Apple Vision Pro: Apple’s first spatial computer
apple.com
apple.com
https://news.ycombinator.com/item?id=36201593&p=2
https://news.ycombinator.com/item?id=36201593&p=3
https://news.ycombinator.com/item?id=36201593&p=4
There are also a bunch of other threads: https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que....
Sorry that our server has been creaking today. Perf improvements are on the way (fingers crossed), but alas not today.
The displays in this device are crazy. I honestly didn't think they'd be able to put together a value proposition, but I think they legitimately did. It's super expensive, and some of the cost of the device seems kind of silly (if I heard correctly, the display on the front is 3d and gives different perspectives based upon the viewers), so obviously they're going to have a lot of room to improve value in subsequent generations.
But it's going to be a hit. HN is going to be swamped with "How I used Vision Pro to..." posts when it comes out.
One element that didn't get a lot of play (if any...though I was distracted with work) -- did they talk about using it as a display for a Mac? I'd love to use a real keyboard mouse interacting with flexible Mac displays.
Yeah, you look at the screen through the headset and then pinch to move it around and grow/shrink it.
Yes ! In 4k
And you are absolutely correct that the enthused haven't used this device, or even heard from a non-Apple employee that tried a beta. I am hugely concerned about long term comfort, particularly in the eye fatigue realm, for instance, and will be watching to see what the sentiment around that is.
If it were many other companies I would honestly be much more skeptical about it, but I mean Apple has a pretty good track record of actually delivering products that meet or exceed their promises. And they really promised the moon with this reveal.
2 hours I guess covers a commute, but it’s hardly handheld form factor - how much bigger would it need to be to get “all day wear” battery life? It doesn’t feel like a real spatial constraint, so can only presume >2hrs is not required in actual use.
Anyways, bookmark the threads of folks calling an Apple product dead on arrival for a revisit in a few years.
The ipod, the iphone, the watch, the airpods... they've had a pretty good record and almost all these have had harsh criticism out the gate (while then going on to absolutely PRINT money for apple).
Apple is sitting on lots of cash and investment with operating cash flow of something like another $100B a year? Why aren't they allowed to take some risks on products like this. Facebook certainly has burnt billions in a similar space.
are you sure? why do you think this?
Most of these people, like you said, we’re likely not blowing $500+ on headphones before Apple made that concept mainstream.
Beats: $400 out the door. Bose Quiet Comfort, whichever is the most recent: similar. Sony also sells ~$350-ish noise cancelling headphones.
Going from $350 to $550 is roughly the normal apple premium.
This is $3k.
Granted, this is 100% anecdotal, but I’m seeing way more people rocking AirPods Max around the city every day than I remember ever seeing rocking over the ear headphones, let alone expensive ones.
It's top of the range for typical consumers. The people who wear Apple's $550 headphones aren't people who are buying Sennheiser HD800s'. Before, people would've spent $200 or up to $300 on the Bose ones. Apple got them to spend an extra $200-250.
I'm surprised by how often I see these headphones. They were basically nonexistent in the Bay Area but I see them often enough in NYC.
The AirPods Max blow both out of the water in comfort, usability and ANC.
I have more expensive headphones than the AirPods Max but these are what I use the most.
Personally, I cannot say as I have never owned nor used any of the other AirPods. If you are looking for mobile usage, the Max aren't the best choice. They are large and heavy and there is nothing discreet about them. Also, I wouldn't even consider running with them.
I use them at work or at home where all of this is no issue and I just want to enjoy the best music experience.
P.S. not saying there aren't better headphones, just that the price ratio is great with these ones and the sound to my ear is better than on airpods pro. No noise cancellation though.
Then it's a completely different product...
So depending on what’s important for you they may be the better choice.
I understand the skepticism, but sometimes our perception of the world is quite narrow. Given that most of us are developers, even more so.
I don't mean to be condescending, I just feel that way a lot with both myself and my colleagues when exposed to fields and constraints that we haven't seen before.
That you use to look at family photos, use iPhone apps in a giant window, watch movies, and play with VR Mickey Mouse? The presentation seemed to lean more towards the consumer than industry applications.
Mac Pro >= Pro Display XDR >= ProRes >= Logic Pro > FinalCut Pro > Vision Pro >= MacBook Pro >= iPad Pro > iPhone Pro >>> AirPods Pro
The goal is excitement and investment in the app ecosystem so, when they figure out the form factor, the cheaper/lighter/more useful future device is a bigger hit.
Many professionals would be thrilled to have a portable multimonitor setup that they can use from the couch, bed, airplane, train, Uber...
I really think that smartphone design is close to the optimal sci-fi tech for humans, exactly due to it being handheld. We rely on vision and touch the most and I think it combines those well. I am almost sure that VR would even in theory get as popular as smartphones, all else being equal.
If it's good people will buy it. I will buy it. No doubt about that.
I just wish they made a printer. I'd buy an Apply printer in a heartbeat, I don't care what it costs.
Your link helped me find the Snow White Design Language: https://en.wikipedia.org/wiki/Snow_White_design_language
Looks like you and me have a completely different memory on this? iPod, iPhone were almost unanimously praised at the moment of announcement, thanks to Steve's magic. AirPod also received generally positive reactions. Apple Watch had a genuine issue on its product positioning and its success came after fixing that issue.
The iPhone in addition to pricing was also widely panned for being 2G only, for being AT&T only, for requiring a data plan, for not having a physical keyboard, for not having a stylus and for being something no one needed because our phones and ipods already do all of that.
The iPhone did get a better reception than the iPod, but that's probably owed to the success of the iPod in proving Apple might just have an idea or two about how to make a new piece of cool tech, but it had plenty of poo-pooing by the tech class too.
The first iPod was predicated on FireWire and iTunes, which were basically only available on Macs at the time.
(iTunes - Jan 2001, iPod - Oct 2001, iTunes Store - Apr 2003, iTunes for Windows - Oct 2003.)
Someone below brought up "when the iphone first came out it was 2G, was only on AT&T" - well, yeah, and those were very valid initial shortcomings that Apple pretty quickly rectified.
With the Vision Pro, I see very few comments putting down the actual technological achievements here. Comments seem to be pretty universal in thinking this is the best VR device there is. But the valid question is people are still having a difficult time imagining real, extended use cases where it doesn't feel like a novelty.
Personally, I think it's great Apple took a swing at this. I wouldn't be willing to bet one way or the other on its success, I think there are lots of unknowns, but I don't really have anything but high praise for the folks that built this.
Apple created a very competitive product in an established market with the Watch, they didn't change the game.
Which is where I could see the Apple Vision Pro ending up, but I'm sure that's well short of Apple's expectations.
This was mostly an infrastructure problem that Apple innovated on and helped AT&T solve- carriers would no longer need to sell "minutes" but could instead sell Data, which was a much better value proposition. There's a quote in the movie Blackberry along the lines of "the problem with selling minutes is that there's only 60 of them in a minute to sell".
I can only assume this attributed to the global adoption of the "data sale" model (and the iPhone with it) since the profit ceiling was exponentially higher for every carrier.
[0] https://duckduckgo.com/?q=rudy+guiliani+air+pods&ia=images&i...
Sounds like you have a memory problem. I’m sure you can find the threads archived if you need reminded of the criticisms.
The second or third version maybe something worthy of the consumer having a look at. This is directly competing against the Quest Pro, and the Vision Pro is still at prices like the HoloLens.
Apple will probably announce a 'Lite' version which will directly compete against Meta's cheaper Quest VR headsets.
> Facebook certainly has burnt billions in a similar space.
And their Quest VR headsets already outsold Xbox Series X/S. [0]
[0] https://www.thevirtualreport.biz/data-and-research/65297/que...
I'm not saying Apple created a bad product...but I wouldn't expect a mere 23 million pixels to be indistinguishable from reality.
It is probably similar with this as well, the question is where apple stands on this scale.
I've seen people claiming on sites like Reddit that people who watch with CC on simply read it in their peripheral vision while focused on the action, and that just isn't possible in most situations for the reason I mentioned. You actually only see high resolution in the middle 1 degree of angular view.
So to come up with such a number someone took the entire FOV of the human eye and assumed that you focus your fovea on each and every angular degree of it.
That's neither here nor there are your point is as valid -- where you're focused on will have a pixel density below "reality" for your fovea, however it presents lots of optimization potentials in software (e.g. no need for fine rendering outside of the focus) and in hardware. There are already devices which use tiny mirrors and optics to basically concentrate the pixels wherever you're looking and render a distorted view to match.
In 10 years with GenAI video creation and GenAI NPCs it could be bonkers cool.
It needs to do what HoloLens and Google Glass didn't.
Sell well enough to attract developers and improve manufacturing economies of scale.
For what it's worth, I think Apple has a chance here - there were smartphones before the iphone, but apple made the first one good enough to take off. Perhaps this will be the same?
A little scary bringing a kid into this world. I've seen how my nephews and nieces get completely absorbed by screens.
I wont be a user, but I hope they succeed.
And Meta Quest 2 Pro is one year old at $999.
It's almost 2.5x the pixels [edit: was ~~resolution~~ which is incorrect]. How is that "not far off"? It's more pixels per eye than the MQ2P has for both!
I'm actually curious about this, and how the displays will actually feel. The ads/keynote all talked about how they're "more than 4k for each eye", which sounds like a lot when you're talking about TVs or monitors, but... stops sounding quite as impressive when you realize you're talking about IMAX-sized screens (which is the main "wow" draw for watching movies in VR), or when talking about augmenting reality.
It is remotely related but different from "classical" foveated rendering (which is just a way to get better framerates), as it's an actual optical system. With DMDs you also need foveated rendering (and fancy transformations, as displays are no longer projected uniformly over time), but foveated rendering alone is not sufficient.
It's really cool technology anyway, and according to PSVR2 reviews, it seems to work well.
If you’re watching an IMAX-size screen in AR, the resolution of the content will be the main factor, I think, rather than the density of the goggle displays.
I think it's near safe to assume there's no real gap between pixels and thus indiscernible. The lag might be a thing.
That is, at a resolution in which pixels are still perceptible, I can make out more than 33,177,600 pixels (4 4k screens, equivalently 1 8k screen) per eye. This device has less than that. Less than half that per eye. It's not "at the maximum limits of detail an eye can see" even assuming they just have no wasted pixels in your peripheral vision.
7.5 microns means nothing without knowing what lenses it goes through.
That said, I think it might be enough pixels to be useful for reading text. Unlike the index I own, where that is just unpleasant.
Knowing Apple, they're also not going to support anything else besides Apple Hardware so you won't be able to hook it up to an actual gaming rig like you can with the Meta Quest 2. While this isn't a big deal for a lot of people, Apple is taking a huge risk releasing a very premium product like this without supporting the largest established VR market (gamers).
This reads like "Apple is taking a huge risk releasing a new smartphone without supporting the largest established market (BlackBerry device users).
The VR gaming market is microscopic compared to what Apple is likely aiming for here. They do not give a single flying fuck about this "established market", nor have they for any other market they've entered. The entire Apple ethos is to completely change the narrative for whatever product category they enter. They did this for phones, for bluetooth audio, for watches, and—whether or not they're ultimately successful—you can bet your ass this is their intent for wearable headsets.
What's the eventual end goal for these devices? I'm not sure yet, but I'm certain it will become clearer in the coming years. My expectation is they anticipate this will come to replace fixed displays for a huge number of office workers. Maybe not with this first revision, but by gen 3 that's my bet for the market of this device. If you assume it get lighter and comfortable, higher res, and better battery life over the next few iterations it's clearly something that could just be your work machine with a paired bluetooth keyboard.
Apple is also the company which released https://en.wikipedia.org/wiki/Apple_Newton back in the day… They turned out to be right at the end but still had to renter the market entirely from scratch after 10 years. So far Apple has been great in “perfecting” products that already exist by doing the right thing at the right time.
They weren’t the first or the second to release a smartphone, smart watch, tablet, BT earphones etc. all of those had established markets and somewhat clear use cases Apple “just” streamlined and turned them into something that normal people would actually want to use. It’s seems a bit to early to do that for VR yet. So in a certain way they are in somewhat uncharted territory.
They didn't "just" streamline the smartphone. They destroyed virtually overnight the existing dominant players in the smartphone market and within a few years essentially ended the existence of non-smartphones as a market category entirely. They didn't "just" streamline the watch. Again, within five years of entering the market they overtook (in units) shipments of the entire traditional watch industry. Both of these examples are significantly larger and more entrenched than the existing VR gaming market.
Of course not every product of theirs is successful in doing this. But without question, this is their aim a majority of the time.
Telling what? My point was that Newton was a brilliant idea yet the hardware wasn’t there yet and it didn’t have clear use cases. Both concerns apply for Vision Pro so at this point it’s still closer to the Newton than the iPad
> They didn't "just" streamline the smartphone
They did exactly that which is why it was so brilliant. You could do everything you could with an iPhone with other devices before it came out. It’s just that the experience was quite poor and all other devices were underdeveloped and had serious flaws in comparison (to be fair the first gen iPhone was a pretty lackluster device too).
You could browse the web, watch video content, send messages/emails, listens to music, play games, make video calls. Did Apple invent any of that? The iPhone was a just a device which could do it all with much nicer UX than anything on the market.
VR is very different in that regard.
If the monitors could be virtual using an AR headset, I could just sit in a la-z-boy with a cupholder and a massaging seat :D
They don't care about iOS games? Apple Arcade?
How many of these will be windowed iOS apps? I assume most of them.
That's really what sets casual gaming devices (Apple TV, iPhone, iPad, etc) apart from actual gaming devices.
Let's contextualise this ... they have so much money in the bank there is literally no way to spend it. This could completely flunk and have zero impact on them. There's no risk here for Apple. Perhaps the question is why they aren't being more adventurous, or pushing this harder by subsidising the gen 1 device to get it off the ground.
Assuming they're square. Roughly calculating (23 million pixels between the two with no space between 7.5 microns,) that's 25.432mm^2. they've said they're the size of postage stamps. This ties in.
I think it's near safe to assume there's no real gap between pixels and thus indiscernible. The lag might be a thing and focus, but this might actually not be a problem.
Edit:sort of a Magic Leap type thing. The further out you look from the centre of the lense, the more the lense curves back to the focus your eye on the centre. With the eye tracking changing the image to compensate for your eye movement.
That's not how it works. You need an angular resolution.
The size of an object doesn't matter. What matters is how it gets projected onto the back of your eyes.
There are 120 million rods (black and white) and 6 million cones (color) in a single eye. You would need at least as many pixels. But photoreceptors are not evenly distributed, so to account for moving your eyes across the screen, you would have to have even more pixels.
The execution is all that matters here not any speculative flaws. If it’s a delightful, polished, responsive experience for the stock applications, other use cases will come. I don’t want to bet against Apple achieving that bar. They’ve done it over and over again before.
IMHO this is a perfect description for the Apple TV.
The original post in 2001 is still live. Read it for a laugh: https://forums.macrumors.com/threads/apples-new-thing-ipod.5...
I kinda loved how Accidental Tech Podcast's host joke about not having even heard of the product yet but they'll probably buy it for personal use either way.
The pendulum has fully swinged the other way for the a sizeable chunk of people I think.
That said, despite owning a Quest 2 and eagerly awaiting the Quest 3 release, nothing in this headset particularly appeals to me. (Am mainly into rhythm games and am guessing those wouldn't be nearly as fun without the haptics in into other headsets' controllers which this seems to lack).
Which was a great idea and a very innovative product literally ahead of it’s time by 15 years.
I later had a palm. It was garbage compared to the newton even if it was 1/8 the size. I’m glad to see the newton essentially return as the iPhone/iPad.
Steve Ballmer also laughed so much of the iPhone being without a keyboard :) , It turned out to be one of the most innovative products in history.
> Great just what the world needs, another freaking MP3 player. Go Steve! Where's the Newton?!
Back in the day, it was the Slashdot take: "No wifi. Less space than a Nomad. Lame."
https://slashdot.org/story/01/10/23/1816257/apple-releases-i...
You may be technically be able to do it on Quest, but it's mostly useless because text at non-massive sizes is completely illegible on current headsets.
Well, if nothing else, the influencer / celeb culture will make it so. Apple, unlike other tech companies, almost has a monopolistic grip over it.
I mean, they sold AirPods for the most ridiculous price and yet they beat sales numbers of just about everyone in the audio industry.
Do people like you think that people like me buy AirPods because influencers do?
Might it just be that they’re astonishingly good wireless headphones? I mean is that possible in your mind?
The jaded take to my ears sounds a lot like the LLM / generative AI take - looking at the first real generation and claiming it’s an evolutionary dead end of hype monsterism. I feel sad that people that likely got into this field as a dreamer of what can be are stuck seeing what simply is.
Will this usher in rainbows end within the next 20 years? Maybe. Maybe not. But I’m always happy to see there are still nerds that can dream of what can be, even if they’re often drowned out by the chorus of what today isn’t.
This effect probably relies on a lenticular lens overlaid on an OLED screen. This was similar to the method used by the Nintendo 3DS to create a stereoscopic image without glasses.
I'm reminded of the Hallway Projection Scene in Mission: Impossible - Ghost Protocol, which works beautifully until more than one person looks at it.
Agreed, polarization is a good sign that this is going to make an impact. Ironically "unimpressed" is communicated by a lack of response, not by a negative one (which more likely indicates people's beliefs are being challenged). The only way this would be a flop is if they shipped something really buggy and worse than the competition (which at the time will be the Meta Quest 3). Otherwise...
> it's going to be a hit. HN is going to be swamped with "How I used Vision Pro to..." posts when it comes out.
100%!
> did they talk about using it as a display for a Mac? I'd love to use a real keyboard mouse interacting with flexible Mac displays.
Looks like it's going to be a standalone device that you can pair with a magic keyboard and trackpad. Considering it ships with an M2 I expect iPad/Air level performance (assuming the spatial stuff is solely handled by R1). I can totally see myself using it as "the one device" (pun intended) and get rid of my Macbook, assuming there's an easy way to share content with someone who's next to me, e.g. on my iPhone.
I can't wait for it to be publicly available.
Ideally I'd love it if I could simulate a 3 monitor workstation. Maybe for the next iteration.
There’s a similar approach available for the Meta quest 2 (and I’m sure the quest pro and quest 3) but it takes a little reorienting to stop thinking in terms of “screens”
You’re right though, if they allowed windows to freely float, it would also solve the issue.
(That’s why I was focusing more on the mirror-your-Mac functionality)
The way I mentally organize projects would make this both deeply compelling and useful,
and a total disaster lol
In some ways this is particularly great, because humans involved to have a lot of spatial memory in this way.
(It's an interesting footnote here that the early pre-OS X Mac OS Finder was sometimes much beloved [or hated, depending on your OCD predilection and/or personality type] because it was a Spatial UI. Files and folders would "stay" where you placed them and you could have and build all sorts of interesting muscle memory of where on your desktop a file was or even a deep tree of folder navigations, with scenic landmarks along the way. Apple discarded that a long time ago now, but there was something delightful in that old Spatial UI.)
Virtually every new Apple product is going to generate this sort of response, and while many Apple products have had a large impact, just as many haven't, I don't know how much predictive strength "this new Apple product generated a lot of conversation on HN" has.
For myself, my "unimpressed" reaction is because the experience they're selling is the same as what Meta has been trying and failing to sell for years now. It's definitely typical Apple—wait for the tech to mature and execute better than anyone else—but I'm unconvinced there's an actual need being filled here.
The iPhone took a market that had already taken off in business—PDAs—and blew the roof of of it by revolutionizing the tech. The VR-for-productivity market is practically non-existent, and even in gaming it's still very niche. Neither are anywhere near where PDAs and Blackberries were when the iPhone made it big.
I'm just not convinced the "execute better" strategy will work when there is no proven market.
To quote Elie Wiesel: "The opposite of love isn't hate, it's indifference." It's an extremely good barometer.
I'm unimpressed so far, maybe that will change maybe it won't. But right now I don't see anything worth being impressed by.
I'm excited mainly for two reasons: fantastic eye and hand tracking (according to reviewers such as MKBHD) and replicating my office/entertainment setup wherever I am (except for shared experiences, that is).
I think Apple tried to nail the seamlessness of the experience, rather than give you some amazing use case nobody ever thought of. That will be a good challenge for developers.
I'm not going to predict whether or not this is going to be a hit, I just don't know.
However, remember when Google Glass came out there were tons of these "how I use" posts and I remember people even changing their LinkedIn profile pictures to be with Google Glass. And, we all know how that turned out.
So, early posts by self-styled influencers or wannabe's are in no way predictor of success, or failure, of a product.
You can pretty easily make fun of apple products. We just don’t do that because their products are good.
The moment a bad iPhone comes out someone will start calling it an iSore.
Here's the point in the Keynote showing it: https://www.youtube.com/live/GYkq9Rgoj8E?feature=share&t=552...
I feel like at the price point, this device makes much more sense as the kind of thing that could replace a laptop/desktop than as a companion to it.
If you can check connect a magic keyboard/mouse to it, this thing could conceivably be a MBA and badass multi-monitor setup rolled into one. And to me, that's really the only way this form factor makes sense.
Actually the did:
> bring the powerful capabilities of their Mac into Vision Pro wirelessly, creating an enormous, private, and portable 4K display with incredibly crisp text
I wonder what the latency would be like though.
People have different needs, and use cases and are affected by the way things become implemented. The details of usability, impossible to tell just now.
Probably one thing is easy to tell, is that chatting with a helmet on while moving around in the room is not going to work. : ) That's just stupid marketing crap.
I am looking forward its feasibility for external virtual screens of a Mac - or even a PC! -, with physical keyboard and mouse, that sounds attractive. But with patience, let's see how it works first in long run for the masses. And if it gets to a more realistic price tag sometime.
Yes, in the keynote at 1:32:02. It discusses how looking at your computer then turns the Vision Pro into a display.
The recording video of a kid's birthday was one of the most ridiculous thing's I've ever seen. I'd maybe record my kid with something like this every once in a while, but I certainly wouldn't be wearing ski goggles while he blows out candles.
I don’t know why this wouldn’t have been ridiculous, because it really is ridiculous to suggest this would be worn by a parent during a young child’s happy birthday singing and blowing out the candles.
This idea seemed like way too much of a stretch for this intro. They had to know this, so I am very curious what the reasoning was for why they included it.
I share your immediate skepticism that wearing one of these during any moments you'd like to relive later seems preposterous. May as well just be DVRing the "moments" with your goggles and be watching a movie on the inside, because that's how present you would seem. Unless the entire family all had their goggles on ("Apple Vision Pro Family, starting at $9,999!") and you are all actually experiencing a remote moment virtually!
Do you not remember the 1970s-1980s, when "filming home movies" meant resting a 50lbs camcorder on your shoulder and looking through the eyepiece in a way that blocks anyone from seeing 75% of your head?
But dads finding ways to combine "being excited about their kids" with "nerding out about new technology" have eternally been the exception to the "people don't want to look stupid" rule.
I see people keep repeating this, but why is that? Most people take videos / photos on their phone, and because of that their eyes don't actually see the event happening, they are just looking at it through the screen. With this you'd actually be able to record while also not focusing on your screen but looking at them.
If someone is holding up an iPhone taking a video, especially up close it is a distraction.
Depending on how much they are aware of it and the person’s self consciousness, it can really take away from or alter a moment to have it so obviously recorded.
Kids can be extremely perceptive and sensitive.
Our kid is not even two and there is a subtle change when a phone is obviously out, pointed at them and capturing them.
I know it’s always better to interact without a phone in sight.
I still capture a lot of great stuff but sometimes something is so special I can’t bring myself to disrupt it by trying to record. My wife and I will look at each other and know something truly amazing is happening and both just live the moment.
Looking at the Apple Vision, as it is at launch—-it looks disruptive to both the subject and the wearer in the circumstances I’ve described above.
Perhaps in time they will become so ubiquitous a headset like this will be noticed as little as a smartphone.
But at the start, especially with the price and production volume expected this is very likely be an unusual thing to see around in the world.
Yet in the example Apple showed it appeared to be taken very, very close to the action.
I’d guess if someone tries to do this it will cause all the other kids to be looking at you, not your kid during their special moment.
Being a wealthy software engineer, my monitor space is not bottlenecked by my budget or desk space, but by my literal neck. Constantly rotating my head back and forth from one monitor to another is, quite literally, a pain.
For me the sweet spot is a single curved monitor right in front of me. If I need more "desktop space" I add another Space with Mission Control. And with keyboard shortcuts I can move between Spaces nearly as fast as I can rotate my head around.
So what am I going to do with a VR headset if I ever got one? Put the active app straight in front of me just like I do with my normal monitor. I'm not going to put my terminal at some odd angle 25° above my head and crane my head back when I want to run a command in it. I won't put the Weather app 90° to my right, obscuring what is currently a nice picture window looking out on my yard.
For me, VR needs that "killer app" to justify the high pricing and inconvenience of use, and I just don't see one yet. I don't expect one any time soon either; if VR was going to get a killer app, it would have shown up by now.
And so in this case they have the ability to access them anywhere, anytime.
At least you have the option to put monitors above and below as well.
And completely swap configurations for different use cases e.g. coding versus gaming.
I agree with the parent that any setup that requires me to turn my head to see all of my screen space is a downgrade, not an upgrade. Even a monitor that's too big (above 30 inches or so at normal desk viewing distance) is bad.
