Tim Cook is a product idiot. Or maybe more to the point he is
         | adept at making factories and has run out of products for them
         | to manufacture. So what's more important to him his giving the
         | factory more to do vs designing the right product.
        
         | MR4D wrote:
         | > But the vast majority of people want to have real in-person
         | human interactions when they're out in the world.
         | 
         | I think this statement is too strong. I see too many people
         | every day in elevators, in lines, all sorts of different places
         | that are on their phone and specifically avoiding eye contact
         | with other human beings. That suggests that the term "vast
         | majority" is probably too strong.
        
           | taylodl wrote:
           | Right? Eyes down at their phone, Air Pods in, it's not easy
           | to get their attention even if you _need_ to. They 're
           | essentially already connected to a VR headset, just a poor
           | version of one.
        
           | wanderingstan wrote:
           | Seconded. One glance around coffee shops, buses, or the like
           | is enough to show that screens dominate "out in the world"
           | too. And looking at the trend lines for the past decade, it
           | seems set to continue.
        
         | ryandrake wrote:
         | I don't buy this. So many people walking around absolutely
         | glued to their smartphones. Neck crooked down, ignoring the
         | world, even inside businesses, social situations, at home, at
         | work, and the taboo is very quickly softening! I often notice
         | couples sitting in a restaurant, basically ignoring each other
         | in favor of their phones for an entire meal. No human
         | connection going on here!
         | 
         | People want human connections less and less, especially with
         | strangers, service providers, "NPCs" as some would lovingly
         | call them. I think good AR will accelerate this, not fail due
         | to a shrinking taboo.
        
           | px43 wrote:
           | IMO people on their smartphones are generally experiencing
           | 10-100x the human connections that people without their
           | smartphones are experiencing. That's exactly _why_ they 're
           | so addictive. Smart phones let people push themselves right
           | to the very edge of Dunbar's limit for social connectivity,
           | which is why it can get stressful and exhausting, and is
           | probably damaging when done in extended periods.
           | 
           | Putting your phone down for a few hours to stare at the
           | trees, or the water, or the clouds passing by, and maybe
           | chatting up a couple nearby people doing the same, _that_ is
           | now the epitome of disconnected blissful ignorance.
        
           | dspillett wrote:
           | _> > But the vast majority of people want to have real in-
           | person human interactions when they're out in the world._
           | 
           |  _> I don't buy this. So many people walking around
           | absolutely glued to their smartphones._
           | 
           | I think it is right-ish, and just needs refinement:
           | 
           | Where people _have_ to have human interactions when they 're
           | out in the world, the vast majority of them want them to be
           | real in-person.
           | 
           | If I choose to interact with someone, or accept their attempt
           | at interaction, I don't want a device between me and them. I
           | often don't choose that, but this doesn't minimise my
           | preference for non-tech-filtered integration if interaction
           | does happen.
           | 
           | If I'm out on a trail run or trek I'm perfectly happy to
           | exchange pleasantries with others out and about, I'm quite
           | happy to give directions or similar assistance to a tourist
           | while meandering locally (if asked politely, otherwise you
           | will get sent well out of your way), but far less so if they
           | are not looking me in the face.1
           | 
           |  _> especially with strangers, service providers, "NPCs",
           | ..._
           | 
           | ..., bloody survey people, charity muggers, those who think
           | that because they believe [deity] loves me I'm somehow
           | beholden to care, local press outside the station when I get
           | off a train delayed by a significant incident, ...
           | 
           | --
           | 
           | [1] caveat: I'm away that some people are very uncomfortable
           | with direct eye contact, that is quite different from not
           | entirely paying attention because of a bit of tech.
        
           | dotnet00 wrote:
           | I've always found examples like "couples sitting in a
           | restaurant, ignoring each other in favor of their phones" as
           | kind of hilariously judgemental. Almost in the same way that
           | ignorant extroverts view introverts.
           | 
           | If they're a couple, why would they feel the need to always
           | talk? You don't need to always be talking to enjoy just doing
           | your own thing in each other's presence. Even prior to the
           | proliferation of smartphones this was pretty normal in my
           | experience, you spend most of your time having the ability to
           | talk to the people you like, at some point you run out of
           | things to say and are comfortable enough with each other to
           | just do your own thing while in each other's company. It says
           | nothing about their connection with each other.
        
         | spacedcowboy wrote:
         | _shrug_ I don 't spend my entire life in company. Reading a
         | book is hardly a group event....
         | 
         | Also, when shared experience hits the next version (or the one
         | after that, or..) and I can watch Liverpool beat Man Utd with
         | my brother on a different continent (with whatever lag being
         | compensated for) I'll get _more_ of a shared experience than I
         | could have today.
         | 
         | This is a version-1 product. It's only going to get better - I
         | have one of the original iPhones, and compared to the '15 Pro I
         | have now, it's pitiful. Apple are generally a long-term game
         | company, and they're not going to let this just drop.
         | 
         | So sure, in company down at the pub, I won't be wearing goggles
         | like this. Funnily enough I don't think that's the target
         | market, making your argument a bit of a strawman one. Apple (I
         | expect) will focus is attention on where it _can_ make a
         | difference. And (again, I expect) it will.
        
         | ojbyrne wrote:
         | The second paragraph seems silly. Nobody thinks its rude to
         | talk with normal glasses on, and that's the same form factor.
         | Meta's AR glasses are already available as both sunglasses and
         | normal glasses (though obviously lacking in actual AR).
        
           | bookofjoe wrote:
           | Meta AR glasses Beta software has actual AR:
           | 
           | https://www.socialmediatoday.com/news/meta-launches-
           | expanded...
           | 
           | https://www.meta.com/smart-glasses/early-access-program/
        
         | Taylor_OD wrote:
         | > But the vast majority of people want to have real in-person
         | human interactions when they're out in the world.
         | 
         | Is this true? Most of the time when I'm out and about I'm going
         | from point a to point b and I'm not really interested in
         | talking to anyone I dont already know. If I'm already at a
         | specific place to do a specific thing... I'm not going to have
         | a vr headset on and I'm not really interested in interacting
         | with people I dont already know.
        
         | w8whut wrote:
         | these things change quiet quickly. Ask any zoomers (which i
         | might add arent _young_ anymore either, the first ones 'll
         | start turning 30 next year!) if its rude to glance at the phone
         | mid conversation. Gen Y/X generally considered that extremely
         | rude, while gen Z started to see it as completely normal.
        
         | Retric wrote:
         | > Most people think it's rude to talk to each other indoors
         | with sunglasses on.
         | 
         | Nobody finds it rude to talk to each other with actual glasses
         | on. If AR had similar utility and minimal impact on seeing each
         | others eyes, then the same would be true. Sunglasses prevent
         | people from tracking where people are looking which is why they
         | come off as rude.
         | 
         | > That's the slimmest form factor you're going to get, and it
         | still steps on the toes of human connection.
         | 
         | The minimalist form factor for AR is contact lenses not
         | glasses. Several companies are working on them though it's a
         | long way from a consumer product.
        
           | Kwpolska wrote:
           | Prescription glasses are a necessity. Sunglasses or AR
           | glasses are not.
        
             | Retric wrote:
             | Reading glasses aren't.
             | 
             | You may not have realized it, but the glasses on tip of
             | nose thing where people lean forward to look at you is
             | because reading glasses make things blurry at conversation
             | distance. Basically this: https://levinsoneyeclinic.com/wp-
             | content/uploads/2021/08/shu...
             | 
             | However, sometimes people don't bother and they really
             | can't see you very clearly. But, you can still track the
             | body language from where they eyes are looking so it's
             | fine, that's the difference clear lenses make.
        
           | tsimionescu wrote:
           | > The minimalist form factor for AR is contact lenses not
           | glasses.
           | 
           | That is extremely unlikely to _ever_ be possible. A chip that
           | size that did both high-bandwidth radio AND wireless charging
           | (since you 're not gonna have wires dangling from your eyes)
           | AND high refresh rate display would fundamentally have to get
           | extremely hot, with anything resembling current electronics.
           | 
           | You'd have to invent an entirely different transistor to do
           | something like this.
        
             | Retric wrote:
             | You don't need a high bandwidth connection for AR. Vector
             | graphics + text dramatically reduces the bandwidth
             | requirements.
             | 
             | That's not immersive 3D, but the useful bit of AR would be
             | things like putting peoples names above them at a party as
             | if you where in an MMO. Countdown timers over cooking pots,
             | a map or just an arrow when walking somewhere etc.
        
         | Cthulhu_ wrote:
         | People used to think it's rude to stare at a phone screen too,
         | but here we are.
         | 
         | I'm not saying VR will become as normalised as smartphones,
         | mind you, just that it's a possible outcome. That said, VR / AR
         | as we know it now has been a thing for a while now and it
         | hasn't taken off as much.
        
           | The-Bus wrote:
           | It still is rude... it's just become commonplace.
        
         | diffeomorphism wrote:
         | It used to be extremely rude to not take off headphones when
         | people talk to you. Nowadays it is quite accepted for earbuds
         | and "transparency mode" is even a selling point.
         | 
         | My guess would be that once AR allows easy sharing, e.g.
         | showing others a funny AR cat video, it will quickly become
         | socially accepted to wear frequently.
        
           | andsoitis wrote:
           | > Nowadays it is quite accepted for earbuds
           | 
           | Hard disagree. Except for brief interactions like ordering a
           | coffee, I don't think it is at all socially common for people
           | to keep headphones on when they talk with others. Maybe it
           | varies by culture, or social circle.
        
             | montagg wrote:
             | It varies. I'm totally fine with it if it's clear the
             | person can hear and interact with me, and the people I
             | interact with a lot do it to varying degrees, and no one's
             | offended.
        
               | wanderingstan wrote:
               | FWIW, I've observed in high schoolers that many leave
               | their earbuds in all the time. At this point it's a
               | fashion statement too.
        
           | zpeti wrote:
           | It's not socially acceptable to me. If someone talks to me
           | with their AirPods in they are already at -100 in my opinion
           | of them.
        
           | ericd wrote:
           | Not sure that's changed for millenials, maybe it's more
           | acceptable in gen z/alpha?
        
           | short_sells_poo wrote:
           | There's an important difference: the subtle face mimicry is
           | extremely important for sub-conscious (and conscious)
           | communication. Having headphones on is rude because it
           | indicates that the other person is not interested in hearing
           | what you have to say. The problem with having an opaque visor
           | covering your face is not that it's rude, it's that you
           | completely lose the non-verbal part of communication. This is
           | why email and phone communication can be so easy to
           | misunderstand. Without seeing the face and body languages of
           | the other person, your mind will have a tendency to overlay
           | biases and prejudices on what is being communicated. A simple
           | "sure, whatever" can be interpreted as obnoxiously
           | dismissive, as a surrender, or friendly banter. If you can
           | see the body language of the other person, the intent is
           | usually clear. If you can't, it isn't.
        
             | diffeomorphism wrote:
             | It used to be rude because people understood it to signal
             | that.
             | 
             | With younger people earbuds seem more like a fashion
             | statement (you also don't take off ear rings to talk to
             | people) and the noise cancelling/transparency will actually
             | do the opposite: filter out background noise so that you
             | can be heard more clearly.
             | 
             | Similarly taking out a Nokia used to signal that you will
             | not be paying attention for a while. Nowadays it might
             | instead be you taking a nice photo, showing off something
             | to others etc.
             | 
             | VR headsets are definitely not at this point yet, but I am
             | not so sure they never will be.
        
               | short_sells_poo wrote:
               | My point is that with the current VR implementation the
               | problem is not about rudeness, but fundamentally
               | hampering personal communication.
               | 
               | If I go and meet with someone in person, I generally do
               | it because I want to see them up close, face to face. If
               | we are both wearing VR headsets that hide our faces, the
               | whole premise goes out the window.
               | 
               | Eventually, VR headsets might overcome this problem by
               | accurately portraying the other person's face in some
               | way, but we are nowhere there yet.
        
           | Findecanor wrote:
           | I find that it is sadly getting socially acceptable to be
           | _worse_ than that: to talk straight out loud with someone
           | over the phone over the airbuds while around other people,
           | even making eye contact with other people. When someone makes
           | eye contact with you and speak, you can no longer expect that
           | they intend to speak with you.
           | 
           | The people with the worst behaviour are _pushing_ the norm.
        
         | spookie wrote:
         | What's wrong with AR glasses in a form factor akin to actual
         | prescription glasses? It seems from my perspective a cool way
         | to augment our perception about the world, not to diminish it.
        
         | nerdjon wrote:
         | I disagree, there is a difference between desire and
         | practicality.
         | 
         | For example, I would love and could easily justify the 12.9
         | inch iPad but the logistics of traveling with it make no sense
         | for me.
         | 
         | I could justify the benefits of traveling everywhere with my
         | high powered gaming pc but logistically it makes no sense.
         | 
         | These devices are still largely impractical for long term use,
         | and particularly outside use. They won't be until the hardware
         | catches up with what we are working on with the software and it
         | is an almost invisible technology except for a mostly standard
         | looking pair of glasses.
         | 
         | People already walk around with their phone almost attached to
         | their face, it isn't hard to imagine wanting an AR headset.
        
         | move-on-by wrote:
         | > Most people think it's rude to talk to each other indoors
         | with sunglasses on
         | 
         | ...really? I have prescription glasses/sunglasses and I often
         | don't bother switching them during a quick excursion- such as
         | daycare pickup/drop off. It's never crossed my mind that I
         | could be perceived as rude. I'm going to go out on a limb here
         | and say that anyone with such opinions do not have the level
         | prescription that are required for driving and just general
         | consent use. And for anyone thinking transition lenses would be
         | the solution- those do not work in vehicles with UV blocking
         | windows.
        
           | tsimionescu wrote:
           | How many people have you seen wearing sunglasses inside an
           | office, or talking at home?
           | 
           | If you're having a quick interaction like popping in and out
           | of a building to pick up / drop off someone or something,
           | sure. But otherwise, it's quite universally rude.
        
         | dmix wrote:
         | Apple Vision wasn't designed to be used outdoors in public
         | settings with moving backgrounds.
         | 
         | Those were just viral memes of people using it like that for
         | fun.
        
           | kjkjadksj wrote:
           | That video of the guy in san jose wearing one of these,
           | tapping at the air while crossing the road, was both
           | hilarious and disturbing.
        
         | wolverine876 wrote:
         | I'm confused by comments like this one. Apple very specifically
         | designed Vision Pro to address this problem, going to great
         | lengths to make the outside world visible to the user and the
         | user's eyes visible to others, and marketing that they don't
         | want to create isolation. It is also described in the article
         | (where the author thinks they went too far).
         | 
         | What do you think of how the Vision Pro addresses this problem?
        
           | beAbU wrote:
           | Most decent NC headphones have audio passthrough which allows
           | you to temporarily easily hear the outside world without
           | problem.
           | 
           | Do you enjoy talking to a colleague while they still have
           | their headphones on, even if you know they have this setting
           | on?
        
           | tsimionescu wrote:
           | The "user's eyes visible to others" part has been widely
           | panned, even by the most enthusiastic reviews. There are two
           | major problems with it.
           | 
           | One, it's not the actual user's eyes, it's just a bad
           | rendition of some eyes - without any of the extremely subtle
           | facial expressions that happen with the skin around the eyes,
           | and without any amount of certainty from the other that they
           | are correctly reflecting exactly what you're looking at. We
           | are extremely good at noticing exactly which direction
           | another human is looking in, and when theire gaze shifts, so
           | even minor inaccuracies or lag are jarring.
           | 
           | Much worse, the screen they used is so bad that the eyes are
           | barely visible in almost any amount of lighting.
           | 
           | Either way, even if this "solution" actually worked, the
           | visor still covers far too much of the face to be able to get
           | a normal expression.
        
             | wolverine876 wrote:
             | The OP didn't pan it.
        
         | Workaccount2 wrote:
         | This is why linux perpetually has <5% adoption. It's made and
         | maintained by linux enthusiasts who are incapable of
         | understanding how the average person wants to use a computer.
        
           | veidr wrote:
           | But, how the average person wants to use a computer is
           | extremely, irreconcilably different from how the 5% (or 2%
           | probably but whatever, doesn't matter) want to use their
           | computers.
           | 
           | So... _sniff_ _sniff_ what 's that smell? The market working
           | is it then?
           | 
           | Both Vitamix blenders and recumbent bicycles have less market
           | share than desktop Linux. Is that because recumbent bike
           | makers just really have no idea how people want to ride
           | bicycles, or...
           | 
           | yeah
        
           | iknowstuff wrote:
           | Gnome is the outlier with beautiful design and they get soo
           | much shit from Linux neckbeards for it haha
        
           | outworlder wrote:
           | > This is why linux perpetually has <5% adoption. It's made
           | and maintained by linux enthusiasts who are incapable of
           | understanding how the average person wants to use a computer.
           | 
           | No. That's a gross generalization. You have all sorts of
           | people using Linux, including leading UX experts.
           | 
           | What you don't have is a single governing body pulling
           | everyone in the same direction, so efforts get diluted(even
           | when prioritized).
        
           | xcv123 wrote:
           | > It's made and maintained by linux enthusiasts who are
           | incapable of understanding how the average person wants to
           | use a computer
           | 
           | They understand, but they don't care. The 5% want to have a
           | system that is designed for themselves and not the other 95%.
        
         | elorant wrote:
         | I wouldn't mind wearing glasses outdoors as long as the
         | environment could provide me with useful information. From a
         | nearby shop that has discounts, to real time traffic updates.
         | What AR was supposed to deliver but never really materialized.
        
           | psunavy03 wrote:
           | Yet.
        
         | bookofjoe wrote:
         | Remember how stupid AirPods looked when they first came out?
        
           | kjkjadksj wrote:
           | They still do to be fair
        
             | bookofjoe wrote:
             | True, but it's a familiar stupid.
        
         | pfannkuchen wrote:
         | Why do you think VR makers think people are going to wear the
         | thing all the time? Not being appropriate to use everywhere
         | doesn't hurt computer monitors, or game consoles, or cars, etc.
         | It's not going to replace phones, but that isn't what it needs
         | to do to succeed as a product.
        
         | mliker wrote:
         | I would encourage you to try out both the Quest 3 and the Apple
         | Vision Pro for an extended period of time. If you had asked
         | people during the advent of the television, they would have
         | expressed the same opinion about people wanting social
         | connection instead of sitting in front of a box.
        
           | coldtea wrote:
           | And they would be right. Television did fuck social
           | connection. And the smartphone did it much worse.
        
             | swores wrote:
             | No they clearly wouldn't be right. Even if we accept as
             | fact the idea that both those things have had negative
             | effects on society and on us, quite clearly huge numbers of
             | people DO want TVs and smartphones, even if those things
             | aren't leading to better, happier lives.
        