If you like it, go for it, but don't act like it's the only or even most common way to work, even for developers.
And there has been quite a bit of research [1] on them with 98% of users preferring dual monitors.
[1] https://www.ie-uk.com/blog/how-multiple-monitors-affects-pro...
I've never seen anyone using "a laptop and an external monitor" who actually uses the laptop screen. (Where by "use" I mean "looks at it." They might have it on, but it's usually just idle at the desktop.)
Personally, I plug my laptop into a monitor and then put it, closed, onto a little stand for ventilation. (One of these things: https://www.apple.com/ca/shop/product/HP9X2ZM/A/twelve-south...).
I use it as a screen for my slack/discord/email and have my two main screens above it. It's true I use my two main screens more, but if I didn't have my laptop I'd want a small third screen to replace it.
But if you have your laptop sitting directly on the desk — presumably because you use its keyboard to type? — then any time you look at its screen, you're straining your neck. There's a reason monitors are on stands that hold them up 8+ inches above the desk — it's so it doesn't hurt to stare at them all day.
That being said, I've always wanted a wearable monitor so I can lay in bed (or stand, or lay in my hammock, or just have some variety). The chair is bad, and I've spent way too many years (literally) in it. I need options.
I'm a terminal nerd, though, so I don't care too much about all the 4k etc.
That's the limited kind of foveated rendering, yes.
Apple has a system of lenses on a gimbal inside this thing. Which is precisely what's required to do the (so-far hypothetical) "full" kind of foveated rendering — where you bend the light coming in from a regular-grid-of-pixels panel, to "pull in" 90% of the panel's pixels to where your pupil is, while "stretching out" the last 10% to fill your peripheral vision. Which gives you, perceptually, an irregular grid of pixels, where pixels close to the edge of the screen are very large, while pixels in the center of the screen are very small.
The downside to this technique is that, given the mechanical nature of "lenses on a gimbal", they would take a moment to respond to eye-tracking, so you wouldn't be able to immediately resolve full textual detail right away after quickly moving your eyes. Everything would first re-paint just with "virtual" foveated rendering from the eye-tracking update; then gradually re-paint a few hundred more frames in the time it takes the gimbal to get the center of the lens to where your pupil now is.
(Alternately, given that they mentioned that the pixels here are 1/8th the size in each dimension, they could have actually created a panel that is dense with tiny pixels in the center, and then sparse with fatter pixels around the edges. They did mention that the panel is "custom Apple silicon", after all. If they did this, they wouldn't have to move the lens, nor even the panel; they could just use a DLP mirror-array to re-orient the light of the chip to your eye, where the system-of-lenses exists to correct for the spherical aberration due to the reflected rays not coming in parallel to one-another.)
I'm not sure whether Apple have actually done this, mind you. I'm guessing they actually haven't, since if they had, they'd totally have bragged about it.
Do you have a source for this?
> The custom micro‑OLED display system features 23 million pixels, delivering stunning resolution and colors. And a specially designed three‑element lens creates the feeling of a display that’s everywhere you look
They have advertised that there are 3 lenses per eye, which is about enough to magnify the screens and make them have a circular profile while correcting most distortion. That's it - no mention of gimbals or anything optically crazy.
We've been waiting like 10 years for that to change since Oculus Dev kit days, and its still not solved today. Advances in pixel density in this space have been incredibly slow.
I think it could be a very long time before a headset can simulate a really great display well enough for me, but other's mileage may vary.
Even with "foveated rendering" the peak dotpitch (the highest pixel density it can acomplish) simply isn't going to be good enough for me - it can't be any sharper than the dot pitch of the panel in front of the eye.
A 5k iMac has 14.7 million pixels - the pixel density needed to do this as well as a "real" display in VR could be pretty massive.
Reading text in VR is generally a horrible experience, and “4K per eye” does not equal even a single 4K screen.
That said I would be happy with 8 1080p screens.
Whether its 8m or 11m or even 15m pixels isn't the point with regards to using it to replace desktop monitors - the point is the necessary density to compete with excellent real life physical displays is really high.
Your VR monitor only ever really uses a subset of the total pixel count - it still has to spend many of those pixels to render the room around the display(s) too.
The first time I used a 50 inch 4K screen in full screen tmux/vim, I realized this is the correct way to program.
I never really understood why we like to hack character arrays into pixels, when.. we can just manipulate the pixels themselves? I mean, I like and actually prefer the cli interface of many programs, but can’t ever imagine replacing a good IDE with vim.
I'm not mad about your IDE or anything. I've used some that I could like okay, with vim keystrokes. But vim lives where I live, in the terminal. I can't run your IDE in my environment. I can run vim anywhere.
It is a great alternative for gaming in that sense however. Being able to game and be standing up and moving is great.
> the sweet spot is a single curved monitor right in front of me
So you can have that. Exactly the right monitor size, curvature, location - in every room of the house, on the train, at work, in the cafe etc. People with ergonomic challenges are, I would have thought, a perfect market for this.
I think this stuff will make more sense when these are the same form factor as a normal pair of glasses.
With the pandemic I didn't really end up needing it that much, plus I had some lag issues which I never bothered solving (by buying a separate wifi dongle) so my usage never really took off, but the idea was solid.
The Oculus headset is a bit heavy/sweaty. Not a dealbreaker per se but with something lighter I could definitely see myself giving it another go.
[1] I work on a single 13" laptop, for portability. I like the setup but I do see the benefit of having large screens. It's just that I can't really move them from one place to another so I'd feel crippled on the road.
I enjoy it for an hour or two as a nice change, but I couldn't work there all day.
Imagine a calendar on the wall, but with your meetings and everything dynamic instead of just a static calendar. And it adjusts to show your next meeting extra large as it approaches. No you see useful information in your periphery.
Or perhaps you have application monitoring dashboards on another wall. You don't look at them all the time, but a dedicated space wouldn't be a bad thing.
I see a lot of potential here in the future.
The problem isn’t “we couldn’t do this before AR and now we can”, it’s “my computer already does calendars and monitoring well enough”.
While this is the case for a period of life, its certainly not the case for most of it or an end goal.
It's rare even at work that I would want to be so fully immersed. Kind of makes me feel vulnerable, not you?
That IMO is where VR glasses are actually a pretty good fit. Carry lightweight laptop through the airport and still get to use a 32” monitor on the go. Granted the current hardware not exactly ideal, but it’s close enough to be a reasonable option.
Also, I think we can all agree the form factor is likely to improve over time. Portable displays meanwhile have inherent limitations in use ie an airline seat.
I will now wait for a future revision.
I have gone both ways several times.
Being able to group apps and then being them to focus on the single display works fantastic!
I took the time to get seriously productive in either case. The difference was not a big deal.
Chances are the OP rocks it as hard as they can. I was able to.
And being mobile these days, being able to work on an Air is a real plus!
IMHO ideal computer use is to move things in front of your eyes instead of moving your eyes/head. Your area of focus is quite small with almost no value to filling your peripheral vision.
If I could have one screen per application and surround myself in a galaxy of windows, I definitely would.
Would I look at them all on a regular basis? Of course not. 80% of them I would only look at once every hour or so.
So many big wins. I can do a zoom screen share on my main window and have notes, private stuff on the side window, I can read documents that often are vertically formatted on the side window.
I do a fair bit of comparing type work where I need a reference index doc on the side, then I got through the individual docs for tieback on the main.
It's game changing to have multiple monitors and particularly have one portrait and one vertical.
3D in 3D is different. And when you put 2D screens into a 3D digital space viewed as embodied in 3D XR you still get affordances you didn't have before. Sure you need to reimagine and rewrite from the ground up these long established and stable 2D apps, but there are places where real gains are there to harvest.
Or, at least, they'll want the ability to brag to their peers that they can do these things! It's the Apple playbook, and it will create a tremendous amount of envy. If it's at a price that's profitable, it can sustainably anchor their reputation even if it never goes mainstream.
Even if that's true, that's only like ~50k people lol.
It is not the 1st generation of most of their products, but the follow ons.
I'll wait to see what the first months of hands on reviews and perhaps a personal demo. How heavy is that headset and how long is the battery life (I thought I saw 2 hours)?
Time will tell.
Revenue in the Smartwatches segment is projected to reach US$44.91bn in 2023.
Revenue is expected to show an annual growth rate (CAGR 2023-2027) of 8.26%, resulting in a projected market volume of US$61.69bn by 2027.
What exactly is the "all that money" you talk about anyways? If Apple's watch division was a separate entity on the stock market and they had inexplicably high valuation I might enthusiastically agree with you, but it's not.
That said, it's probably a lot easier to switch to Android if you have an iPhone vs. if you have an iPhone + Airpods + Smartwatch + iPad + Apple laptop. The smartwatch as one additional small tether could make it worthwhile for Apple all by itself.
But you are right, time will tell.
I didn't find the steps tracker etc wearables attractive either. It felt most people wearing them were interested in measuring and reporting things, than doing the actual workout.
But I just looked up now and the Wikipedia page for Apple watch says they sold more than 100 million units so far. And now have a fairly large portion of market for watches world wide.
Different people have different use cases, likes and dislikes. And there's also the additional public mood factor which is very hard to measure and understand. Based on that this product could be a huge success.
For me, it actually distracts me from workouts and activities. I used my wife's Fenix 6 pro twice for running to get the idea how long my usual trail run in the forest is, and how much elevation I gain/lose. What I estimated from my feeling was anyway 95% correct (although I don't think watches measure small variations of natural terrain very precisely). But it was distracting, looking at heartbeat you subconsciously want to push/keep yourself in some perf bracket (ie just below or above anaerobic threshold for me). Vibration after each km (probably can be turned off though).
After that measurement, running again without them was so liberating, and had this nice feeling of extra freedom in the nature, just me and the trail. I feel very well when I cross anaerobic threshold, perform above it or being close to it, don't need gizmo to tell me so.
Generally on the topic, its rather underwhelming release of device that is searching for its market (while usual Apple echo chamber here on HN sees it as second coming of Jesus). No wonder they scrapped the release few times in the past, it must have been properly underwhelming when compared to competition. And pathetic 2h battery life at best? That makes it useless for any longer flight (I am sure you can plug powerbank and continue but it will look pretty bad and annoying as hell).
I am sure Apple will tune software to perfection, but I can't see it being enough, market is tiny considering the investment, well saturated and from what I heard rather shrinking. But I hope they will push the market in some good direction long term with their creative approach, so we all can benefit eventually.
Which is this entire thread -- what can you do with AR that you couldn't before?
Its my belief we are about to find out in the next 3-5 years.
Which is less about polish and more about deployment volume and/or standards interoperability.
Or, perhaps easier to picture, when they're on vacation on a beach in Tahiti. They could be chauffered 20 minutes back into town to a "secure workspace" in order to have a five-minute call where someone back at their HQ [where it's the middle of the night] briefs them on a screen... or they could go into their cabana, strap this thing on, have the five minute meeting right then and there, and then go back to sipping Mai-Tais.
Executives already make this choice, this way, right now. This choice is the reason that the iPad Pro has traditionally had better "stuff" for teleconferencing than the MBP does: the iPad Pro is — or was — the thing Apple most clearly marketed to executives. Right now, executives take out the iPad Pro to take that quick cabana video-call.
For this use-case, the Apple Vision is just a one-up to everything the iPad Pro is already allowing them to do. It's more secure (nobody can watch the presentation over their shoulder); it gives the presenter back at HQ more visual field to work with to make their point; it's more discreet in how it presents them in video calls (i.e. if they're calling in while laying naked on a massage table, that won't be reflected in their 3D-model recreation); etc.
---
More realistically, though, ignore the F500 CEOs. I have a feeling that I know exactly who this was built for — and it's not them. Apple engineers aren't any more in love with the idea of serving the needs of executives than anyone else is. They throw them a bone now and then, but they have other things in mind when building the core of each product.
Now picture this: you're an Apple hardware engineer who wants to work remotely, but you were forced to work-from-office due to not just the secrecy around the Apple Vision project you're on, but also the collaboration benefits. (It's currently basically impossible to review 3D models for "feel" on a laptop; you need either a big bulky 3D TV, or some other company's big bulky HMD setup. Neither of which travels well.) But your dream? Your dream is that you can figure out a way to do everything you're currently "doing better" by being in the office — reviewing and collaborating on 3D models of the new hardware, for one important thing — while on vacation in Thailand, sitting in your rented condo, on the couch. No need to also be paying for time at a coworking space (or to even be in a town large enough to have those); the HMD is the coworking space. As long as you have wi-fi, you can do everything the engineers back at Apple HQ can do.
The last thing executives want is a "more immersive" PowerPoint or Zoom call. It's either Zoom or in-person with all the trimmings, e.g. nice dinner, round of golf.
Apple might be a company that is better at implementing hardware and platforms than other companies, especially Facebook.
> they'll be able to immerse themselves while jetting around the world
> a truly effective war room that interleaves live video conversations, presentations, dashboards/visualizations, and their physical travel companions
This is the world we make, and it's for them!
The other headset manufacturers have been searching for the killer apps for years, both in gaming and pro usages, both with AR and VR. I didn't see anything in the Apple presentation that was new. It seemed contrived, like this woman who accidentally had the big headset on her head while she was packing a bag and therefore could take a call that hovers in the air. I just don't buy that (and neither does the various YT influencers I've seen reviewing the Vision Pro).
Quest doesn't broadcast your eyeballs onto a front screen obviously, but is that the only major feature difference? If not what other things are new capabilities?
Quest's resolution and optics are not good enough to make text legible unless it's blown up to billboard(Ok maybe just poster) sizes. The iGlasses may be the first headset with adequate resolution to make text comfortable to read, making it possible to use for work.
why though?
Also, it’s a huge expensive gadget in a time of austerity. If your 100+ execs get one of these, it won’t look good to shareholders IMO.
US$ 350.000 is nothing if your company has 100+ executives, let's be realistic.
Surely with $2000/mo income (which you describe as average for HK) one can afford an occassional one-time purchase of $3500, after some saving (or, although I wouldn't personally do this, with a loan).
Or even more than that: my country has a similar average income, and average people spend 20K on a car without a second thought. And no, it's not that the car is needed as opposed to the headset, because the need of going from A to B can be satisfied by a 5K second-hand car, no one actually needs a new one.
But the displays are pretty high res. Guess we'll see.
But I still have plenty of screen real estate that I can set out at my desk at home or in a hotel room between my 16 inch MacBook, my 17 inch USB powered/USB video portable external display and my iPad as a third monitor.
For me, the main appeal of VR is its potential for gaming, with a distant second place being more broadly "interacting with things in 3d" (such as 3d sculpting/modeling, or something like VR chat).
being able to spatially interact with disasm code inside IDA pro is going to be a game changer for those who like to take a more topological approach to the art
maybe a nice Ghidra plugin, then?
We turned it into a wall piece that rarely got used.
in 2016 I got a monitor for one of my OPs guys that was 4k and was ~34" and that was still to big to sit in front of - and my OPs guy gave it to me, I hated it and gave it to an eng, and he loved it.
Big screens are for certain people. I have a 70" screen in the living room that I never turn on, my brother uses it exclusively, and I use a 15" laptop as my personal screen.
Really the whole concept of "monitors" feels skeumorphic here. Shouldn't it just be a sphere where you're looking at a concave part with your current app, and can rotate as needed to pull other apps into view?
Even after reading loads of comments no one can really think of one.
You can take just the device and a keyboard with you to work anywhere.
If you can escape the skeuomorphic trap, many things are possible. A mechanical keyboard is certainly not the universally optimal means of character entry.
Maybe not in this rev, probably not at launch based on the video, but keyboards as we know them are due for an overhaul.
Funnily enough, I think that this is basically the ultimate limit of touch based systems — humans rely very much on touch, and touch screens’ smooth surface removes every physical hint from the system. Just remember back to how we could compose a whole message blindly in our pockets with feature phones, yet I can’t write a sentence correctly nowadays without constantly looking at the screen.
Now you would even take away that? Don’t get me wrong, I don’t think that the keyboard layout or anything is the optimum, but it is sure as hell closer to it than randomly hitting the table. The mechanical part is funnily being the key part.
I can thumb touch-type on a cap touch screen with the help of autocorrect. With continued improvement of predictive text and new input methods I think all kinds of things are possible.
Maybe with another technology iteration of haptics you would get positional feedback?
You'll get carpal tunnel syndrome faster than the battery drains if you're actually doing that. One of the main points of keyboards is actually the fact that they absorb some of the shock of typing.
It's actually extremely plausible that the keyboard is the best possible text input method - at least until we find a way to read brain signals non-invasively and decode those into text directly.
If there are no keys to press wouldn’t you have no reason to exert force, and no need to angle your wrist or brace your hand?
Angry Birds, Fruit Ninja, etc. were not particularly revolutionary apps and would never top the charts if invented today. But because they were some of the first games on iOS they became multi-billion dollar franchises.
The first iPhone also only had 1.4 million in sales. I’m not even sure the App Store was even out until the 2nd Gen.
Steve Jobs himself said 200 days after the launch of the first iPhone that they sold 4 million units.
Source: https://www.macworld.com/article/188823/liveupdate-17.html
My primary concern with the Apple headset is the relatively low resolution of 23M pixels. Our eyes can perceive so much more detail, and I’m afraid the low resolution will reintroduce pixellation as is commonly seen on low end and curved displays.
QHD 32" works great, it's not quite two monitors but if you are using a tiling window manager or spend all your time in editor windows it's perfectly practical.
4k in VR is very different though, it's 4k per eye not 4k in dots per inch. 4k in VR will feel like a massive downgrade if you enjoy high DPI screens, but I think it should be usable. The state of the art is 12k I think and for people who like working in VR I see 8k on the pimax as the most common recommendation for good text rendering.
The difference between a monitor and the lens of a headset. If you look at a 4K monitor up closely within a region of the screen of two inches in radius, you are not seeing 4K in that region. 4K of pixel applies to the whole monitor not to the eye's field of view as it does to a headset.
If you were using the headset as a monitor, you could zoom in on text and the text can effectively have infinite resolution as it scales up into view.
But you don't use your smartphone 1-2" from your eye.
Edit:typo
3D means something like
https://de.wikipedia.org/wiki/Project_Looking_Glass
or
https://www.microsoft.com/en-us/research/video/task-gallery-...
or
- you’re looking at some kind of physical thing in the real world you’re “working on” (whatever it may be) - your goggles are pointing out important aspects, telling you what to do next, etc etc.
I always thought something like this for auto repair would be really cool. Of course we need the software to catch up in this regard, since it would have to recognize and overlay fairly complex visual spaces.
If I could work on a flight on a big screen I'd be thrilled. I really don't like the ergonomics of hunching over a laptop screen.
60+yo fart here. Same problem as well. After dicking with 3 32" 4K monitor setup a good while ago I am now down to a single monitor. It is still 32" 4K at 100% scale and feels comfy enough.
I also don't see how VR will come close to replicating the productivity I have in my home office, on any foreseeable timeline.
But when I go somewhere and just use my laptop screen, it's almost laughable how inefficient and annoying it is. The screen is tiny, I am constantly switching apps / virtual desktops, and there is no way to even see my debugger, documentation, and my app running at the same time.
To me, that's what I want VR to fix. The portable workspace. For us spoiled rich engineers sitting in our spacious home offices, the constraints that make VR (theoretically) appealing just don't exist.
(I'm skeptical there are enough people who want this badly enough to pay $3500 for it to fund an entire product category, though... I expected them to come out talking about fitness and health.)
Sitting on a chair, at a desk, staring at a screen, for 8 hours a day, 5 days a week, and then sitting in your car, and then sitting on your couch and never actually walking anywhere, isn't.
The mere fact that goggles will enable users to communicate and consume media just as they can with devices they already own, will be the key argument to purchase this expensive headset.
But this incremental improvement we get after purchase of each-time-more-polished device finacnces future inventions and innovations, and then after some number iteration we get something that is truly useful. At least that's the trend I noticed regarding every tech breakthrough and hype in this century.
Last week I asked XDR owners about their thoughts for possibly replacing their high end XDR monitor(s) with virtual displays in the Apple Vision Pro (I called it Apple Reality)
The question and replies cover some of the considerations around this replacement and there are ongoing replies now that some of the specs are known:
https://forums.macrumors.com/threads/pro-display-xdr-owners-...
Is it even that high res for detailed monitor work? 4K per eye yes, but for your entire field of view. Does that meet Apple’s definition of a “retina display”?
I currently sit a few feet away from a 5K display, that’s way more pixels per degree of FoV.
Same goes for movie and TV watching. I sit maybe 8 feet away from a 4K 55” TV and I can absolutely tell the difference between 1080p and 4K. Surely the equivalent “projected” display on this thing is gonna be 1080 or lower?
Of course, as one of those 30% of people with myopia they referenced earlier in the video, I dread to think how much extra it would cost to be able to see anything at all through this thing.
That doesn't speak to the overall resolution of the per-eye screens, however.
I am pretty certain 4k per eye still isn't enough for monitor like text rendering but it is pretty good.
I think what's missed here, in the absence of any better specs, is that they're saying "better than 4K per eye!" without mentioning that 4k refers to 3840x2160, and that it's the vertical dimension that they've exceeded. So > 2160x2160 per eye. Pretty good but not even close to good enough for a floating screen of text
What a strange demo.
Apple's display is, I guess, in best-of-class, but they have no special sauce at all on this, and no physical IPD adjustment at all, and so this device as previewed is basically only useful for media consumption and maybe something like a telepresence meeting, albeit not long duration. Without controllers it's unlikely to even work well for most games.
Basically this is the best of a huge crowd of not very good VR helmets with probably industry-leading AR camera-based passthrough.
[1] https://en.wikipedia.org/wiki/Vergence-accommodation_conflic...
Not fixable without varifocal lenses which adjust focus depending on what your eyes are looking at.
In the demo they showed a break out of the device which showed adjustable IPD width, with the displays sliding on little rods similar to many other HMDs.
I think it's automated? I guess with the eye tracking there's data for it to be able to center them.
Very big "if".
I already notice visual artifacting in REPLs on 1080p displays at 60FPS. That's nothing compared to the aliasing issues facing stereoscopic virtual displays. I can't imagine wanting to do hours of focused work staring at objects in an aliased virtual world.
Could still be a useful for travel.
I don't know a single person who has such an expensive monitor (or a set of monitors). And none of my employers, current or past, would ever agree to spend that much on a monitor setup.
You can buy a 4K OLED monitor for a fraction of that.
This is a very niche device for photo or video editing.
Anyway, if one app was used on its OS for mirroring the Mac environment on a nice way, that could be enough for me.
I've met sports gamblers who have a dozen or more flat screens on a wall so they can fully indulge in their addiction^w hobby.
2023: ‘I certainly wouldn't be wearing ski goggles while he blows out candles.’
We — perhaps not you, but humans — have shown a remarkable preference for watching the live event through a tiny screen so that we can have a recording of it for later.
That aside, I'm curious whether it will be more like the mac or more like the iPhone. Will we be able to "sideload", i.e. install things without papa apple's approval? Can we use a web engine that's not WebKit? Things like that will make the difference for me, not the price.
No one will be wearing this in public. And if anything, the person in the office using this first will look dorky. So I can't see it having the same appeal/free advertising.
Exactly the opposite is true among the people I know. People feel like dorks wearing AirPods in public, but often find themselves doing it anyway because they're convenient. (I know this, because it still comes up in conversation all the time.)
Not sure this tells us anything much about the Vision Pro, though--except, perhaps, that some people will happily use the product even if it looks dorky, if the user experience is on point.
My point here is that the visibility of them on others help drive the sales. "If so many wears them, they obviously can't be bad". For this headset, you will not get that same kind of influences from others.
Vision Pro may not benefit from the latter (weaker) form of social endorsement, but it should be able to generate plenty of the former (stronger) kind.
Exactly the opposite is true among the people I know, FWIW. People feel like dorks wearing AirPods in public, but often find themselves doing it anyway because they're convenient. (I know this, because it still comes up in conversation all the time.)
What I'm saying is that airpods are advertising themselves by people wearing them and influencing others to buy them. This headset will not have that effect.
I bought the AirPods because I wanted exactly that. Sadly the batteries died in 1.5 years, so I’m boycotting the AirPods for now.
Nobody I know bought AirPods because they look cool or because they want to show off they’re rich. AirPods are very affordable.. they just work really really well. Why is that so hard to believe?
And yes, people are more aware of items which are visible.. but that’s a different story.
WRT the vision pro, sure you won’t walk around outside with them, but if they work as advertised, they don’t have to.
The M1 air didn’t sell a gazillion times because of its looks. In fact, you couldn’t tell it from the older models, so that point simply is not valid.
People talk, people ask opinions, if the majority of the opinion from experience is positive yes it will result in more sales.
This is very much nReal but polished, and those goggles are dim and not as immersive as this. Magic Leap went with the wrong direction it turned out.
It's the same price as Microsoft's Hololens 2, but the tech looks much more impressive, and Microsoft seems to have laid off most of the Hololens development team.
Again, the other things named above were just "Apple tax" expensive, i.e an extra 50% more. This is almost an order of magnitude more expensive. Doesn't Meta Quest go for around 400$, 350$ on sale? Literally a tenth of the price.
I'm not saying they're the same product, it's hard to convince something to pay 10x for a product.
Apple is a company that releases a new platform and keeps iterating on it for year after year.
This version of Apple's hardware isn't intended to be the cheaper mass market consumer version of the tech. That will come later in what has been referred to as Apple Glass.
If you recall, for many years, an iPhone was a luxury status symbol; the equivalent of a mid-range hand bag or a low-end luxury automobile. Expensive, but still within the reach of the an average person with at least some disposable income. It's why everyone seems to have an iPhone and EarPods.
The pro display, like many VR headsets before it, is really a niche product that will be limited to a standard deviation of what I would call "enthusiasts" or "power users".
(1). Even pre-iPhone, having an iPod, especially a premium one, was a status symbol. (2). Non-iPhone devices are generally scoffed at in many circles, green text message bubbles being associated with budget Android devices and not the expensive Android flagships.
> Of course, Vision "Pro" suggests maybe they have a non-pro plan for that in the works already, in which case it would help the ecosystem sustain even more.
Like every other platform products, the V1's audience is... developers. Once there are a few killer apps, Apple will commoditize and unleash a much cheaper version.
Yeah but most people aren't paying for those: their employers are.
I don't think many employers are going to buy such an expensive tool.
(well some people have issues with buying things from Apple and I don't blame them but Microsoft is busy making Windows as unappealing as possible so Apple wins for me)
* Can't afford it
* Don't like MacOS
* Don't like the hardware
* Want a repairable device
* Want a upgradeable device
Etc, etc. Plenty of reasons.Who doesn’t like the hardware? Now that the butterfly keyboard and dongles are gone, what is there to hate?
What is unrepairable about macbooks? It’s not an iphone, i ve replaced hard drives, fans and other components on a macbook countless times.
Who really wants an upgradable laptop? I’d give you desktop perhaps, but with laptops i struggle to see the usecase
The things you don’t actually mention, that certain software doesn’t run on mac (ironically used by mechies and industrial designers).
The hardware is okay, I guess. I envy the M1 chips. But I don't like the keyboard layout (even after 3 years it feels off..), or how they've for years not have included necessary ports so it's a dongle-show. I also don't like the value per dollar of their hardware. If my employer pays it's fine, but I wouldn't pay the Apple tax myself.
I'm not here to start a flame war. Just to point out that you speak as if your preferences are a global truth, but plenty disagree.
It's ridiculous that I couldn't right-click, click a folder hierarchy, search, or anything! No visible indicators, no hints, no way at all to just get to your dang home directory. I had to Google it and apparently the magic incantation is Cmd+Up. I quickly pinned it to my favorites so I don't lose my home directory again. Ridiculous.
For all of windows pain points, of which there are many, at least I can click "My Computer" and actually see the contents of my computer. Even Linux (Ubuntu) doesn't hide it from you.
Spotlight (cmd space) also means you pretty much never have to navigate to a file/folder.
Fyi home is cmd + shift + h which you can find in the go menu or by search for home in the help menu.
After that navigating folder hierarchies gets way easier.
I use windows for CAD work and macos for everything else and the switching is annoying for sure.
In terms of functionality (given you actually take time to learn the UI paradigms) neither windows or mac are inferior. You can do all the same things on both. So it all really comes down to familiarity such as “i hate using cmd key instead of ctrl”.
I don’t disagree with people saying “i am more used to windows” - it is true. But there is nothing about macos that is worth not liking.
> Who doesn’t like macos? Like it is objectively better than windows, and is able to actually work decently without set up pain (like linux)
Not really objectively better any more, no. With WSL2 developing on Windows is actually pretty darn great. It's the best of both worlds: first party support of most applications and devices that I care about, and a really good OS for development.
> Who doesn’t like the hardware?
Overall Macbooks are almost unbeatable with e.g. the screens or sound for instance. But I still find the port selection to be baffling. It's been many, many years since the release of USB-C and I still need USB-A ports.
I also really do not like the sharp edges on the new Macbooks. They're visually appealing, sure. But if I'm on a train and they're cutting into my wrists it's not great.
> What is unrepairable about macbooks? It’s not an iphone, i ve replaced hard drives, fans and other components on a macbook countless times.
Aha, please try "replacing your hard drive" in your new Macbook.
Also the attitude and track record of Apples behavior towards repair shops is abysmal.
> Who really wants an upgradable laptop? I’d give you desktop perhaps, but with laptops i struggle to see the usecase
You just said you have "replaced hard drives, fans and other components on a macbook countless times" so I struggle a bit with this one.
In general it's a good idea to make devices last longer. Y'know, with the planet being almost being on fire since we're over-consuming? No?
I’m not claiming that windows is somehow “unusable”. Obvs not. But I can’t think of any beef anyone can have with mac os except that some software doesn’t run on it. But I don’t think this falls under the umbrella of “don’t like the os”.
Re: hardware. Again objectively apple has the nicest hardware. That doesn’t mean “perfect” for every user scenario, but I just can’t imagine someone who objectively prefers a chromebook to a macboo because of hardware. I could imagine that during the butterfly keyboard era though.
Re: repairability. You got me there i have not replaced shit in my new laptop. But i have replaced the hard drive and the screen housing on my 2015 macbook it was no more difficult than any ikea assembly.
My 2015 macbook still works totally fine with almost daily use. I recently donated my 2009 imac and it’s probably at the point when it’s unacceptable for any kind of professional use. But in all seriousness how long do you expect a computer to last? I don’t know the answer to that tbh, but I do think that macs are better in terms of longevity than other hardware
The hardware is okay, but overrated, there are far sturdier laptops, especially for protecting the display.
The only macbook I ever had had soldered on RAM. Even the PS4 has a replaceable HDD. Being able to replace the storage is not impressive, it's table stakes. I want a laptop for which every sub-board is replacable(without soldering or a heat gun) so I can repair it indefinitely. Apple also have more expensive parts. This counts as less repairability to me.
I want an upgradable laptop because I like laptops. And I like fast laptops even more. Upgrading the laptop instead of replacing it means less money spent on parts I don't need to replace, meaning I can either save money or spend more on performance.
The upgradability comes with trade offs, in reliability, price, size and weight.
I totally understand how in a perfect world i could just swap parts on my macbook, but if it makes it twice as thick and heavy, with shitty plastic panels everywhere I don’t think I want it all that much
And yes, it's possible to design repairable laptops without making them "twice as thick and heavy, with shitty plastic panels everywhere". This is a made up problem.
If apple are so much better at "design" than everyone else, why are they so much worse at repairability? Is it too hard for Apple? Is that really your argument?
When forced to use it due to being in office or whatever I just ssh into my home setup & control it through Parsec, every time I have to actually use the thing I get the urge to toss it out of a window
It’s buggy AF and Apple is dumbing down the UX/UI every year and customization options are almost non existent.
Also compared to Windows multi-display support is thrash, no window snapping (?!) and Windows seems to be generally more stable.
I work on both windows and macos. I haven’t seen the screen of death on a mac in literal years, but the windows laptop does it weekly.
I’m by no means saying that macos is perfect software. It took apple literal years to fix the airdrop for example. But i would not say it’s more buggy than windows or linux.
Lot's rich people out there, bro. Some of them probably suffered to adapt to Mac OS after years of using Windows, but since every new version of Windows is now a different OS from the UX perspective, they all adapted themselves to Mac OS, because they wouldn't want to be seen in an airport lounge or an expensive coffee answering their emails in plastic Samsung book.
Also, most people never upgraded their laptops, this is simply not an important selling point, and even less in the premium segment. Repairability? From the user's perspective, It is repairable, they have Apple Care, and they drop their broken laptop in a counter, and sometime later they collect a functioning laptop. And why they wouldn't like the hardware? The CPU is fast, it hardly ever heats enough to spin the fans, the screen is great, the keyboard now is good enough, and the touchpad is still probably the best one on the market.
Your plenty of reasons don't seem very solid to me.
> Yeah but most people aren't paying for those: their employers are.
which is wrong, and you seemed to not be aware of that. Your reasons are all arguments why _some_ people don't buy them, and they're obviously correct, but lots of people also do buy them.
I've been using multiple monitors (more than 1 simultaneously) with Macs forever; the experience has gotten smoother with the Apple Silicon Macs, but it worked OK on Intel, and PowerPC before that, and the old classic Macs before that.
Yeah, but we are talking about Pros, not Airs.
When my current MBP dies, I'll be buying the one with the latest chip on the market (although admittedly a lower spec version than I would presumably get from work --- but that's just because I'm not doing planning on doing huge compilations or video editing on it).
> People said the AirPods Max were overpriced, and I see it all the time in co-work spaces and libraries.
Is absolutely not true in my experience.
> People said the M1 Pros were overpriced; they're literally everywhere, used by almost all of the professionals I know.
And how many of those laptops are corporate assets that were provided by their employer? How many of those professionals actually use Macs anywhere outside of work?
Another great proof point is their annual revenue approaching $400B, selling devices that apparently no one can afford.
1% of people have a PhD - but if you work at a university, you'll see people with a PhD all the time.
Obviously those people are going to be the ones buying this product, like all Apple products.
The salient difference between those devices and this one is: none of those require software developers to do anything special to support them.
Granted, Apple had some success in the past telling developers considering a Mac port of their software "these are not the droids you are looking for."
I'm guessing "full-screen" or similar deep integrations with visionOS will require some custom code. But it seems like most sites + apps could potentially "just work".
And it isn't just about price. There are plenty of AR/VR headsets out there that have the same feature set and are far cheaper, and they still haven't found product market fit. The problem isn't that they need more polish.
With Meta winding down its reality investments Vision Pro is pretty much the last shot this entire sector has. If this device fails then we have no choice but to accept that VR/AR is at best a niche hobby, not the world-changing technology that we so desperately want it to be.
Can you list some of these far cheaper products that have the same feature set?
> Meta Quest Pro has much of what the Apple device offers
No it doesn’t. Parent said there were ‘plenty’. Perhaps there is another on your the list that does?
If you are going to claim that Apple’s VR system needs to use meta’s style if controller in order to be successful at gaming, I think that’s short sighted.
No device yet has been able to do it. Vision Pro is the closest so far, but we'll know in 9 months for real.
I probably see people wear them on public transit most often—and when I visited NY the subway was by far the most common place to see them.
Yea, no. I've never seen a pair. I have little doubt someone around here has a pair. They just are not as common as some seem to believe.
They had as many fails as success, we just forgot about them entierly
iPod HiFi iPhone 5C HomePod
And engineering failures:
Trashcan Mac Pro Airpower
There's not many but there are a few.
I don't see this as one of them. The only thing thats an issue is the price. The tech looks streets ahead of everyone else. With time the price will come down and the features will grow like all Apple products.
There were failures during Apple’s 80s/90s struggles but not many come to mind in recent decades.
With the former well, its something for enthusiasts and something for regular people to save up for.
With the latter it's dismissed as something for another class of people and out of sight and mind.
Apple may have ventured into the latter category here.
Not a great space to be if you want to build a platform and lure developers to build on it. Developers want to have a big market.
Including 3d video recording, which is under-appreciated in many of the threads. Two GoPro Hero cameras + rig would cost minimum $500, and you might have to edit photos and videos in post. And Apple does this automagically for you.
I’m sure we all know the answer to this.
> web engine that's not WebKit?
rofl
The AirPods, Pro Display XDR, even the iPhone were just improved and streamlined improvements of a established products with clear use cases. This is something completely different.. At this point this is just an expensive gimmick. That might change when people figure what they can do with it or it might not.
> it is a phone, laptop and massive display bundled
And the iPad is a general purpose computer..
The response to AirPods was more in line with OP's description, but I don't think the AVP is comparable. Everyone had a need for earbuds, there was relatively little competition in the wireless buds space at the time, $159 was within the realm of possibility for most consumers, and Apple's removal of the headphone jack forced many peoples' hands. The AVP doesn't have any of that going for it.
If this is as good as the demo was showing for pro applications it's revolutionary as a computing interface.
Since you can use it to view your mac's screen it seems there are no app restriction per say, but the built in app I imagine will be like all other Apple walled garden apps only loaded via the app store.
A laptop + high-end headset would be in the same ballpark, at least maybe after deducting $500 or so for the Apple Tax.
i will be cautious to oversell its current use case. like it has been speculated by some youtubers, this might be more of a mvp like scenario like with apple watch in the best case scenario.
although i am glad this is making quest 3 look more acceptable.
Snowball's chance in hell
This is where the product gives me pause. I am very happy to early-adopt this thing but if I cannot "do what I want" then I will pretty disappointed as I would not expect a comparable product to enter the market for another 5+ years as all this specialized hardware experiences commoditization.
I am very happy using my Linux desktop, slightly less happy with my Linux laptop (fingers crossed the 15" Framework changes that" and am not kidding myself by holding any expectations for what the F/OSS A/VR future will look like in the near-to-mid-term.
Future consumer electronics needs to focus on easing the transition of hundreds of millions of people in the western world into poverty.
Sure, memories are great, but I have scant memories of my early years. Whatever memories I do have are tied to the rare few pictures my family took. I cherish them because they're a little time travel capsule.
When my child is 35, I'd much rather give him high quality images of his 4th birthday instead of asking him to rely on the memorization capabilities of his still-forming brain.
Now generations of kids will grow up staring at their parents' eyes through a VISION PRO instead of seeing the back of a phone in front of their face. Progress?
Not at this price point.
thankfully, I don't see any reason to believe this will take off "iPhone-style".
In a few years we will laugh at people not wearing these things just like today you are a weirdo if you do not have a smartphone in your pocket. Kids will be just fine. It's the grandpas screaming at the clouds who will not be fine and excluded even more.
The train is leaving the station. You either board it or remain in the darkness and cold. Forward, forward always forward. Anybody against progress will be trampled under our feet.
but I'm at least half-certain your post is satire, so...
in decades past, one would be forgiven for supposing that, once devices that could ostensibly be considered to be Personal Computers became pocket-sized and nearly universally ubiquitous, complete with access to a global network of information, that we would've reached the culmination of the technological empowerment that the personal computer revolution promised—but instead, we got TikTok, and kids who aspire to be Famous On TikTok. that's what all of this marvelous technology has wrought: brain-numbing slop piped right into your retinas, in exquisitely high definition, practically from birth, judging by the age at which I've seen kids on tablets in public alone!
The people I know that are addicted to video games into their twenties and thirties certainly fit the bill. They're going nowhere fast.
- Wage stagnation in Nine Charts: https://www.epi.org/publication/charting-wage-stagnation/
- Home prices are rising faster than wages: https://usafacts.org/data-projects/housing-vs-wages
- World's richest people (0.001%) now own 11% of global wealth, marking the biggest leap in recent history: https://fortune.com/2021/12/07/worlds-richest-inequality-ric...
- Richest 1% gained $6,500,000,000,000 in wealth last year: https://www.cnbc.com/2022/04/01/richest-one-percent-gained-t...
- 50 Years of shrinking union membership, in one map (from 33% to 10%): https://www.npr.org/sections/money/2015/02/23/385843576/50-y...
When I was about 10 years old I wanted to make a movie (it was going to be a basketball version of The Sandlot) but my parents didn't own a camcorder and couldn't afford to buy me one so I was out of luck and never got to experiment creatively in that way. Last time I saw my brother's family his 9 year old was super excited to show me the musical she and her friends had recorded using her Amazon Fire tablet. My cousin's 12 year old has a bunch of (actually rather impressive) stop motion shorts on Youtube that he created and edited on the family's iPad.
In high school it was super time consuming and slow learning to program reading books and writing simple command line programs I could only run after being super careful installing a Linux distro from a CD in a magazine on my family's one PC cause the C book I bought was unix focused. Now my significant other's 16 year old niece is learning to program on an iPad with Swift Playgrounds, she was literally doing it sitting on the beach last time we went on vacation together. My sister's 11 year old meanwhile loves showing off the frankly ridiculous number of levels he built in Roblox just using an iPad.
Like yeah, theres definitely a lot of kids (and adults) that do not create and only consume content, and I've definitely seen all of the kids I mentioned doing the dead-eyed-stare-at-glowing-screen thing, but I don't think thats new, most kids and people in general have always been like that. And yes most devices are mostly used for consumption, but suggesting those devices limit the ability of kids to be creative just seems incorrect when I see them providing so many creative outlets that I never had access to because they didn't exist previously.
Nobody is conditioned to do this, it was just a necessary thing for a period of time. We've already moved on.
This thing is no bulkier or harder to use than the film cameras I grew up with. They covered the photographer's face too.
Which one seems more engaged with their kid?
Forget what people should do, look at what people actually do.
I'm going to borrow that one mate.
This seems not Apple’s way. Steve Jobs once said “People don't know what they want until you show it to them.”
You won’t know what people want or how to build it if you don’t _look at what they actually do_ first. There’s no other way of doing it, even Steve Jobs did it this way.
It sounds like a contradiction, but I don’t think it is. He’s talking about people’s biases about new products. Understanding people’s biases is part of watching what they do, as opposed to just considering what they say. He doesn’t say you’re supposed to come up with what people want out of thin air.
Will do. *looks around*
Yeah, not many people wearing ski masks that cost more than many people make in a month while jumping around in sweaty hot concert halls.
I do indeed want one of these and will likely buy it but I would definitely have opted for not having this outward screen functionality. I do not plan on wearing these ski goggles around my wife, kids, coworkers, etc. The fact they are trying to make it interactive for the folks around the person wearing it seems a little comical. That's like putting a screen on the backside of your phone so your kids can see your face while you are scrolling instagram. Wearing the goggles is an individual experience, why try to force everyone in the room into that experience like its going to be an accessory you will wear out and about?
Some day we will get to the point where we want the AR users to blend in a little more but we aren't at that point yet. You have a giant pair of goggles with cords hanging from it strapped to your face. Are people really going to be regularly interacting with Apple Vision users while they are in the matrix?
I guess if you are on a plane and the flight attendant asks you for your drink, they can see your eyes when you demand your coke... but come on, can't you just take it off to interact with people on the rare occasions?
I think it's just every time that you are using this feature, you should probably not be using this feature
But it could be that testing showed that removing the device in work and home settings to deal with quick interactions was enough of a deterrence to devise a solution? Also, that being able to show the eyes was a huge differentiator from competing products?
I wonder if they had a few non-negotiables and this was one. They figured it was on the roadmap, so might as well lock it in from the start.
It's only with the advent of proper video recording tech in a cell phone that this technology has gotten so small that it's (mostly) unobtrusive and since everyone has one on them all the time, it's not surprising when someone pulls it out and starts recording.
And many a larger family event usually has one (or more) family members dedicated to capturing on film / camera anyway, so what difference would it make what tech they were using to do it?
If this thing caught on, it would be no different from any of those others, with the two possible exceptions of
A) actually being more present for the recorder, as opposed to looking through a view finder wobbling in their hands, it's just whatever they're looking at through this thing already attached to their head. Additionally for child events, they could still be actively involved with both hands (as opposed to one or none with other camera equipment and trying to work through a view finder.
B) Being less obtrusive to the rest of the people. Sure, people "should" just enjoy the moment, but I'd rather be at a concert with a few thousand people using these to record their moment than a few thousand people holding their cellphones up trying to record it around everyone else's hands.
Another thing to consider are cases where this is used by people who are already professionally recording stuff. Sure, your wedding photographer you probably still want using a real quality camera setup, but would anyone be salty about the photographer's assistant going around and capturing 3d video and pictures of your wedding with this thing? I doubt it.
[1]:https://www.youtube.com/watch?v=b0bK-vUlw6M [2]:http://camera-wiki.org/wiki/Minolta_Autopak-8_D6
Also to capture a 3D photo you could also use just a hand held device with stereo cameras. We dont necessarily need a HMD for it unless we are going for that precise framing where a 2D preview doesnt cut it. I wish such a device was perfected for the mass market. It could be as simple as a pair of regular cameras mounted on the back of a smartphone -- separated by the inter-ocular distance.
Similarly from perspective of others around, they dont see the real eyes of the user - just a simulation of that. So any "eye-contact" -- even with the best execution of technology with high fidelity and low latency -- will still be something different from real eye-contact. I am no purist but difficult to accept at this point for in-person interactions. We have already gotten used to it for facetime / video calls.
Something like Google Glass might be easier to assimilate, maybe?
https://twitter.com/AndrewKemendo/status/1665868751479218176
But to this day, it remains my most powerful photographic memory and I'm glad I took it.
- dads enjoying a movie on the headset
- the kids come home and are immediately rambunctious
- headset comes off
Turned out to not work in practice. Shame, really.
I think people that complain about the price are anchoring on the Quest price, same as people who anchored on MP3 player prices when the iPod came out at 10x the price. Even if the Quest was $100 or $50, I wouldn't buy it because its just not useful.
For sure I am an early adopter on this one, but as others have said, this is Gen 1. It will get cheaper, faster, smaller, better, last longer, have less bugs, etc. This is the way technology works. It makes progress.
So many unfortunate maximalist (bigger than the iPhone moment) or doomer (this is pointless and always will be) takes here. I'm glad companies still take swings in the face of the way people respond here.
EDIT: I don't see these as "metaverse" glasses or VR as much as a $3500 display which framed in that way is completely reasonable, it's $1000 cheaper than this https://www.apple.com/shop/buy-mac/pro-display-xdr
Eh? Things like watching videos on a flight were tried with Samsung Gear VR or Google Day Dream. It flopped. Want a virtual office on a flight? Well fire up Virtual Desktop on an Occulus today and you've got exactly that - no controller needed.
On a flight something like Occulus' passthrough mode looks perfectly adequate - after all, the whole point in that scenario is to isolate not to socialize. So the plain/train/bus usage seems questionable, and do you really want to travel with something that bulky?
The low res, jerkiness, having to use controllers, etc. wether or not the apple experience is worth it is up to the person.
I don't see these as "metaverse" glasses or VR/AR as much as a $3500 display.
From Carmack's Oculus Connect 2018 talk:
> With Oculus Go, about 80 percent of usage time has been for viewing "media" and only 20 percent for gaming.
> Oculus Go and Rift are much "stickier," he says, with users that "come back... week to week and spend a lot of time in it."
https://arstechnica.com/gaming/2018/09/carmack-oculus-quests...
if the vision pro gives me a laptop-mac experience in vr without needing a separate computer with me, that's a pretty compelling use case to me
And you should be able to have your separate computer, with the lid closed, and it still be running, projecting its desktop inside the headset.
(based upon today's videos)
will be interesting to see what's possible in their os for it vs macos or ios
At that level this is an easy buy.
The use case I imagine is that you still use your laptop keyboard and trackpad like normal, but now you just have a mirrored display floating above it in whatever the ideal size/position is for you. For this to work of course you have to still be able to see your laptop. But if the marketing is to be believed it'll do that quite well.
([0]: Apple already supports turning an iPad into an external Mac display and amazingly it works quite well. It sets up a direct device-to-device wireless link (awdl/llw) and there's no noticeably latency. I assume the headset will take a similar approach)
Also, it scans your eyes for identification. Someone stealing your device probably won't bring them at all closer to your data.
Laptops have terrible ergonomics it’s near impossible to get proper posture while traveling.
- Laptop stands help but introduce a new set of problems around the distance of the screen and keyboard height
- Hard to find adjustable office chairs anywhere
- If you’re in a city where you’re walking for hours a day, carrying a larger laptop gets tiring
Like the iPad, it seems I wouldn’t be able to do anything productive on the Reality Pro due to the lack of any sort of meaningful coding tools.
1. Since it's an extended display over wireless, bandwidth limitations mean you're limited to just a single 4k resolution monitor floating in space (they mentioned that it simulates a single 4k monitor in the demo)
2. You also would have to bring your laptop with you
To me, one of the major value propositions for something like the Vision Pro would be that it could replace your laptop entirely. But it doesn't seem like that will be the case, at least based on what they've announced.
Or the power bank is an USB-C bank and you can just detach the cable from it and plug it in directly and use the laptop's battery + get a wired connection.
Oh! you're not the captive audience of a strangers unwanted small talk then? That's been an undesirable part of traveling solo for a lot of people. The shoulder tap will still work fine if you need to get past somebody to stand up.
To be fair I’m not regularly on planes/trains so maybe I’m just not annoyed enough by it.
I have a set amount of hours I can be social every day, I prefer to use those towards the people I care about. Not someone who's bored on a flight and wants to chat.
Literal blindfolds are standard travel gadgets though
You can also adjust your "immersion level". As in, have the screen floating in front of you and still see the space around you, or have reality totally blanked out. Seems like at a low immersion level you'd have no problem turning to address someone trying to get your attention. The worst part might be how ridiculous you look talking to and addressing someone normally while wearing these. (though perhaps like the AirPods, the perception of it being a goofy look will fade with time)
Similarly when when showed up close to you while you are in fill apple vision pro VR impression mode they will reduce it see this person slightly blended with your VR world
The presentation showed AirPods in the flight scene. Presumably noise canceling on for a flight.
Getting to avoid the typical in-flight entertainment would be worth that price, IMO.
I don't want people talking to me on planes.
Also, I remember TotalBiscuit talking about using an Oculus headset to watch films on a plane and it being a better experience than the screen in front for him (I don't quite remember why). So it's not a new concept and this device just makes it less cumbersome, I guess.
Many such system (that I've used anyway) play very low resolution movies, on bad screens, using the laggiest Android tablets you can imagine. And you have all the other things in your eyesight distracting you.