               | _heimdall wrote:
               | I'm not sure how we could possibly quantify and compare
               | better, happier lives before and after TVs or
               | smartphones, but it would be impossible to narrow down
               | the metrics to peg the change over such a long period of
               | time on just those technologies. The scale is just too
               | big and the timeline to long to possibly know _why_
               | happiness may have increased, if it did at all.
               | 
               | > quite clearly huge numbers of people DO want TVs and
               | smartphones
               | 
               | This really ventures into the space of addictive
               | behaviors. Do meth addicts really _want_ meth, or are
               | they using for some other reason? Can we assume that they
               | DO want the meth and that 's the primary driver simply
               | because they keep using it?
        
               | lotsofpulp wrote:
               | Pretty sure meth addicts really want meth, based on the
               | chemical reactions involved between the brain and meth.
        
               | _heimdall wrote:
               | I guess I just am not as certain that I'd classify
               | chemical addiction as a true "want", but maybe that's
               | wrong.
        
             | echoangle wrote:
             | That's shifting the goalpost, the original point was that
             | nobody wants this, not that it's bad for society
        
             | rqtwteye wrote:
             | That's true. But as far as business and popularity go, TV
             | and smartphones were a huge success. In the end what makes
             | money will be sold without regard for social consequences.
        
           | ausbah wrote:
           | i think the key difference is "out in public"
        
         | germinalphrase wrote:
         | I'm in my late 30's, and I was a high school educator for about
         | a decade. Teenagers have become quite comfortable holding an
         | entire conversation while wearing earbuds. As an ancient and
         | outdated old person, my initial gut reaction was that it was...
         | a bit rude(?); however, these teenagers just internalized that
         | audio pass-through was a thing, and wearing earbuds didn't
         | indicate a lack of attention to the conversant. My point being,
         | we may not be comfortable having a conversation indoors with
         | sunglasses on today - but that could change in a flash and only
         | 'old people' would even notice.
        
           | qazxcvbnmlp wrote:
           | I appreciate this observation.
           | 
           | It identifies that rudeness comes from lack of attention and
           | that communicating attention can change within a cultural
           | context.
        
           | m463 wrote:
           | Maybe at some point society will interact with goggles like
           | people chatting at a masquerade ball.
        
           | lm28469 wrote:
           | But that doesn't mean it isn't a bad thing. Being a crackhead
           | in a crack house feels like being a fish in water...
        
             | iambateman wrote:
             | Depends on your perspective.
             | 
             | People living in the 1920's would say we are all
             | crackheads.
        
             | haswell wrote:
             | Yeah, it could be a "bad thing", but it won't be a bad
             | thing just because prior norms have been broken.
             | 
             | We're already deep into the process of merging modern
             | technology into every aspect of our lives, and in some
             | cases it's been bad. In some cases it's been a necessary
             | evolution to survive in a modern society. In some cases,
             | it's been good.
             | 
             | On the one hand, I worry that face helmets will further
             | erode human connection, and people will live in a lower
             | resolution reality than what is possible with direct human
             | contact. On the other hand, the current reality is that
             | more and more people are looking down into a slab of glass
             | instead of up/out at the world around them.
             | 
             | It could be that the ultimate version of AVP (some kind of
             | glasses that are barely more noticeable than AirPods) is
             | what gets people to look up/out again.
             | 
             | The "bad thing" is arguably already here, and it's just a
             | question of whether future tech will make it worse, or do a
             | better job of merging the real world with the digital
             | world, enabling people to participate in both instead of
             | disappearing into their pocket computer.
        
           | ethanbond wrote:
           | The AirPods are really the first mass-market augmented
           | reality device. It's so well done that no one even thinks
           | about them that way. That's how it'll need to be with visual
           | augmentation, but there's no reason I've seen that we won't
           | get there eventually. I'm bullish on Apple being the first
           | major player here in part because they _already are_ , by a
           | huge, huge margin, the biggest player in augmented reality.
           | 
           | Apple is IMO the only company that seems capable of
           | simultaneously tackling the form factor, outside-viewer
           | perception factor (AirPods are fully socialized, as you
           | mention), inside-viewer perception factor (AirPods on
           | transparency really do feel 99.9% fully "transparent")
        
           | gizmo686 wrote:
           | There is a major difference between earbuds and sunglasses.
           | There is a lot of subconscious communication that goes on
           | with facial gestures (including but not limited to eye
           | gestures). This is where the sterotype of poker players
           | wearing sunglasses comes from.
           | 
           | Would the new generation be get used to it? Probably. But
           | that does not mean it is healthy. We have gotten used to a
           | lot of things that are objectively bad for us.
        
         | joshstrange wrote:
         | I think you could make the exact same argument about almost any
         | tech device, like the iPhone itself which is wildly popular
         | along with the spinoffs.
         | 
         | Also VR isn't what companies, Apple at least, care about. It's
         | a stepping stone to AR which is why the AVP does a "fake AR" of
         | sorts as its primary mode of operation. You have to walk before
         | you run which is also why Apple pushed VR/ARKit so hard even
         | before they had a device to really take full advantage of it
         | (as in a device that's not just holding an iPad up and pointing
         | it at table, all of 5 people care about that).
         | 
         | The Overton window will shift if people get true utility out of
         | VR/AR in the same way it's shifted on everything else. Right
         | now there just isn't anything compelling enough to force that
         | shift but I think it will happen quickly when there is.
         | 
         | And before "I find X compelling", ok, that's great for you, for
         | the vast majority of people the tech and/or use-cases are not
         | there yet.
        
           | echelon wrote:
           | > Also VR isn't what companies, Apple at least, care about.
           | It's a stepping stone to AR
           | 
           | I couldn't care less about AR. I want VR and only VR.
           | 
           | I don't want digital overlays of the world around me at all.
           | That's completely useless and will be filled with ads and
           | noise. I want to live and breathe in imaginative fantasy
           | worlds and escape the real world completely.
           | 
           | I want to be a character in interactive movies. Have
           | realistic D&D sessions with friends where the real world
           | disappears completely. To create entire planets and universes
           | and populate them with stories and adventures.
           | 
           | I don't want labels on cooking ingredients, advertisements
           | for Taco Bell while I walk around, or email notifications
           | popping up during conversations. AR might have industrial use
           | cases, but the real world implications are annoying.
        
             | creeble wrote:
             | And they'll all be in VR if it ever gains success too.
             | 
             | But maybe there will be a few years of bliss, like the
             | early internet. Or maybe that bliss has already happened.
        
           | moolcool wrote:
           | > you could make the exact same argument about almost any
           | tech device, like the iPhone itself
           | 
           | I don't think this is true. There was a massive appetite for
           | the iPhone for decades leading up to its release, and there
           | was no question that mobile was going to have a giant role in
           | the future of computing. If you look back, most nay-sayers
           | didn't doubt the value or utility of pocket-computers, but
           | rather just that Apple specifically would be out-competed by
           | established vendors.
        
         | rqtwteye wrote:
         | What we consider acceptable changes all the time. A lot of
         | people have conversations with earbuds in. And in the 90s it
         | would have been inconceivable to go out for dinner and have
         | half of the people hacking away on their phones.
        
         | cma wrote:
         | Ok but compare it with a phone call. That's much worse than
         | sunglasses.
         | 
         | Whereas VR equivalent of a phone call with eye and face
         | tracking and eventually full body tracking is much closer to an
         | in-person interaction.
        
       | arctac wrote:
       | "devkit" at over $2000 is just mind-boggling and we are talking
       | about Apple here.
        
         | kybernetikos wrote:
         | Cost of two monitor stands? Sounds very reasonable.
        
         | kjkjadksj wrote:
         | They also sell some castor wheels for $700 plus shipping
        
       | bunnie wrote:
       | Maybe I'm old fashioned but one of the biggest barriers for me
       | adopting VR/AR is there isn't a socially acceptable way to "duck
       | out" of a VR experience you're just not into. I've been given a
       | couple of demos of headsets by friends and more often than not by
       | the end I feel trapped -- you're strapped into a thing that fully
       | occupies your visual field, yet it's obvious and socially awkward
       | when you take it off.
       | 
       | And your eyes are both covered so there isn't a good way to non-
       | verbally communicate waning interest levels...I suppose a
       | solution is to simply care less if I hurt my friend's feelings
       | but I'd also like a way to spend time with friends without
       | feeling trapped.
       | 
       | At least in an f2f or video call meeting that I'm bored of, I can
       | zone out or look at my phone or tap on my laptop, or do anything
       | but stare at the slides. With eye tracking, the headset knows
       | (and presumably everyone else could know as well) when you're
       | tuned out.
       | 
       | The eye tracking thing also kind of weirds me out from a privacy
       | standpoint. It's already bad enough that web pages track how long
       | you engage with different portions of content. Now they know what
       | parts of images I stare at, and can algorithmically feed me
       | content based solely on my gaze alone. Does that prospect not
       | weird anyone else out? Or are most normal users like "plug me
       | into AR TikTok, but with gaze mechanics now!"
        
         | andsoitis wrote:
         | > And your eyes are both covered so there isn't a good way to
         | non-verbally communicate waning interest levels...I suppose a
         | solution is to simply care less if I hurt my friend's feelings
         | but I'd also like a way to spend time with friends without
         | feeling trapped.
         | 
         | I hadn't considered those antisocial patterns that the
         | technology is foisting on users, but I suppose one can also
         | juts directly communicate verbally. Could work in low context
         | cultures but not so well in high context cultures.
         | 
         | > The eye tracking thing also kind of weirds me out from a
         | privacy standpoint.
         | 
         | Indeed. While I am less worried about Apple "going after me in
         | a direct targeted nefarious way", I don't appreciate more
         | levers for technology to disintermediate my manipulate my
         | behavior, emotions, or interactions.
        
         | anentropic wrote:
         | > The eye tracking thing also kind of weirds me out from a
         | privacy standpoint.
         | 
         | I vaguely remember there being some stuff from Apple about this
         | when it launched - the apps don't have a lot of access to that
         | raw tracking data
         | 
         | Had a quick google... the doc here has more details
         | https://www.apple.com/privacy/docs/Apple_Vision_Pro_Privacy_...
        
         | jncfhnb wrote:
         | You're describing a situation where you're physically co
         | located and someone is giving you the only headset?
         | 
         | I don't get it. Why not just tell them? What do you do if
         | someone hands you a controller for a tv game equivalent?
        
           | wolverine876 wrote:
           | > What do you do if someone hands you a controller for a tv
           | game equivalent?
           | 
           | I'm not the GP, but as they said you have all your other body
           | language for communication. In VR-world, you have your eye
           | direction and hands - not even your full eyes, with all the
           | muscles around them that may communicate more than anything
           | else on your body. I suppose you could flip them off. :)
           | 
           | It's an interesting point about how VR avatars, for all their
           | 'presence', are very limited. VR video chat seems much
           | better.
        
             | jncfhnb wrote:
             | If someone is showing you a tv show it seems extremely rude
             | to me to not look at the show as a way of passively showing
             | disinterest vs just saying it's not for you; no?
        
               | wolverine876 wrote:
               | > If someone is showing you a tv show it seems extremely
               | rude to me to not look at the show as a way of passively
               | showing disinterest vs just saying it's not for you; no?
               | 
               | Those aren't your only two options. There are almost
               | infinite ways to communicate.
        
               | jncfhnb wrote:
               | Like what? What's a polite, non verbal way to show
               | disinterest that is not available to you when in VR?
        
               | wolverine876 wrote:
               | I don't understand your question. That's how people
               | express emotion, mostly. I'll trust you are not being
               | argumentative:
               | 
               | Facial expression - eyes (the muscles around them), mouth
               | (smile, blank, frown, etc) - posture, legs, arms, etc etc
               | etc. You can look disinterested, you can look like it's
               | the best thing ever, or any other human emotion.
        
         | baby wrote:
         | That's a very interesting comment, because I've definitely felt
         | that just playing a game on console (portable or plugged to a
         | TV) or on PC. Sometimes games get so intense that I can't stop
         | it and I have to force myself to get out of the world. I
         | remember getting a massive headache playing Elden Ring and
         | forcing myself to just stop the game.
         | 
         | Also, I've played Catan in VR and felt like I couldn't leave
         | "like that". I had to finish the game and shake hands with the
         | strangers I played with before leaving the game, it just felt
         | like I was really there and it would have been rude to leave
         | the game like that.
         | 
         | I did freak out the first time I joined a cinema room (can't
         | remember the name of the game) as when I looked on my left side
         | I saw people staring at me in the cinema room (which made me
         | yell and it made everyone laugh, indicating to me that even my
         | mic was on!)
        
       | ugh123 wrote:
       | IMHO Meta's #1 mistake with VR thus far has been presentation. No
       | good press has ever come with screenshots of silly cartoon
       | avatars (with or without legs). The focus on games highlighted
       | its lack of utility. AVP _only_ highlighted utility, which draws
       | instant connection to our daily lives.
        
         | smoldesu wrote:
         | Just speaking for myself here, but owning a Quest I don't
         | entirely agree. The utility of it is kinda crazy - I can browse
         | the web and OpenXR apps from my browser, or tether myself to my
         | PC with the push of a button. Wanna sideload streaming apps and
         | watch movies over SFTP from your homeserver? There are no
         | guardrails in place to stop you.
         | 
         | If I try to imagine myself living the same workflow on Apple
         | Vision Pro, I get hung up on the cost. $3,500 is a big ask for
         | a VR iPad with a lot of the same pitfalls as the tablet.
        
           | ugh123 wrote:
           | Meta severely underplays those capabilities. I've always
           | known they're "there", but it's not their preferred
           | presentation of the device. It also takes a bit of "power
           | user" to be comfortable doing much of what you're describing.
           | 
           | I'm not even sure if AVP can side load apps or watch movies
           | over SFTP, but I don't think it matters at this point: the
           | global mindshare is sold on Apple being the leader now, and
           | personally I don't think it's the hardware driving the
           | difference. Strangely, I think it came down to "look n feel"
           | for a lot of it.
        
             | smoldesu wrote:
             | They definitely underplay it - Meta is big on services,
             | selling people a quest for sideloading or Blu-Ray streaming
             | probably threatens their bottom line. Hard to blame them
             | when the hardware costs the same as a Switch though. At the
             | price Apple is asking (and the hardware margins they
             | enjoy), I'd expect more capabilities than just spatialized
             | iOS. I'm not sure the Apple customers in my life would buy
             | a Vision Pro _even if_ it was the same price as an iPhone.
             | 
             | > the global mindshare is sold on Apple being the leader
             | now
             | 
             | Besides Casey Neistat and Mark Gurman, I'm really not
             | hearing much from the "global mindshare" anymore. The Quest
             | didn't really get any fanfare either, but it did move units
             | and get market penetration from the start. Apple is on a
             | slow roll right now, and until they get _Half Life: Alyx_
             | or _MSFS2020_ -tier system sellers, I'm not sure the in-
             | group will even consider them on-par with PCVR. Given
             | Apple's audience, I half expect their biggest VR competitor
             | to be Sony's PSVR2.
        
               | ugh123 wrote:
               | It's possible Apple isn't truly interested in typical
               | VR/AR gameplay, or at least the way we (and Meta) have
               | been thinking about it. The high price (as of now) and
               | focus on utility leads me to think their long term game
               | here is as a complement to macbooks, and AVP is a
               | _Display_ replacement, rather than a standalone unit. I
               | can see them pushing this on Enterprise customers a lot.
        
               | smoldesu wrote:
               | Time will tell. I worked at a startup that bought Apple
               | Silicon build servers day-and-date with announcement
               | (despite our stack not building on ARM). There is
               | certainly a demand for anything with the "made in
               | Cupertino" label.
        
         | gryn wrote:
         | I'm sure they get a lot more people if they just advised: hey
         | you can watch 3D p*rn unlike elsewhere.
         | 
         | it's nice for browsing the web, but you have to deal with ads
         | inside their chromium fork.
         | 
         | for working with it as a monitor for work though. it's usable
         | but the resolution is not there yet.
        
         | mech422 wrote:
         | The killer for me was requiring a FB/Meta login...
         | 
         | No way I'm going to buy a piece of equipment Zuck can brick at
         | any minute...
         | 
         | Apple seems to have a bit better reputation in this regard, but
         | I'm still not sure I'd risk getting a device...
        
         | zmmmmm wrote:
         | Like so much else with VR, it's a real challenge of perception.
         | Because nearly everyone who actually tries it finds that those
         | cartoon avatars are actually surprisingly good in giving you a
         | real sense of co-presence with someone else. Especially when
         | linked with good eye and face tracking. You really quickly just
         | forget it's not the real person you are with. But I totally
         | agree, every time you see a screen shot or even video of it, it
         | just looks totally silly.
        
       | falcor84 wrote:
       | > Launch high-definition room scanning and unlock teleportation
       | using technology that has existed within Oculus Research for
       | several years now; it is time for Meta to make this future a
       | reality where people can be remote but feel truly present by
       | visiting each other's home, office or favorite place.
       | 
       | This teleportation/telepresence is the thing that struck me the
       | most. I'd love to pop into a friend's living room for a beer
       | without worrying about them living in another country.
        
         | treyd wrote:
         | > I'd love to pop into a friend's living room for a beer
         | without worrying about them living in another country.
         | 
         | The way a large number of young people do this is just by
         | seeing their friends in voice chat on discord and then joining
         | on their phone.
        
           | falcor84 wrote:
           | Yeah, that sort of works, but I think there's something
           | meaningful to be gained by bringing the embodied experience
           | into it, even if it's just simulated.
           | 
           | On a related note, we're probably also less than a decade
           | away from telepresence via a humanoid robot at an affordable
           | price.
        
           | chaostheory wrote:
           | It's not the same. Seeing your friend or family member
           | trapped in a small box is very different from having out with
           | a low fidelity version of them playing mini golf or ping
           | pong. Immersion and presence are things that you won't
           | understand if you refuse to try VR for longer than 5 minutes.
        
             | treyd wrote:
             | I own a Vive and used to use it regularly.
        
       | twen_ty wrote:
       | Multimillionaire tech bro returns a $4k VR headset because he's
       | unhappy. The end.
        
       | uptownfunk wrote:
       | The current model is not going to work, but it is a large leap to
       | the ideal state of the future world to come. Probably we will
       | adjust but it will be an odd world to adjust to when we have this
       | thing over our face all day
        
         | kjkjadksj wrote:
         | I don't see it as an ideal future if they don't let you have
         | root and run unsigned code. A dystopia created by the ad
         | industry seems way more likely.
        
       | jayd16 wrote:
       | I'm going to die on the hill that gaze sucks. I really hate focus
       | follows gaze and not having a workable keyboard or buttons makes
       | it hard to actually use this for productivity. It's fine for an
       | alt mode type thing but as the main form of input I kind of hate
       | it.
       | 
       | That said, forcing your hands to be full of controllers also
       | sucks but at least you can play a game. I don't have a solution
       | but it needs to get solved for these things to be seamless enough
       | to wear and useful enough to want to.
       | 
       | And I would call myself an enthusiast.
        
         | KerrAvon wrote:
         | Have you tried the Vision Pro? Not doubting your take here,
         | just curious if it's informed by the actual implementation.
        
           | jayd16 wrote:
           | Yes I have. It's the best implementation so far but still
           | very limiting.
        
         | lobster_roll wrote:
         | imo for AR purposes the gaze is a huge improvement than just
         | pinching (a-la HoloLens). I agree though that for productivity,
         | a more tactile device is needed. In practice I end up
         | connecting my keyboard via Bluetooth, or just end up mirroring
         | my MacBook, when I need to do real work
         | 
         | For work purposes, the privacy factor is a huge benefit --
         | nobody in the room can peek at your "screen"
        
         | baby wrote:
         | ^ agree with this take. If you're slow with tech, then this is
         | amazing! And I think Apple has been great at making interfaces
         | that are natural to use and easy to get into if you're not
         | tech-savy. But for someone who's used to multi-task, or perform
         | operations without looking at what I'm actually operating on,
         | it sucks. I tried using keynote to create diagrams in Vision
         | pro and the experience was so infuriating, I had to painfully
         | look at everything and keep my focus on them while I also tried
         | to repeatedly snap my fingers as the Vision Pro failed to
         | detect it half of the times. I just want controllers.
        
           | krrrh wrote:
           | Can't you just use a mouse and keyboard as controllers? It's
           | hard to imagine any hardware peripheral that would improve on
           | them for making a keynote or we'd already be using it on our
           | desktops.
        
             | baby wrote:
             | This was just one example, but yeah if the answer is always
             | "just use a mouse and keyboard" then the experiences are
             | going to be quite limited. I guess I'm used to the high
             | interactivity of experiences on the Quest and the Vision
             | Pro is just a glorified screen to me.
        
         | twodave wrote:
         | I liked the thumb gesture idea they presented in Peripheral.
         | Enough movement to be discernible by a camera, but really only
         | requires a small amount of energy and dexterity.
         | 
         | Though ideally we probably want some sort of "force gloves"
         | that allow us to feel the weight of and manipulate objects in a
         | virtual world using. We need way higher resolution on inputs
         | than we have today, though, which currently amounts to an x/y/z
         | and some button presses.
        
         | the-rc wrote:
         | Fresh off the (pre)press:
         | https://www.biorxiv.org/content/10.1101/2024.02.23.581779v1
        
       | RajT88 wrote:
       | The blur is a great decision, btw.
       | 
       | Something I observed in the late 90's/early 2000's with my
       | experiments of outputting video from a PC to a TV is - something
       | that looks really rough even at the same resolution on a PC looks
       | significantly better on a TV. The reason being twofold:
       | 
       | 1. TV pixels on a CRT are usually diagonally arranged, instead of
       | side-by-side, which helps to hide jaggies.
       | 
       | 2. The phosphorous illumination on the glass itself isn't super
       | sharp on a CRT like it is on more modern displays.
       | 
       | The result being - something a little fuzzier makes for a better
       | viewing experience. You can perceive individual pixels (and
       | resulting artifacts) less.
        
       | fouc wrote:
       | The author of this article and quite a few people in this HN
       | thread all seem to be mainly looking at Vision Pro through the
       | lens of VR gaming. Why else would the author return his Vision
       | Pro?
       | 
       | What makes Vision Pro truly interesting to me is that we can
       | replace our laptop screen with a view containing a larger display
       | and multiple ancillary displays.
        
         | causal wrote:
         | Except most reviews find the fov and resolution inadequate for
         | desktop work, and eschewing gamers cuts out the majority of
         | existing VR enthusiasts.
        
           | outworlder wrote:
           | > Except most reviews find the fov and resolution inadequate
           | for desktop work
           | 
           | I have not heard any such complaints.
           | 
           | Sure, I heard some complaining that the FOV should be wider,
           | but not being able to work because of it? Not a peep.
           | 
           | The resolution is incredible, you can't see any pixels at
           | all. There's zero screen door effect.
           | 
           | If the concern is with the Mac Virtual Display, then it's
           | understandable. There seems to be some compression going on
           | and it doesn't look as crisp.
           | 
           | Native apps though? They are _perfect_
           | 
           | > eschewing gamers
           | 
           | They are not doing that. It's the companies not porting games
           | over (the ones that don't have issues with the lack of
           | controllers). It may be simply a matter of time, as just
           | porting games and keeping existing assets will make them look
           | terrible with the higher resolution of the Vision Pro.
        
             | layer8 wrote:
             | The article explains that you can't see the pixels because
             | the AVP is purposely blurring them. The effective
             | resolution of a mirrored Mac screen is below that of a
             | physical 4K screen.
        
         | aeturnum wrote:
         | I don't think you are accurately reflecting the article - the
         | author is pointing out that Vision Pro is surprisingly weak in
         | the area of "VR Gaming," which is the most successful
         | experience category for headsets so far. He's not suggesting
         | that's the only use - in fact he spends most of the article
         | talking about other uses. He also goes into detail about his
         | thoughts around displays and says that the Vision Pro will be a
         | compelling alternative as a travel display in the near future -
         | but that he does not see it replacing high quality physical
         | displays.
         | 
         | My sense is that the Vision Pro is certainly, at least, the
         | best "travel monitor" ever built - and it's at a price point
         | and comfort point where that is very hard to use to justify a
         | purchase. That said, future work can improve both
         | substantially.
        
         | falcor84 wrote:
         | The author of this article is looking at it through the lens of
         | wanting to get consumers to buy it. He spends a very large part
         | of the post talking about consumer sentiment and willingness to
         | pay for different use-cases, including why the current
         | generation headsets (including Apple's) are not quite there yet
         | for daily productivity.
        
         | zmmmmm wrote:
         | You seem to have missed the entire 30-50% of the article that
         | systematically breaks down its use for productivity including
         | as a virtual display.
        
       | liendolucas wrote:
       | One of the things that I will never understand of the Vision Pro
       | is why on earth they went to design and build the front of the
       | headset to have that colorful alive gradient or a truly bad
       | rendering of the user's face. That screams bad overengineering
       | with undesired added weight and extra power consumption. Also it
       | seems that the front glass from some batches crack exactly the
       | same way. Again, why go with that at all? Why not use some better
       | material? Carbon fiber seems like a good choice when it comes to
       | weight though I do not know if it has downsides besides cost.
        
         | kjkjadksj wrote:
         | This is apple. They see users break their phone screens and
         | they go OK, lets make them more soap bar like and also give
         | them glass on the backside too so you can't get lucky landing
         | on that side. All to pocket your couple hundred dollars
         | replacing it or in applecare coverage which probably costed you
         | more than the one screen replacement did over its life.
        
           | JumpCrisscross wrote:
           | > _users break their phone screens and they go OK, lets make
           | them more soap bar like_
           | 
           | They also massively strengthened the glass. (I don't have a
           | case on my iPhone. I drop it constantly, most recently on a
           | double-black ski run while I was trying to get it to be a
           | GoPro.)
           | 
           | > _give them glass on the backside too so you can't get lucky
           | landing on that side_
           | 
           | Fair enough, just noticed mine is cracked there. Not
           | bothering me so will leave as is.
        
         | threeseed wrote:
         | Vision Pro front glass weighs 34g. There are bigger weight
         | problems than that.
         | 
         | And they are anticipating a future where the weight is
         | significantly lower and people are wearing them for many hours
         | a day. And so they wanted a corollary for AirPod transparency
         | mode i.e. being able to interact with people without taking
         | device off.
        
       | lefstathiou wrote:
       | My two cents (as an owner of a Vision Pro): 1) This is a beta
       | product and I wouldnt recommend it to anyone that is not a
       | developer or in a position to create apps for it, 2) this is
       | going to have as big of an impact on humanity as the computer or
       | the internet did and every engineer or aspiring entrepreneur
       | should pay it attention.
       | 
       | This device is magical. Yes it's too heavy, yes there are not
       | enough apps, yes sharing it with other people is a hassle. Every
       | one of those issues will be solved in the next 2 generations.
       | 
       | When the screen is 50% better and it weighs 50% less, 20% of
       | knowledge workers will be tuned in daily. Technology isnt a zero
       | sum game, but I genuinely believe the impact will be bigger than
       | AI. AI changes the way you work, Apple Vision will change the way
       | you live, which will change the things you consume, which will
       | impact the work that needs to be done to serve you. Empires will
       | rise and fall. Travel to beaches will go up, travel to tier 3
       | towns and cities with minor attractions could get obliterated.
       | Most TVs will disappear. My grand children will be able to
       | experience memories with me long after I'm dead. After this,
       | looking at my smartphone seems so analog. Anyway, I could go on
       | for hours
       | 
       | Lastly, on the topic of pricing, there is a great book titled
       | Positioning by Al Reiss that highlights the rational behind
       | Apple's strategy on pricing. They are a second mover in this
       | space, they needed to come out of the gate as the absolute gold
       | standard of this technology and position it as the best money can
       | buy. They delivered on both the tech and pricing. Long after the
       | price comes down, they'll still own that position of being the
       | best money can buy. When you own the position, it takes a lot to
       | lose it. It will be almost impossible for Meta to take that from
       | them now. Big mistake on Meta's part.
        
         | monocularvision wrote:
         | As long as Apple keeps it locked down like an iPad, I don't see
         | much of a future for the device replacing general purpose
         | computers in the workforce.
        
           | meesles wrote:
           | Businesses are not their target market, never has been. They
           | dominated the mobile phone market with their iPhone, and the
           | iPad is still a gold standard product for tablets compared to
           | the dozens of shoddy Android versions out there (coming from
           | someone who leans more Android than Apple with their tech). I
           | can see GP's point regardless of the rollout. Before the VR
           | app stores become such critical masses, Apple will have
           | plenty of time to delight users and capture market share.
           | They have tons of cash and great execution.
        
             | colinjoy wrote:
             | https://techcrunch.com/2018/01/20/apples-enterprise-
             | evolutio... (2018)
        
               | tcmart14 wrote:
               | I think both are right in different ways. Apple isn't a
               | big enterprise player as far as (except for development),
               | I give all my employees macs to do their daily work on.
               | You don't walk into a bank and see iMacs sitting there
               | usually. So from the desktop computer side, they are not
               | that deep into enterprise. HOWEVER, iPhones, yes. Tons of
               | companies issue iPhones as their company phone. Walk into
               | a store, its getting more and more common that the
               | cashier is using an iPad hooked up to some sort of
               | payment processing device. That is where Apple has their
               | business adoption. Or I take my kids to the trampoline
               | park and the clerk hands me an iPad to fill out the
               | waiver. Their enterprise isn't really that deep in
               | desktops, but it for damn sure is in portable device
               | (iPhone and iPad).
        
             | makeitdouble wrote:
             | > the iPad is still a gold standard product for tablets
             | compared to the dozens of shoddy Android versions out there
             | 
             | iPad are the best versions of "tablets", if we see tablets
             | as a frozen in time "large iphone" version of the concept.
             | Android tablets perfectly fit the category and Samsung is
             | the only distant competion (yet Samsung has Dex, which is
             | increasingly showing its teeth)
             | 
             | But they're way behind in term of tablets as touch enabled
             | computers. Chromebooks have seen more adoption as schools
             | and orgs couldn't justify iPad's price, the top of the line
             | is above what the iPad has to offer, and the Surface Pro
             | took the spot of the North Star of the category, to use the
             | article's metaphor.
             | 
             | So yes, I'd agree with parent, Apple could have made the
             | "what is a computer?" marketing campaign a reality, but
             | didn't have the courage to canibalize their mac line.
        
           | whimsicalism wrote:
           | +1 if the iPad were less locked down it would already be
           | cannibalizing laptop sales more significantly.
        
             | satvikpendem wrote:
             | And that's why Apple doesn't do it. They want you to buy
             | _both_ a MacBook and an iPad.
        
               | wraptile wrote:
               | For each family memeber too! There's something incredibly
               | sinister about how Apple operates that people just
               | accept. All those dark patterns and control is just so
               | icky I don't understand how anyone aware of this can
               | submit to this. Just from sheer self-respect.
        
               | satvikpendem wrote:
               | That's why I don't buy Apple
        
           | lefstathiou wrote:
           | 50% of all our employees choose Mac over PCs. When you wear
           | an Apple Vision Pro and look at your Macbook, it transfers
           | the screen to Apple Vision and allows you to duplicate and
           | extend. No other PC will have this level of integration.
        
             | Dah00n wrote:
             | >No other PC will have this level of integration.
             | 
             | "640K software is all the memory anybody would ever need on
             | a computer."
        
             | pquki4 wrote:
             | Oh, what's that called? Virtual monitor? Dude just go to
             | Quest store or Google Play store and see how many apps
             | exist out there.
        
         | partiallypro wrote:
         | > this is going to have as big of an impact on humanity as the
         | computer or the internet
         | 
         | I don't see how anyone can say this with a straight face. VR/AR
         | just isn't there and won't be there for a lot longer than
         | people think. Everyone always acts like we're -so close- but
         | then we just aren't. Hololens and Oculus are over a decade old,
         | and honestly when I first demo'd both ages ago, they were
         | incredible (especially Hololens.) If I put on a headset now,
         | sure it's better but it's still stuck on that same idea and
         | seems to fundamentally misunderstand how humans interact.
         | Apple's newest product is no different. I think the future of
         | wearable devices looks a lot more like the Meta Ray-bans with
         | some sort of small HUD than a full computer strapped to your
         | face that you can't wear anywhere (without being socially
         | ostracized or robbed).
        
           | jmull wrote:
           | One way to look at VR headsets is that it's a better computer
           | display -- as large and immersive as you want, without
           | physical limitation. People prefer retina displays and will
           | pay for multi-monitor setups, so we know people value this.
           | 
           | We also know that people are perfectly willing to wear
           | something on their face to be able to see better, and willing
           | to carry something around in their pockets to be more
           | connected -- glasses and phones.
           | 
           | So I think the only real barrier is technical feasibility:
           | can you make it small enough, light enough, power efficient
           | enough, and, of course, affordable enough?
           | 
           | AVP and Oculus clearly aren't there yet. Relative to
           | smartphones, I think we're at the "Palm III" or maybe "Palm
           | V" level of things. I personally have no idea if a path
           | forward to the "iPhone 3S/iPhone 4" level even really exists
           | for VR headsets.
           | 
           | But if it does and we get there, I think there's no doubt
           | that these headsets (probably just goggles at that point)
           | will take over the world, like phones have.
        
             | partiallypro wrote:
             | > One way to look at VR headsets is that it's a better
             | computer display -- as large and immersive as you want,
             | without physical limitation.
             | 
             | I just don't agree, because VR's input system is
             | fundamentally flawed. The Verge actually did a good video
             | on this, the input of VR is just wonky. It makes you want
             | to rip your headset off and just use your laptop/tablet
             | (and I'm aware they can act as companions, but at that
             | point...why do you need the headset?). I just don't see how
             | that's going to change anytime soon. There also -are-
             | physical limitations, for one, it's exhausting to wear for
             | extended periods. You have absolutely no peripheral vision,
             | and how is that going to be solved? Even if you made it
             | light, unless it's as light as a pair of glasses, it's not
             | going to be something I want to put on for several -hours-
             | a day. You can't walk away from it; you have to physically
             | remove it.
             | 
             | The best move imo, for VR/AR is as a "background" tech, it
             | can physically remove us from our devices and shouldn't be
             | a new fully fledged computer I'm putting on my face. You
             | also have to understand that generations after Millennials
             | are steadily enjoying -less- "in your face" things, and I
             | think that's the right. I think the future is going to look
             | a lot more like "Her" and a lot less like "Ready Player
             | One," at least on the mass market.
             | 
             | This can change in 30-50 years, but right now? It's just a
             | gimmick and junk drawer tech. Unless there is some crazy
             | jump in the tech in the near future (I doubt given Hololens
             | and Oculus and now Apple have only marginally improved it
             | over a full decade,) I don't see it as anything that is
             | going to penetrate my life.
        
             | kllrnohj wrote:
             | > One way to look at VR headsets is that it's a better
             | computer display -- as large and immersive as you want,
             | without physical limitation. People prefer retina displays
             | and will pay for multi-monitor setups, so we know people
             | value this.
             | 
             | Except it isn't, because the density just isn't there. The
             | PPD is incredibly low, which is why you have to make things
             | "huge" to compensate. And while huge screens are great for
             | watching movies, it's not great for a lot of other things.
             | It's not comfortable to move your head back & forth just to
             | read a line of text.
             | 
             | In a hypothetical future where these microled displays have
             | 3-5x the density they do today then this starts becoming
             | competitive with today's multi-monitor setups. Except those
             | will also have had improvements to them as well. And even
             | then, the number of people with multi-monitor setups is
             | also pretty small. That's not a smartphone-level revolution
             | or impact.
        
           | skor wrote:
           | Totally agree. Best thing about working a life-long career
           | with computers is that you can get away from them quite
           | easily, leave your phone at home, turn off your monitor.
           | 
           | Every time I see an intent by companies to increment my time
           | spent with a computer, to watch their ads, buy another thing
           | I don't need ... I know that I should be doing the exact
           | opposite.
        
         | rurp wrote:
         | VR is the most extreme case of a product that a subset of
         | technophiles absolutely love and that the rest of the
         | population is decidedly meh on. I think that you are vastly
         | overestimating the amount of people who want to spend a large
         | portion of their daily life with large googles strapped to
         | their head isolating them from the people and things in their
         | immediate environment.
         | 
         | This isn't to say that VR won't improve and find some useful
         | niches, but the idea that it could have anywhere near the
         | global impact of smart phones seems wildly optimistic to me.
        
           | baxtr wrote:
           | _> I think that you are vastly overestimating the amount of
           | people who want to spend a large portion of their daily life
           | with large googles strapped to their head isolating them from
           | the people and things in their immediate environment._
           | 
           | I wish you were right. But, man, look around. People are
           | immersed in their mobile devices. No one gives a shit about
           | their surroundings anymore.
        
           | zmmmmm wrote:
           | > I think that you are vastly overestimating the amount of
           | people who want to spend a large portion of their daily life
           | with large googles strapped to their head
           | 
           | For some reason this illogical phrasing that totally excludes
           | the value proposition has become the standard phrasing for
           | arguing why VR/AR won't succeed. It makes no sense. You
           | haven't expressed any part of the value proposition of the
           | product, only a negative aspect of it, so why are you
           | assessing it's value based on that? I could assess the value
           | of a car as "a metal box you are trapped inside of for hours
           | on end" or a phone as a "fragile object that requires
           | constant charging" and decide these products will just never
           | make it.
           | 
           |  _Of course_ people don 't want goggles strapped to their
           | face. But we already know they will do it, given a value
           | proposition because humans do _exactly that_ : they wear
           | glasses and sunglasses and hats quite happily, sometimes all
           | day long.
        
             | mirsadm wrote:
             | It seems fairly obvious to me that no amount of improvement
             | of the technology will make people accept that barrier.
             | Even if every technical hurdle is solved I still firmly
             | believe most people would rather not have a thing on their
             | head and be isolated from their friends and family.
        