I don't think it would feel too much worse than waking someone on the aisle up.
Not $3500, but a lot.
But it's also the one that is most open to competition because it has no ecosystem link. There are already half a dozen alternatives at $400-$1k type range that give you virtual monitors. eg: the XReal Air [0]. It's interesting that even while they are generating some interest, it doesn't seem to me that AR glasses as monitors on their own are taking off yet in a mainstream way.
So it's going to be a question of how much more it can add to that or do better than that. Is just branding it Apple enough? Maybe. But I feel like it needs at least something else than purely being a monitor to compete with the alternatives.
Or almost 50% more than 4K, per eye.
>Saccades to an unexpected stimulus normally take about 200 milliseconds (ms) to initiate, and then last from about 20–200 ms, depending on their amplitude (20–30 ms is typical in language reading).
Are you sure? Seems like plenty of time - even current iphone camera since many generations have 240fps and most android even handle 720fps mode - current iphones should handle it probsbly even in software (except their camera has quite high latency last time when tested) but they handle it in hardware R1 chip anyway. Since they using probably something like truedepth IR pattern projector, with 720fps grayscale camera should be easy to have very fast motion detector just checking only regions around dots
Works pretty well for games and media though, these are semi-popular in the Steam Deck community.
These also have zero processing and require a device to connect to, there is no positional tracking either so the display floats wherever you move your head to.
And you need your laptop also because you can't work in it the whole day.
Gz now you have to travel with two laptops each 3k expensive and you look totally funny with it in anything public.
although do not discount the skepticism made through objective observations. apple has tried ar for better part of a decade with limited success. ar/vr/mixed-reality headsets have come a long way but the realities of current technologies remain.
on the other hand, we've had established music players before ipod, people using internet-connected phones before the iphone.
in retrospect, google glasses wasn't a bad form factor all along than these ski googles!
On trains you can plug it in, but how can it be used for air travel when the external battery lasts up to 2 hours?
- Spatial Audio - Is any one a huge fan of this? It doesn't matter a ton outside of AR but matters greatly within it
- Side Car - mirroring to a local apple device. It's useful as a second monitor but... mirroring your iPad or MacBook into VR and typing on it. Super useful.
- FaceID - is it really better than using your finger to unlock? I think it is now but it wasn't initially... This face scanning tech is an entry point into the whole "face as an avatar" integration into their ecosystem. Also keeping a secure local image of your face on device.
- Separating a subject from scene used live in iPhone "portrait" view and in photos to clip out w/ neural engine - sure that's fun, but in AR this is a lot more useful for presenter view they showed.
That's off the top of my head. This totally could fail but piece by piece Apple has been building and trying out the tech for this in their ecosystem. If it fails, it won't be because of a buggy ecosystem.
Actually, I still find side car buggy so it definitely could/will be buggy, but, it is a broad integration and feature set they've been working towards for a while.
> "Apple has been testing overengineered features that are suspiciously well suited for AR in broad daylight for a few years now. If they can't pull it off, I don't think anyone can."
They've reached a stage where outpacing the field is just a matter of reaching into their grab bag of miscellaneous technologies.
And sure, desktop mirroring is in every headset but sidecar isn't "plug a cable in and mirror your screen" it's project your screen to another device you own without any cables. That's more attractive for someone with a few apple devices.
Also not saying others haven't done that, but it's an ecosystem and having the talent for a thing.
Miracast, 2012
> Also not saying others haven't done that, but it's an ecosystem and having the talent for a thing.
I'm saying Apple is testing out their own implementations of things and getting the people needed to do it well before launch.
Just please actually read what I'm saying.
Breathless praise of nothing
Gigantic fan. Listening to music or movies/TV on headphones without it seems almost painful now -- I sound like I'm exaggerating but I'm not.
Once you get used to audio always sounding like it's coming from outside of your head, going back to non-spatial audio that seems like it's emanating from inside of your head is jarring and positively claustrophobic.
And nobody's as surprised as me to find myself typing something like that. I always imagined it would just be a gimmick, but at least on the AirPods it's anything but. And it wasn't until the "Spatialize Stereo" toggle appeared recently that it worked with everthing, like regular tracks on Spotify.
even just their boiler room set in spatial sounded more realistic than any other live thing i've ever listened to. hearing the crowd around you is surreal
Not the thing with airpod head tracking, but I am always blown away by how effective the fake surround sound is with the M1 Air's speakers.
face id is better than the fingerprint since you leave your key on the reader with the touch id
i do appreciate your perspective though. i didn't initially see how they were gearing up for this at the level you did.
- truedepth 3d camera and lidar
- 3d scene reconstruction
- arkit framework
- wifi 6 for higher bandwidth
- Uwb sensor with Proximity and orientation detection
- high fps motion sensors
- game controllers support for dualshock and joycons
- ultra low latency audio on iOS (since like forever - android improved but still behind)
If I don't need external monitors, I don't need my large desk, and I don't need my home office, which adds like 100k to the price of any home I'd consider. I'd just work from a bedroom, a closet, or my deck if I had this.
It would be amazing if I could use this to do more work outside, while benefitting from a larger screen without glare, even though "outside" might be watered down a bit. It would be excellent for nomading or work/entertainment from a hotel room.
This could be a great way to regain some privacy and focus in an open office environment, plus be able to personalize your setup. A digital beach backdrop is better than seeing my coworker scratch his crusty scalp 2 feet in front of me.
The benefits for air travel are obvious. People already swaddle themselves with large noise cancelling headphones and zany neck pillows. I don't think this would be weird plane at all. I'd kill for an immersive 4k display over craning at my phone or relying on flaky seatback entertainment.
First thing my SO mentioned on seeing this was "wow, we can try more kinds of places to stay when we travel". Lots of VRBO / AirBnB can't work for remote work.
This expands the inventory of WR options for less than the price difference of a week's stay.
Ever since I began remote work I have been cooking up ways to code outside but the glare alone puts me off from it. I am a solo kind of person who enjoys media a ton and am already a huge fan of Apple’s displays.
I guess with all the naysayers here it makes me happy to see someone who understands the potential. This is awesome, and the first VR set I have wanted to purchase. The price is steep and I may even wait a generation. But if I had to bet, this will end up absurdly successful similar to all of their other recent home runs.
Of course there's workarounds (I used GitHub Codespaces for a while on my iPad and went without a Mac, and you could use the desktop streaming available on the headset), but they are no match for the same convenience you get by staying fully within Apple's walled garden.
Can’t wait for the Apple Vision Pro suntan.
https://duckduckgo.com/?q=ski+goggle+tan&iar=images&iax=imag...
It would be a little silly, but lets be honest, you probably would be wearing at hat or something. Probably under an umbrella or other shade. I doubt anyone wants to sit in direct summer sun outside with this on.
But I've totally be on my patio in the morning with an umbrella up trying to work on my MBA. The screen just doesn't get bright enough to be easy to work with. I'd totally do the AVP if they worked brighter environments.
Agreed, but that's a huge IF. The ergonomics problems with VR headsets are well documented - has Apple really managed to transcend them? I'm not gambling $3500 for a thing that probably ends up sitting in a drawer because it gives me neck cramps or eye strain or motion sickness.
If Apple wants to drive adoption they need to lower that risk. A way to have a trial period or a one-week rental would help.
I'd prefer to try it myself rather than just take their word for it.
We've lived with 2K monitors for decades, so that sure could be workable, but the same way it's a clash to move from a Retina screen to an old 1080p monitor, I think it will clash to move from a current MacBook to this headset as a work monitor.
For games that's not an issue of course, but 3500 for a gaming device makes the calculation pretty different.
This is a bit disingenuous. The 2013 MacBook Pro (a single decade ago) was the first mainstream device with a resolution above 1080p and with scaling people effectively still had a 1440x900 screen anyway. 1280x800 was common at the time for 13" devices. High DPI has really only taken off in the last 5 years.
edit: fixed info regarding scaling
That MacBook was the first device to offer High DPI in that package (I wouldn't be surprised if there was some obscure Sony laptop on par with that, but doesn't matter). But weirdly enough CRT at that time had decent resolution for the distance they were supposed to be viewed at. I remember Iiyama having 1600+ px screens for sub 20" CRTs, at expensive but manageable prices (something around 500+?)
We'd accept many compromizes for laptops anyway, so a lower resolution/worst refresh rate to have LCD panels instead was part of the package.
But I think we'll see people using these with virtual displays, and then co-workers' personas bleeding in from the periphery. Companies will go from requiring in-office workers to being OK with staff WFH if they have a device like this. $3500 is going to be cheap when compared with office space per person.
Idk man, I'd always prefer having a dedicated work space. I even have a separate 'tinkering' space in my garage purely so I have a frame of mind of 'what' I am working on.
Well fuck me. This thing looks absolutely insane. It’s come in at $3499 and if it performs as good as those videos make out then, if anything, it’s a bargain.
I can’t believe they’ve managed to do away with controllers for everything except serious typing. I can’t believe they’ve managed to cram more pixels than a 4k TV on to the size of a postage stamp. And I can’t believe we’ll soon be reliving memories in 3d (just please put the same camera technology into the phones so the kids don’t have a childhood of staring up at goggle eyed parents until this tech become sufficiently miniaturised).
Computers this decade are going to be incredible.
You get what you pay for. If you pay less than what it costs to develop the technology then YOU ARE THE PRODUCT.
We absolutely need the 10x better in VR for "spatial computing". Right now the issue with the Quest 2 for work is that it's way too heavy/bulky, is not sharp enough, has jitters that make you dizzy and the integration with your computer is always a bit hit or miss (mine has trouble connecting through AirLink half the time).
The issue with the above is that they are experience breaking. I completely "buy" what Apple is selling here because the current solutions simply fall short. If I can't read code properly or my neck hurts after 1 hour it's a deal breaker and the headset goes unused. 4k per-eye and almost ski mask thickness with the battery in my pocket might actually bridge the gap.
I won't pay 3k+ for it, but we definitely need it to be 10x better because the 1x is still pretty far from a daily driver.
It's black and white, low-res, incredibly grainy, and there are weird seams in a bunch of transition spots because the cameras are further apart than the eyes so it's doing weird reconstruction. It's legitimately hard to grab objects using it because your arms and hands aren't quite in the right place.
What Apple looks like they're doing makes it actually useful.
It's definitely not AR but for reaching out and grabbing something (as I was replying to) or walking around it's perfectly acceptable. The 3D effect is perfect so you can actually reach out and grab whatever you want.
I really want to use passthru as my home space but the problem is that it actually makes me nauseous after a few minutes. I have zero nausea with the Quest 2 normally because everything aligns perfectly in terms of movement and depth, but the 3D in passthru is just off enough to make me feel sick.
Maybe just different people's sensitivities to things.
I participated in another thread about this and there was the same kind split: People either thought it was great or that it was completely unusable.
Oscar Wilde - A cynic is a man who knows the price of everything and the value of nothing.
Plus, it makes Lisp programmers the opposite of cynics, in a way.
If you only care about the cost of every computation, but not its value, then you're a kind of code cynic.
> I can’t believe they’ve managed to do away with controllers
Meta has been shipping it for several years on the Quest line. It's now extremely good. I'm keen to hear if Apple have shipped something better and they may have, but it's hardly "can't believe" territory.
> I can’t believe they’ve managed to cram more pixels than a 4k TV on to the size of a postage stamp
You're repeating Apple marketing lines verbatim. That's just what a micro OLED display is - the tech has been around for a while. They aren't made by Apple, half a dozen other VR/AR headsets are shipping these.
Which other headsets are using this display tech?
They are. But Oculus (fuck the Meta Quest name lol) Quest are primarily designed and aimed towards gamers, thus the controllers everywhere.
There are 4 IR cameras in Quest 2 and 10 sensors in Quest Pro to control stuff with just your hands.
You can be salty if you want, but Palmer Lucky came out and said this thing is "so good" last week. He knows a thing or two about this stuff and I'm inclined to believe him.
Yes. Meta has been awful at it.
> You can be salty if you want
Unfortunate that you turn to that type of sentiment here. It sours otherwise interesting discussion.
> Palmer Lucky came out and said this thing is "so good" last week
You should definitely understand his history before taking what he says at face value. But nobody is saying this isn't good. It's really good. In fact it's great. But it's not surprising. It's just putting together the best quality of things we've already seen across multiple other products at a very high price.
To be fair, only one other phone had a capacitive touchscreen, and Apple provided the first OS that could really leverage it. The situation between Apple Vision and the numerous long-running incumbents with similar technology is very different to the unveiling of the iPhone.
Do you mean don't trust what he says about technology because of his political views?
> Palmer Lucky came out and said this thing is "so good" last week
While we're talking bigwigs, Mark Gurman had some stuff to say about the Quest 3 too:
> I came away impressed with the mixed-reality focus of the Quest 3, the much-improved video pass-through capabilities, the faster performance and the large content library. Assuming the device costs about $500, it would be about a fifth as much as the Apple headset — while being more than a fifth as compelling.
Make of that what you will. I'm going to go watch Avatar in bed.
The rallying cry of people being wrong about what makes Apple products successful
This section of the video was just weird. The dad playing with the kids with a headset on points more to a sort of dystopian future than a groundbreaking innovation.
And going by the history of digital devices anyhow, use-cases evolve drastically over a lifetime of a product. Let’s wait and see and perhaps experience first.
None of the use cases seemed to compellingly improve productivity or well being, they just close the gap between the digital and physical w/ no benefit. I'd have been more convinced if it was depicted helping a mechanic assemble an engine with AI annotations and advice, but instead almost all of the demos seemed dystopian.
The eye tracking technology involves shining infrared light at your eyes at all times - not an expert but I can't help but wonder if that is going to have long term effects. https://ehs.lbl.gov/resource/documents/radiation-protection/.... It is ironic that Apple Health is launching an eye-health initiative which reminds kids to keep their device far enough from their face to prevent eye damage, and then is releasing another device that is covering your entire field of vision at like 2 centimeters away from your eyeballs (Edit: this last part is a non issue because the focal point is not so close due to the lenses).
And transparency mode on modern headphones is a waste of time since you can just take them off. I agree both the demoed features suck and I don't want them in my conference calls, but stuff like that is a necessary bridge for a new product category. Hard to call that wasted effort.
Unless you want to continue listening to what's playing through the headphones. I enjoy listening to both the nature and quiet music when I go on walks.
That's not how this works though. VR goggles have the focal point at least 20 feet from your eyes, it's way better for you than having a phone in front of your face.
The idea being that there is a period of massive change as we figure out how something ought to work, but then once we do, the change gradually slows and then stops. Spreadsheets are basically a solved problem, and they’re also very useful, so for certain types of work, changing it is probably only going to make it worse. Multiply that by all sorts of different types of software, and it’s hard to find any areas where we fundamentally need a new paradigm.
So it’s not surprising that 25 years ago, software was changing all the time, and since then it only seems like we’ve changed the window dressing. Because most of the time, we actually got it right 25 years ago, and there’s no reason to change it further.
Streaming music - I remember downloading my very first mp3 (maybe around 96-ish) and my computer not being able to decode it in real-life (the audio skipped/stuttered). It also took 40 minutes to download. Streaming a song with near CD quality fidelity on a computer would have been mind boggling. Streaming music to a wireless pocket computer was unthinkable.
Streaming 4k video - similar to music but even more insane. I remember the first time I streamed video over the internet. It was on CNN's website around maybe 98 or 99. It used the real player, was some silly low resolution (lower than 320x240), and was so pixelated that you couldn't make out people's faces.
Google Maps with Street View
Google Translate
Actually good OCR (including handwriting support)
Actually good speech recognition.
Video calls
I guess you could say that streaming content is a core part of the horrible software bloat we've been suffering under. Instead of being allowed to just download a good quality copy of anything, we have to 'stream' low quality DRM-laden copies again and again
Google Maps would work a lot better as a standalone app than embedded in a web browser, but I guess that and a lot of other apps are delivered via browser nowadays
I am dying to know what the next paradigm for spreadsheets will be. Is it some sort of "walk-through" spreadsheet?
UX and general day to day quality of life has been improved dramatically in the last 25 years for 'regular' consumer things. I would take everyday a 'shitty bloaty' modern operating system if the alternative is to run something from that era. Especially for mundane things like the ones you mentioned. I can open a spreadsheet on my computer and instantly have it in all my devices or shared with anyone in the world. I can have 4k video and max res pictures backed up everywhere. Maybe you don't remember how clunky were computers 25 years ago and how low resolution everything was.
For 'professional' things (Coding, Game Development, Video Editing, Design, Photoediting, Architectural work) today technology simply allow things that were not possible even 5 years ago, 25 years ago are ancient times. I don't know what you do with computers, but there are plenty of things that you couldn't do just a short time ago.
The quality of life is not that different from a modern OS. I wouldn’t call it dramatically improved. The paradigms have just changed, and not even that drastically. Business tasks are particularly similar. Certain tasks are actually easier on something like Excel 97 than they are on Excel 2021. Applications actually adhered to human interface guidelines.
For what it's worth, infrared beams and cameras is standard for psychology research using eye-tracking. Psychological studies are only 30-minutes long, but I've never heard anybody mention risks of this, and IRBs do not require mentioning anything like that in consent forms.
You can turn this feature off to get standard idle lock screen timeout behavior, and still continue to use Face ID; I don't know if there's a workaround on the Vision Pro)
Imagine seeing the characters of Critical Role brought to life in real time!
As long as it's just a gentle/diffuse flood there is no cause for concern. When they start introducing scanning lasers then it's time to sit up in the seat.
By far the most compelling things you can do in VR are games. Modded Beat Saber is incredible (and a total pain in the ass now that Facebook bought the game and tries to release a mod-breaking update every few weeks), VR Chat (a moddable, nerd/furry/whatever/anything goes playground), and Half Life: Alyx, a AAA game delivered by a gaming company. EDIT: almost forgot Phasmophobia. Hearing all your friends (and yourself) scream like little girls in unison is a priceless experience.
I think Apple designed an incredible piece of hardware here, and I really would like to put on a headset and have as much virtual desktop space as I want while I'm sitting on a beach. But what I really want are games. That's what everyone has always wanted from this, and yet somehow the whole VR space has been taken over by these lame corporate execs who have never touched a game more serious than Candy Crush in their life, insisting they know better.
But for how much longer? I can really see the benefit of having "more space" when working on a computer.
We're peeking through needle holes, small screens mostly covered by bars and menues. If we're lucky the context we need for our task fits on two large screens.
I believe this strains our working memory more than we understand. Making us do thing slower, worse and with more effort.
VR has the potential to unlock much more "space" that we can navigate in a way that is much more natural to us.
Not sure if the tech is up to the task today or if it will be in 10 years. But the value proposition is clear.
My main concern is about collaboration. Specifically, a fear with Apple lockin. When you pair program you can just sit down at either computer. Will we have an open protocol to share screens (or specific apps in screens like modern screenshare does)? Will is be semi-open like the current MMS system where Apple makes you look at a potato? My concern is about how these can be used to further isolate ourselves and break our fundamental social structure. But part of that will be how we use them, along with the decisions these companies make. I just hope Apple doesn't lock everyone in, but I'm not going to hold my breath.
Also, I’m not an office worker but I would imagine working with speech to text around everyone else using speech to text would be a hellish and annoying scenario. Work from home alleviates that.
It reads that a lot of the control of visionOS is speech based as well and Apple should be smart enough to know if it doesn’t work well the entire product will flop and Tim Apple’s entire legacy will likely be over.
That's less horizontal resolution than a 4K monitor (3840x2160) stretched across your entire field of view.
Yeah, I'll keep my monitors, mouse and keyboard, and my smartphone, thanks.
> Yeah, I'll keep my monitors, mouse and keyboard, and my smartphone, thanks.
I don't see why we'd need to replace both input- and output devices at the same time. Improve the output first and maybe the input later.
Inability to overlay graphics over the real world. We only know how to do so additively (shine some light in the eye to make things bright), but AFAIK there is no solution to effectively and dynamically black out some part of the picture you see.
Also, at the time, people had freaked out about wearing cameras in public. (I wonder if I need to purchase some popcorn to watch how it'll go for this one, or if it's gonna be different.)
My prediction is that it's going to be A Thing to wear this at all times, even if your battery is dead, similar to the way The Kids These Days have their airpods in 24/7. Pressure your mom until she finally gets you a pair ("free" with 10 year Verizon contract)
ADDED. Since I am getting downvoted, here is a cite:
https://www.laptopmag.com/news/apple-vision-pro-is-here-and-...
>Up to 2 hours of battery life without the battery pack. (Yes, there's a battery back that can be attached to Vision Pro.)
Also: put yourself in the design team's shoes: why wouldn't you put a small battery in it? A small battery doesn't weigh that much; a small battery isn't much of a safety hazard; compared to all the other engineering effort put into the product, the engineering to put in a battery is a drop in the bucket (particularly since the organization has so much experience putting batteries in products).
To develop, I need an actual fully-featured operating system with a terminal, a full suite of tools and libraries, and an application ecosystem.
To date, proxying all of that through a desktop/laptop to a virtual display or virtual remote desktop is clunky at best. Reading in VR is unpleasant. Typing in VR is unpleasant. Juggling controllers in VR is unpleasant. Wearing a headset for more than an hour or two is gross - you will really need to spend time and effort keeping the bits that touch your face clean. Cords are a hassle and the weird constant slight resistance starts to drive me nuts after awhile. For me there wasn't a hard deal-breaking issue, just a death by a thousand cuts.
Don't get me wrong - you can absolutely do it. For myself, it fell far short of the friction-free space for deep productivity I was after.
Also, again speaking personally, there is no way in hell I'm going to show up to work video meeting as a cartoon avatar (or turn my camera off). So meetings sort of break the whole thing.
Maybe this product will solve a lot of those friction points. I think that would be great, personally, but I'm skeptical.
Speaking more seriously: I think you're right in the short-term, wrong in the long-term, but getting at a fundamental truth, which is that *applications* are what will drive development and adoption. And they have to be fully-formed and wedded to the form factor, while still being accessible.
AR/VR will revolutionize general computing, but if you can't figure out how yet - clearly, they have not - the focus should be on the applications that are already well-envisioned (and, in the past few years, as you've said, well-executed) on the platform.
Further, it helps if the killer-app is emotionally engaging, allows and anticipates the failure of the user within the app's internal UX logic, and doesn't interfere with a user's crucial assets or processes (related to work, health, etc.) until the platform's kinks are worked out.
Sounds like games fit the bill quite nicely. It is truly weird that execs taking home eight figures or more can't (or refuse to) wrap their heads around that. Gaming is anathema amongst a certain portion of the population, I suppose.
Or you were referring to Rainbow's End in which case I'm embarrassed about my comment.
More seriously: I was really excited by True Names when it was published (and a bunch of us at MIT talked about it a lot) but by the time Snow Crash came out it seemed pretty obvious that real world metaphors weren't really desirable in virtual environments. Certainly the web and its abortive competitors (like apple eWorld, and many others) made it clear for those not paying attention: nobody wanted to "walk" from Gap to Williams Sonoma in some virtual mall: they just wanted to click over and get satisfaction. Nobody likes long boring travel in an open video game; a little is OK to avoid breaking the spell, but soon something has to happen or you need a convenient elevator. The same applies to movies.
BTW you're 100% right about gaming being the killer app. Once people are used to that perhaps they'll want to do other things. But without a reason to develop the right metaphors, affordances, and experiences, there's "no there there".
Sorry, Gumby, it's the Play-Doh press for you.
I feel you. RE is probably going to end up being wrong about a lot of things, too; in particular, Vinge even kind of hinted at how the lack of haptics would cause the "mirror world" and virtual object schemas to break down, at least as far as immersion and utility go. Ultimately, I don't think we get to the world he described without the tech that was just nascent within it. That's analogous to the inapplicability of real-world translation metaphors to the pop-into-existence data stream that is the web, as you said. I realized this the moment that I reached out to touch the 3D model of a character I'd created and nothing was there.
Gaming short-circuits perception and gives leeway in a lot of ways that are conducive to a haptic-less experience, though. Good movement and animation can make up for a lack of embodiment that would kill a more serious experience (Second Life as a virtual office or retail branch...), and while animation is much less reliable of a tool for VR, I'm sure that other affordances can be found if devs are allowed to just... play around with it (pun intended).
The presentation kind of disappointed me because I didn't see an understanding of the situation that they face.
What's funny is that I think (having not experienced it) that I would like to basically set various files and applications around a virtual space, because I'm eternally frustrated with all window managers and other 2d application management tools. I just don't want to wander through someone else's "carefully curated" hall of t-shirt JPEGs.
People keep thinking that stereoscopic 3D will revolutionize things, but they've been consistently wrong about that for more than 170 years.
It starts with the Brewster Stereoscope [1] which was shown at the Great Exhibition of 1851. [2] It was a huge success, and in following years hundreds of thousands of viewers were sold, with lots of content following. Eventually the fad blew over, ending up as antique-shop fodder.
Next up was the ViewMaster; the US Department of Defense bought 100,000 units because it was going to revolutionize military training. Then came the 1950s wave of anaglyph 3D movies, the 1990s VR boom and bust, the Avatar-driven resurrection of 3D movies in 2009, which was quickly followed by a wave of enthusiasm for 3D TV. Then, most recently we have the resurrection of VR, this time with the Metaverse attached.