         | saurik wrote:
         | Did you own prior VR headsets? If so, what is different about
         | this one?
         | 
         | I also have been telling people that VR is magical and that
         | while both current hardware and the current software has issues
         | it will get better and that this stuff is going to have a big
         | impact on humanity... only, I've been telling people this for
         | just shy of a decade now ;P. I don't see the Apple Vision Pro
         | as either the product that made any of this magical nor is it
         | the product that made any of this viable... it is just yet
         | another incrementally-improved product in a category that has
         | been on the verge of getting it right for, well, forever.
        
           | voiceblue wrote:
           | Other headsets are like a DC film and the Vision Pro is like
           | a marvel film before endgame. The differences (that matter in
           | GP's context) are qualitative rather than quantitative, and a
           | big distinction is the shift from VR gaming, which most
           | incumbents and current VR fans won't "get" nearly as fast as
           | the public will (once things get going).
           | 
           | Somewhat ironically, I have no interest in showing people my
           | AVP, I use it for hours everyday but showing it to people
           | feels weird in the same way showing your neighbor your
           | workstation and monitors feels weird. (Part of that is, of
           | course, that I'm not going to give them my laptop to run Mac
           | virtual display, which means they won't fully "get" it
           | anyhow.)
           | 
           | In contrast the quest devices are practically begging to be
           | shown off but lie in disuse a majority of the time,
           | especially if you don't have time for gaming.
        
           | kimbernator wrote:
           | I bought an HTC vive 7+ years ago and have middling opinions
           | on its viability long-term as a major game platform. VR is
           | fun and novel, but once the novelty wears off it can be
           | tedious.
           | 
           | It's worth doing a vision pro demo in an Apple store if you
           | can. I'm not planning to buy one in its current state, but it
           | was immediately obvious that this was entirely new territory.
           | It moved a piece of technology from fiction to reality in my
           | mind. The eye tracking is hard to believe without having
           | experienced it.
           | 
           | I'm not ready to say that this device will be responsible for
           | such a large technology shift as the previous person, but I
           | think it will play an large, perhaps pivotal role on our way
           | to the next thing.
           | 
           | Disclaimer: I know a lot of people compare this to a device
           | that I can surmise was meant to do a lot of similar things
           | made by Meta; I have not tried this and may be attributing
           | first-mover credit to Apple for things that Meta may have
           | done similarly well. My comment is made from the perspective
           | of somebody who has never experienced eye tracking in any
           | capacity before.
        
           | Ologn wrote:
           | I agree. It's obvious this technology has a big future, the
           | question is, outside of the current $3500+ niche marker,
           | when? The Oculus Rift was created in 2011, id Software was
           | demoing it at E3 2012, and in 2016 consumer versions of HTC
           | Vive and Oculus Rift launched, as did Microsoft HoloLens and
           | Google Daydream.
           | 
           | As it improves, I don't question that it has a future, and
           | some people like it so much they're working on it and writing
           | apps now. The question is how many years from now before a
           | larger mass of people are using it?
           | 
           | The OP talks about the Internet, but the Internet started
           | some time between the 1969 first ARPAnet transmission and
           | 1974 paper on the Internet protocol. Out to 1993 most people
           | were not consciously using the Internet, it was a rather
           | niche thing. With the release of the Netscape web browser in
           | 1994, the inclusion of IP networking capability in Windows
           | 1995 etc., this began to change.
           | 
           | One could say this about AI as well. Up until 2019, Norvig
           | and Russell's CS textbook "Artificial Intelligence: A Modern
           | Approach" had only a ten page sub-chapter on neural networks.
           | The now recognized as groundbreaking 2012 ImageNet
           | competition victory by Krizhevsky, Sutskever and Hinton, was
           | greeted with skepticism and disinterest on this forum (
           | https://news.ycombinator.com/item?id=4611830 ). The ideas for
           | connectionist AI were there starting with McCulloch and Pitts
           | 1943 paper, so that's a lot of development where things still
           | weren't really happening until around 2012 or even 2019.
           | 
           | Some people can see the potential in things decades in
           | advance, but they can take time to move into the mainstream,
           | and it is difficult to determine how long that can take.
        
             | MBCook wrote:
             | Lots of companies had made "smart phones" before the iPhone
             | came along. The iPhone is what blew the market open.
             | 
             | Other companies had MP3 players for a few years first. The
             | iPod exploded.
             | 
             | You listed some good examples yourself. Windows 3 was nice
             | but it was 95 that really made it _big_. The Internet
             | existed but it was Netscape that made it takeoff, followed
             | by AOL.
             | 
             | There's always an invisible threshold. You can make
             | something in a category but until it passes that threshold
             | it doesn't really change the world. It could be price,
             | speed, ease of use, some new piece of technology, or a
             | combination of all those factors.
             | 
             | Existing VR headsets obviously sell well enough that an
             | industry exists, but it's nowhere near ubiquitous. It
             | hasn't hit that threshold (assuming it exists for VR).
             | Apple clearly has set their own bar, much higher than
             | others, hoping that they've hit that magical point or at
             | least gotten close enough to it. Today that cost a lot of
             | money like the original Mac.
             | 
             | Going from the quest one to the two to the three has
             | increased sales but I'm not sure it's done anything to
             | really approach that magic inflection point. Who knows how
             | long it would have taken to get there. Maybe the quest four
             | or five would, maybe the eight. We still don't know where
             | that line is.
             | 
             | But Apple is really pushing and that makes it interesting
             | to watch if nothing else.
        
         | IshKebab wrote:
         | > When the screen is 50% better and it weighs 50% less, 20% of
         | knowledge workers will be tuned in daily.
         | 
         | I don't believe that for a second. Even 50% lighter and it's
         | still going to be more uncomfortable than _not_ wearing one.
         | All so you can have a blurrier screen?
         | 
         | If/when it gets to the weight/comfort of normal glasses then
         | sure. But that's at least a decade away. Probably more.
        
           | oldgradstudent wrote:
           | > If/when it gets to the weight/comfort of normal glasses
           | then sure.
           | 
           | I'm not so sure about that.
           | 
           | Even after 36 years of wearing glasses (current ones weight
           | barely 20 gram), they still bother me, and I fiddle with them
           | constantly.
        
             | adastra22 wrote:
             | I spent nearly 40 years of my life glasses-free. Now I need
             | to wear glasses to read a computer display without eye
             | strain. I'd go back to glasses-free in a heartbeat, if I
             | could.
        
         | HDThoreaun wrote:
         | > AI changes the way you work
         | 
         | AI does a whole lot more than that. I imagine that the vast
         | majority of content people consume will at some point be
         | created by AI perhaps with some marginal human input. Probably
         | before your VR vision becomes a reality.
        
         | userabchn wrote:
         | > Travel to beaches will go up
         | 
         | I am perhaps missing your point, but if people will be able to
         | experience incredible VR worlds, couldn't people happily spend
         | their time sitting in tiny windowless rooms rather than
         | physically travelling to a beach?
        
           | hendersonreed wrote:
           | I think there might end up being a greater division between
           | "IRL places you really need to be IRL to enjoy" and "IRL
           | places that are good enough in VR."
           | 
           | A beach seems like the former, and cities and minor
           | attractions seem like the latter.
        
         | tr3ntg wrote:
         | > this is going to have as big of an impact on humanity as the
         | computer or the internet did
         | 
         | I see statements like this about AI too. How can something be
         | bigger than the technology it is built on? The AVP is a
         | computer. AI is a computer accessed through the internet... any
         | computing device that accesses another computing device is
         | further extending the "impact of computers and the internet." I
         | don't get it. Maybe I'm too caught up on the semantics.
        
           | int_19h wrote:
           | By this logic, a computer is just a bunch of transistors. And
           | transistors are just fancy electric circuits.
        
             | visitor4712 wrote:
             | and a human is this ...
             | 
             | Element Symbol Percent mass Percent atoms Oxygen O 65.0
             | 24.0 Carbon C 18.5 12.0 Hydrogen H 9.5 62.0 Nitrogen N 3.2
             | 1.1
        
             | tr3ntg wrote:
             | yes, you're making my point. The companies that excel at
             | this technology are the same ones that are dominating the
             | general computing space.
             | 
             | Edit: but point taken, we could go down the rabbit hole
             | forever. Definitely not as cut and dry as I was making it
             | out to be
        
           | adammarples wrote:
           | If you look at it as purely additive, then sure. If you look
           | at it like this, the era or the horse drawn carriage ended
           | with the motor car, it doesn't get to claim any of the car's
           | influence, despite being a precursor, then no.
        
         | archagon wrote:
         | Having tried the VP out for a week, I categorically disagree
         | that VR is going to have remotely this level of impact on
         | humanity. Having to wear something on your head to compute is
         | fatiguing and isolating. You can't bring your existing
         | peripherals and audio equipment unless they're proprietary and
         | wireless. Passthrough video is nauseating and blurry even at
         | the highest refresh rates. The paradigm is also intrinsically
         | inaccessible to the blind and disabled.
         | 
         | The immersiveness for entertainment is neat, but this seems
         | like a relatively minor use case in the grand scheme of things.
         | And with gesture based controls, gaming is pretty much a non-
         | starter.
         | 
         | Do you really envision a future of families hanging out
         | together on the couch, each member with their own VR
         | goggles...? Halfway through my return period, I realized that I
         | much preferred reality.
         | 
         | FWIW, I love my Quest for the occasional gaming romp, but
         | little else.
        
           | sumedh wrote:
           | > I categorically disagree that VR is going to have remotely
           | this level of impact on humanity.
           | 
           | This feels like a comment from Blackberry or MS making fun of
           | the first iPhone.
        
             | archagon wrote:
             | Having actually tried the thing, and having used VR for
             | several years before that, I'd like to think that my
             | opinion is not just a simple knee-jerk response.
        
           | jordanpg wrote:
           | 100% agree. Until this tech has the same form factor as a
           | pair of glasses and no wires it will be stuck in the realms
           | of gaming and porn. Not a small market, perhaps, but hardly a
           | seismic shift in life on Earth.
        
         | Nathanba wrote:
         | If they can't fix the ever so slight blurryness for everyone it
         | will continue to be a niche product simply because only a small
         | niche wants to accept such a thing. Or only a small niche of
         | people has eyes that can deal with it. Btw I consider my Meta
         | Quest 3 to be a terrible product in almost every way, from
         | hardware to software, from blurryness, from weight, from app
         | availability, from PC compatability, from having to buy extra
         | cables, weight, the strap, passthrough, from even the simplest
         | interactions like clicking on a button... everything was bad.
        
           | crooked-v wrote:
           | > the ever so slight blurryness for everyone
           | 
           | As the article mentions, this is an intentional thing they've
           | done to cover up the remaining vestiges of the screen door
           | effect. The better the screens get, the less and less they'll
           | have any reason to do it.
        
             | gamepsys wrote:
             | Increasing resolution increases computational complexity.
             | This is especially true with the 100hz refresh rate of the
             | display. Current Vision Pro resolution is higher than 4k.
             | Imagine trying to build a 8k 100hz PC. You couldn't even
             | use Display Port or HDMI to transport video data because
             | those channels don't provide enough data.
             | 
             | With the questionable state of Moore's law, and the battery
             | powered nature of the device, it might be awhile before
             | tech catches up. Faster components would use more energy.
             | We need to balance performance with battery capacity, and I
             | expect the product that really catches on will have more of
             | both.
        
             | Nathanba wrote:
             | I'm not talking about blurryness on the Vision Pro, I mean
             | blurryness in general. I found the Meta Quest 3 to be very
             | blurry
        
               | crooked-v wrote:
               | That's the same root cause: display density.
        
         | adastra22 wrote:
         | > this is going to have as big of an impact on humanity as the
         | computer or the internet did and every engineer or aspiring
         | entrepreneur should pay it attention
         | 
         | I predict it will go the way of 3D TVs. Most people don't want
         | to walk around with half a kilogram of computers inside goggles
         | strapped to their faces.
        
         | pquki4 wrote:
         | You have lived in your bubble for too long. Just talk to people
         | around you -- could include other software engineers or tech
         | enthusiasts -- and I'm sure most people don't think about the
         | product the same way you feel. I'll put it sinply: most people
         | DON'T want to put this thing on their face. Not Oculus Quest.
         | Not Apple Vision Pro.
        
         | candrewlee14 wrote:
         | I experienced AR for the first time with the Vision Pro, and I
         | came away with the same impressions; it's not quite ready for
         | mainstream but "magical" really is apt. I was a big skeptic on
         | AR/VR in general before, but the demo for Vision Pro convinced
         | me. I wrote about it here.[1]
         | 
         | [1] https://candrewlee14.github.io/blog/2024-03-07_apple-
         | vision-...
        
       | oatmeal1 wrote:
       | Can't believe such an obvious PR puff piece gets so much
       | attention on HN.
        
       | alex_young wrote:
       | We already tried TV but mounted on your face a few times.
       | Remember 3D TVs? No one wants this.
        
       | outworlder wrote:
       | > Vision Pro is a meticulously over-engineered "devkit" that is
       | far too heavy to have product-market fit but good enough to seed
       | curiosity into the world
       | 
       | That's exactly what I think. And that's exactly why I bought it.
       | 
       | I have:
       | 
       | * Oculus Rift 1 * HTC Vive * Quest 2
       | 
       | None of those made me want to write apps for them. They have nice
       | games and I spent quality time with them, but just playing. I
       | tried watching videos and it was ok, but it was still better to
       | do that on my TV. I tried actually working with them, and the
       | resolution was not enough.
       | 
       | The Vision Pro? It's the opposite. Games, such as they are, are
       | underwhelming. It doesn't even have many '3d' experiences,
       | windows are mostly flat (for now). And guess what? It excel at
       | all the tasks the others fail at, because it's an iPad with a
       | different form factor. If you can work from an iPad, you can work
       | from the Vision Pro. Even watching videos is a better experience
       | due to the passthrough, as you can still interact with people
       | around you(if you so choose) - you can passthrough with the
       | Quest, but you have to choose between your content and the world.
       | 
       | So now I'm spending my time learning how to work with it. It has
       | _incredible_ potential. It is not the mass market device yet, but
       | the next one should be transformative.
        
         | jajko wrote:
         | > If you can work from an iPad
         | 
         | Sorry I can't and why the heck should I. I can get vastly
         | superior work computer for 10% of the price (of goggles) that
         | has none of the apple nor general tablet hard and massive
         | limits. Huge constant time saving on work effectivity.
         | 
         | I could do some work with samsung ultra series (mouse, keyboard
         | and massive screen cinnectivity via single usbc out if box),
         | but even that is massively subpar.
         | 
         | Maybe we just do vastly different things, but all folks I know
         | fall into my category, IT or not.
        
           | judge2020 wrote:
           | Many people have desk jobs where all they do is emails, web
           | browsing, and editing Google Docs, a perfect scenario. And if
           | you need it, it can show your mac in a virtual window while
           | you have other apps open around you.
           | 
           | But this is missing the point that, while it can do work
           | things reasonably well, that's not its primary use case. All
           | of the marketing focuses on content consumption - movies,
           | reading, reliving photos and videos, facetime - and other
           | things typically already done on an iPhone or iPad. For those
           | use cases, it's pretty much perfect, with the text clarity
           | being leagues ahead of any other production device, maybe
           | except some enterprise-targeted Varjo headsets.
        
       | FumblingBear wrote:
       | I'm going to go against the grain a bit here and say that in my
       | experience, the description of the Vision Pro as a dev kit feels
       | pretty reductive.
       | 
       | I was a day 1 purchaser who bought it fully expecting the device
       | to just be an early access "dev kit" and have been shocked at how
       | well it's fit into my day-to-day uses for a huge variety of
       | things.
       | 
       | Some of the things I like to do with it:
       | 
       | 1. Gaming with friends: I play Baldur's Gate 3 with a group of 4
       | every week and can very comfortably relax on my recliner while
       | running a discord window and stream BG3 from Geforce Now with an
       | app called Nexus+ just using a ps5 controller. It's a very
       | seamless experience and one of the highlights of my week.
       | 
       | 2. Reading comic books: I thing this is one of the most
       | underrated things to do with the Vision Pro. Being able to adjust
       | the size of comic panels to an enormous size helps me appreciate
       | the linework and detail put into every page.
       | 
       | 3. Software development/photo + video editing: I use my MacBook
       | Pro + screen mirroring to get a larger screen in an immersive
       | environment that I personally find less distracting to get into a
       | focused state of mind for writing code or creative endeavors like
       | photo + video editing.
       | 
       | 4. Entertainment: Watching movies, tv shows, and 180 SBS videos
       | like SliceofLifeVR's content has been awesome and incredibly
       | immersive. I much prefer the Vision Pro to my TV for solo
       | viewing. Obviously, this falls short when looking to share the
       | experience with others, but a lot of my viewing is alone, so it's
       | fine for me.
       | 
       | Things that haven't really worked very well that I wanted to
       | like:
       | 
       | 1. Reading books + taking notes: I read a lot for book clubs I
       | host and envisioned this being a great way to have a lot of
       | available space to spread out notes and things during book clubs
       | on discord and just find it to not be particularly enjoyable
       | compared to reading a physical book or kindle.
       | 
       | 2. VisionOS Native productivity: I've spent a decent amount of
       | time editing spreadsheets and writing documentation with the
       | VisionOS Native Microsoft Office Suite + PDF readers but find
       | that there's a lot of minor things that add up to make it a less
       | usable product for productivity outside of the context of screen
       | mirroring. I'm going to keep trying to figure out a workflow that
       | works better for me, but just haven't yet.
       | 
       | For context, I'm in my late 20's and live alone currently, so
       | there are a lot of people for whom this device doesn't make as
       | much sense for--I'm solely describing my personal uses for it as
       | a member of the likely target audience.
       | 
       | Overall, I'm extremely pleased that it can do a lot of things
       | that I find fulfilling and entertaining with little to no
       | resistance. I can confidently say that for the tasks I listed
       | above, it's my favorite way of doing them by a pretty large
       | margin.
       | 
       | Additionally, I use the Solo Knit Band (M) for all of my usage
       | with no modifications and find it comfortable for around 5-6
       | hours with no breaks in wearing it. I fully recognize that this
       | isn't the normal experience for many consumers, and I likely will
       | upgrade to some type of Halo band when a company like BoboVR
       | release an AVP product line, but out of the box, the comfort is
       | more than enough for me to use for extended periods of time with
       | no mods.
       | 
       | Since buying it on release day, I've used it probably 2-4 hours
       | most days with some days of 10-12 hours and some days of no usage
       | and it's become an integrated part of my lifestyle. If anyone has
       | any questions for me, I'd be happy to answer about my experience
       | with it.
        
         | LordDragonfang wrote:
         | > 180 SBS videos like SliceofLifeVR's content
         | 
         | I thought the Vision Pro didn't support SBS video? And that
         | that was the reason why the people who like to bring up porn in
         | every conversation about VR said it would fail.
        
           | FumblingBear wrote:
           | It doesn't natively support it in the Photos app but 3rd
           | party apps like Moon Player work for the content. None of the
           | solutions are as robust as their implementations on other
           | platforms (i.e. Meta Quest 3) but they're perfectly
           | functional and are constantly getting improved.
           | 
           | I anticipate within 3-6 months, other major offerings will
           | have been ported over and have relative feature parity with
           | their counterparts but with the benefit of the increased
           | resolution and no screen door effect.
        
       | bookofjoe wrote:
       | I got mine on day 1 (February 2) and have spent many hours using
       | it and experimenting, trying to make the device as unobtrusive as
       | possible so I can use it for hours watching movies/surfing the
       | web/etc., activities which become enjoyable if you're not
       | constantly adjusting your position/VP's position on your head and
       | face.
       | 
       | Here are my takeaways FWIW:
       | 
       | 1. The only body position I find comfortable and compatible with
       | prolonged use is laying down on a couch with my head elevated on
       | the arm. This automatically relieves all pressure on the top and
       | back of my head from the device, and transfers it to my face.
       | 
       | By finding just the right head position/angle, looking up and
       | away, I can create a balance of downward forces distributed
       | across my forehead/nose/cheekbones. If done just right, that 600
       | grams (1.3 lbs.) of VP hardware then has an effective surface
       | area of about 8 square inches of skin interface with the foam of
       | the light shield cushion.
       | 
       | Note: the VP with knitted strap weighs 600 grams; without the
       | strap it weighs 550 grams (1.2 lbs.)
       | 
       | Lying down while using VP, strap weight is irrelevant since it
       | does not exert force on your head.
       | 
       | Do this experiment: get bags of coffee beans/nuts/raisins/frozen
       | peas/corn, or a steak or bacon or ground beef, whatever weighs a
       | total of around 1.2 pounds, then lie down and put it over your
       | upper face.
       | 
       | Close your eyes and think about how it feels. Remember the VP
       | interface with your skin will be soft foam -- NOT product
       | packaging.
       | 
       | Consider that when using VP, your attention will NOT be on how it
       | feels but rather on whatever it is you're doing/watching.
       | 
       | 2. For use in the supine position as detailed above, the knitted
       | strap is far more comfortable and easy to use compared to the
       | two-strap alternative that comes with VP.
       | 
       | You don't even have to tighten the strap when you're lying down,
       | since the seal against your face is provided courtesy of gravity.
        
         | jebarker wrote:
         | Doesn't laying down in a fixed position render much of the
         | purpose of the device obsolete?
        
           | bookofjoe wrote:
           | Not if your purpose is watching movies/surfing the web, which
           | is my use case.
        
       | iAkashPaul wrote:
       | Meta wouldn't even officially sell this let alone have repair
       | shops in India, unlike Apple's strategy of eventually rolling out
       | worldwide
        
       | nottorp wrote:
       | > What we got wrong at Oculus that Apple got right
       | 
       | Hmm so basically they say Apple massively overengineered it and
       | doesn't expect to sell it to more than 3 people at that price,
       | which is right.
       | 
       | But Occulus has been owned by Facebook for a long time now, what
       | stopped them?
       | 
       | They could at least have an aspirational "research" device that
       | they sold for 5000, in addition to the semi-affordable (minus
       | privacy concerns) stuff.
        
         | kjkjadksj wrote:
         | What stopped oculus was the realities of a headset. Some of my
         | friends were early adapters to oculus which I got to test out.
         | They would use it as a toy really not as a main device (for
         | gaming in this case) because you'd get nauseous before long and
         | playing in VR is kind of an annoying gimmick once the luster
         | wears off. Mouse and keyboard and a good monitor (or three) is
         | more than fine and you can actually game for hours on that.
        
           | nottorp wrote:
           | I know, I'm one of the unfortunates that gets nauseous in 15
           | minutes. Tested on a gen 1 PSVR that i was able to borrow for
           | a weekend. I strongly doubt even the 3500 apple thingy would
           | be much better.
           | 
           | But when Facebook bought them, they could have afforded to do
           | the same thing as apple. Make a very expensive "here's the
           | future, now queue up in an orderly manner and wait while we
           | make it affordable" Rift Mega-Giga-Something model.
        
       | johnwbyrd wrote:
       | What I want is a dollar for every evangelist and every early
       | adopter that has told me that the ?R explosion is right around
       | the corner. I have worked in the game industry for 30 years and
       | would be well retired by now, had I made my money by listening to
       | people tell me how ?R would be mainstream in Just A Few Years
       | Now. The tech industry NEVER tires of telling that story and
       | hearing it. Yet it never, ever, EVER happens as a mainstream
       | product.
        
         | kazinator wrote:
         | Maybe the problem is that actual reality is very three
         | dimensional, and incredibly detailed and immersive.
         | 
         | The people who can afford thousands of dollars on VR gear that
         | will be obsolete in three years generally spend their days in
         | nice environments.
         | 
         | If you want VR to catch on, make it dirt cheap, so that people
         | in crummy circumstances can use it to escape from reality.
        
         | baby wrote:
         | Buy a Quest 3, VR is already here, not sure what you're talking
         | about
        
       | nox101 wrote:
       | I'd add to the list
       | 
       | (1) Quest is a game console
       | 
       | Quest is clearly a gaming device. It boot straight into the
       | store. The re-opens the store at every opportunity. This means,
       | trying to use it for non-gaming means you're constantly reminded
       | your on a VR game console. It'd be like trying to use a PS5 for
       | work. I kind of get why they did it but I hate it. I'm happy my
       | iPhone does not boot into the store and does not go back to the
       | store every time I go to the home screen.
       | 
       | (2) Quest doesn't care about productivity
       | 
       | This is kind of the same as 1 but, ... I actually try to use my
       | Rift-S with my desktop for certain activities almost daily. I
       | press the right controller's system button, close the home tab,
       | close the library tab, close the store tab, open the desktop.
       | Then I interact with the a few desktop apps. I copy or move files
       | and I run certain apps that I've written that work reasonably
       | well with point and click controls
       | 
       | But, I tried accessing my desktop on a Quest via the various link
       | (wired and wireless) and it crashed 1 of 3 times. This is clearly
       | a niche feature to Meta. Meta expects you're just playing games
       | from their store.
       | 
       | --
       | 
       | You can certainly argue Meta didn't get those things wrong but
       | for me, they are wrong. The more productivity I can do on a Quest
       | the more useful it is it me any many others. There are more
       | phones than game consoles. IMO they should make the device be
       | general purpose, not sell a "pro" version for productivity. Phone
       | game sales far out shadow game console game sales. They don't
       | need to design the Quest around a game console experience.
        
         | mavamaarten wrote:
         | The Quest is a gaming device because productivity just doesn't
         | work on screens that are so low res that it becomes annoying to
         | read text
        
         | HDThoreaun wrote:
         | Quests screen isnt good enough for reading so productivity is
         | out. Its a gaming device because it cant really be anything
         | else.
        
           | chaostheory wrote:
           | Quest 3 is good enough albeit barely.
        
       | zaroth wrote:
       | > _This also begs the question... what if you could completely
       | offload the Vision Pro's compute to another Apple device?_
       | 
       | Instead of a battery pack on your waist, you just plug in your
       | iPhone. It can provide charge and a nice bit of compute as well.
        
         | threeseed wrote:
         | Vision Pro requires 13V so will never be able to be charged by
         | iPhone.
         | 
         | You could be able to plug the iPhone into the battery pack
         | though.
        
       | yayr wrote:
       | I like the suggestion to "Launch Android 2D tablet apps natively
       | on Quest". Imagine, that you can pin these apps somewhere fix in
       | physical space or walk around with them with fix positioning
       | while being in a high quality pass through...
        
       | zmmmmm wrote:
       | Coming from a senior Oculus lead, the most interesting thing
       | about this write up for me, is what it lacks: it says almost
       | nothing about the software stack / operating system. Still 100%
       | talking about hardware at the bottom and end user applications at
       | the other end. But there is no discussion of the platform which
       | to me is actually the highest value proposition Apple is bringing
       | here.
       | 
       | In short: Apple has made a fully realized spatial operating
       | system, while Meta has made an app launcher for immersive
       | Unity/Unreal apps for vanilla Android. You can get away with an
       | app launcher when all you want to support is fully immersive apps
       | that don't talk to each other. But that fails completely if you
       | are trying to build a true operating system.
       | 
       | Think about what has to exist, to say, intelligently copy and
       | paste parts of a 3D object made by one application into a 3D
       | object made by another, the same way you would copy a flat image
       | from photoshop into a Word document. The operating system has to
       | truly understand 3D concepts internally. Meta _is_ building these
       | features but it is stuck in a really weird space trying to wedge
       | them in between Android underneath and Unity /Unreal at the
       | application layer. Apple has had the advantage of green field
       | engineering it exactly how they want it to be from the ground up.
        
         | edvinbesic wrote:
         | I think that's probably the reason for why they are not talking
         | about it and focusing on specs instead, they know.
        
         | jdprgm wrote:
         | This has been my main complaint with Oculus all the way since
         | the Rift days. At that point I assumed it was forthcoming
         | within a few years yet here we are 8 years later and somehow
         | it's not all that different. I don't understand how Oculus/Meta
         | isn't drastically ahead at this point on software.
        
           | IshKebab wrote:
           | They _are_ drastically ahead. They have VR games, which are
           | the only real reason to own a VR headset at the moment (and
           | for at least 5 years).
        
             | averageRoyalty wrote:
             | They are drastically ahead in the VR gaming space. But the
             | potential VR/AR market is hundreds fold bigger than that.
        
               | IshKebab wrote:
               | The potential market _in 10 years_. Apple has jumped the
               | gun here. This is their Apple Newton moment for AR.
        
               | averageRoyalty wrote:
               | That's probably a fair argument at the pace of innovation
               | pre-AVP. Depending on how quickly they iterate in this
               | (and as the article says, push developers), they may be a
               | self-fulfilling prophecy to significantly reduce the time
               | until this market exists.
        
             | crooked-v wrote:
             | There's a real chicken-and-egg recursion there: VR headsets
             | are only good for VR games because the only thing made for
             | VR headsets is VR games because VR headsets are only good
             | for VR games because...
        
               | numpad0 wrote:
               | But VR only needed DK1 to take off.
        
               | zarzavat wrote:
               | It's not chicken and egg, it's simply the reality about
               | the hardware. Even Apple, with all their resources and a
               | $3500 price tag, could only make a mediocre passthrough
               | on a very heavy headset. The hardware isn't ready for AR
               | yet.
               | 
               | Games are where it's at for the foreseeable future. Games
               | don't need passthrough and they don't need especially
               | high resolution.
               | 
               | Look at how much of the vision pro is about giving people
               | a connection to the real world while they are using the
               | device. Games don't need that, people want to be immersed
               | while they are playing a game.
        
               | GeekyBear wrote:
               | > Even Apple, with all their resources and a $3500 price
               | tag, could only make a mediocre passthrough on a very
               | heavy headset. The hardware isn't ready for AR yet.
               | 
               | Hugo disagrees:
               | 
               | > thanks to a high-fidelity passthrough ("mixed reality")
               | experience with very low latency, excellent distortion
               | correction (much better than Quest 3), and sufficiently
               | high resolution that allows you to even see your
               | phone/computer screen through the passthrough cameras
               | (i.e. without taking your headset off).
               | 
               | Even though there are major gaps left to be filled in
               | future versions of the Vision Pro hardware (which I'll
               | get into later), this level of connection with the real
               | world -- or "presence" as VR folks like to call it -- is
               | something that no other VR headset has ever come even
               | close to delivering and so far was only remotely possible
               | with AR headsets (ex: HoloLens and Magic Leap) which
               | feature physically transparent displays but have their
               | own significant limitations in many other areas.
        
               | zarzavat wrote:
               | I admit I don't own one of these things but reviewers
               | seem to be unanimous that the passthrough on the Vision
               | Pro is both the best of any headset on the market, yet
               | also very mediocre compared to seeing things through your
               | own eyes, especially in low light.
               | 
               | Given that it's designed to be used indoors, poor low
               | light performance is a big problem.
               | 
               | There's a latency/acuity tradeoff whereby the more post-
               | processing Apple applies to improve acuity, the worse the
               | latency and more nausea they create. It's going to
               | require a lot more research into hardware post-
               | processing.
        
               | jandrese wrote:
               | Seems like the best passthrough was a fairly easy goal to
               | achieve since nobody else was even really trying. Heck,
               | the Quest applies quality degrading filters to
               | passthrough video (add noise, remove chroma) to
               | discourage using it.
        
             | zmmmmm wrote:
             | effectively though, they've created their own mini-
             | innovator's dilemma. They can't do anything to alienate
             | those users but they might _have_ to if they want to stay
             | competitive in the long run.
             | 
             | Innovator's dilemma is a great problem to have if you are
             | dominating a profitable industry already. But it's a
             | terrible problem to have if you are barely hitting break
             | even or even losing money. Then you _really_ can 't afford
             | to go backwards first to go forwards later.
        
             | alpaca128 wrote:
             | > VR games, which are the only real reason to own a VR
             | headset
             | 
             | Because the rest of the experience is so unpolished.
             | 
             | I have a Meta Quest 3 and overall it doesn't exactly feel
             | like they invested _tens of billions_ into that ecosystem.
             | The headset 's UI is basically a 2D desktop with taskbar
             | and app launcher covering a small fraction of the field of
             | view, including some buttons that are so small it's tricky
             | to aim at them with the controllers. The Oculus desktop
             | client fails to recognize it via USB and the official
             | remote desktop app is still in Beta while Steam lets me
             | play games or use the desktop remotely with two button
             | presses. To this day I have not managed to just copy files
             | directly onto the device, no USB connection (other than to
             | Steam) works. Only some semi-reliable wifi transfer from a
             | third-party application worked but that required enabling
             | developer mode.
             | 
             | On top of that they decided to ship it with a head strap
             | that never fits well and gets painful within 30 minutes,
             | and then made it unnecessarily complicated to swap. Yes, of
             | course people aren't going to do more on that thing than
             | play a few rounds of Beat Saber, because many simply don't
             | want to jump through hoops like that. I think it's a great
             | device overall but some things are just so...unnecessary.
             | 
             | Apple not focusing on games might be a good thing because
             | it means they can't just rely on games for free sales
             | numbers.
        
               | Jcowell wrote:
               | > To this day I have not managed to just copy files
               | directly onto the device, no USB connection (other than
               | to Steam) works. Only some semi-reliable wifi transfer
               | from a third-party application worked but that required
               | enabling developer mode.
               | 
               | To echo this today I wanted to watch something on my
               | vision pro so I was on the tv app on my phone, saw a
               | movie I wanted to watch, and then after a good amount of
               | time moved over to my vision pro.
               | 
               | Being the scatter brain that I am I forgot what the movie
               | was, unlocked my phone and the movie listing view was
               | there. In my head I was like "damn wish I could share
               | this page over to my vision pro like I do for my ipad"
               | 
               | And that's exactly what I did with Airdrop. The already
               | existing way to share anything between apple devices. I
               | would not be surprised if universal clipboard works as
               | well.
        
               | jajko wrote:
               | You fail to realize that having such headset 8h a day is
               | not the holy grail for most people, I'd never work in
               | such way. Horrible for your eyes and overall health in
               | many ways we already know and many that will be
               | discovered after this betatesting runs for decade+.
               | 
               | Entertainment maybe, but definitely no work- like it or
               | not, outside few tech bubbles this is how world sees VR
               | and its not changing anytime soon. Still, to sporty
               | outdoorsy people this is kids toy (that shouldn't ever be
               | on kid head), reality is and will be always better and
               | healthier.
        
             | chmod775 wrote:
             | Are we gonna ignore the fact that VR pornography exists?
             | 
             | Also I'm pretty sure those VR games that are ran on a
             | computer connected to a headset could display on any
             | headset, Apple or Oculus. Cursory search reveals people
             | have already been getting SteamVR to work on the VisionPro.
             | 
             | Running stuff directly on the headsets is neat, but there's
             | no headset on the market with enough power to match what
             | you can have when plugging them into a computer.
        
               | jonny_eh wrote:
               | > Are we gonna ignore the fact that VR pornography
               | exists?
               | 
               | On the Apple Vision Pro?
        
               | chmod775 wrote:
               | The point is that VR games are _not_ "the only real
               | reason".
        
               | parasubvert wrote:
               | Through Safari, or forthcoming VR video player apps
               | (Apple doesn't censor generic utilities).
        
               | brookst wrote:
               | The players are already there. Those who want VR porn
               | have been able to view it on AVP since days after
               | release.
        
               | cthalupa wrote:
               | VR porn is largely just WebXR on webpages or SBS VR 180
               | videos. WebXR has been available on the Vision Pro since
               | day 1 if you enabled it in the Safari advanced options
               | and there are now multiple video apps that can handle SBS
               | VR 180 playback.
               | 
               | All the news about it not being possible on the AVP was
               | largely a bunch of hyperbole, misunderstandings, and
               | misinformation.
        
           | chaostheory wrote:
           | What's more insulting after the announcement of the vaporware
           | known as "infinite office" is meta's total lack of attention
           | on their PC software. The work related features of Quest are
           | near non-existent if it weren't for 3rd parties
        
             | parentheses wrote:
             | I totally agree. While Apple has a north star with this
             | device (or looks like it does), Meta's endeavors always
             | seemed like diversification. Meta seems to be looking for
             | the north star. Apple just pointed it out, so now everyone
             | is going to head that way.
        
           | brutus1213 wrote:
           | Actually, MSFT made the same blunder when it came to
           | HoloLens. Well .. they did start to build some of the core
           | spatial context (and had a fabulous headstart). But somewhere
           | along the way, they yielded to Unity/Unreal. This was mind
           | boggling to me as giving away the keys to the platform to
           | another party was literally the founding story of Microsoft
           | (with IBM having made the blunder). I wonder if engineering
           | leadership recalls history when making such strategic goofs.
        
             | yterdy wrote:
             | Layman's take: All of them are afraid of making the system
             | that fulfills the promise nominally, but that lacks some
             | key component or is on hardware that doesn't get adopted,
             | only to have a competitor swoop in, clone that system with
             | the necessary fixes, and essentially do what Apple did with
             | MP3 players and smartphones. They're all trying to
             | establish market dominance BEFORE giving us a reason to use
             | the devices (bass ackwards) - and are even happy to see the
             | market collapse, if it meant that, simply, _no one_ cracked
             | that particular nut.
             | 
             | Apple, Meta, Microsoft _like_ how things are right now.
             | These pushes are much-hyped, but they 're made less out of
             | real passion for the promise and more desperation to avoid
             | being left behind.
        
           | jayd16 wrote:
           | Well it's easy to understand why. How could they build an MR
           | ecosystem when their latest device is just barely MR?
           | 
           | They can only just now move towards MR with the Quest 3 and
           | really it'll need another generation to be MR native.
           | 
           | They have a good relationship with developers and focused on
           | what their current hardware is capable of, which is running
           | one VR app. They spent the last 8 years on that use case and
           | I think that was the right choice given the hardware
           | realities at the time.
        