I think 3D worlds have revolutionized a chunk of gaming, from Quake to Minecraft and onward. But the available evidence suggests that stereoscopic 3D interfaces are an idea much more popular in theory than in practice. As best I can tell, the most representative 3D technology is not facehugger VR, but those Magic Eye stereograms [3] that go in and out of popularity. They are a fun novelty, but they never transform everything. There's a big hype cycle and everybody gets excited, but after a bit of use they quickly go back to 2D and most are just fine with it.
[1] https://stereosite.com/collecting/the-brewster-stereoscope-i...
Edit: most morbid example that comes to mind - flying machines.
We could also consider jetpacks and flying cars and food pills. People have been inventing and re-inventing them for years. I'm sure if I looked I could find new generations of people taking another swing at it who haven't really reckoned with why all the previous waves failed.
Of course it doesn't prove anything. But there's certainly a difference between the "hardness" of designing sufficiently high quality 3D glasses using well known technology, and doing something that breaks a physical law.
My impression is that even 2D screens are still rather lacking (they're big, heavy, very bright, need a big power source, rather expensive, sometimes difficult to interact with). In many situations a book or some papers are still superior to "virtual 2D reality".
Not sure if this indicates VR is conceptually flawed or if it means we're just still early in the development of the technology.
And we certainly see that repeating here. Magic Leap burned $3.5 billion. I'm not sure how many tens of billions Meta has spent on their vision of a Metaverse. But what's pretty clear is that so far there's very little long-term usage, very little value creation.
Might it work someday? Sure. But it's perfectly plausible that it will remain a practical failure until something like the holodeck or programmable matter becomes a reality. So it could be another 170 years before VR is a success.
I think any analysis that tries to lump this in with 3D TVs and View-Masters isn't terribly illuminating.
Quake was the first game I recall playing that was intensely spatial. So much so that after a couple of hours playing I had trouble readjusting to meatspace; the positional part of my brain was still carrying enough of the virtual world that i was easily disoriented. The same thing happened to me with Minecraft. Years later, I still have vivid spatial recall of some of the bases and mines I built.
You could certainly argue that VR controllers are an exciting step forward in spatial interaction. But things like the Wii and the Switch's (less capable) motion control mean they're only a step forward, not a leap. And that also makes clear that motion control and VR are separable concepts. I look forward to seeing the fancier controllers migrate to other platforms to see how that goes.
So I think what makes facehugger VR unique is stereoscopy. And stereoscopic 3D is a thing with a long history of faddish excitement followed by a total crash. You could argue that's not relevant here, but an awful lot of VR advocates make their cases in terms of 3D.
Now I go to the supermarket and people are holding their phones out at arm's length having FaceTime conversations at full volume with their adult kids.
Once 3-D works and integrates with physical objects it's going to be a big deal. We just keep failing at that.
Social stuff changes.
But even if you were right, some social stuff changing isn't proof that other social things will change soon. It's just as plausible to me that the cost, in terms of money and inconvenience, will have to drop just as far for VR as it did for video calls. Meaning that it would have to be included in every phone or every pair of glasses for free and with approximately no additional effort to use. Which is something that we are surely decades away from.
I'm not one of them. The revolutionary aspect of AR/VR/XR/MR/WhateveR (or, at least, one of them) is the ability to uncouple appearance or apparent make-up from function. It does for physical objects what the web did for paper.
I don't think that's the case. The web was a pure addition to paper, taking most of the existing design vocabulary and radically adding to it through interactivity as well as by dropping the marginal cost of publishing and delivery to zero. The informational content on every piece of paper in the world could appear on a tablet the size of a slim book.
WhateverR of current and plausible near-term hardware is hugely subtractive. VR turns existing physical objects into things you can't see but might trip over. The rest at best adds a gloss of appearance, but a loss of touch, dexterity, and much of the normal interactivity of objects. I've seen interesting ideas for, say, MR board games, where you have some carefully chosen generic objects that get a visual gloss via facehugger image overlays. But I have a hard time seeing that be anything other than a highly niche experience; it's not clear that it would delivery notably more fun than games on the standard living room 2D screen. It's much, much more limited than what the web did for paper.
Nothing else really benefits from the increased immersion, and everything struggles with the discomfort, nausea, cost, loneliness, and extra development effort of VR.
VR isn't the next generation of graphics, it's just the display equivalent of a really powerful direct drive racing wheel with load cell brake or that airbus branded joystick that costs $500 bucks. It's for turbo nerds.
I have shown Beat Saber to probably around 30 people at this point. The game is set up in the living room with the TV mirroring the headset and the audio coming through the living room speakers. So it feels like a party environment with everyone trading off with watching and playing. Without even a single exception, every person who has tried it has absolutely loved it. Even several people who have never touched a digital game of any kind in their life, and took all manner of convincing to even try it at all.
In any other game you play, there is always some mapping of inputs into actions. Doesn't matter if it's MKB or game controller or touch screen; you have to learn that deflecting a joystick moves the player camera, or pressing "A" causes your character to jump. But in VR, at least in games like Beat Saber, you simple move your body in exactly the way you'd expect. You don't press a button at the right time to slice a block, you just slice the block. Couple that with the immersion you get in both sound and visuals, and it adds up to something that feels absolutely magical.
Yes, many things do struggle with clunky movement, nausea, etc. There are many games that I have no desire to play in VR. But the stuff that shines bright shines really bright, and I think there's a huge amount of potential there.
The nausea won't be going away though. There will always be a class of apps/games that cause nausea for many people, because it's caused by a decoupling of virtual movement from real movement, not from any technological shortcoming. Any game or app that does this will make some people want to upchuck
It is a cool novelty. Cool experiences while using it but the least popular gaming device in the house. Even my kids’ low end Atom-based laptops get more gaming use for chess.com and Minecraft.
And 30 minutes later, we were all bored, put the headset to rest, and forgot it even exists.
Everything I've seen from VR so far is on the ultra casual side, arcade games or slightly more. Nothing as complex as Minecraft, not to mention some AAA RPG or Action game, seems even slightly plausible at the moment. Even HL: Alyx is ultimately a visually stunning version of those old on-rails shooters more than a sequel to HL2's extraordinary gameplay.
But then, of course, very few of them went and bought an Xbox + Kinect to use it.
I think we have different definitions of "casual" -- when we used that term to describe Farmville in the 00's, we meant that you could refresh your fb page, click a link, click on 2-5 objects in the Farmville pane and come back the next day to do the same thing.
If you're strapping on an immersive experience to do the equivalent of five mouse clicks in 90 seconds, you're doing it wrong. Wrong from the client's perspective because you've got to boot the VR headset, launch the app in order to do the equivalent of those 5-7 mouse clicks. A heavy investment of time and effort for something that could be done with your finger and your phone. And wrong from the content perspective because if your virtual environment is limited to the equivalent of 5-7 mouse clicks... it doesn't sound all that compelling.
If the $600 version isn't a smashing success for ultra casuals - then the $3500 version certainly will not be as well.
VR was a dream - and it's failed in spectacular fashion.
I have a Vive... and have used it maybe a handful of times. Once the novelty runs out, it's just a subpar experience that requires re-arranging your space/desk/room and becomes a huge PITA for normal things.
My whole point is that VR is a smash hit for exactly what it was always meant for. One of the earliest integrations with the Oculus dev kits was Euro Truck Simulator 2. VR is basically essential if you enjoy sim racing. VR is an incredible experience for flight simmers. VR is awesome if you like gun games, as Hot dogs horse shoes and hand grenades has no equal in video gaming, and lots of first person shooters work great in VR.
But that's all it ever will be and all it can be for normal people. It's a peripheral, not a console in it's own right.
Maybe it can be good in enterprise setups, like architecture, or training, but that still leaves it in an incredible niche.
It's not though... nobody enjoys 7 FPS in a flight simulator. No serious flight simulator is capable of achieving 90+ FPS on average, even with today's top tier pc hardware.
The "sims" that do work well in VR are not really sims - they're just arcade experiences. They are indeed fun, but they are not simulators.
I have no experience with sim racing, but I suspect the same from the serious ones.
Truck Simulator? I can expect that to perform well - there's not a ton of physics being calculated every tick after all. But even there, your average person can only stomach VR for maybe an hour or two.
Even when it's fun, it's a serious PITA to setup. You have to setup to use VR in some game, and that means often people get tired of it and wind up resorting back to their flight yoke or stick. It's a novelty, in other words.
If the $600 versions didn't catch on and go mainstream - then a $3500 version is never going to go mainstream.
Apple is completely different and outside of MacOS strictly controls everything.
Not true. Steam has a lot of DRM-free games that can be bought on Steam Store and are typically started through Steam client but do not really require Steam to be running. They're simply not integrated with Steam in any way.
For offline games, the DRM is little more than an anti-(casual-piracy) feature, making the obvious copying of the game folder not work, with generic cracks being easy to get online. It is more like games requiring the disc to play back in the day, even when fully installed, as a measure to avoid casual piracy, especially before CD writers were a thing.
Interestingly, despite having a generic executable wrapping system, many games that choose not to use Steamworks DRM are the older ones where source code is no longer available to recompile, or there are concerns about recompilation. I’m not sure why the wrapper would be a problem, unless the games contained integrity checking code, or you want compatibility with modding tools that edit the binary. Alledgedly at least one publisher literally applied a crack they downloaded from a piracy site to their retail release, and uploaded that to Steam, and in that case, I could easily see the steam DRM wrapper not being feasible to apply, as residual checks from the old DRM could cause breakage.
Valve even went out of their way to conceptually decouple the SteamVR SDK from steamVR. Instead they made “Open VR”, an interface conceptually like OpenGL or Vulkan, which allows for more than one runtime implementation. However, SteamVR is the only runtime implementation. But in theory, if a VR game on steam did not use Steam or other DRM, and you had an alternate OpenVR runtime, you could take the game folder from Steam, and run it against said alternate runtime fully separate from Steam (if only such a runtime actually existed).
Steam’s competitors like GoG also take 30% so maybe it’s a reasonable price for the service they provide? Only companies like MSFT or Epic can charge less since their stores are heavily subsidized.
Of course as long as games remain available on multiple storefronts it will remain a winner takes all market and Steam does have a significant moat (though not in any way comparable to Apple) due to it’s social features.
At the end the existence of Steam/(other centralized storefronts) seems to benefit both consumers and developers compared to any alternative option (less risk for consumers = higher long term revenues or developers)
Anyways, it looks like my point made it across.
Even still, I acknowledge putting on a VR headset comes with some notable downsides: those sacrifices are 100% worth it for some games because it enables an incredible experience you can't otherwise have. Sure, you can play a modded version of Half-Life: Alyx without VR, but you're going to have a much worse experience and a lot less fun. Same for RecRoom and plenty of other titles.
But for work? I'm 100% willing to put up with a little discomfort for an hour or two if I'm having a great time; I'm less willing to do that for 8 hours a day when my job can be completed in a far more comfortable manner.
Comfort no doubt could be improved upon, but even still, I like to see the world with my own eyes. VR is a nice brief escape, and it doesn't have to be a solo activity: playing RecRoom or Zenith with friends is a lot of fun! I even bring my Quest 2 over to my friends' house IRL and play Zenith in the same room with him. But it's not much of an escape if that's what you spend your whole day in.
There are many activities that are a ton of fun for short periods of time, but if done all day, are miserable. I enjoy gaming quite a bit, but I dread the idea of being a pro-gamer who Streams on Twitch 10-12 hours a day playing one title to get good: that'd suck all the fun out of the activity for me and I'd much rather just work a more regular job like web development. I see the same being true for VR: I enjoy it a lot for an hour or two a day at most, but being in it all day could cause me to hate it.
A while back I rented an Oculus Quest. For the first week, it was the hot property in the house. By the end of the second, the kids were back on their Switches and nobody even noticed when I returned it. Asking around, I know a bunch of people who own VR gear of one form or another, but I still haven't met anybody for whom it's a daily driver, or who spends most of their gaming time using it.
Boneworks/HL:Alyx/Pavlov: Shooter, VRChat/RecRoom/etc: Social, Beat Saber/Harmonix somethingsomething: Rythm, The Room, Jet Island... Where each of those alternatives have lots of mechanical convergence, so it "feels" like playing the same game if you overlook the button mapping of the controllers.
The tech works perfectly fine, but there are so many caveats and limitations that the possible design space is quite limited, or there has been too much inbreeding. Plus, developing for VR is much more expensive as a baseline because of the increased limitations, so you end up with generally lower quality games than a traditional medium.
All in all, I would say that in a scale from "Pong" (1972) to "Outer Wilds" (2019) we are maybe just after "Wolfenstein 3D" (1992) in relation to the VR gaming landscape: Games are fun, but most of everything is really bad and played out of a lack of better options, or a clone of something actually cool.
---
My point here is I don't entirely agree with you it's a novelty, I would say it's more of a variation that can become a staple with many people, but will never* be the main/only medium. Pizza, not bread&butter.
(And yes, that's half the definition of a novelty, but that's why I say I don't entirely agree with calling it such)
* Unless we invent the actual Matrix "full-body immersion with motor suspension" tech or something functionally equivalent (and I'm not even saying that's a good idea).
What strikes me as different from 1992-era games (and more like 1990s VR) is consistency of play. Even with the earlier generation of games, like NES titles or early Mac/PC games, you saw people putting in a lot of time over consistent periods. For many, video games replaced, say, board games. From what I see here and elsewhere, there are very few consistent VR users.
Maybe that's just down to the cost factors you describe. And maybe that's down to the competition being much better between modern consoles and the vast array of mobile games.
So I can believe you're right, it might be another way of gaming, coexisting in the same way that the PS5 and the Switch and phone games all coexist happily. But given the extra cost for both users and developers, it seems to me that it's also possible that there's a vicious circle ahead: High costs mean fewer games and fewer users. That leads to lower revenue, which means even fewer games, and therefore even fewer users.
At this point we must be somewhere near $50 billion invested in VR. If that level of subsidy isn't enough to get things going, I'm sure there are lots of CFOs asking exactly what it's going to take their VR units to become cash positive.
It probably eats up less than half of my video game time. I find that I play less video games now since VR is a different experience from pupetting an avatar with a game controller. You tend to use your whole body, which is great if you cant find the motivation to workout.
One of the interesting questions for me is whether VR will get other platforms to take this use case more seriously. I have a Switch and regularly play Fitness Boxing. It's great in that I'm much more likely to stick with the workout versus just doing calisthenics on my own. But the fitness catalog is limited. I'd love for the next generation of the Switch to include better motion control so that movement games can be richer.
I think the quest 2’s price point is back to being close to the Nintendo switch.
As a personal anecdote, I lost 15 lbs playing VR video games. Every time I don’t have the motivation to workout, I just tell myself that I’m just going to play some video games.
Conversely, when I rented the Quest, the kids ended up playing Beat Saber by sitting on the couch and twitching their wrists. They liked it, but they didn't find the motion part compelling. So although I totally believe you and others get fitness value out of VR, I just think that's not an intrinsic to VR.
It is for now for at least half or more of the current apps. The exceptions tend to be the driving or flying sim games. Developers do try to cater to less active users, but from my personal observation if you don’t like being active then you probably won’t enjoy VR in its current state, which your first hand experience supports. It looks like Apple will change it though, and I’m sure their competition will copy them shortly
I'll note that Wii Sports came out in 2006, for example. And it sold 8.9 million copies. But I also note that motion games remain a niche interest. I like them a lot, but they're a small fraction of game usage. That suggests to me that VR can't bank on that as a big enough consumer interest to keep VR economically viable.
VR’s biggest problem isn’t 1st person interaction, which btw isn’t a gimick like the Wii. It’s that most adults are intimidated by the face bucket of isolation UX. People won’t even try it let alone buy it to use it enough. Until XR can get over this hurdle, I feel that we won’t really know what people like or dislike.
It’s also hard to make good predictions and assumptions about a technology that you’re not really using yourself
I'm not sure being a dedicated user makes forecasting any easier. E.g., the cryptocurrency skeptics were generally much more accurate than its ardent users. Having bought in often makes proponents of people. And people who use something but don't study how others use it may overgeneralize their personal experience.
Regardless, I try VR on occasion. I just don't weight my own experience very heavily, because there are plenty of successful things that aren't for me, and plenty of things I love that are terminally niche.
XR on the other hand needs to be experienced in order to understand it. Otherwise, you’re not going to know or even understand all of the benefits and problems. I see this time and time again online. Ie you can read about scuba diving all you want, but until you actually do it regularly you’re not really going to know enough to comment like someone who actually does it. Given the low cost and availability of modern VR headsets, there’s not really an excuse for techies unless you’re a student
Regardless, I'm not sure why you're arguing with me, in that I agree usage can help understand a thing. My point is that being a dedicated user may not help much with understand the broader impact on the world. Lots of people love crypto and believe it will change the world. Lots of people love VR and believe it will change the world. In both cases, I think they often let their personal ideas and personal experience blot out the recognition that they are specific individuals with very specific takes, and that their experiences, however magical, may not match the majority, and may not be enough to overcome competitive solutions or the economics of the space.
Unlike crypto, VR is an experience that is poorly captured by text, audio, and video. Why? Because it is a new medium in of itself. People cannot hope to understand it without using it beyond 30 minutes.
Conversely, you can easily explain AND experience crypto via traditional mediums like text
I’ve made a clear argument. If you can’t a see a connection, then I don’t see any value in continuing this thread
However more than 2 hours straight is far more tiring in VR but for me that's due to eye fatigue rather than the HMD.
This headset looks like it finally brings the full experience and more out of the dev only space.
I've been playing with an Index on Gentoo but it's been a buggy mess and I really just wanna use it for VRChat without having to boot into Windows.
Also watch pretty much all my movies on it and various incoming dev demonstrations.
X-Plane is looking like a "killer app" for this (already mac, linux and windows native, most of the devs are on mac)
The only reason I keep a Windows partition around is to boot into VR, and I would love to nuke it forever. But I just haven't been able to get happy with VR on Linux yet.
I was only griping the other week that its a disaster that PSVR is still the best value headset for linux (you can pick them up for like $100, none of the current alternatives are worth spending more on) with no upgrade path, PSVR2 hopes were dashed, this apple headset looks like I'll be moving most VR stuff to mac, I'm already on a macbook air for mobile, not touched windows for like a decade.
Although interestingly, I suspect this is less about facehugger 3D and more about motion-sensitive controllers. For example, consider this person who has been playing Fitness Boxing on the Switch for 3 years straight: https://www.reddit.com/r/NintendoSwitch/comments/t3sk6j/a_lo...
My Oculus CV1 has been back in its box for several years now. I really enjoyed Eagle Flight, but that's about it. Turns out not that many games were designed for someone like me who wanted to play VR games with mouse and keyboard behind his desk, and those that were were mostly driving/flying sims. The experience of having a motorcycle helmet with a small and not very bright visor didn't help. If I buy another VR set, it will be the one where I'm finally allowed to use my peripheral vision.
I think the last time I grabbed my VR headset was when my neck was getting tired but I still wanted to use my computer (laying down on my back). It actually worked!
Since the PSVR2's release, when I hang out with one of my friends, I play one of his VR games almost every time I'm there. That undoubtedly won't last forever, but it definitely has the best launch library of any headset so far IMO.
Maybe I'm just a really picky gamer, but for any given console generation, there are only a handful of games I truly love, but it's easier to enjoy a fine but not incredible game on a flat screen than it is in VR. A really good VR game makes you forget about everything else and gives you an experience unachievable outside of VR. If you're immersed in a story, a song, or intense gameplay, you forget about any discomfort coming from the headset being on your face. But if you're not enjoying it then you're going to get annoyed a lot faster than you would sitting on the couch looking at a TV.
That said, the PSVR 2 is looking to have the best library of VR games yet. Previously, you'd have incredible one-off titles such as Half-Life: Alyx release on Steam but then nothing for months or years, but Sony seems really committed to providing a large number of high-quality AAA experiences on the headset. It also has a ton of great games from smaller studios (most of which were already on Steam or the Quest, but with such big libraries on both of those platforms, they were kind of tough to find throughout all the mediocre titles: this isn't an argument in favor of stronger curation, just an observation.)
Nonetheless, I don't expect it to make up the majority of time someone would play video games anytime soon, and there are two reasons:
1. Most people don't have VR headsets yet, so even if I personally prefer Pavlov to other FPSs, only two of my friends have VR headsets, so it's not replacing those flat screen games. Maybe one day, but currently the most popular games run on nearly everything: Fortnite, Minecraft, Apex, Overwatch, CS:GO, LoL, DOTA2, Valorant, Rocket League, etc. I doubt those games' popularity stems entirely from the fact they're on tons of platforms OR have very low PC requirements (or are free to play, minus Minecraft), but it likely helps.
2. Nearly all VR gamers play flat screen games, but the majority of flat screen gamers do not have VR headsets. The Quest 2 may have sold around 20 million units, but nearly all of those owners likely have a Switch, PlayStation, Xbox or gaming PC. Medium-sized studios certainly are incentivized to create VR games due to less competition (getting a game released for PSVR2 nearly guarantees at least some sales, unlike releasing on flat screen), but large studios with huge marketing budgets looking to make a ton of money can make more by selling flat screen games. Maybe they'd get some additional sales by releasing it for VR, but it's not guaranteed (hopefully it becomes more profitable to port to VR as the number of users increases though.)
It’s weird how much of a barrier just putting on a headset (and maybe moving a coffee table) is. It would help if the Quest bootup/finding the play space was faster.
One conclusion for me is that great software is great! There’s not much of a library on Quest, but the few gems pulled me in like my first game console all over again, an addicting and polished game paired with incredible immersion.
Another conclusion for me is that VR is uncomfortable in many ways. You have to stand and move for long stretches. You perform repetitive actions that can hurt your hands, your arms, your shoulders. The current hardware is heavy and awkward. It cuts you off from the world, restricts your field of view and prevents you from eating or drinking. And maybe worst of all, it creates bizarre dissociations between movement and body, eyes and objects, reality and unreality.
I still think the tech has incredible potential. One day we will live in an immersive physical/digital environment that will respond to our slightest intentions. But I now think this tech is decades away before it becomes as easy and ubiquitous as a cell phone.
If you want a really good peek at computing in 2050, pick up this Apple headset.
Yikes. Hard pass from me but congrats on getting through that in vr
After lot of people bought m1 there was not similar significant improvement with m2 - and considering they could buy discounted m1
In our Titanium tier, you can even eye-track how often your employees glance at their phones!
…
What happened here is that VR/AR have always been nerd dreams. But it’s always been expensive, or uncomfortable to use. Nerds funded rounds 1-3.
Now we’re at the point where it’s board meetings and people making presentations about workplace reintegration. Aka employee monitoring and nudging.
We'll see what Apple does with this. It's a chance for them to redeem themselves in the gaming market a bit if they make it good for games, which as you say is what everyone actually wants from this technology.
sigh.
this seems to be the way the world is going.
The market for what the tech world seems to be producing is people who can be easily swayed from their own vision to the company vision, and have little expectations of (actual) privacy, of actual utility, and just adapt to what they get.
It's hard to push back against this sort of thing.
Mindful people don't want to be limited by the scenarios the manufacturer has allowed. They don't want to ask permission, to be locked-in, to have subscriptions, to have surveillance, and advertisements.
This is certainly the future (VR) but I'm not really interested in it. I'm interested in just being outdoors (not indoors). I want to feel rain, and cold. I want to know I can't just escape.
Others not so much, and all you need is a little bit of money. The brain doesn't know the difference. Doesn't know you're in a dead neighborhood in suburbia in a house that looks like all your neighbors you don't talk to anyways, far from any restaurants or public spaces. We have this now. Food and other items are being delivered to our doors. So on and so forth - I'm not going to belabor my personal view of a future hellscape of rich tech countries.
Have you ever been to nextdoor.com?
For everyone else though? It is too much money and too little utility. I am sure it will come down in price, but I still don’t see it unless they let you plug it into a PC and use it like a normal VR headset for games, because those are the only people that will shell out over a grand for a headset.
The desire to customize your environment is not a pre-requisite for being _authentic_ and _true_ to making the blinky lights blink. Underneath all the artifice and baubles, all we need are to chain some magic words together, and to see if they do what we expect, over and over and over again. That's unaffected by whose logo is on your hoodie-vest.
I think they've either been trained to not care so deeply about their phone, or they're jailbroken.
Unfortunately it's really a shame. We need more choices.
I am switching camp, Google is selling the illusion of choice. They want control back from options and I don't intend to be part of that journey.
I know quite a few programmer/hacker types, many of whom are cognizant of and responsive to contemporary security and privacy issues. Almost to a one, the smartphone is where they compromise most dramatically, carrying iPhones or, more bizarrely, stock Android.
If such a headset were to be commercially successful gaming and porn are the only areas that need targeting, but those are also ones that large corporations are least interested in.
- Play real life ping pong, tennis, card games, etc .. glasses keeps & displays score in your view
- Rewind ... how did this building look ten, twenty, 100 years ago
- Who am I talking to at a conference.. their name appears above them
- Lots more and better innovative ideas to come too
So true. The company that is able to do so will have such an advantage over the competitors it won't even be fair. I sure as hell will be developing apps for such device. Potential is unlimited
Optics killed HoloLens.