         | ForHackernews wrote:
         | He talks about how "Gaze & pinch is an incredible UI superpower
         | and major industry ah-ha moment" but... if that's really the
         | case, then it's quite an indictment of the VR industry:
         | 
         | > The hardware needed to track eyes and hands in VR has been
         | around for over a decade, and it's Apple unique ability to
         | bring everything together in a magical way that makes this UI
         | superpower the most important achievement of the entire Vision
         | Pro product, without a shadow of doubt.
         | 
         | So they had all the pieces, but only Apple put it together and
         | realized that you'd need a VR equivalent of point-and-click? If
         | that's actually true, it's sad.
        
           | crooked-v wrote:
           | It's almost exactly the same kind of conceptual transition
           | that Apple made happen with keyboardless smartphones, too,
           | which adds an extra sort of funny element to it.
        
           | sumedh wrote:
           | > So they had all the pieces, but only Apple put it together
           | 
           | Its very difficult to change a mindset or culture in big
           | companies. Existing VR companies were too invested in using a
           | controller. Similarly back in the early smartphone days all
           | the big companies thought that smartphones must have physical
           | keyboard.
        
             | tpmoney wrote:
             | Sometimes you really have to decide to take the risk and
             | ship without a standard controller before you can see if
             | the new model will work. The iPhone was famously derided
             | for a lack of stylus. Video game consoles for years have
             | tried to incorporate motion controls in some form or
             | another and realistically only the Wii succeeded in any
             | measure because they ditched the classic controller instead
             | of trying to shoehorn it in. Many times it doesn't work,
             | but if you give developers and users an "easy escape hatch"
             | to go back to what they're already comfortable with, so
             | many of them will default to that no matter how much better
             | your new option might be.
        
           | MBCook wrote:
           | On top of what the others said, there are two other closely
           | related issues:
           | 
           | If everything is designed for your controller, the eye
           | interface may not work well due to lack of software
           | optimization.
           | 
           | Which means it's just an expensive battery hogging extra
           | weight you don't need.
        
           | jimbokun wrote:
           | Maybe they realized they needed it, but Apple actually pulled
           | it off.
           | 
           | Apple has a stronger combination of hardware design, software
           | implementation skills, and UX expertise, than any company in
           | the world.
        
           | interpol_p wrote:
           | Putting it together is not as simple as it seems. I think it
           | was an immense engineering and design effort from Apple to
           | get it to the point where it feels effortless and obvious
           | 
           | Not only do they have two cameras per eye, and all the
           | hardware for wide angle out-of-view hand tracking, they had
           | to consider:
           | 
           | Privacy: the user's gaze is _never delivered to your process_
           | when your native UI reacts to their gaze. Building this
           | infrastructure to be performant, bug free and secure is a lot
           | of work. Not to mention making it completely transparent for
           | developers to use
           | 
           | Design: they reconsidered every single iOS control in the
           | context of gaze and pinch, and invented whole new UI
           | paradigms that work really well with the existing SDK. You
           | can insert 3D models into a SwiftUI scroll view, and scroll
           | them, and it just works (they even fade at the cut off point)
           | 
           | Accessibility: there is a great deal of thought put into
           | alternative navigation methods for users who cannot maintain
           | consistent gaze
           | 
           | In addition to this they clearly thought about how to
           | maintain "gazeable" targets in the UI. When you drag a window
           | closer or farther it scales up and down maintaining exactly
           | the same visual size, trying to ensure nothing gets too small
           | or large to gaze at effectively
           | 
           | There are so many thousands of design and engineering
           | decisions that went into making gaze and pinch based
           | navigation work so simply, so I can understand how it hasn't
           | been done this effectively until now
        
         | didip wrote:
         | If what you said were true then this is a fatal strategic error
         | on Meta's side.
         | 
         | This entire time, they could have built a real OS, solidifying
         | their first mover advantage.
        
           | barbacoa wrote:
           | Meta makes social media apps. Where as writing operating
           | systems is Apple's core competency. Both companies are
           | playing to their strengths.
        
             | MBCook wrote:
             | The problem is that by doing that they've limited their
             | device's usefulness severely.
             | 
             | If some kind of killer AR app shows up on the Vision Pro,
             | could it be put on the Quest? Let's just assume it doesn't
             | need a level of processing power that the Quest can't
             | deliver. Would the software vendor just have to implement
             | the entire interface from scratch or with Unity or
             | something? Are there enough platform components on the
             | Quest to be able to do the job?
             | 
             | I don't know the answer. But I did see a number of
             | developers mentioning online over the last year just how
             | incredibly easy it was to get started with the Vision Pro
             | compared to the quest. If you have a Mac you sign up for
             | the Developer program for $99 and you get an IDE, compiler,
             | simulator, performance monitoring, full UI library plus
             | documentation. It's early days for some of that stuff, but
             | all the batteries are included. From what they said it was
             | far far easier to get to "hello world" than on Meta's
             | platform.
        
             | jandrese wrote:
             | The funny thing is that the social media app for Oculus
             | (Horizon Worlds) is total dogshit. The third party VRChat
             | is far more successful.
        
           | bushbaba wrote:
           | Apple leveraged their existing OSX OS stack, for Meta this
           | would mean either heavily forking android OR starting their
           | own OS. Both would take 5+ years to get meaningful traction.
           | Remember google fuchsia, the code-repo was public in 2016,
           | intial release was 2021, and it's still not anywhere near
           | where it'd need to be for a VR headset.
        
             | MBCook wrote:
             | I think that kind of under sells it. Yes Apple had all
             | sorts of existing technology they could leverage. But they
             | still built a completely new spatial UI paradigm for it.
             | 
             | And an entirely new interaction model that hasn't been seen
             | before. Using looking at something to replace a mouse isn't
             | new but taking that combined with using a pinch gesture to
             | "click" and some of the other things they've come up with
             | is a unique combination that seems to work quite well.
             | Thought there is certainly room for improvement.
        
               | kungito wrote:
               | Didn't oculus have pinch to click before Vision Pro came
               | out?
        
               | chris37879 wrote:
               | I own one of each, and develop for the Vision Pro through
               | my job, it's the very same story it's always been. Apple
               | hasn't 'invented' much here, but the magic is in how it's
               | assembled, even in its current state, using apps in a 3d
               | space feels better than anything the quest has ever done.
               | Even simple things like 'touching' a panel just feels
               | more natural on the vision pro than the same experience
               | on the quest, mostly because the quest does things like
               | forcing the ghost hand to stop at the surface of the
               | window, instead of continuing to track your hand through
               | it and just using the intersection as the touch point.
               | It's a small difference in the interaction that makes a
               | world of difference in usability, which Apple is very
               | good at.
        
             | loeg wrote:
             | VROS is already an Android fork.
        
               | wangvnn wrote:
               | VR needs performance..Android just cannot and will never
               | deliver it.
        
             | jethro_tell wrote:
             | To be fair, you probably don't have to build your own
             | kernel like fuchsia. You can almost certainly start with a
             | bare bones freebsd or Linux kernel or what ever. You're
             | still making a custom gfx layer and lots of user land but
             | you're get a lot for free too.
        
             | diego_sandoval wrote:
             | Every game console comes with its own operating system,
             | even though Sony and Nintendo are not in the OS business.
             | 
             | Just take FreeBSD and add your own UI on top.
        
           | WWLink wrote:
           | They started to, and then they gave up on it.
           | 
           | https://www.engadget.com/meta-dissolves-ar-vr-os-
           | team-204708...
        
             | loeg wrote:
             | That operating system (a hard fork of Google Fuschia) was
             | really designed for low-power AR wearables and made almost
             | no considerations to supporting VR (or like, any existing
             | software, which was one of the major drawbacks). Too many
             | systems designed from scratch with no compatibility with
             | traditional OS APIs. I don't think it would have been
             | viable even with 5+ more years.
        
         | makeitdouble wrote:
         | > Apple has made a fully realized spatial operating system
         | 
         | I'm not sure what you mean precisely. Apple doesn't seem to
         | have done more than windows with persistent positions. This
         | isn't nothing, but it's also not something that has tremendous
         | value for a headset that you only wear 30 or 45 minutes at a
         | time.
         | 
         | And they have little to no management of these floating
         | windows. I'm really not holding my breath for Apple to come up
         | with breakthrough windows management given what they've done
         | for the past decade.
         | 
         | If you don't think in term of potential and promises, but of
         | actual value to the user right now, I'd understand why Meta
         | hasn't the gimmick.
         | 
         | Is this a big lead for Apple ? Perhaps, the world mapping could
         | be something difficult to reproduce. Or Meta could be at
         | roughly the same point but decided it not to go there.
        
           | zmmmmm wrote:
           | It's kind of fascinating, because as you say, many of the
           | capabilities are barely surfaced in the user layer yet. But
           | the fundamentals are there.
           | 
           | Take a look at this Reddit post for example:
           | 
           | https://www.reddit.com/r/VisionPro/comments/1ba5hbd/the_most.
           | ..
           | 
           | The user is pointing out that that the real fridge behind
           | them is reflected by the surface of the virtual object in
           | front of them. And consider on top of that, the fridge is not
           | visible to the headset at that moment. It is captured in the
           | 3d spatial model that was created of the room. None of this
           | is a pre-rendered or rigged or specifically engineered
           | scenario. It's just what the operating system does _by
           | default_. So one app that is totally unknown to another app
           | can introduce reflections into the objects it displays. This
           | is just so far beyond what can happen in the Quest platform
           | by any means at all. And it can only happen because the 3d
           | spatial modeling is integrated deeply into the native
           | rendering stack - not just layered on the surface of each
           | app.
        
             | makeitdouble wrote:
             | I'm with you on how incredible it is from a technical
             | perspective.
             | 
             | The most fascinating thing to me is how we've gone from
             | Apple being the pragmatic and real world product focused
             | company, moving slower but making sure what they ship has
             | undeniable practical value, and not promising much beyond
             | ("we don't talk about future products and roadmap").
             | 
             | Compared to the "wow look at that technical prowess, not
             | much useful right now, but such potential !" that we're
             | getting with this device. I don't see it completely fall
             | flat, but it feels it's on the same course as the Apple
             | Watch or the HomePod, to be the biggest in the niche
             | category it defines (whatever it ends up be), and a smaller
             | presence in the general space ("smart eyewear ?") with
             | better fitted and more practical devices taking 70% of the
             | market.
             | 
             | The clunkier XReal probably keeping chugging along, being
             | to the AVP what the Xiaomi or Huawei smart bands are to the
             | Apple Watch. And Meta probably being the Samsung shooting
             | at the target from 5 different angles.
        
               | zmmmmm wrote:
               | completely agree!
               | 
               | I keep seeing people trying to shove this into the
               | narrative of "Apple coming late but doing it better and
               | solving real problems". But it doesn't fit that narrative
               | well. Apple here is early to something else that just
               | happens to look like the thing that people are viewing as
               | the predecessor, and it's utility is highly questionable
               | and full of all kinds of weird gaps. In a telling kind of
               | way, they are actually in part leaning on the aspects
               | they are not trying to sell (Here, look at these
               | immersive experiences! But shhh don't call it VR) - to
               | paper over the fact that the core of what they are really
               | trying to build is just not ready yet.
        
             | jayd16 wrote:
             | Its just a skybox with the cubemap of the room, no? The
             | Quest 3 does a full room scan and can you get a 3d mesh of
             | the room as well. They could provide a cubemap as well.
             | 
             | Meta doesn't want to pass any of the camera feed to an app
             | for privacy reasons so they don't make it available but its
             | a legal issue not a technical one. They can (and should) do
             | this for the browser model viewer.
             | 
             | Apple enforces a single material model so they can inject
             | the lighting data in a uniform way. Its a bit of a nuclear
             | option to have a fixed shader pipeline. But I digress...
             | 
             | Anyway, its not as out of reach as you claim.
        
           | cruffle_duffle wrote:
           | Other people will come up with the right way to do spacial
           | windowing... but they'll fuck up somehow and Apple will take
           | it, refine it, polish it, and "win"
        
             | makeitdouble wrote:
             | That's Apple from 2 decades ago.
             | 
             | Current day Apple and its management launches products with
             | weird twists ("send your pulse to your loved ones", "this
             | method of input will stay in history alongside the mouse"),
             | to then cut it down to only the features people really care
             | about, shut it out from competiting OSes, still get the
             | competition to execute better on that limited set of
             | features, and get sued and forced to remove their most
             | advanced feature after months of media humiliation.
             | 
             | That's why people get back to the first iPhone 17 years ago
             | when they want to predict a bright future for the AVP. I
             | still want to see it push the field forward, but odds are
             | not in its favor IMHO.
        
         | georgespencer wrote:
         | This is a keen insight I had not until now appreciated. Thank
         | you.
        
         | ramesh31 wrote:
         | This was my immediate takeway from using Quest 3 as well. Zuck
         | has stated forever that he wants a platform, yet when it comes
         | time to do the hard work, we just end up with an Android distro
         | running a React app.
        
           | cruffle_duffle wrote:
           | And how many billions did they spend on it?
        
         | devit wrote:
         | To support copy&paste all you need is a common format for 3D
         | objects, like HTML is for 2D documents; glTF might be a
         | reasonable candidate.
         | 
         | The problem with the Apple approach is that there are no apps
         | and games, and there probably won't be many given it's a 3500$
         | device with few users that Apple exerts its tyrannical grip
         | over (or if there will be, they will be ports of Unity/Unreal,
         | PC or Android VR apps, not using any of the special features
         | that the Apple OS may have).
        
           | kevindamm wrote:
           | Any scene description format would work (but please not obj
           | or stl), it would be good to see a standard emerge for this,
           | though. USD might be it.
        
             | chris37879 wrote:
             | I really hope USD is not it. Having worked with it trying
             | to build stuff for the vision pro, it's a massive software
             | library pretending to be a file format. It is inexorably
             | linked to the source code that processes it to the point
             | that making a processor for the format is a non-starter,
             | and that seems to be by design.
             | 
             | The codebase is dense, hard to compile, using outdated
             | dependencies, and doesn't play nice with anything else.
             | Documentation is sparse, often incorrect, and severely
             | lacking in anything like a new user guide. Everything
             | assumes you work for Pixar already and know the ins and
             | outs of their pipeline.
        
           | TylerE wrote:
           | People have been trying to solve this problem since the VRML
           | days in the '90s. I suspect you are underestimating the
           | complexity of 3D data by a pretty huge extent.
           | 
           | 3D is much, much, much more complicated than 2D, especially
           | if you're trying to interchange between arbitrary
           | applications that may have divergent needs.
           | 
           | Start with this little thought experiment.
           | 
           | What do you mean by 3d object?
           | 
           | Do you mean a set of polygons, like in a traditional triangle
           | mesh? A volume, like voxels? A set of 3d surfaces?
           | 
           | Do you need to model interior details, or only the exterior
           | envelope? Do you need to be able to split or explode it at
           | some arbitrary level of detail? Do we need to encode sharp
           | edges or creases in some way?
           | 
           | etc, etc, etc
           | 
           | This is before you have touched materials, texturing,
           | lighting, any of that.
        
             | uxcolumbo wrote:
             | Stupid question... isn't all that wrapped in a container?
             | 
             | Like in HTML with divs? So if you have a virtual lamp you
             | want to copy, all the various elements that make up the
             | lamp are in a VR equivalent object markup as <div id='lamp'
             | />. If you want to copy specific elements you can, but
             | you'd have specific actions, e.g copy color etc.
             | 
             | Maybe I'm missing something though and it's more complex.
        
               | TylerE wrote:
               | Don't think about tag soup. Think about how you'd encode
               | the geometry, and what that even means for anything but
               | the most trivial object, like a cube.
        
               | polyomino wrote:
               | Ok now, I have a few separate colored lights pointing at
               | the lamp. What color is the lamp? How about when it's on?
        
               | richardw wrote:
               | Interesting. I assume you'd copy the object not the
               | lighting. If you move a real object into a different room
               | or outside you don't expect the colour to stay the same.
               | But if I'm pasting it into a word doc, I guess
               | intuitively I might want it to look the same as source,
               | but that breaks down unless I copy the whole virtual
               | universe. A mirrored globe inside a room of mirrors is
               | not going to look the same unless I copy the scene.
               | People will learn this and maybe demand eg a choice of
               | the copy scope. You might not even have rights to copy
               | all objects. I can't just copy your palace and paste it
               | into mine unless you allow it (say).
        
               | TylerE wrote:
               | That's the entire crux. What exactly the hell is "the
               | object", and how does your target program DO anything to
               | it, to include manipulating it, or getting it out to a
               | GPU for rendering in some even vaguely terrible way - and
               | you're probably trying to render it 120 times (or more) a
               | second with a decent level of resolution.
               | 
               | 3D is not like tabular data. There isn't some default
               | resting state it naturally wants to exist in. It's all
               | edge cases and special logic. Also, it's mind bogglingly
               | vast amounts of raw data. Even a simple scene can
               | contains hundreds of thousands of
               | surfaces/polygons/spline patches/voxels/whatever
               | representation.
               | 
               | A VR environment is essentially running a high end 3d
               | game engine at all times.
        
             | araes wrote:
             | The basic math is also dramatically worse, and much more
             | challenging for entry level participants to grasp. The
             | basic idea of matrix math grows dramatically more complex
             | just in terms of sheer number operations. You might be able
             | to get away with your entire app only needing a couple
             | mults or adds for most interaction in 2D. Basic 3D, closer
             | to 150 mults (usually 3 [4x4] mults at 49 mults per [4x4]
             | pair) for the default.
             | 
             | In 2D apps and games, you can often get away with
             | incredibly simplistic calculations. Rarely much other than
             | a translation. Many times 1D with naively obvious
             | solutions. With 3D, you rapidly need to move to 4D matrices
             | than can handle arbitrary scale, translate, rotate,
             | perspective, clip volumes.
             | 
             | Nearly every 3D app anywhere has to handle the model, to
             | world, to camera, to clip space path, which involves a lot
             | of complex math well beyond most 2D apps. Usually, 3
             | different matrix mults with 4x4 matrices.
             | v_world     = M[?]v_model       v_camera  = V[?]M[?]v_model
             | v_clip    = P[?]V[?]M[?]v_model              v_clip   =
             | [[P00,...,P30],[...],[...],[P30,...,P33]] [?] [V00...V33]
             | [?]                  [M00...M33] [?] [m00...m33]
             | 
             | It's one of the main reasons voxels have been the only real
             | 3D implementation with large scale use. The amount of work
             | necessary to develop, ... really anything that works with
             | 3D is a large step upward in difficulty unless its totally
             | regular and square. Otherwise, huge numbers of
             | optimizations are no longer available. Plus, the
             | compression cliff for normal users of effectively arbitrary
             | 3D shape design and movement is really steep. Most first
             | time users of an industry 3D CAD package (ProE, Solidworks,
             | AutoCAD, Maya, 3DSMax, Blender, ect...) or similar have the
             | "wall of difficulty" moment.
             | 
             | Edited: dumb math error
        
           | baby wrote:
           | ^ exactly this. The problem with the Vision Pro is that there
           | is nothing to do, whereas the Quest 3 is driven by cool
           | experiences
        
           | sunshinerag wrote:
           | Tyrannical grip on users who paid 3500$? That indicates no
           | understanding of said users.
        
             | brookst wrote:
             | "This all inclusive resort has a tyrannical grip on all the
             | poor visitors who spent $10k to travel and stay at an all-
             | inclusive resort!"
        
         | zer0zzz wrote:
         | I worked on an oculus team for close to a team that was charged
         | with building a platform. The trouble at oculus was that there
         | were multiple waring platform efforts.
        
         | dangus wrote:
         | I think you might be giving Apple too much credit for strapping
         | the iPad OS on your face.
         | 
         | Granted, an iPad is better than an app launcher, but so far I
         | don't think the software is really "killer" in any specific
         | way.
         | 
         | Most of the in depth reviews I've seen mostly praise the screen
         | resolution and the movie experience.
        
         | cruffle_duffle wrote:
         | Damn. Like I never thought of it that way. You _need_ that OS
         | layer. That should be metas core competency if they want to
         | win. Games are something that runs on top of other people's
         | platform. I thought Zuckerberg did all this to _stop_ being a
         | layer on top of somebody else's stack but all they did was the
         | exact same thing with Oculus.
         | 
         | That is what always bugged me about the pivot to "meta". They
         | never had to find product market fit to succeed. They were
         | never hungry. They could just throw money until something
         | clicked... but money alone doesn't make a revolutionary
         | product. You need somebody hungry enough to see the world in a
         | different way and then execute the fuck out of it.
         | 
         | Dunno how this relates to apple though. They have equal amounts
         | of cash to throw at problems until they are "solved". Perhaps
         | the "operating system" is a solved problem already to some
         | extent and maybe there isn't anything truly new?
        
         | gamblor956 wrote:
         | _Apple has made a fully realized spatial operating system_
         | 
         | Said that out loud to a group of techies and they laughed so
         | hard one of them fell out of their seat.
         | 
         | Apple put the iPad on your face. And that's pretty much it.
         | 
         | The few VP users that haven't returned the device don't use any
         | of the "spatial" features like controlling the UI by pointing
         | in space, since it's so inaccurate that it gives Swype a run
         | for its money.
        
         | tempodox wrote:
         | > between Android underneath and Unity/Unreal at the
         | application layer.
         | 
         | So they want to build a new kind of device and a new kind of
         | experience, and they seriously think they can do that by just
         | plugging together ready-made parts built by others? No wonder
         | this is going nowhere.
        
         | la_fayette wrote:
         | As a developer, I am acctually very happy that Meta went with
         | Android. Reusing all the knowledge and tools is just great...
        
         | jolux wrote:
         | > Apple has had the advantage of green field engineering it
         | exactly how they want it to be from the ground up.
         | 
         | It's not quite green field on the software side, albeit mostly.
         | Clearly they already have experiencing re-platforming a whole
         | operating system multiple times. The underpinnings of macOS
         | power everything from desktops to smartphones to watches to
         | tablets already all with diverging user interfaces. They had a
         | solid first-party foundation to build the interface they want;
         | Facebook is ultimately a third-party to Android and is having
         | to solve the same Android hardware integration problems as
         | everyone else.
        
         | in3d wrote:
         | None of this matters compared to the number of apps available.
         | Given the high price of the Vision Pro and the resulting low
         | sales, it would make little business sense for app developers
         | to invest in creating apps for it instead of for the Quest 3.
        
           | thih9 wrote:
           | Perhaps it matters because of apps. With OS that natively
           | supports spatial features it could be easier to expand
           | functionality of existing ios apps or interact with them in
           | the ar/vr context.
        
           | InfiniteTitan wrote:
           | > Given the high price of the Vision Pro and the resulting
           | low sales, it would make little business sense for app
           | developers to invest in creating apps for it instead of for
           | the Quest 3.
           | 
           | For sure. That's exactly how it's played out in iOS vs
           | Android. No developer makes anything for the higher priced,
           | small market iOS, right?
        
         | atoav wrote:
         | And as an educator who thought an VR-development course at
         | university for a few times since 2018 setting up and
         | maintaining 15 Oculus Quest Mk I glasses was an absolute pain,
         | with accounts that I have to setup, etc. Sure it worked
         | somewhat like a android phone, but there was no real fast pass
         | for users like me, a lot of the features and the UI changed
         | over the time and it ultimately felt like the platform took
         | itself too seriously and therefore had no problem wasting my
         | time.
         | 
         | When designing a concept the core difference is always whether
         | your design respects the user or whether it does not and tries
         | to make them do things, spend more time on the platform, spend
         | more money on the platform, etc.
        
         | jjfoooo4 wrote:
         | To me the interesting bit is that an even a VR executive a
         | decade plus into working in the field doesn't find this device
         | compelling enough to own it.
         | 
         | I get that the thesis is that this version is the devkit etc,
         | but viable consumer product status (read: enough adoption for
         | the device to be profitable) seems very far away
        
           | GeekyBear wrote:
           | > viable consumer product status (read: enough adoption for
           | the device to be profitable) seems very far away
           | 
           | He mentions a few short term use cases for the current
           | hardware.
           | 
           | For example: Productivity on the go (A laptop with the
           | headset for multiple virtual displays) and Live Sports.
           | 
           | > Apple Immersive on Vision Pro is a transformative
           | experience in terms of video quality and its ability to
           | deliver a real sense of presence. Watching a game in high-
           | resolution VR has the potential to be legitimately better
           | than a regular 4K TV broadcast by enabling hardcore fans to
           | feel much closer to the action
        
             | FireBeyond wrote:
             | > For example: Productivity on the go (A laptop with the
             | headset for multiple virtual displays) and Live Sports.
             | 
             | Except almost universally, people talk about the screen
             | display being "not great" for extended use as a screen
             | replacement with dramatically lower effective resolution
             | and blurring...
        
               | GeekyBear wrote:
               | > people talk about the screen display being "not great"
               | 
               | That's not what the reviews I have read had to say.
               | 
               | > The Vision Pro can produce a virtual external display
               | for any modern Mac... The virtual display feels
               | responsive and works with connected keyboard or mouse
               | peripherals. The text is highly readable.
               | 
               | I don't have any complaints about how the virtual display
               | itself works--it's great.
               | 
               | https://arstechnica.com/gadgets/2024/03/i-worked-
               | exclusively...
        
             | PJDK wrote:
             | I've heard the sport idea thrown around a few times, but
             | I'm not sure I buy it.
             | 
             | If you go to a sports event you are mostly buying the
             | experience of being there, the energy of the crowd, the
             | cheering all that stuff. The actual experience of seeing
             | what's happening is not really better is it? That's why the
             | stadiums have screens in them.
             | 
             | Replicating that experience at home is more like getting
             | people around to watch a game together.
        
               | GeekyBear wrote:
               | > I'm not sure I buy it.
               | 
               | "legitimately better than a regular 4K TV broadcast by
               | enabling hardcore fans to feel much closer to the action"
               | sounds like it offers something new.
               | 
               | People who are sports enthusiasts have a proven
               | willingness to drop thousands of dollars on large screen
               | televisions, streaming services like NFL Red Zone, or
               | thousand dollar Superbowl tickets, so the potential for
               | sales is there.
        
           | kilroy123 wrote:
           | It's the crappy version 1. Just like iphone and ipad v1. They
           | sucked.
           | 
           | It's very obviously better to wait a little longer for a
           | future version.
        
             | Invictus0 wrote:
             | iPhone 1 was way more successful than Vision Pro, and it
             | didn't suck relative to what was on the market at the time.
             | At launch, Steve Jobs famously said it was 5 years ahead of
             | the competition, and contemporary commentators generally
             | agreed.
             | 
             | In its first week, Apple had sold 270,000 iPhones
             | domestically.[47] Apple sold the one millionth iPhone 74
             | days after the release.[48] Apple reported in January 2008
             | that four million were sold.
        
               | matwood wrote:
               | Phones have more mass appeal which I think attributes to
               | the larger initial numbers. It doesn't change that the
               | original iPhone was not great in a lot of ways. I had one
               | - 2.5g was slow, the screen was small, and it was missing
               | basic features. But it catalyzed what the future was
               | going to look like.
        
               | kossTKR wrote:
               | Interesting. Macrumors reports 200.000 sold vision pro's
               | a few month's ago. So maybe 300.000 today?
               | 
               | It's a type of gadget that hasn't become widely adopted
               | yet and the usecases and killer features are almost non
               | existent compared to the iPhones phonecalls + web
               | browsing, music, videos, notes and many others.
               | 
               | Really hard to gauge what success means here, but if we
               | say that in a year it will sell 500.000 units, that's 1/8
               | of the original iPhone, seems ok, or maybe not?
        
               | iamtheworstdev wrote:
               | there is no killer feature where it sees mass adoption..
               | 99.9% of the population cant afford to drop $3,500 on a
               | computer screen for their computer.
        
               | mulderc wrote:
               | Idk, people spend absurd amounts of money on various
               | hobbies and other pursuits that I bet a much larger % of
               | the population can afford a Vision Pro than you might
               | think. We don't really question when someone buys an ATV
               | or boat that they use only a few times a year and easily
               | costs as much as a Vision Pro.
        
               | pquki4 wrote:
               | Not comparable. I paid $7k for an upright piano (which is
               | a rookie number not worth bragging about) which is my
               | biggest purchase other than a car so far, plus ongoing
               | $90 weekly lessons, but I won't ever regret because it is
               | a very meaningful and valuable investment -- the piano
               | easily lasts a decade, I practice every day and am happy
               | about what it brings. People who blow $100k on a Steinway
               | think the same. Vision Pro? Not a chance, even as a one-
               | time purchase. Maybe after I have a big house and earn
               | $1m in annual income and have too much money to waste.
        
               | brookst wrote:
               | 99.9% of the population can't afford to drop $100k on a
               | sports car. They still exist.
               | 
               | The first Apple Mac was $7500 in today's dollars.
               | 
               | Armchairs are way over-indexing on price.
        
               | kossTKR wrote:
               | But that just makes it a bigger success right? Adjusting
               | for the crazy price it's even more impressive if it sells
               | almost 1/8 in the first year.
               | 
               | My impression is that it's going to fall in price in the
               | next iterations though i agree with you right now it's
               | not even targeted for the masses.
        
               | JKCalhoun wrote:
               | Yeah, not holding my breath for a Vision Pro II to see
               | the light of day.
        
               | Wowfunhappy wrote:
               | Also, the iPhone cost $500 at launch. At the time, that
               | was expensive for a smartphone, but even adjusting for
               | inflation it was nowhere near Vision Pro-level expensive.
               | (It would also be a relatively cheap phone in today's
               | market.)
               | 
               | If anything, the Vision Pro feels to me more like the
               | original Mac: an impressive technological leap forward,
               | with lots of interesting ideas about computing and UI
               | paradigms, but also prohibitively expensive, and still
               | underpowered relative to its lofty ambitions.
               | 
               | Notably, the Mac didn't really end well for Apple.
               | Eventually we got the iMac and OS X, but in between was a
               | decade in which Apple nearly went bankrupt. And I'm not
               | really convinced the Vision Pro is as innovative or
               | compelling as the original Mac was to begin with.
        
               | tpmoney wrote:
               | >and it didn't suck relative to what was on the market at
               | the time.
               | 
               | That's going to depend on what things you cared about.
               | The original iPhone was heavily criticized for no
               | copy/paste, no 3g service, no MMS, no physical keyboard,
               | its absurd at the time $700+ price tag, carrier
               | exclusivity, lack of subsidized pricing model and number
               | of other things. Plenty of commentators thought Apple had
               | widely missed the mark and had just launched a multi-
               | million dollar folly that was sure to sink them any day
               | now.
        
             | toddmatthews wrote:
             | Not sure I agree. When I first saw the 1st gen iPhone I was
             | so impressed with it, I went out and got one a few days
             | later. This is before the App Store. Yes compared to today
             | it might "suck" compared to the latest version, but the
             | first iPhone was super compelling by itself at the time and
             | started selling very well
        
               | hattmall wrote:
               | Yeah if the first version doesn't take off that's
               | generally not a good sign. 1st Iphone did extremely well.
        
               | jsjohnst wrote:
               | > 1st Iphone did extremely well
               | 
               | Citation needed. The 1st gen iPhone sold 6 million units
               | over two years. The Nokia N95 (not a super mainstream
               | device, but in a similarish price category) sold 10M.
               | Other Nokia phones of the time period sold 100+ million
               | devices. BlackBerry, LG, and Sony/Ericcson was in the
               | tens of millions per device model.
               | 
               | Let's not forget:
               | 
               | 1. The iPhone didn't support 3G, which essentially all
               | other phones of a similar price point had
               | 
               | 2. Was only available for AT&T customers in the US (then
               | still known as Cingular Wireless)
               | 
               | 3. Cost _significantly_ more ($500-600 w / two year
               | contract) than the average consumer paid for phones
               | (almost always under $150 with contract, but usually
               | "free") at the time.
               | 
               | 4. No App Store
               | 
               | 5. No cut and paste
               | 
               | 6. No removable battery
               | 
               | 7. No physical keyboard (a positive for me, but was a
               | deal breaker for so many back then)
               | 
               | That's not to say the original iPhone wasn't amazing in
               | many ways, but let's also remember the past accurately.
        
               | tpmoney wrote:
               | The iPod, iPad and Apple Watch are all products from
               | Apple where the first version didn't take off. I'd say
               | they did just fine and the iPhone is largely an outlier
               | in Apple's history of new products. Even the initial iMac
               | suffered relative to its later revisions.
        
             | brookst wrote:
             | > very obviously
             | 
             | And yet people buy v1. It really depends on how much your
             | time is worth. I bought v1 and I expect to sell it for
             | $1000 or so when v2 comes out. $3000 to use this product
             | for 12-18 months is totally worth it to me.
             | 
             | So, not "obvious". At least to people with different
             | priorities.
        
             | alsetmusic wrote:
             | > It's the crappy version 1. Just like iphone and ipad v1.
             | They sucked.
             | 
             | iPhone 1.0 was incredible. There was nothing like it. iPad
             | 1.0 (and following) has been lackluster. AVP is impressive,
             | but lacking.
             | 
             | The iPhone changed the world of tech in an instant. There
             | were aspects lacking (slow internet, no copy paste, no
             | third-party apps), but saying it sucked is rewriting
             | history. The things you take for granted about phones came
             | from that.
        
           | tracerbulletx wrote:
           | I think there are more than enough higher income people who
           | would pay 5k just for a thing to watch a movie in private,
           | with much better immersion than any alternative, on a plane.
        
             | jsjohnst wrote:
             | > watch a movie in private, with much better immersion than
             | any alternative, on a plane.
             | 
             | As someone who's worn mine to watch movies on multiple
             | flights, the problem is two fold.
             | 
             | 1. The device is ridiculously hard to get into "travel
             | mode" on a plane. Especially if the device was powered off
             | previously and you have to enter a passcode. Each time the
             | "tracking was lost" notification is shown it forces you to
             | start over with your passcode from the beginning. Those who
             | believe in better security than a four digit passcode are
             | brutalized. Then just getting control center open and
             | selecting travel mode (needing like five pinch operations)
             | can be insult to injury. I can't imagine going through that
             | in economy in tightly packed seats. After going through
             | that experience twice, I now insure it's ready to go on the
             | ground before boarding, but that's also a hassle.
             | 
             | 2. Wearing the device for the length of a movie is still a
             | struggle. I have a ton of time on other VR headsets (which
             | I also can't wear comfortably for 2hrs), so this isn't just
             | a "getting used to it" thing. Unlike the previous problem,
             | this one isn't really solvable without different hardware.
             | 
             | That said, once the movie starts, it's the best movie
             | experience on a plane ever for the first 20-30min.
        
               | tracerbulletx wrote:
               | That's a bummer, wonder if a third party strap with a
               | different weight balance could make it comfortable
               | enough.
        
               | crooked-v wrote:
               | I recently gave it a try and it immediately prompted me
               | to turn on travel mode after putting in the passcode
               | (though, yes, that part was difficult).
        
               | joyeuse6701 wrote:
               | I'm one of the rare people who doesn't have an issue with
               | wearing vr headsets for great lengths, but I suspect
               | that's because I strengthen my neck for jiujitsu and that
               | bleeds over into endurance with headsets.
               | 
               | Too much to ask for the average user, but the problem can
               | be mitigated by the individual.
        
         | SergeAx wrote:
         | Oculus is a gaming device and doesn't have a "productivity"
         | ambition. I believe it is because 3D glasses has very limited
         | productivity application. But who knows, for people who think
         | that 13" laptop is okay for work, Vision Pro may become
         | something better for comparable price.
        
           | philwelch wrote:
           | > I believe it is because 3D glasses has very limited
           | productivity application.
           | 
           | AR has tremendous productivity applications if the device is
           | small and wearable enough. Imagine being up in your attic
           | running cables and seeing a projection of the floor plan of
           | your house so you can see where the different rooms in your
           | house are. Or driving a car, except all the blind spots
           | disappear and are filled in with vehicle-mounted camera
           | feeds, with unobtrusive overlays for navigation or to
           | highlight potential safety hazards. Imagine assembling some
           | IKEA furniture except instead of puzzling through the
           | instruction book, you have an app that can recognize all the
           | pieces using machine vision and simply show you what to do.
           | Imagine never forgetting a name or a face, because every time
           | you see even a distant acquaintance, your glasses can run
           | facial recognition and make their name pop up by their face
           | in real life. Imagine noticing a weird rash on your arm, but
           | as soon as you look at it, your glasses immediately diagnose
           | it as a potential MRSA infection and pop up a notification
           | allowing you to call an urgent care clinic that's open right
           | this second.
        
             | amelius wrote:
             | > Imagine never forgetting a name or a face, because every
             | time you see even a distant acquaintance, your glasses can
             | run facial recognition and make their name pop up by their
             | face in real life.
             | 
             | This could work if they weren't wearing a VR helmet
             | themselves.
        
               | philwelch wrote:
               | I keep saying "glasses" because eventually the technology
               | is going to get miniaturized to that extent, and you can
               | facial recognize people wearing glasses. But you could
               | also have a handshake protocol for the devices
               | themselves.
        
         | nntwozz wrote:
         | Software sells systems is the motto.
         | 
         | Apple is enamored with vertical integration which gives them
         | control on a whole other level compared to their competitors;
         | feels like history repeating.
         | 
         | What's different with AVP compared to previous products is that
         | it starts off even better thanks to Apple's own custom chips.
         | There's also the amazing network effects of their ever-growing
         | ecosystem.
         | 
         | Competitors don't have all this, so they will struggle to
         | compete on the high-end. The intention of Apple is clearly
         | indicated by the price of AVP, they want the profits at the
         | top, let the rest fight over the scraps at the bottom with
         | crummy privacy-invasive software and poor
         | integration/interoperability.
        
         | matwood wrote:
         | It goes back to what I have mentioned elsewhere in this thread
         | that Apple always thinks product first. Hardware specs are only
         | ever in service of the product Apple is trying to deliver. If
         | they could never list specs, they wouldn't. The industry forces
         | some capitulation which is why Apple ever talks about specs at
         | all.
        