Just make games! Its that simple. Those are the experiences, those are the killer apps, they are the metaverse! They literally just need to get out of the way with their corporate bullshit.
It's the old print magazine adverts for the Atari ST or Amiga or early PC's... and shown on the screen was a spreadsheet...(and don't get me wrong, I love a good spreadsheet, but.... )
https://www.roadtovr.com/wp-content/uploads/2023/06/quest-3-...
If this is good people will buy it if not they won’t.
What about porn?
And then gamers unanimously rejected it, but it found a quite cozy niche in CAD.
That's just to say that it has probably a lot of other serious uses. But yeah, as soon as it's actually good, games will probably be most popular one. Anyway, I agree, the serious uses will almost certainly not include pretending you are in a circle with your coworkers' avatars.
I just use it for virtual workouts, so I use the "punch" not the "saber" mode, but it works great for that.
The tech isn’t quite there yet, but we may not be that far off of some aspects of it with generative AI. Those experiences would certainly be boosted if you could walk up to anyone and they’d have a unique personality and would be able to have a full conversation with you.
Going to have to disagree with you there. The most compelling use case for VR is porn. The most compelling cover story for buying a device for porn will be games.
AFAICT the most prolific and reliably deployed cardboard (previous gen VR) experiences ended up being porn.
I mean sure, if you say history started in 1995 and ignore all the VPL and CAVE stuff from the 80s, then sure... it was gamers all the way down.
It has never allowed mods and on PC enforces it with an anticheat.
What makes you think this is not for gaming?
If anything, they've focused on games too deeply and have kicked the can on building an _app_ ecosystem with the multitasking UX needed for a personal computer. This is understandable from a hardware constraint perspective...
However, Apple has done the legwork to build a framework that supports concurrent app usage in a mixed reality way from the ground up instead of deeply focusing on immersive game experiences like Meta has. On top of that, Apple seems to have put in more work to onboard app devs than game devs. That said, the reason Apple can ignore games is because they can leave that to Meta and Unity and they'll still get ports.
The input story for the Apple headset is real bad, though. You seem to think Meta doesn't care about games but at least they ship game controllers. Just wait until you try to play something with a pinch gesture and no haptics.
- Focus is on entertainment, remote work, collaboration, and utility, but their partnership with Unity might mean that gaming is part of the long-term strategy. Gaming is a top use case for VR with Meta devices, so Apple is focusing on AR use cases first.
- Disney is aligned on Apple's AR vision with Disney, Marvel Studios, ESPN 3D content, and more available on launch. This will make more entertainment companies jump into AR/VR!
- Can create a digital persona ("avatar") and make a virtual version of you with face tracking. Interesting move that can affect companies focusing on avatar creation.
- No physical controller - you can use your eyes, hands, and voice. Really interesting approach, and leaves room for haptic companies to shine.
- Comes with an M2 chip and a new R1 chip. Not sure how the R1 (or M2+R1) compares to the leading XR chip, Qualcomm Snapdragon XR2.
- Spatial photos and videos are supported and can be created with the device. Can be competitive with Leia's Lume Pad 2.
- Your Mac screen expands automatically to the VisionPro, which can be competition for companies building "AR laptops" or remote collaboration apps.
- Price is $3499, definitely a "Pro" price, which probably means that a "non-Pro" version is in the works.
- visionOS is Apple's OS for spatial computing. Interesting move that can affect companies building an OS for XR.
- "Spatial Computing" is the notable messaging (vs. "Metaverse").
- Launching early next year. Let's go!
I would perhaps argue the opposite here. They list it on the official page as "starting" at $3499 which gives me the indication that there will be other, higher tiered models to choose from on release.
I just configured one for $12,199. Ya, still a pro. Nope, I can’t afford it.
Seems like it’s be a really compelling use case, though I wonder what they’d have to charge to procure that kind of content live
My kids will plead with me to get them one, and it will be easy to say no because it's so expensive. But with each successive generation it will get better and cheaper until I can no longer use cost as an excuse. My kids will explain to me that they have no way to interact with their friends because they all use it. I'm already dreading it.
Think it's pretty reasonable to assume these things become integrated with childhood over time in the same way other screens have.
The sinking feeling hit me too.
I'm well aware of how my usage of computers and technology, despite how well they've served me professionally, have absolutely caused me to be a more isolated human being. Spending times on online forums were fun... but frankly, I shouldn't've been hanging out there, and instead been developing my social skills with my peers.
But now having conversations with others while my AI eyes signal to them that I am totally listening?
Sitting in an empty room watching a TV? Or worse, sitting in a room with someone else, both of us strapped up with a headset to watch something, which we have to sync through the internet.
I mean, one of the demos was a parent sitting with one of these things strapped to their face so they could record a 3D Video of their kids. Instead of, you know, being with their kids.
VR/AR was already here, but now Apple have made it real. Not looking forward to this.
In 10-15 years it’s going to get so advanced it will all be integrated into a pair of glasses. Then into a pair of contact lenses. Neuralink will probably try to leapfrog and have AR/VR surgically implanted.
The one thing I really want and like VR for is Thrill of the Fight boxing simulator. VR games in general are really fun.
I'm hoping things like this are just humanity's awkward first steps at augmenting our anatomy with tech. And after decades (or centuries) of withering our bodies (and often minds) with these myopic goggles, mobile internet terminals, and isolating earplugs, we'll make the jump to retinal HUDs, language skill implantation, and whatever else. The only thing I'm sure of is that we won't be the same species anymore.
However, I think this will be a breakthrough for at-home therapy sessions due to the immersive nature of the device.
Device looks promising, and I wonder if they plan to allow 2 devices to show the same content simultaneously to say watch 3D movies with someone else in the same room.
Some say $3499 is a high price, but being able to carry huge design studio with you is heck of a value to me.
First it has to not bomb.
I think this headset has potential, but we're definitely not there with the first generation.
As a golfer I can assure you plenty of people will happily spend that amount and more on their hobby.
This isn't remarkable or xReal.
That said, it'll still be higher than the current VR headsets and I expect many people will find it sufficient for their work.
The Quest 3 is $499. This headset looks GREAT but is it really 7X greater than the Quest 3?
I’ll buy it at $3,500, but not at $9,999
> When introduced, a basic system with monitor and 20 MB hard drive cost US$5,498 (equivalent to $14,160 in 2022). With a 13-inch color monitor and 8-bit display card the price was around US$7,145 (equivalent to $18,400 in 2022).
Even the Commodore 64 was expensive [2]:
> Volume production started in early 1982, marketing in August for US$595 (equivalent to $1,800 in 2022).
If the experience is worth it and there's no cheaper competitor, people have the money for these things.
And honestly, as a big user of the Quest 2 -- the Quest 3 isn't anywhere close to the same ballpark as this. Apple Vision Pro looks absolutely more than 7x better, the only question is whether it's worth it for you.
Just because there's tech in something doesn't make them a tech product. Your microwave oven probably has tech built in, doesn't make it a 'not appliance.'
Enter the story of the Nintendo Power Glove.
Although not needing handheld controllers is quite an Apple move, I am personally disappointed that the UX is not more spatial, but rather floating traditional 2D interfaces. As users of the first gen bear more of the initial manufacturing and R&D cost, let’s hope Apple can further iterate on the ideas, and also reduce costs for a proper consumer-range model.
I want to give a quick reaction to apple vision pro from that perspective. On the Aero, under windows I quickly came to learn that while the screens were clear and legible… The primary drawback was lack of software. Specifically there was no true 3d window manager.
I couldn’t arrange 10 different programs spatially around me, like some cliché virtual hacker’s den. I couldn’t layout a pillar of source code that expanded hundereds of pages above and below my current focus…
I was locked into looking at my 2d windows desktop, projected onto a plane, in a 3d virtual space. I wasn’t in 3d at all. I was still trapped in 2d.
---
The window manager in apple vision is already far better than that! So, here’s my prediction.
Just like when microsoft sat out the race to mobile (iphone v. android), they are decidedly on the sidelines here too. VR productivity seems to be almost exclusively apple’s for the taking. (yes, I’m aware that FB has some offerings in this space, but no way in hell do they get telemetry on my literal eyeballs).
Just as products like the ipad haven’t exactly challenged microsoft windows, they have diminished it’s roll in people’s lives, apple vision seems to be a product with that kind of potential.
–
Last but not least, in the old days, I owned an ipad pro, which I supposedly bought for productivity. It had some weird limitation where I couldn’t run apps side by side in the way that I wanted. Eventually I gave the ipad away. Sooo… this time around apple doesn’t get the benefit of the doubt. I’ll pretty much have to demo one and personally confirm my top use cases before I’d consider buying.
Of course the FOV was narrow and the resolution was probably too small for virtual monitors, and I don't know what the battery life was like. But this was so long ago, and then they just... stopped. I can't remember the last time Microsoft announced anything in mixed-reality. Maybe that Minecraft demo?
I'd love to be a fly on that wall
I found things, yes. But they weren’t a fit for me.
Things I found:
### SimulaVR [1]
A linux native VR headset with an entire open ecosystem of software. On the plus side: they actually have an open source VR native window manager!!! Cons include: The hardware hasn’t shipped yet. The hardware is already multiple generations behind. (11th gen intel NUC). For productivity – I think video pass-through is essential. Which both this and the Aero lack. Tragically, the software stack for developed by Simula is not compatible with the Aero. Because the Simula Window Manager is linux native, and the Aero is Windows Native… (damn, I bought the wrong hardware.)
### Immersed [2]
This is a software solution that basically lets you remote into a desktop running an appropriate server to sling pixels at your VR headset. It’s heavily oriented towards FB headsets. The Aero isn’t supported. So I’ve never tried it. Also, it’s required that you are serving up actual screen pixels… so If you want to run headless there are wierd display port dongle hacks…
### UltraTerm / CyberGem
There is a developer that has a terminal running in the unreal game engine. In this case you can essentially design a level that is your workspace… It feels weird to even be talking about this, but if you just want linux terminals in VR… this can get you there in a very unique way. I have to say there’s a part of me that’s super into the idea of designing a virtual scene with embedded computing.
### The state of play, as I understand it
In general, you can take it for granted that you can serve up your actual desktop to whatever PC VR solution you get your hands on. Which may be enough for you. But for me, no way! To repeat myself, For VR to be compelling for productivity, I want to be able to arrange my actual application windows in 3d space.
Even the Apple Vision seems to have this “2d desktop” limitation (If you are looking very, very closely). Your desktop share from your macbook seems to be limited to just a 2d desktop. So it appears as if to use the 3d window manager you have to be running Vision native apps only.
I hope I’m wrong on this, but if Ipad is any indication, Vision will never get the heavy hitters. X Code, Visual studio…. Etc.
--
I have been so used to commodity PC hardware for so long, that when I impulse bought VR hardware during the pandemic, I assumed the software would be there to support it. But as far as I can tell, it’s largely not.
[1]: https://simulavr.com/ [2]: https://immersed.com/ [3]: https://twitter.com/ultraterm
They upgraded all units to 12th-gen some time ago. WiFi changed to 6E, and I can't remember what else changed. Specs at:
> For productivity – I think video pass-through is essential. Which both this and the Aero lack.
Video pass-through is shown in their WM demo, so IDK what you mean.
> Tragically, the software stack for developed by Simula is not compatible with the Aero. Because the Simula Window Manager is linux native, and the Aero is Windows Native… (damn, I bought the wrong hardware.)
The WM is linux-native, but any x86 OS should be installable on the onboard computer. Also, it's supposed to have the option to be used without the onboard computer, using an external computer with SteamVR or OpenXR, both of which seem to support Windows. (Alas, Windows doesn't expose any API for WM development, AFAIK).
> The WM is linux-native, but any x86 OS [...]
Oh. On re-reading, I see you meant you wanted to use the Simula software on the Aero HMD... I got that backwards.
but... I've found two places (both embedded within video) that still references 11th gen intel, and zero places that reference a 12th gen upgrade. If there is somewhere I can could confirm 12th gen, that's fantastic.
The specs at https://shop.simulavr.com/ say they're going to use an i7-1265U Processor. That "12" is for 12th gen.
Here's when they were all upgraded:
https://simulavr.com/blog/32gb-ram-upgrade/
That links to an older post where they had upgraded only the Founder's Editions. That has more details on the upgrade:
This thing has sunk cost fallacy written all over it and I'll be shocked if it even makes it to a version 2 of the device. They likely had so much time and talent engaged in the creation of it over the last few years that they feared it would be more of a demoralizing and attrition inducing event to kill it before launch vs. quietly abandon it afterwards.
I'm just starring slackjawed at their press photos of people using it and thinking if that's the absolute best they can make this thing look it is completely DOA with normal people. Nevermind all the usability issues that are sure to exist with strapping goggles to your face and head for hours at a time.
This AR device is so shoddy and weird looking I'm certain Jobs would have binned the whole project the first time he saw it in prototype.
but Steve is a showman and Tim is coordinator.
They are definitely not burying it.
Talked about glasses the same way.
Do you see Google glasses?
Google didn't kill things just for fun and definitely NOT to see if it sticks or not.
People had real issues with glasses. People were even attacked because others didn't like the idea of being potentially filmed. It was a proper flop and no google didn't do that to see if they stick.
The same with the nexus loudspeaker: it was too expensive at that time, the feedback was bad.
Google+=was also not successful.
To what purpose? At best, we'd all get to see how the virtual eyes thing worked, and that's about it. You wouldn't see them do any interactions with it, even if they were replacing their teleprompters it would all be automated scrolling. So what would be the purpose of putting it on the presenter's faces?
Think about it, if even the presenters on stage have no use for it or don't want to be seen using it then why would you?
So again, what is the expected value you think there would be in the presenter wearing the device that wasn't provided otherwise in the rest of the presentation?
Even when showing gaming, it wasn't VR games, it was a screen in AR playing a traditional game.
It seems to me this is also in the name and the branding, it was heavily rumoured that it would be named Reality Pro, but naming it Vision Pro seems to set what they are aiming for more clearly or at least how they are marketing it, it's about vision and essentially a replacement for screens, not a metaverse or virtual reality.
Meta's problem is this focus around social interactions which just isn't taking hold apart from a niche audience of enthusiasts. Having tried the Quest Pro, if Meta pursued the remote office collaboration scenario more vigorously which is really quite promising and multiple desktop monitor replacement they would do a lot better
The obvious drawback with the Apple device is price and it's going to have challenges with traction. The enterprise would be a good place to start but that doesn't seem to be Apple's forte
Really a shame that Oculus got acquired by them.
> pursuing more concrete scenarios like viewing content in a more immersive environment
100%. I'm not into playing video games or watching TV, so their focus on real world things really appealed to me.
It's a huuuge price tag, but I'm psyched.
It shows that they really considered what you can do with the device more than all the others.
There will be some stunning experiences on both, absolutely (Disney/Marvel has entered the chat) but they'll be narrow niches. Neither company WI be anywhere near creating a more platform where experiences across systems work well.
Or maybe possibly one can. Apple only added widgets a couple years ago, & they're doing a great job across their platforms with widget like things (stacks on watch). The new iOS always-on Standby mode is starting to really leverage this, in a way Google is nowhere near doing (widgets on Android are so often ill maintained afterthoughts).
Metaverse requires a couple interesting features. Prepackaged monoliths just won't cut it, aren't dynamic enough. The space has to be a host not just to users but to a sea of mini experiences, sharing the space together, that users can seamlessly move across & interwork. Neither company has the genetics here to actually tackle these computing challenges: both are authoritarian in nature & unlikely to plant the right seeds for success.
There are a bunch of apps for Quest that do just this. Perhaps Meta's marketing is just terrible...
The innovation that apple has brought is from their holistic OS and UX design. If meta has a problem, it's that they focused heavily on full immersive experiences and let the concept of multitasking languish.
I don't personality think they focused too heavily on social at all... But I do think they failed to imagine (or at least position) their system as a proper personal computing platform.
I've understood every single Apple product so far (with some small exceptions) but this is just DOA. People are used to thinking that Apple doesn't go into a product space unless they can really nail it in terms of implementation and pricing.
There is no excuse for 3499. This product is dead. If they can't manufacture it any cheaper they should have never done it.
I see this price as a way of earning a healthy profit off early adopters and allowing them time to get third party apps developed before they announce a Vision (non pro) for $1000-2000 that flys off the shelves
I have never had any interest in Meta products (partly because of their affiliation with FB).
Have you every worn literally anything for 2+ hours on your head. Even glasses get uncomfortable after a day
The key point is temperature and weight. No data on either, yet.
Some of us don't have the luxury of removing glasses after 2 hours, so... Yeah, I've worn something on my face for 16+ hours a day, so I can see.
Exactly! You're making my point, people do not want that unless they're forced to
People wear things on their face 16 hours a day because they provide value. A portable substitute for a monitor that also supports arbitrary multitasking and immersion is (potentially) valuable.
$3500 for that? I'm game. I paid more than that for my home desk and just the ability of having a massive display at my disposal on the go makes that price tag look no brainer.
Honestly I'm shocked it's only $3500
(1) https://www.veterans.gc.ca/eng/health-support/physical-healt...
> the failure of this Apple product is going to be a big turning point for the company
and then Apple go on to make a billion dollars on it?
Also Apple: Strap a pair of 4K displays an inch from your eyeballs!!!
https://twitter.com/ID_AA_Carmack/status/1371485209603022853
Valve Index reportedly around 6 feet
https://www.reddit.com/r/ValveIndex/comments/by1j2z/focal_di...
> Additionally, increasing the distance the device is viewed from can help children lower their risk of myopia and gives adult users the opportunity to reduce digital eyestrain. Screen Distance in Screen Time uses the TrueDepth camera to encourage users to move their device farther away after holding it closer than 12 inches from their face for an extended period of time.
Link: https://www.apple.com/newsroom/2023/06/ios-17-makes-iphone-m...
Comfort: This needs to sit on your face for 8 hours or more. Unlike with the Quest Pro, your face always touches the shield. If you wear AirPods Max with this, the majority of your head is covered, sweating and unable to breathe. Apple supposedly paid lots of attention to making the material breathable, but their rubber products also deteriorate notoriously fast, so we'll have to wait and see.
Resolution: The displays have an impressive resolution, but I'm not sure it will be enough. So far, none of the VR headsets I've tried have come even close to matching the resolution that I would want for coding and desk work. But image quality at the same resolution can vary heavily based on the lens quality and the headset, so we'll have to wait and see.
Input: I hated Hand Tracking on the HoloLenses and disliked it on the Quest. The pinching gesture becomes uncomfortable really quickly, as it requires more and more monotonous movement than tapping a key or clicking a mouse. However, they seem to heavily involve eye-tracking as an input method, which none of the other headsets have tried, so we'll have to wait and see.
Price: Well, I have a year to justify this in my head.
Most people don't even like wearing eyeglass.
I feel like we're going backwards from Google Glasses.
Even Disney couldn't deliver (yet). They showed a lot of imaginary scenarios that are not implemented and concluded with: Disney+ will be available. Which is just a 2D streaming app like any app.
I'm not all negative. I think movie watching in this incredibly immersive way might be stunning. That would be a type of baseline "killer app" to fall back on. Assuming it works well, without it being tiring. There's the prospect of gaming, which is interesting as you pretty much use this device stationary.
Those two solo experiences hold promise if the tech is as good as is suggested.
I'm not sold on the productivity scenarios, because they aren't really re-imagined. If your work consists of zoom calls, messages and email, projecting those into the air doesn't really do much and slightly unsharp Excel still sucks.
There's the usual amusement of hypothetical scenarios that only happen in Apple's imagination where everybody is balls deep into every iOS device, is permanently connected and instantly available on a whim. You decide to "relive" memories by projecting photos on your TV (most people never do or just watch it on their phone) and then spontaneously drag in grandma to have a shared live experience.
That's not real world. Grandma is taking a nap, has none of these devices and wants you to come by and visit instead of fooling around with your toys.
Which is the point I'll end with. I'm very much technically impressed and will readily admit that from a philosophical angle, I hope it will fail. I genuinely believe that technology that isolates you even further and gives you even less reason to interact with actual reality is the last thing we need in an already touchless society where mental health problems are skyrocketing.
I do not want a world where dad has ski goggles to record the kids, the kids looking back at a digital version of his eyes. Dad should stop recording at all and just bloody engage.
---
EDIT: To clarify this statement...
- For personal/entertainment use it largely replaces the need for a TV, soundbar, or home cinema.
- For business use, the days of multiple displays and screen management seem set to be a relic of the past. I look forward to coding in an IDE which isn't constrained to a physical device sat on my desk, or replying to emails "on the beach" versus under fluorescent lighting. My work environment will soon become consistent, without relying on the realities of my real-world physical environment. Think about people working from home with little-to-no desk space: this solves that problem.
- In response to the obvious criticisms (high price, battery life, form factor, weird eyeball thing)... this is Gen 1. Look how quickly the iPhone and Apple Watch evolved between generations 1 to 3, and look how the price changed as production capabilities and economies of scale evolved.
- Personally, I've been using Apple devices for 20 years. This is the first novel Apple device I've felt genuinely excited about since first joining the ecosystem. Will I use it for everything? No. Will the first version be perfect? No. Does it offer a whole new paradigm to any one of the physical devices I already own...? Yes! If Apple's reputation for growth and improvement in other product categories historically is anything to go by, I look forward to seeing how ubiquitous this becomes in 5 or 10 years from now.
The original 128k Macintosh was $2,495 in 1984--that's $6,244.14 in todays (2023) dollars, just to put things in perspective.
Obviously there will be less expensive models to come; this is just the start. This will be mostly for early adopters and developers.
If you look at the historical ratio of income to the price of housing you'll see we're making less compared to the cost of things every year.
Pull up a chart of "FRED:ASPUS/FRED:MEHOINUSA646N" on https://www.tradingview.com
edit: took a screenshot to save the trouble https://imgur.com/a/U5ml4Iq
[0]: https://www.supermoney.com/inflation-adjusted-home-prices/
This has a lot more to do with governments making it illegal to build housing than the overall strength of the economy.
The point: it sold well enough for it to lay the groundwork to the Mac market of today.
At this stage, Apple looks like the only company with a real shot at making a mixed reality headset mainstream in the next 5-7 years.
I just don't see the must-have reason why everyone would have to buy one.
It’s day one utility was one of the best ever
...that fits in your bag. This is huge for folks like me that want to travel without lugging around a large display. If the visual integrity is there, it's gonna be worth it for me.
Also a lot of FBs efforts seemed to be around their whole Metaverse play which is a step beyond just making a good VR/MR headset. The Quest headset seems to be doing pretty well if not the explosive world eating unicorn that companies are always reaching for.
You missed one, porn.
They'd have to work with hand tracking (low accuracy, no buttons or sticks, no haptics) or a conventional console controller (limited immersion).
Nearly all existing VR games are built around dual controllers and would need significant reworking/compromises to be playable on the Vision Pro.
You can connect a traditional controller of course, they showed it working with a Playstation controller in one of the clips, but that's mainly useful for playing traditional flat-screen games on a virtual big screen and not so much for games which actually explore the possibilities of VR and AR.
Even if they are self tracking (like the Quest Pro controllers and therefore expensive) there's still a bunch of things that need to work smoothly together.
It's not just like making a Bluetooth gamepad.
And one thing we know about expensive, optional peripherals is that lack of developer support is usually it's death knell
Virtual movie theaters and virtual monitors haven't really been compelling use cases for putting an ugly sweat box on your face so far. What about slapping an Apple logo on it and pricing it even further out of reach changes that in your mind?
For those downvoting, see the parent comment and also this: https://slashdot.org/story/01/10/23/1816257/apple-releases-i...
"Lame" was a historic comment and parent commenter should have included it :)
Agreed, but Apple have put themselves in a weird spot with the $3500 USD price tag.
For people making 10x what we make, these are on the level of $300.
And Apple gets to iterate and present v2 in a year or so, at 1/2 the price.
...One can also translate it into coffees. Just 700 coffees! Ok, better not.
If this "incredibly crisp text" is true, then I want it. Nobody has done this yet.
I don't think it's a great comparison. The MP3 players in the pre-iPod era were all made by tiny players no-one had heard of. The Oculus in particular has absolutely massive backing and still hasn't amounted to a lot.
I suspect the differentiator will be software, not hardware. In particular the willingness of third parties to create software. Apple has a good record there at least.
Apple's product, on the other hand, is extremely wonky. Who is this thing actually for? Based on the demos, it just looks like a second screen for my phone. It's also outrageously expensive. So Apple is asking me to seriously buy into the ecosystem and have confidence that this will be an important device in my collection.
I don't know, to me this isn't like any previous Apple take on a well defined market. In fact, this is Apple's take on a very undefined market with an unknown trajectory. It kind of feels more like when Apple went off the beaten path and added a touch bar to the MacBook Pro. It was an interesting idea and a lot of very long man hours went into making it work, but at what cost? In the end, it turns out, people just wanted simple tactile keys.
that's actually the playbook for new product launches for Apple. That was the same issue with Apple watch - they had no idea who it was for when they launched the first generation. It was just a watch with a screen that told time and gave you notifications. Then, they realized people loved using it for tracking health, and each generation they keep coming up with more and more ways to use it as an all-around health tracker. Now, Apple watch is as ubiquitous on people's wrists as iPhones are in people's hands
However, point still stands, they knew they wanted an iPod shuffle with health and personal safety device at launch. They even went all out with a Nike partnership to help promote it.