         | amelius wrote:
         | Well, my desktop OS still treats my GPU as a second class
         | citizen. In fact I'm not even sure if my OS has the concept of
         | a GPU built in.
         | 
         | So OS is probably not as important as you think.
        
           | ses1984 wrote:
           | I think they mean OS in the broader sense than just the
           | kernel.
        
         | lynndotpy wrote:
         | For me personally, it's definitely the platform. Requiring a
         | Meta / Facebook account for already-purchased Oculuses,
         | retroactively bricking devices and deleting software which was
         | bought before that requirement, has put Oculus firmly in the
         | "hardware I will never consider in my life" camp.
         | 
         | It's an incredible amount of goodwill to burn from a company
         | with so little to spare, and I'm surprised it hasn't come up
         | yet in this thread or in the blogpost. Meta has fundamental
         | trustability issues.
        
           | cade wrote:
           | 100% this. I paid the increasingly common "privacy and
           | control premium" for a Valve Index (which I'm very happy
           | with) to avoid the entanglements of borrowing a headset from
           | Meta for a large, up front, non-refundable fee.
        
             | timschmidt wrote:
             | Valve makes great unlocked hardware. I don't see the same
             | argument working with Apple, however. Can't even upgrade an
             | SSD in a recent mac not to mention individually
             | cryptographically signed components like cameras and touch
             | pads which can't be replaced without a visit to an Apple-
             | certified repair person. Renting hardware indeed.
        
           | mark_l_watson wrote:
           | Thanks for your comment. I love just a few things on my Quest
           | 2, and several times a week I take ten minute breaks for ping
           | pong, something meditative, tai chi, etc.
           | 
           | You reminded me of the negative aspects of the Meta/Facebook
           | corporate mass, and they should clean up their act in
           | privacy, etc. for VR in the same way they have basically
           | purchased good will in the AI community for releasing LLM
           | model weights.
           | 
           | Apologies for going off topic, but Apple similarly really
           | needs to trade a little profit for buying themselves a better
           | "look" because they are looking a little tarnished also.
        
           | wkat4242 wrote:
           | > Requiring a Meta / Facebook account for already-purchased
           | Oculuses, retroactively bricking devices and deleting
           | software which was bought before that requirement
           | 
           | You always needed an Oculus account and they didn't brick
           | anything. You did have to migrate from an Oculus to meta
           | account but a Facebook account was never required on a quest
           | 1 (or 3). Is a meta account really that different from an
           | Oculus account?
           | 
           | The quest 1 has been deprecated yes but not bricked.
        
           | ericmcer wrote:
           | That isn't really what the parent is talking about at all...
           | 
           | If your issue is with the device requiring connection with an
           | external account, Vision Pro requires an AppleID which will
           | tie it to way more of your digital things than a Facebook
           | login.
        
             | tw04 wrote:
             | Apple's business model isn't selling your personal
             | information. In fact they go out of their way to protect
             | your personal info. Requiring an AppleID is significantly
             | less concerning than requiring a Facebook account.
        
               | timschmidt wrote:
               | https://digiday.com/media-buying/apples-expanding-ad-
               | ambitio...
        
               | tw04 wrote:
               | >In the meantime, Apple continues to work with ad tech
               | vendors it trusts -- or rather, those with stated
               | policies it approves of -- particularly when it comes to
               | a cornerstone of the iPhone maker's brand: user privacy.
               | 
               | >However, a key question remains: how will Apple ensure
               | user privacy as its ad ambitions expose the iOS ecosystem
               | to a sector of the media landscape with a chequered
               | record when it comes to a cornerstone of its brand
               | promise?
               | 
               | >Earlier this year, it unveiled a tool it will use to
               | police user privacy in the guise of Privacy Manifests
               | (see video above), a measure that many interpreted as
               | Apple's attempt to (finally) stamp out illicit user-
               | tracking, a.k.a. fingerprinting.
               | 
               | Apple has a vested interest in user privacy and talks
               | about it constantly. Facebook has an interest in selling
               | every piece of information they have about you to the
               | highest bidder and has talked about how stupid users are
               | to give them personal information.
               | 
               | They are not the same.
        
           | parentheses wrote:
           | You're comparing a $300 product from a company that profits
           | on analyzing their customers to a $3500 product from a
           | hardware company.
           | 
           | This is not a fair comparison. They're motivated differently.
           | 
           | Furthermore, the "anti-account" viewpoint is making a privacy
           | issue out of a pinch or friction point. Accounts are required
           | for both devices. If you bought a device which allowed you to
           | buy apps, the experience would be horrible without an
           | account. If most people are willing and it's a better
           | experience, it makes sense to force everyone into the same
           | rails to reduce implementation cost. If it increases revenue,
           | there's yet another reason to do it. It's ridiculous to be in
           | an ideological minority and expect a company to bend to that
           | when it's not in their best interest.
           | 
           | While I prefer Apple products because <yada yada>, Meta and
           | Apple are doing the same thing here. The only difference is
           | that Apple has higher current trustworthiness. This is also
           | the reason they can release a $3500 headset.
        
             | vikramkr wrote:
             | Why isn't that a fair comparison? If that's an important
             | factor in their purchase decision that's completely fair.
             | You can compare whatever you want when you're evaluating
             | subjective criteria for a purchase decision - and the
             | socioeconomic rationale behind the motivations leading to
             | the decisions the companies made is interesting but not
             | relevant to the comparison at decision point.
        
           | wlesieutre wrote:
           | I've had a Quest 1 for years, it always required an Oculus
           | account, and since rebranding as Meta it now requires a Meta
           | account, which my Oculus account was converted into.
           | 
           | It's not bricked and hasn't deleted my software, I'm curious
           | what exactly you're referring to with that.
        
         | Eric_WVGG wrote:
         | I was saying the same thing back during the first five years of
         | the iPhone. There were so many ostensibly serious people who
         | thought that BlackBerry or Nokia would have an "iPhone killer"
         | just around the corner, and it's like... do you chumps have any
         | idea how difficult it is to build an _operating system?_
        
           | pipeline_peak wrote:
           | Well BlackBerry eventually did acquire QNX. But this was in
           | 2010 which was far too late...
        
         | ChildOfChaos wrote:
         | I get what you are saying, but that is why the Vision Pro is
         | still an over engineered dev kit for a half baked OS.
         | 
         | At least the Meta Quest for example has a lot of content and VR
         | games. The Vision Pro doesn't seem to have much use apart from
         | it curiosity, because such system hasn't been fully built out.
         | It seems like a device that isn't really ready for prime time
         | for a couple of years yet.
        
           | bleepblop wrote:
           | Thinking about it. If apple had dropped their vision pro with
           | something like you can play Half Life Alyx on it like they
           | did with Death Stranding with the M2chip/M3? they might have
           | had a larger buyer pool.
        
             | jwcooper wrote:
             | They would have needed controllers and actually cared
             | enough to support steam on it.
             | 
             | There is zero chance Valve would release HL:Alyx without
             | full steam support on the device.
             | 
             | That being said, I get what you're saying - that a killer
             | game could have helped the value proposition. They clearly
             | didn't design it for that though, even based on how much
             | lower their refresh rate is for hand tracking.
             | 
             | It feels like a consumption device like the iPad, with some
             | productivity mixed in.
        
               | bleepblop wrote:
               | The irony is I can use steam link with an ipad. On top of
               | that I can use it as a second monitor for when I am on
               | the go among some other productivity. From what I saw
               | with the vision pro, nothing compelled me in that
               | department. And I have to agree with you, not having some
               | sort of controller interface was an additional no go as
               | well.
        
         | alsetmusic wrote:
         | > Think about what has to exist, to say, intelligently copy and
         | paste parts of a 3D object made by one application into a 3D
         | object made by another, the same way you would copy a flat
         | image from photoshop into a Word document.
         | 
         | I own an AVP and this isn't something that can be done with it,
         | to the best of my knowledge. Please explain how this is
         | possible with the existing OS and apps.
        
           | ericmcer wrote:
           | I have seen people download 3d model file formats (stl) and
           | position/scale them in front of them, and then walk around
           | the 3d model. I am not sure if they added anything to the
           | Vision Pro but it was pretty impressive. I would not be
           | surprised if it can handle common 3d formats and render them
           | straight to your AR environment out of the box.
        
           | dagmx wrote:
           | Possible with the existing OS? Definitely. It's just
           | clipboard data
           | 
           | Possible with the current apps? None of them support a
           | standard partial copy of 3D objects but they do allow copy
           | pasting full objects between apps afaik. E.g I can drag a
           | USDZ file from a message into keynote
        
         | jayd16 wrote:
         | I like that Apple is focusing on 3d widgets as an app primitive
         | but is it really that hard to put that into Oculus/Android?
         | Android actually does have widgets. What about the OS precludes
         | it from what Apple has done?
         | 
         | There's some hard decisions around forcing everyone into their
         | custom material that Apple made so that they can handle the
         | rendering more deeply....but is that really a core OS thing?
         | Seems like it doesn't need a new kernel for that.
        
           | brookst wrote:
           | It's not so much difficulty as system architecture. Oculus
           | just doesn't have an OS layer, at least not in the sense of a
           | platform that helps applications share resources and interact
           | with each other.
           | 
           | The Oclulus platform is more like a classic video game
           | console; there are system APIs, but they are designed to be
           | used by single-tasking applications.
           | 
           | And for the user, the Oculus system UI is really an app
           | launcher /task switcher.
           | 
           | It's not better or worse, just a very different design
           | philosophy.
        
             | jayd16 wrote:
             | Huh? I'm very confused as to what you mean. It's a
             | customized version of Android. All the Android multi-
             | tasking and app pause and resume life-cycle stuff should
             | still be in there. Most of their ecosystem is heavy duty
             | games that use all the device's resources (kicking out
             | other apps from the working set), but it's definitely a
             | multi-tasking OS.
             | 
             | I really do not think 3D widgets would require an entirely
             | new OS. The main app switcher would need a revamp and they
             | would need to re-purpose or build out some new app life-
             | cycle callbacks to handle widget focus and interaction but
             | it all seems very doable and not much harder than what
             | they've already done.
        
       | tempestn wrote:
       | > Less so in a scene like this intimate music concert or sports
       | game, but probably a lot more so in dramatic storytelling and
       | _other types of more realistic films_.
       | 
       | Presumably he has a specific type of film in mind here.
        
       | exabrial wrote:
       | Finally demod one of these things.
       | 
       | Yes the VR experience was pretty dang sick, but to be real... the
       | pass though is not as good your own vision. Is it ground
       | breaking? Yes. But it's v1.0, details are fuzzy, the color
       | palette was meh, and we've still yet to invent an instrument with
       | the dynamic contrast of the human eye.
       | 
       | I tell you what was quite fascinating: the audio. Nearly every
       | clip they shot they must have used a head dummy spatial
       | microphone and hired industry best to master the audio tracks. My
       | eyes weren't fooled, but my ears were (other than a roll off
       | under 142hz or so); mainly due to the phase and eq shifting and
       | their use of multiple sources along the head band.
       | 
       | I'd really like to see far more focus on the audio side.
       | 
       | And as far as actual use cases? They need to go after live
       | sports. Otherwise it'll stay a gadget of the technophile.
        
       | it wrote:
       | Isn't one of the biggest problems with these VR headsets the
       | nearness of the display to the eye? It seems like prolonged
       | exposure to this would result in myopia that would worsen faster
       | than it does when exposed to screens that are farther away.
        
         | thot_experiment wrote:
         | No. Your eye is generally focusing on infinity in a VR display,
         | that's why myopic people need to wear glasses in VR.
        
       | thrdbndndn wrote:
       | > Motion blur in passthrough mode ended up being one of the many
       | reasons why I decided to return my Vision Pro, because it's just
       | uncomfortable
       | 
       | If I am in VR field, and wasn't very tight on the money (which I
       | assume the author isn't), I probably will keep a Vision Pro with
       | me even if it's a literal peace of junk just so I can play with
       | it occasionally for my curiosity.
       | 
       | I wonder what's the difference between me and him.
       | 
       | To make it clear, this is not a loaded question but a genuine
       | one. His decision is objectively more reasonable than mine
       | (keeping unneeded junk around), but I just can't get it.
        
       | elif wrote:
       | I'm so glad he mentioned weight. I was worried that the
       | competition would say 'okay, apple has this so we need this or
       | better' when there is so much on this device that I really don't
       | care for. I don't need curved glass, I don't need fake LED eyes
       | draining my battery, I don't need a physical knob to slowly fade
       | out reality.
       | 
       | I would really prefer a device that is lighter, cooler, with
       | longer battery life, more CPU available to the displays that
       | matter, and probably cheaper by having less stuff.
       | 
       | I don't think the fake eyes make any part of the experience less
       | creepy in social interactions. Instead that energy could have
       | been used to, for instance, illuminate 850hz IR light so the user
       | would have superhuman night vision. Being in a dark place and not
       | being able to read a menu is much more immersion breaking than
       | having to tell someone "yes I see you" and in fact you have this
       | conversation with everyone regardless of the fake eyes.
        
       | sngz wrote:
       | What you got wrong is meta
        
       | gcanyon wrote:
       | A very interesting video take:
       | https://www.youtube.com/watch?v=VQKMoT-6XSg
       | 
       | tl;dw -- reviewers are understandably focusing on the technical
       | specs, but ignoring the much more simple metric: conceptually,
       | does the device fool the mind into accepting what it sees as
       | "real"? And the answer for the Vision Pro is yes. It will get
       | lighter, better, cheaper, but even now, it's important to realize
       | that the AVP can transport you to another _realistic_ reality in
       | a way no other device has managed. I 've only done the in-store
       | demo, but I understand what the video is saying, and it resonates
       | for me.
        
         | speg wrote:
         | I found the demo a bit underwhelming, if only because it was
         | guided. However I must admit the scene on the mountain, in
         | front of the piano, and on the football pitch were amazing.
         | 
         | If that is the future of content, sign me up.
        
           | gcanyon wrote:
           | Free advice for anyone going in for the demo: be comfortable
           | in VR, read up on how the AVP works ahead of time, and tell
           | the Apple person that. I got to see/experience a _lot_ more
           | during my demo than a friend did because I was always jumping
           | ahead and pushing the pace.
        
         | dan-robertson wrote:
         | I'm not sure that's the link you intended? I see the iPhone
         | keynote from 2007.
        
           | gcanyon wrote:
           | Ha, yup, silly youtube. I'll fix it in a second.
           | 
           | Edit: there's a time limit on edits? Okay, I'm replying to
           | that comment with the correct URL, and adding it here:
           | https://www.youtube.com/watch?v=krpbAMJlLTc
        
         | gcanyon wrote:
         | The correct URL: https://www.youtube.com/watch?v=krpbAMJlLTc
        
       | petesergeant wrote:
       | > This may be the first device category where Apple's [whatever]
       | may simply not work as previously
       | 
       | One day they'll be right, but it seems like a pretty risky bet,
       | always
        
       | ChildOfChaos wrote:
       | I mean the Vision Pro seems like an over engineered dev kit to
       | me, like the article describes.
       | 
       | The vision pro seems to miss the mark in some many areas and
       | seems like it's ahead of it's time, which is odd for Apple and
       | the Quest 3 seems to beat it in a lot of areas.
       | 
       | In some ways I am surprised Apple released it and didn't keep
       | working on it in the lab, but in others, I think they wanted to
       | get it out in users hands and see how they use it and what devs
       | start to build with it, they also wanted to normalise the idea of
       | such devices, so when something more functional is out there,
       | people will be happier to use it.
        
       | cthalupa wrote:
       | I've been using my AVP pretty regularly since release day. I'm
       | using it less now that the novelty is wearing off, but still
       | fairly often.
       | 
       | Things I like:
       | 
       | 1) It really is an upgrade vs. working on just my 16" MBP screen.
       | I'm in the minority that actually finds the knit headband pretty
       | comfortable, and can fairly easily go 3-4 hours with it on before
       | it starts to bother me. I do wish there was the option to break
       | specific OSX apps out into their own window or at least have
       | multiple screens, but when I can put most of my work in a web
       | browser or app that the AVP supports, it works extremely well. At
       | worst, it's still more eyeball real estate than just the MBP
       | screen itself.
       | 
       | 2) ALVR/Moonlight actually work pretty well, if you have the WiFi
       | infrastructure to support it. It works properly on my Unifi setup
       | but it struggled a bit on a friend's wifi. But it's really cool
       | to play PCVR games using such a high resolution display, as well
       | as playing 2D games on a screen that appears far larger than even
       | my 65" TV
       | 
       | 3) 3D movies are insanely good on it. I've always wanted to
       | really love 3D movies, but the downsides for both active and
       | passive 3D really kept them from being a resounding hit with me.
       | Not the case on the AVP. No compromise on brightness or FPS makes
       | it a much nicer experience. 2D movies and TV are also quite nice,
       | with the only real downside being the audio - it's reasonably
       | good, and I can enjoy movies on it no problem, but it also
       | doesn't match proper home theater audio. On the whole, though, I
       | think it's the best _personal_ movie watching experience you can
       | get for 3.5k. A projector that even approaches the visual quality
       | /relative screen size of the AVP is $5k+. Obviously, though, a
       | real home theater setup can be enjoyed with more people. The
       | individual nature can also be a strength, though - if you want to
       | watch something without disturbing your partner, you don't have
       | to have a TV on in the bedroom.
       | 
       | 4) I feel significantly less disconnected from the world when
       | using it than I have my other VR/AR headsets. I can function with
       | it on moving around my house, etc.
       | 
       | Things I dislike:
       | 
       | 1) I would love it if it was lighter and I could wear it all day,
       | but it's not a huge deal for me.
       | 
       | 2) The OS is miles ahead of my Quest Pro, but it still feels
       | unpolished at times. When everything works it's perfect - but
       | there are still some bugs. Until 1.1 released, something was
       | going on with Safari that could bring the whole thing to it's
       | knees until you rebooted it. Not sure if it was a memory leak or
       | if it was something else, but if I had a web browser open for an
       | extended period of time, it would eventually bring the whole
       | system to it's knees. This is fixed, but I still have some (more
       | rare) issues with apps going nonresponsive and not being closable
       | via the usual X, etc., requiring a force quit. I'm sure this will
       | all get fixed in time, but it's not the same level of polish I've
       | grown accustomed to with Apple software.
       | 
       | 3) I'd really like some way to sync audio to external sources.
       | You can do some hackery with a Siri shortcut, but I'd love to be
       | able to sit down on my couch, put on a movie, and watch it while
       | making use of my sound system vs. being forced to go with the AVP
       | speakers or bluetooth headphones.
       | 
       | All in all, I like it quite a bit. I don't know that I would
       | recommend it, with the pricing being what it is - I think if
       | you're a good fit for it, you already are interested in it or
       | will be interested in it when you hear about it in general.
        
       | amelius wrote:
       | What they both got wrong: allowing pr0n without tying accounts to
       | real life names and looking over the user's shoulder.
        
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