It didn't catch on until several years and hardware iterations later.
- existing apple ecosystem;
- the fact that this looks far more AR focused than the VR focused stuff I've currently seen;
- the public's perception of the Apple brand and its build quality (questionable if real, but an undeniable public perception nonetheless) could get around the "ugly sweat box" vibe you've described;
- the willingness for app-makers to build for the ecosystem;
- the 4k and (apparent) visual quality;
...could make this successful, or at least iPad-like in terms of dominating a market.
Hard to know for sure though until we get some actual reviews and footage of people wearing it.
Yes with the headsets I have, you can surf the web and technically try to write code, but it's not a good experience. And those displays basically still suck. You can see the pixels, and the lenses create weird effects. If Apple has solved this, and the presence of the screen and lenses is just "forgotten", it's going to be a huge step forward. It'll be a device to actually be productive on, let alone watch movies and play games, IMO.
I have hundreds of hours in VR, doing fiddly simulator things, and it's not an enjoyable experience, but rather something you put up with to get to experience something you wouldn't otherwise get to experience, like flying a real as it gets plane.
A couple really nice monitors are $500. A laptop with a really nice built in screen is $2000, even if you want the apple logo on it.
Having infinite floating windows in VR is actually pretty useless. Either they are all tiny and unreadable because you need INSANE resolution to get 1080p quality at normal viewing distance, or you have one giant screen pressed against your face and your eyes find that very uncomfortable. VR is tiring on your eyes, worse than looking at a screen all day.
I wish rich kids would stop trying to attain a minority report style dream of computation and focus on making actual, usable, good UIs that are enjoyable, easy, and productive to work with. This is none of those.
Apple seem to think they have solved these issues. We'll see.
When the Apple Watch was introduced, I thought that the form factor would change after a few years. It’s almost been ten years and it doesn’t seem like Apple will be making any big form factor changes to the product.
Apple will just have to make it fashionable to wear dorky scuba masks everywhere. Maybe the price tag will be sufficient…
It's an open question whether these will fit into their intended social contexts, whether that's the office, home, or public. If anywhere, I'd guess they wouldn't look weird in an office or on a single person at home (since there is nobody to look at them), but not in public or in a family setting.
In Apple's 10 minute video about this device the "AR" part came up exactly twice:
1) When the lady was interrupted by a friend to talk about sushi or something. This is literally Occulus' passthrough mode. It was a temporary "see around me" mode switch in practical usage.
2) The dad filming his kids. This was just depressing.
All the other examples had the room around them, so the "AR" part, as a glorifed skybox. The person was isolated & alone.
Like maybe Apple will figure out something that Microsoft's Hololens didn't. That's certainly possible. But they also didn't showcase any such examples, either.
Just look at the virtual avatar they demoed compared with Meta’s. Apple went with a more professional looking avatar instead of a cartoony one.
Another app that was shown was a Birds Eye view of a basketball game. I’d love to be able to watch a sporting event live from that perspective (if I could stomach the entry fee for the experience).
I was on the fence about this product, thinking that there wouldn’t be many good use cases, but their presentation gave some activities that I’d want to try on the hardware. Whereas Meta’s presentation didn’t show anything I was interested in.
Apple is giving developers 6+ months to make even more interesting apps. I think there’s a good chance that this could be a successful product. But I should hold my judgement until I’ve seen the caveats of this device (ie comfort, battery life, display quality, etc). I’m sure we’ll see more in-depth looks in the coming months. We can judge it more fairly when these reviews come out.
Is there anything specific to the Vision Pro in that feature? Couldn’t they just offer that as something that you could choose to watch on TV?
With eye and head tracking in the headset, you can watch what you want to watch during live events and eventually in interactive motion pictures/motion environments.
This is just like how grocery stores have made us all become cashiers.
I'm not doing that, it's work, and I'm not going to do work.
I don't see any reason live sports would be different here, do you? It'd be cool but it hardly seems "revolutionary", more like something you do once or twice for the novelty before going back to just not doing that.
A TV wouldn’t be apt at creating a 3D-ish AR viewing experience. It also doesn’t have the controls to navigate such a scene easily. What I’m looking for is like a holographic 3D display of the game on my table top.
That was Disney’s presentation not Apples. Am I the only one who thought that part was Magic Leap level total fantasy BS?
Some stadiums have cameras that fly over all the stadium but no idea if it was BS or not
https://www.youtube.com/watch?v=IISMmjWOFoM
Although it appears to just be playing a human animated 3D sequence at the same time as a non-live video.
And that it's very light weight and more comfortable fitting and probably wont be a sweatbox.
Apple Vision v3 will not be a sweat box. And even right now, Occulus interface has to evolve to match this. Controller has to be optional. It has to be AR.
It's sexy. Also, it's Apple, which means–given the price tag–it's unlikely to be shit, and if it is, I'll have some semblance of support.
Probably the fact that Apple has an excellent track record of entering nascent consumer electronics markets late (e.g. iPod, iPhone, Apple Watch) at high price points, nailing the execution, and eventually dominating said markets with arguably superior products.
It's the same story again and again. If you've already decided Apple is charging $3000 for "slapping an Apple logo on it" and nothing else, you may as well have been one of the people back in ~2001 who swore up and down that the iPod was just an overpriced late entry in a market full of mature, attractive offerings like the Archos Jukebox line. In retrospect, to be clear, you would have looked quite silly.
I'm not saying this thing is absolutely going to be a success, but the problem with previous attempts at virtual displays has been that the execution is always shit, and Apple's greatest strength is nailing the execution. I don't think betting against them here is a good bet.
A lot will depend on the quality of the virtual avatar generated for you while in a video call.
Yes, while they are working on something. I've often wanted to 'take my screen with me' as I moved to a different location.
It’s a great Apple product for people who already own Apple products.
It’s like filling your tire with a Mercedes branded pump.
In general, using the Apple TV I get the impression that Apple PMs are probably deep in the Apple bubble and the idea that someone might not have an iPhone is inconceivable to them.
The only big flaw is really the lack of HDMI audio passthrough which will not be an issue for most users.
You probably didn't experience the Atmos bug. For about a year, Atmos audio on the last Apple TV model would just drop out randomly every couple of minutes for like 10 seconds. In some cases it would make a big noise sound blasting through your speakers. They finally solved it in the last big TvOS version but it was painful to experience.
For streaming of Netflix, Disney, etc it's a great device but for Plex it sucks that it doesn't have HDMI audio passthrough.
Where on this popular one?
I went from finding it unimpressive to it being my first recommendation for anyone getting a TV. Screw regular smart TV software, just get the TV with the best panel and use Apple TV. So long as the TV doesn't break, you won't need to upgrade for a long long time.
Fwiw, my Google TV runs well too.
But the Apple TV really shines with the integration in the Apple ecosystem. AirPlay, SharePlay, AirPods, HomePod, Apple Music, Apple Arcade, etc. the integration is fantastic.
I have an Apple TV 4k in the living room and it’s great, but I find myself drawn to the Chromecast experience way more. Apple TV is more refined, but Chromecast’s remote is far better than ATV’s (1st gen, at least) and Google’s voice assistant is obviously far smarter (especially if you’re multilingual).
Granted, I am not an Apple user at all, so it's possible there would be similar frustrations on that side, but anecdotally I hear that Apple is way better about these sorts of things.
It's an arguably best-in-class app-based TV watching experience. But its market share is pretty small years after launch, it hasn't caused much change/adaptation in the market as a whole as a result of existing, and it's not really at the center of any kind of cultural conversation.
I am really curious to learn more details about Vision Pro (like... how much does it weigh?), and would be even more curious to learn about the market fit research Apple must have done to believe there's a place for this device, especially at this price point. The biggest omission for me was the placement of the headset as device on which to view movies, and see pictures of your kids, while at the same time completely sidestepping the question of how you'd do that together with your family, which is how these activities are typically performed in a household with children.
It has a higher MSRP than the others, but once you get one…
The idea of having a fully immersive 3D environment around you is cool, but I haven’t had any VR experience that didn’t turn out to be eventually a headache let alone actually productive. Even with gaming I can only name a few titles that actually benefit, but for the ones that do the effect is quite something, I’ll admit that.
It was totally clear that a device for 3.4k can have the values apples headset has.
I’m not aware of any remotely comparable product.
2D content in 3D is a gimmick; it's nice to have, but it's not going to sell consoles. And even beyond that it's not a "head start"; almost all of that content is already available on other platforms, even other VR platforms. Just owning the content doesn't get Apple much if anything here.
>apps, games
...I don't know how you can possibly spin it as them having a head start here. Meta has a multi-year lead on them, and PC is even further, in games. Apps will need a lot of work as well - just throwing a 2D app in 3D space doesn't provide a compelling use case. You may as well just use a tablet.
Despite spending a lot of time pushing for AR apps on iPhone, Apple is still way behind on the VR/AR race. They need to get developers working on novel applications that utilize the full possibilities of a headset like this, and they need it yesterday if they don't want Meta to own the space.
Which brings us to the real reason that they released this $3.5k device: it's not actually for consumers, it's ultimately just a fancy, overly-polished dev kit.
Those are a few reasons that people will find this device compelling.
Also, keep in mind, Meta's headsets have full access to all of Windows' apps and games through link or Virtual Desktop, which absolutely dwarfs Apple's lineup.
Also small FOV is a critical issue for transparent screen AR. No one has managed to improve this significantly after hololens v1.
HLv2 was an all around improvement, if you only tried v1, you cannot make conclusions
I haven't seen anything the apple device does better than the hololens 2, other than the field of view, which is only possible because they are mock AR, not real AR
But the form factor is a problem.
If it had all of the capabilities announced but combined with the Google Glass form factor of ultra thin & light - then it would be a device more revolutionary than the iPhone.
But the form factor makes it much more niche.
And the tech just doesn't exist in the year 2023 to make a device with that sweet-spot combination of high capability and tiny form factor.
(My two cents, which I am hoping ages better than the infamous HN Dropbox comment.)
But I (perhaps naïvely) think this is being approached from the wrong direction.
To me, if Apple had launched a new highly limited device but with the Google Glass form factor - then I could see the path to incrementally improve (keep the form factor, and add features over time as hardware progresses).
It's much harder for me to see the opposite - of starting out with the clunky form factor, even if it is 100x more capable.
EDIT: Or I may be thinking from the wrong direction. I could see this device as overtaking existing VR devices like the Rift by far.
It depends on whether "success" here is defined as surpassing the previous best-selling VR headset (very plausible), or as matching the iPhone (much less plausible).
Sure the experience was terrible, but that's the same play here. Apple generally takes a technology space which is a little early and poorly done by others, and ships a great experience across hardware, software, and ecosystem to capture a market.
But pretty much nobody has a VR headset right now (or at least IRL people that I know), so not sure if a normal person will see a benefit of owning this kind of device.
The success of the iPhone has been all about the 'incremental progress'.
This is much more comparable to a laptop than a phone, and it doesn't introduce new communications technology like the iphone did with there now being near universal real time access to people's cameras and gps location.
This feels like what the apple watch was to the iphone but instead to the MacBook pro.
The rear revolution will be when the info goes directly to our brain, bypassing the eyes. VR headsets looks to me like half assed interim "what if" devices.
I'm one of the weird people who tried out the Google Glass. It was finnicky, 0 actual interaction with the modern world, lasted a good 45 minutes, melted your face, and had terrible audio.
But the thing is, if you could peak THROUGH the shortcomings, it was abundantly clear how an eyesight driven, glass form factor is the destination for computing. Smartphones were even less advanced at the time, but even then, we I tried for a few weeks making more extensive use of it, I would catch many glimpses of how "neat" this technology would be... even doing simple things like effortlessly capturing a picture on the spot, or videoconferencing with my gf (now wife!) showing her stuff in the grocery store and asking her what to get.
The AR capabilities, mixed with the essentially VR potential for movies/games, will totally be a thing and it'll totally live on our face as glasses. There can be details as to when exactly, price points ,etc., but the ubiquity of this sort of computing device will eclipse the iPhone when it comes time, and until then, slowly but surely change the nature of "working on a screen."
This seems to be an actual well thought out product. The resolution is a lot higher than the meta quest 3, and delays will be super small.
They're marketing this for productivity, which for me is the main selling point for VR at this point. I want a more spatial desktop, and I want multiple screens on the go.
You're making a bold assumption, that someone wants to wear this headset when relaxing. Also, a TV can be watched by multiple people, and a home cinema will obviously deliver better sound.
> For business use, the days of multiple displays and screen management seem set to be a relic of the past. I look forward to coding in an IDE which isn't constrained to a physical device sat on my desk, or replying to emails "on the beach" versus under fluorescent lighting.
The IDE is an interesting perspective I too as a developer am thinking about. But there's a reason you can be as productive in 2023 as in 1983 using emacs or vim. Because it's insanely hard to replace the simplicity of text buffers and a keyboard.
> In response to the obvious criticisms (high price, battery life, form factor)... this is Gen 1. Look how quickly the iPhone and Apple Watch evolved between generations 1 to 3, and look how the price changed as production capabilities and economies of scale evolved.
Smart watches have been anything but a groundbreaking technological revolution.
Well Apple showed someone using the headset while lying down in bed. I’d say that Apple is making a bold statement about the comfort of their product. We’ll need to wait for hands on reviews to determine if it indeed is as comfortable as Apple implies it is.
The box of Wheaties showed someone shooting the winning buzzer beating home run touch down in double overtime to win the world series of superbowl cups. Somehow I doubt that, due to the bowl of Wheaties I had for breakfast, my afternoon will look much like that.
Will it, though? Of course you could build a home theater with better sound, but I'd bet that the spatial audio built into AirPods delivers better sound that most peoples' home theater setups (which is generally just a TV with built in sound or a mediocre soundbar).
And you’ll need a Vision Pro for each person watching.
But I'm sympathetic to the social-watching issue. I don't love the idea of watching movies in a headset while my wife sits next to me on the sofa doing something else (or even watching the same movie on a screen). But I also don't love the idea of buying two. (And that's without even thinking about larger families.)
I think home theater will be a big part of the appeal, but it won't succeed if replacing a home theater is the only thing it does well.
The Sonos w/ sub + rear surrounds and an 85" OLED TV with these latencies will put you in the price point of this thing.
If you're apart, both people would need a room, TV, and Sonos system to share the experience. So each has that "need one per person" problem depending whether colocated or not.
Also not everyone lives in a house, I’m sure Manhattan condo owners can afford the price of the theatre gear, but cannot afford the space required for them to be used optimally. Wealthy people don’t all live in mansions.
can't imagine people will only be buying it for movie watching.
There are many many people for whom money is not the limiting factor. It's because they don't have the space, the technical wherewithal to set it up, the motivation to make it happen, or some combination of all three.
But does everyone have the space/room dimensions to have a proper surround sound setup? Pesky physics restrict you here as well.
There's many reasons that people warn newbies not to mix or master on cans and to use speakers.
For people who care about going beyond stereo, budget is going to be a much larger problem for most folks than space or technical knowhow. And anybody who cares about going beyond stereo probably cares about quality.
You can’t replicate true surround sound with stereo headphones. You can with binaural audio but that requires specialized recordings. I’m sure spatial audio sounds cool but it’s not true surround sound.
And then there’s the problem of low frequencies. You can’t beat a subwoofer.
3D images are probably coming to iPhone 15 or iPhone 16 so the posts about "who's gonna wear this to take pictures" are already moot.
This is a developer/enthusiast focused niche release providing perfect beta testing grounds while technology will shrink this device to a smaller and more practical form factor.
In 3-4 years, the current Vision Pro will be the standard Apple Vision product with a smaller form factor while a new Pro product will have more advanced features and lose its external battery.
I also think that Apple Vision will be successful but Gen1 is not where its at for the vast majority of users.
A good experience is still expensive and even apple only made it with 2h runtime.
It will take perhaps more or something really revolutionary.
After all you need 4 to watch anything as a family and people don't even mind watching movies on their phones!
Apple also has to believe for so long in this while not being successful with it (my guess).
Using a tiny battery pack. I'm assuming (hoping) that you'll be able to use something bigger that provides USB-C power and get a correspondingly longer life.
I'm really curious if they have overheating limitations.
They did say "all day use when tethered" which suggests not.
Hey - the world's biggest computer company just went up on stage along with the director of the world's biggest entertainment conglomerate and made that 'bold assumption'. They're probably pretty careful about these sorts of things.
Apple has produced plenty of devices that didn't pan out.
Let's not get too hyped away.
Have they? They've launched particular versions of existing products that didn't sell too well, but have they ever launched a device which was was fundamentally new and didn't eventually sell a ton of units?
Pippin
Apple III
Apple Lisa
iPod HiFi
With respect to the CEO of that company, I mean, sure. But you kind of take that as a given. It's not like he's only been right, and certainly his leadership so far has been business oriented, vs. "wave of the future" oriented. A good example is how the AirPods ended up being an arguably bigger success than the Watch (and how that hasn't really been fully capitalized on). The good news is that the world's biggest company is precisely the kind of place that can afford to iterate on something like this in the public. So if the theory is that the "dream" of AR is only possible by getting stuff out there to iterate on, then they certainly now have a good shot.
Hasn’t there also been some executive overlap on the board level of these companies for a long time?
I was just watching a Steve Jobs keynote from 1998 the other day. And you can see exactly the same strategies implemented there, only with profit margins at <$100m and an inverse David-Goliath relationships with delegates from industry partners.
DIS stock is taking a dump right now because Disney+, it turns out, isn't the savior we all thought it was (and were led to believe it was) during the pandemic when the Parks division wasn't bringing in the cash. ESPN is dead weight. They have more debt than ever thanks to the pandemic.
They might be wrong, they might be making a bad play. But they’ve also probably devoted a reasonable amount of resources at finding answers to questions like whether people will want to use these or not. So, they probably didn’t make “bold assumptions”.
It would have surprised me if such people would be interested enough in the hotel to not stay at it in the first few months of its opening, but hold off until some time thereafter, and so in that respect, Disney seems to have recognized that once that initial high demand drops off, it's GG. Demand wouldn't magically (ha) go from ~50% occupancy to ~90-100% with no change to the hotel or the pricing (e.g. any factor external to the resort itself).
They either also invested and need it to succeed or don't mind investing in it because they can afford it and are looking for the next big thing.
I will point to this article: "Why Americans are lonelier and its effects on our health" [1] that claims that "some surveys reveal that around 60 percent of people in the U.S. right now report feeling lonely on a pretty regular basis. And that's pretty devastating from a public health perspective".
I don't know the real number but it connect with the market potential. Also, Apple is really great on hitting the mark. Playing with words, I don't think Mark is as good as Apple.
[1] https://www.pbs.org/newshour/show/why-americans-are-lonelier....
Despite positive upbeat music it was kind of sad to watch people alone in their sparsely furnished environments without personal touch, viewing favorite pictures on helmet instead of printed on the wall, father with the face hidden behind this helmet during kid birthday party, etc
I was extremely surprised that shared reality was completely absent from the presentation. Apparently the sensors on these devices don't enable creating a coordinate system that multiple devices can collaborate on/in. You can't look at the same objects in space together.
This is hard stuff, but I'm stunned they're shipping it before solving that problem.
Not explicitly mentioning shared experiences other than video calls at all could also indicate this is not the way it should be framed (by focusing on the collaborative aspects that exist "today").
The price sure point prevents me and my family members from casually trying this experience.
I was merely suggesting that the technology for shared experiences already exists in the form of shared anchors.
You could be right wrt "if they didn’t mention it explicitly it's not part of their (currently) intended experience", but it might as well be due to "spatial computing" being sth that primarily will be shaped by their adopters along the way, which is something different than a corporation plotting the experience up front (as might be the case with metaverse?).
Are you really? Outside of everybody sitting on the couch watching a movie together, which will be an extremely marginal use case for this thing anyway—are you seriously going to buy all of (spouse, kids, friends) their own $3500 headset?—shared-reality seems very niche for consumer applications, which are clearly what they're targeting.
I think without shared reality in place, the public verdict on this device will be that it's a loneliness enabler, or has you wear your loneliness on your face. Or rather, on a screen strapped to your face. It's going to be undesirable, the most damning quality of any consumer item. Nobody will envy their peers for having one.
Besides which, nobody is looking into my home and calling my various screens "loneliness enablers". Not that I would give a shit if they were, though I might invest in some blinds or drapes.
I'm saying the "Apple goggles" can so easily fall victim this perception because those qualities are so front-and-center with it.
And I'm saying nobody will ultimately give a crap if the tech works as well as Apple wants it to. Our social spaces have been utterly transformed by screens and networked technology in the last few decades, and while there is always some pushback, progress marches on for better or worse.
This clashes with my model of how humans work and socialize. We'll see!
No one ever has a ring tone anymore.
The glasses are extreme expensive and they are not replacing anything.
Someone with an ipad still needs the glasses and the other way around.
You are sweating in these things.
I can eat while watching on my OLED.
And the glasses are also expensive for companies. So no typical iphone as company phone thing.
Well, they're essentially pitched as a replacement for laptops, tablets, and for some users TVs too. No product category goes from zero to full adoption in a day (look how long it took for laptops!) but saying this headset isn't pitched as a computer replacement is flat out wrong.
> Someone with an ipad still needs the glasses and the other way around.
Why? You're losing the drawing tablet functionality, which I assume most iPad owners don't use, and what else?
It's too bulky for a laptop
they need super powerful software tech for this, and it likely isn't good enough to demo yet
I think Apple has made a tactical error here. The days of the shrinking iPhone are long gone, but not forgotten. It was the iPhone 3G that was a turning point for people who hadn't bought an iPhone yet. It was smaller with better battery life.
If the Apple Watch 3 had followed a similar pattern, they would have had to skip adding the next additional sensor to the device, but I think in the long term that would have just delayed us one design cycle but still given us a thinner and lighter watch, which we would have needed for a deeper impact.
1. Convince enough people to buy one via halo use cases
2. Leverage or buy developer adoption
3. Create a decent enough developer experience to produce high quality apps
On 2 & 3, Apple has a proven track record, or at least amassing enough market share to force developers to ignore deficiencies in 3.
Which means 1 is going to be make-or-break.
The Apple Watch is a great analogy here, because it was evolutionary rather than revolutionary.
It did not let you do anything you couldn't before. It did let you do it better.
Consequently, this won't be (and doesn't need to be) an iPhone level smash success. It just needs to be volume and financially self-sufficient enough to get them to iteration N+X.
Because iteration N+X is "We shrink the iPhone down to a minimally-screened compute/network node, and the Vision SE becomes everyone's must-have companion, and then Apple owns a better-than-iPhone platform."
I think Apple made the right move in trumpeting its non-work use cases, because Apple has let macOS atrophy for enterprise use. And priced-for-work is a trap market they don't need to pursue (see: Microsoft).
But I don't know if most people want a better consumptive device $3500-badly... time, will tell.
They've been building towards this for years.
I suspect for most apps supporting the Vision Pro will be supporting variable resolutions (for resizable windows) and clicking a checkbox on the targets.
Enterprise will take care of enterprise.
Better to invest the marketing dollars and mindshare on consumer, because that's where they're going to get the volume.
I've seen people pass out in VRChat with their headsets on. Some people on VRC are on there for 12+ hours a day. It's a fascinating sub culture I was totally shocked to learn about. People drink and do drugs while listening to music at a virtual rave. Multiple rooms full every Friday, Saturday 80-120 people in the room hanging out. I found myself up till 6 am lost in the music.
120 people is not enough for an entire headset division, and since the main reason most people don't like doing that is that they don't really enjoy having the headset on, I don't know what apple can do to change that.
Totally agree. I just want to use this to replace my big bulky monitor that I can't take with me wherever I go and that makes my small place look a little more junky.
Raises hand. I'm in for that. I'm a VR fan but my soapbox has always been that AR is the true future.
> Also, a TV can be watched by multiple people, and a home cinema will obviously deliver better sound.
In the same way that when the iPhone came out there were individual devices that could do each feature better than the iPhone could, yes :)
If you look at video consumption, "individual" devices (phones, tablets, laptops) make up about 50% of viewing time. TV the rest. I don't think the multiple people angle is going to kill this considering how much content is consumed individually already.
A home cinema also has to be researched, purchased separately, takes up space, etc. Any pair of $200 Bose headphones sounds better than the old iPhone ear pods...and yet...
> it's insanely hard to replace the simplicity of text buffers and a keyboard.
We're talking about replacing monitors, not text buffers or keyboards!
And why would you think this would seek to replace that, rather than complementing it? Fill up your entire vision with forty text buffers. Use a keyboard on a twelve-inch-deep shelf on one side of your bedroom with no monitor taking up space behind it.
Imagine this for surgeries, or complex construction tasks, even just finding items in a warehouse.
This is going to be massive in the workspace, thats where I think people probably underestimate it.
We may all end up with one of these - or the none "pro" version - at home, just as we have iPads laying around. But many of us are going to end ups waring these for many hours a day during work.
Taking of a headset when we go home will end up being a joy.
Standard single-building commercial / institutional new builds can be tens of millions to low hundred million, "big" projects are often north of a quarter billion dollars, and well over a billion is not unusual for so-called "mega projects". Risk (from defects / mistakes) is often roughly proportional to budget. The placement of seemingly minor and easy to miss elements at the initial critical stages of a concrete pour in a high rise, for example, is pretty high stakes with rework costing hundreds of thousands to potentially millions. We have processes for mitigating that of course, but none that approach it in such a direct and observable way as AR, and none are incompatible with being done alongside AR. Paying $3500 + software for something that helps mitigate that risk in a totally new and complementary way is very very interesting to many companies.
edit: To be clear, I'm not convinced that this particular device is revolutionary compared to those that already exist, which have their own challenges. I'm just objecting to the idea that there isn't a market for it at that price even WITH challenges.
Industry is where I'm a lot more excited.
Ask yourself - do you like it when your surgeon is using CAT scans, MRIs, blood/protein testing?
Do you like it when your surgeon is wearing magnification glasses?
Do you think fighter pilots with AR huds with tactical info perform better than fighter pilots with just their eye?
I don't think companies are going to spring this much for a headset and laptop until there's very obvious benefits, but maybe I've just been short-changed with shitty equipment my whole career.
Companies trying to get people to go back to the office, then ordering them VR headsets will be the height of tech irony.
You can further reduce furniture and physical office costs
Apple also isn’t the only one with an XR headset. Meta’s is considerably weaker, but it’s $999
This morning, my mac wouldn't boot. I tried to write on my iPad instead. It was a nightmare: too cumbersome to move between apps, Zotero nearly unworkable, hard to navigate different file versions. If the OS works more like iOS than macOS, I can't imagine it being as useful as computers save for very specific applications.
Laptop budget is 1-3k.
And people steal expensive shit. Alone the stealing is a deal breaker alone.
And we have working cheap AR glasses.
Judging from the video it doesn’t work outside anyway so you’ll be fine.
This is not what got Apple to where it was. It was recognizing what we wanted to do to go further, individually and together, and amplified that with technology.
This literally amplifies your ass to the couch. I'm shocked. Stunned. And sad.
Were you “shocked/stunned/sad” about Apple TV? A product which physically relies on your ass being sat on the couch?
Think a little bigger here! This goes well beyond entertainment value. Imagine the general business uses in industry, manufacturing, medicine, conferencing, telecommunications, let alone any form of interpersonal interaction over long distances…
These are all things we take for granted with FaceTime, Google, GPT… All these are new but ubiquitous technologies, which allow us to enhance our human abilities and connect with each other in new and novel ways.
Preface: I've been in the VR/AR space a long time. I started a company with a friend around the launch of DK1 - we wanted to sell VR Computer Boxes. We had so many dumb but beautifully naive ideas.
I will only offer high level themes (although incomplete) that should hopefully explain why I take such issue with this release:
We already have the best vision system on the planet, 'our eyes'.
Spatial Computing in humans is not vision and audio alone - proprioception underlies all.
What you cover with a headset, you cannot faithfully recreate with cameras and software.
Use the brilliant chipset advantage to bring super 'low cost' computing embodiments to every corner of life - then integrate with devs
Ambient Computing is the next iteration of 'mac at the center of your digital life'
AirTags, Beacons, and AppClips don't get the corporate strategic attention they deserve
Apple Watch should be 'the wand' for life out in the real world, with AppClips, Beacons and such
They've shown no innovative scenarios that Hololens / Quest / Google Glass (and similar devices) hasn't shown before. Those things flopped because they didn't have the scenarios and nothing changed now.
Quality also matters. I don't really like looking through the Quest for very long. Fresnel lenses and meh screen combined with a terrible processor means the visual experience isn't very good. I'd bet a lot that their custom lenses and screens combined with a decent SoC offer a HUGE jump in visual fidelity.
I'm not so sure about that but I'm 100% sure that if anyone manages to pull that off it's going to be Apple.
Corollary: if this doesn't make AR/VR finally go mainstream then forget about it, it's 3D TV again.
Major we'll-see risk factors I identify:
1) $3,500 is expensive, any way you slice it. That makes it price-competitive with a workstation.
2) The stand-up-and-work environment they demo'd doesn't work for a lot of people. But if you sit down, you lose a lot of the benefit of that panoramic space.
3) Their gesture interface has to be rock-solid (meaning no false negatives but also no false positives) for it to be part of a daily work environment.
4) We've been experimenting with headsets for long enough to know that for the average user, the amount of time you can comfortably use one is lower than the amount of time seated at a mouse-keyboard-monitor UI.
5) The battery life is 2 hours, which is like nothing. You can use it plugged in, but then you're plugged in (meaning not only that you're tethered to somewhere, but that you've got the constant pressure of the tether disrupting your head motions, which adds up over time in irritation).
All of that having been said, if anyone has a prayer of overcoming these obstacles it's Apple. They've got the software / hardware / UI / UX integration in-house to take a solid run at the challenge.
If nobody is buying the product then developers have no incentive to buy one either. The only software for it will be demos from Apple and extremely expensive bespoke professional applications for businesses, and that market is far too small for Apple to ever recoup their R&D costs, much less ongoing expenses.
The only way I see this working is if Apple themselves invent a killer application for the headset. Even then its going to struggle to find buyers at that price point. It doesn't matter how cool your hardware is if nobody can afford it. It's hard to see how they would even cut down the existing hardware to make a version for real people.
It seems to have the potential. The UX seems incredible. Little details like using eyes as a pointer make it for a far better experience (no, moving your head to point is not the same). Looking at your Macbook to pull apps from it is the sort of thing that can make it intuitive for the average user. A proper review of what this could do would take an article.
I think the main things we need to know are:
* What sort of apps can we use? Is this IOS-like, or can I run XCode on it? Having to own the headset plus a macbook is not going to make or break it, but it changes the value of the device at its current price point.
* Can we comfortably use it for 8+ hours a day?
* Is text really crisp enough for productivity usage?
I don't think this version is quite there yet, but give it a few iterations and we may be able to ditch physical monitors altogether. I've been waiting for that for a while.
At $3499 it's quite a gamble. At $999 it would have been a no-brainer, as that's the price of a phone. It does have way too much hardware for a lower price point, so it's understandable. But the more devices that exist, the greater the network effects.
With 2 hours of battery life this is not a problem.
> Can we comfortably use it for 8+ hours a day?
No. Even if the ergonomics are perfect, the screens aren't good enough for this.
> Is text really crisp enough for productivity usage?
If they match the leaked resolution, no.
At any rate, it’s a lot of pixels. Not sure what GP is complaining about.
Remember the age of 768p laptops? It'll look like that.
"monitor sized object" exists as a thing because we live in a reality where desks limit the size of the things we can reasonably use for work. But here, your desk is virtual now. There is "space" for a bigger screen. You're saying they compensated by making the virtual screen larger--my thought here is "so what"?
Text legibility / crispness will be important. I'm one of those guys who buys the 5K displays, so I agree it matters. But Apple made a point of calling out clean text rendering, and none of the previews have complained so far. But obviously no one in those early previews has spent 8 hours in an IDE, so we'll see.
Fully agree that more would be better, and would increase the usability of smaller, more fine elements. But this might be enough resolution to pull off the concept in a perfectly usable way.
Is > 4k not enough for this? Looks to be almost double the Quest Pro resolution.
The original iPhone released for $599, which is ~$876 2023 dollars based on CPI. So, while most of your bullet points about iPhone improving is true, the iPhone is the wrong thing to point to for economies of scale making Apple products cheaper over time.
What makes you think people will prefer strapping a much heavier and uncomfortable headset to watching a screen?
What is brilliant here, are the specs giving some serious boost to the use cases already established by Meta/Oculus, NReal etc and services like Immersed, BigScreen etc.
But please, less of that breathless "Apple have invented this new thing" tone, it's annoying when they haven't.
Either do some basic research first, or if you have, then at least frame what you reckon is revolutionary in terms of the existing market.
I am sure from the specs, if not the price, that this is going to kick up some dust, but its not obviously inventing anything that isn't there already.
There's never enough resolution (even with 8K headsets), eye strain from trying to focus on virtual objects is real, and camera passthrough always look fake (and may even cause mild nausea). Not to mention that most folks don't really train their neck muscles to support significant extra weight on their heads on front-back axis (we typically tilt our heads much less than lean forward or backward, so headphones are not comparable).
I don't believe Apple have made some giant leap and included an autorefractor in there and made external cameras moveable and able to match you pupillary distance (and convergence!), then added some fancy magnetostrictive micro-mirror system to dynamically boost resolution at the areas you're focusing at. Not in this form factor, and if they would somehow magically make it they'd be boasting about it non-stop.
If they showcase it in Apple Stores I would definitely take a peek, and I would like to be wrong - but I'm pretty sure it's a pricey gimmick that won't be anywhere comfortable for any prolonged use.
I speak having used most available VR devices available these past few years, and currently owning a Valve Index:
Watching movies: wearing something over your eyes and on your head like that for so long _fucking sucks_. It's heavy/hot enough when you're doing something that takes your attention. Watching a movie is fun for the first time, then you realize that being able to walk around, look at other things etc is infinitely better. Not to mention the fact that if you ever want to watch with someone else, well they better have 3.5k available. that makes it a non starter for literally anyone hoping to, you know, have people over.
- For work: it fucking sucks. You know what's worse than having two screens taking up your entire sight? Having to physically turn your head to see more screens. It is physically sickening to have your entire attention taken up like that.
- Form factor: my dude the last thing I want in public is to look like I'm wearing swimming goggles. Also, two hours is absolutely pathetic.
- Price: the first iPhone cost $600. The cheapest new iPhone 14 is $1000, the most expensive is like 2000. It got worse, not better.
It's going to be a fun, overpriced toy and it'll be just like every VR device people currently own: hanging on your wall and used once every two weeks, at best.
TV viewing is often a social experience: friends gathering in front of a TV to watch a sporting event (say, a World Cup soccer match, or your favorite team's football game, or an NBA finals game). This takes away that aspect. I'm not sure if this is a change we really need.
Sure but "for personal use" kinda excludes "social experience" here.
> it largely replaces the need for a TV, soundbar, or home cinema
In my previous flat, living along, a big TV just didn't fit anywhere. A sound system would also have annoyed the neighbours. Something like this would have been perfect for getting that 4K HDR viewing experience.
I don't know about others in this thread, but for me the satisfaction of watching a movie alone is extremely low - to the point I don't do it at all.
Bulky, expensive passthrough? No, there are better, cheaper, more open options than this on the market. If it was going to change things, we'd be seeing people using this capability already.
The main hold up here is technology advancement, not quite where it needs to be yet, but the field is showing the progress needed to reach it.
But maybe it is. Just another step away from one another, further into isolation.
If I have the preference, I still choose a screen. Screens are easy, screens a casual, screens exist in the real world. I can share them, I can walk away from them, I can position them where _they will never, ever move_. Screens have (and will always have) higher resolution. Screens don't require me to mess with some cord and pull a headset off to find my snack or walk to the bathroom.
I prefer my Nreals in two situations:
* When I'm traveling/on-the-go and want more screen real estate.
* When my wife is using the main TV and I don't feel like hauling the Playstation downstairs.
It's interesting though you seem to view the fact that it's close to impossible to move your monitors as a plus - that part sounds very weird to me.
The cable is really about how it runs down your shoulder/back. It gets caught on stuff and pinched between your body and seat, pulling it off. This is a problem even when using magnetic usb cables or Nreal with a usb-c based phone.
Taking it off is still necessary for anything outside of a trivial task. It's really scary to think about dropping a $3.5k device in the toilet/sink or having it fall off your head.
> It's interesting though you seem to view the fact that it's close to impossible to move your monitors as a plus - that part sounds very weird to me.
In the video, all of the virtual monitors are "perfectly" aligned with the user and the surrounding environment. It looks beautiful, but presents some challenges that I hope Apple has installed.
For example, if you use this at a desk, how do you ensure that the screens anchor directly in front of you every time you use it? Are the just slightly off? Do they read the room and reset when they recognize it? Do you need to "recenter" every time you use the device?
How do you put a TV in the perfect place in your room?
That might link to why they made the otherwise slightly weird way you activate it - by looking at your laptop screen. So it knows exactly where your laptop is, and can position the screens perfectly relative to that.
I found it odd because partly the whole point is that it liberates you from being anchored but perhaps this is part of the reason they did it that way?
Forgetting the AR/VR debate for a minute, the thing holding these back from wide adoption has been resolution and comfort. I have yet to use an XR device where I can simply play a video without it being jarringly blurry and pixelated. I've yet to use an XR device that isn't a chore to wear and sweaty (although I do trust Apple to address this one).
Let's see. The proof will be in the pudding when I try one of these in an Apple store next year.
The single reason being that it's uncomfortable to use. That's it. It's an "Emperor's New Clothes" type saying: It doesn't matter how impressive the capabilities are, if it's uncomfortable, people will, after the initial allure fades, just not use it.
IMO The only viable future for VR/AR is when the form factor will come down to normal looking/weighting glasses that I might look around for while having them on.
[1] To be fair I didn't see the keynote, just followed the website sales pitch.
The keyboard was famously considered a make it or break it feature internally at Apple when developing the original iPhone. It is very telling that they haven’t managed to solve this basic HCI problem for the Vision. Steve Jobs would never have released this. I’m sad to say it, but this is not a “Pro” device. It’s a Prototype device.
Apple Vision Prototype
(And I’m sorry, but the eyes are creepy —- uncanny valley)
If you want to experience it, get a steam controller or a steam deck and use the trackpads on that keyboard. You get used to it very fast and you can get really usable typing speed.
It won't work for programming though because anything that needs more niche than basic punctuation would require chording or multiple inputs, which sucks.
“Hey Siri! Put that statement in an if-clause. …no, not that one. The other one. Argh!!!”
throws the $3499 vision across the room
Not even close.
99% of the people I know would never put a computer on their face.
https://techcrunch.com/2017/01/03/odg-unveils-its-first-cons...
I spent a ton of money configuring my home office. Many displays, giant motorized desk, articulating arms, cable management, etc. Easily over $3500, and I still don't feel like it's ergonomically great. It certainly can't be brought anywhere. It occupies a whole room.
Now I am thinking I might not need that bulky stuff at all, and if I don't need the displays and big desk then maybe I don't need the office. If I don't need the home office then maybe I should be shopping a home that's around 75-100k cheaper with one less room.
I've often wanted to work outside from my deck but then I don't have my screen real estate and I get tons of glare. This could solve that.
We've long complained about the degradation of the in-office experience. These days it's all open-floor plans with a fixed monitor set and no privacy. If I could put these on and have a huge display with a beach in the background, I wouldn't as much mind sitting 2 feet away from coworkers.
The benefits of something like this on flights and in airports seems obvious. Its not really weird, considering savvy travelers swaddle themselves in AirPods Max and bizarre neck-sling-pillow apparatuses already.
> Look how quickly the iPhone and Apple Watch evolved between generations 1 to 3
I would not compare the iPhone to the Apple Watch. They were on completely different orders of magnitude of evolution.
I could see the Apple Vision Pro being half as popular as the Apple Watch (primarily due to the price tag) and I think there's a good chance it finds its market, but I think comparing it to the iPhone is way off base.
It's got a 2h battery life, so your dreams of using it on the beach are pretty funny versus just using a laptop.
The perfect version of this tech -could- be what you describe. But so far there are quite a few unknowns about the real experience.
It remains to be seen if the experience is better than a large OLED TV.
In terms of sound I seriously doubt it. Maybe if it had large planar drivers but I doubt you can use large headphones with it. If it's meant to be used with crappy Airpods the sound is going to be nowhere comparable to a home theater.
A bit pricey to become a household items (because a family needs 4 of them) but this is probably where things are heading to
There is so much engineering going on here that maybe ... it's simpler to start considering retina implants or just brain implants.
This was more like a work of art than a consumer device. I wonder if Oculus can steal some ideas ... Like, these device are not for gaming but general productivity. Ditch the 2 oculus controllers, put the battery in the 1 controller and wire it to the head. I m not convinced if eye tracking is worth it. oculus' controls are precise enough and in any case it's better to hold something instead of pointing and pinching the air, it makes the device more physical. dont know what is needed for the ability to render a full field of view but would be interesting to know what is the level of nausea this causes when movement is involved. I guess Apple purposely chose to eliminate all optic flow movement - all the apps appear to be stationary.
Group movie watching on this would be cool with people in different places, but if you're already in the same house that feels too dystopian for me.
We used to think it is dystopian that people were looking at their phones , now it s the most common image everywhere
None of those can be replaced by a vr headset in anything but "some" applications and scenarios.
There was notably no effort to do a MagicLeap either, of playing with existing space. Meta for example shows people enjoying a crazy dungeon crawler board game atop their real table; very primitive but something physically integrated. I didn't see a single example of Apple integrating with space, only taking it over.
It is a great input, but more importantly: drastically lowers the required computation with foviated rendering, i.e. rendering hires where you look, not everywhere.
Also the 12ms mentioned, wasn't that from camera to screen (so the latency of both the camera sensor added to the latency of the screen) or did i misunderstand?
Now that i think about it, the eye tracking is also a camera. Hmm.
Honestly, I'm not sure how Vision Pro product stacks up to what Apple says, but the marketing shows that Apple has clearly figured it out.
> I was initially a skeptic of widespread adoption of VR. I'm not sure that it's going to be the next smartphone. However, if it gets more comfortable and the price point goes down, I could see it being a replacement for traditional desktop monitors. Instead of paying $1k for a 27-inch display you get as many large screens as you want. That seems probable to me.
>
> I know that sounds awfully boring and mundane, but that probably comes way before other applications. After all the original iPhone was just an iPod you could make calls with.
The high price seems like it'll be a barrier to adoption, which will limit the amount of developers willing to invest time in developing for a closed platform.
It'll probably take off in the furry / kink scene. The real killer app will have something to do with sex or porn, and Apple will try to kill it off or refuse to acknowledge it.
On release day some couple will record a first-person POV sex video and upload it to a major porn site. If the spatial video recording experience is really good it might take off in the porn space.
Let's see how this will pan out
Does someone really sit on their couch, put on a massive headset, and scroll through their vacation photos? Does someone watch an entire 2+ hour movie with a sweaty headset strapped to them (and plugged into a socket) instead of on a couch with their family/friends? Would I want to be in a group call with generated avatars of people rather than their actual faces? If the kids are having a fun moment would I want to run inside, grab my headset, strap it on and record a video, or just go join them? Would I rather work on this all day instead of a laptop?
And the one thing I could maybe see this being useful for – gaming – was barely even mentioned in their keynote.
If I'm dropping $3,500 and cutting myself off from the outside world (and no, that weird eye display thing doesn't count), a half-assed substitute for consuming the same content as I would on any other screen isn't going to cut it. Show me the actual future, in terms of software/content/communication/immersiveness, then we'll talk.
That really is the $3,500 question. Can I see myself preferring to work streaming my Mac's screen to a Vision Pro for my IDE, having and things like Slack and e-mail off to the side running on the headset? I don't know, but if I can, this seems worth it to me.
By comparison, I'm at my laptop for 7+ hours just for work. I would need to see compelling evidence that the Vision Pro is safe and comfortable to use for that long before I'd even consider replacing my laptop. And if it can't replace the computers or displays I use, then it's just a $3,500 gimmick.
Given the initial cost is so high, it's both frustrating that they will continue to nickel and dime you, and at the same time unlikely that someone dropping that kind of money will even blink at buying an accessory which actually is less than the sales tax on the device itself.
I feel like this is similar to the Mac Pro coaster wheels: a case of consumers getting upset about something that was never meant to be sold "ala carte" to individuals in the first place; but rather only exists to be purchased in bulk on the Apple Business Store by institutional buyers who wants every component to be under warranty and able to be returned for depreciation, and who don't even look at the cost breakdown before clicking "Buy."
Since I wrote this, I have seen a screenshot that implies that a USB-C dongle might exist (in box? Who knows), which would allow plugging in normal batteries with a normal cable, but I can explain good reasons to get upset about this kind of thing:
When they use a proprietary connector on the top end and hardwire it to the battery on the other end, that creates a ton of problems:
1. Fraying cable? Chuck the good Li-ion battery in the trash and buy a new $200 one! Apple loves the Earth so much :)
2. The proprietary connectors are probably patent-encumbered, meaning the only ones available third-party are either overpriced because they're paying a steep MFi royalty, or they're made by fly-by-night Chinese companies with no quality control. This is the entire history of the Lightning (and Dock) connectors. With those, they added on DRM chips IN the cables too. That useless increased complexity makes the 3rd-party alternatives worse and unreliable because they have to reverse-engineer the standard. Everybody who has ever bought a 3rd-party Lightning cable has experienced this failure mode. So, many consumers absolutely do pay $20 a pop for Apple-branded cables, or they (absurdly, in my opinion) carry around the single, delicate Apple cable from their device box from place to place until it fails, and then buy another one.
Another perfect example of this is the Watch. Apple chose to make that a closed proprietary standard instead of using USB or publishing specs. They offer a couple models of crappy first-party chargers, one of which costs a fortune. I bought third-party Watch + phone combo chargers years ago. When Apple switched to USB-C Watch chargers, the watches in that generation and after will only charge incredibly slowly over the course of about 8 hours using any USB-A Apple charger, or any third-party charger -- chargers which worked quickly on the old watches. It's impossible to tell now which third-party Watch charger sold today might use the "newer" standard, or even really to know what changed! The only solution is to re-buy a bunch of first-party obnoxious pucks-with-a-cable-hardwired for $25 a piece.
I can't imagine writing code using only my voice.
I agree that dictation would not be enough for most people. I don't code, but writing emails is not a fun experience with Apple's current speech-to-text offerings.
(I trust that technology has improved over the last 15 years, though Siri is fairly similar.)
Standing and walking, though, they're still going to be important.
Perhaps you could use it to bring windows forward.
And I'm not yet typing code by talking to a computer. Maybe AI will work for 'typing' by talking and using copilot or some similar tech, but I've yet to try that and am not that confident that software has caught up to allow me to navigate folders and files within a codebase, edit the code, restart any servers if that's necessary, test (run tests, or visit a page, or send a curl request), post a pull request, etc. All of the disjoint steps I need to do to work, which change depending on the task, would need to work confidently in a system like this for me to switch over. And if speech is the way forward, I think my wife is going to be pretty upset with me since I WFH.
The issue is that all those desks are different, and I am not carrying the same setup everywhere. I am not going to bring my monitors and cables and the rest on a flight to visit parents. Or if I am working from a hotel. And I am not carrying my entire setup every time i switch between working in the office or at home.
But just a headset + kbm? No problem, especially since consistency of the setup being the same is guaranteed, and the setup time is zero.
But that's probably not the exact point you were making and yeah, I'm in the minority.
Just don't dismiss my corner case, por favor.
If anything, this headset could use cameras to superimpose your fingers on keyboard if you can't memory type.
Imo most useful case for this is watching youtube in bed, I'd just keep a bluetooth keyboard/mouse on my nightstand.
Why wouldn't you be able to look at the keys? This is AR, you can see everything around you still, including a physical keyboard right in front of you.
Remove your hands from the keyboard for a bit and have it set to disappear.
Personally I hope there is no keyboard at all. Seems with depth cameras mapping your hands, eye tracking, perfect speech-to-text, and some user training you could do some cool stuff.
If you want an ergonomic keyboard with a gap in the middle, any bluetooth keyboard will work with a Mac, iPhone or iPad, so I imagine it would with this too.
https://www.macworld.com/article/1940428/apple-vision-pro-de...
For me the question rather is: is being able to work from the sofa a couple of hours a day without having to stare at a small screen worth $3.5k? Certainly.
If the headset is more ergonomic for this situation, it will find its target audience for sure. The battery is designed for 2 hours sessions, but the device can run indefinitely while on charger
you should at least take a brake where you use your legs every hour or more often because if not it will noticeable increase the chance of blot clots in your veins and in turn stuff like heart attacks (long term wrong behavior leading to increased risk over the long term, no relevant per-case risk)
similar you should change the focus distance of you eyes often enough as it does reduce eye strain (similar light conditioning in your room) and the easiest way to do it is to look not at your screen e.g. when standing up and moving around (and if well done maybe the glasses from Apple can simulated depth in a way which does lead to changes in eye focus)
Having a walking band below your desk and looking around your room outside of the window or similar will also fix this issues quite efficiently, at the cost of being less lazy (and issues for people with certain kind of back issues).
Front and center, your work. anytime, anywhere. depending on how its implemented you can't get away. Hope they include a power button.
But 2 hours of battery life is a good amount of work, though it seems short somehow. Nice to know there is a limit on it taking over your time.
Fun times incoming.
I wonder if you could make a literal flashlight/headlamp, either by using the front-facing display as a light, or just leveraging the infrared/lidar sensor to make night-vision goggles
So strapping on immersive goggles for 30m-1h chunks and taking lots of breaks actually fits my current work model perfectly and might improve my productivity.
It all comes down to.. how clear is text?
I mean, how terribly over-priced is the Mac, and yet...
Because if well done I get my reasonable high multi monitor like setup everywhere I want, no matter weather I'm sitting or lying or on the train or at home.
Fun thing is if you just skim the article it looks as if they copied https://simulavr.com/ :=) (They didn't this was developed independent of each other and Apple put some tweaks in it which they claim no one else did and gave it a new name and claim they are the first, like always.)
A male sitting alone in a dimmed room watching photos with a smug on his face. I think they were hinting at something else than “vacation photos”.
The nice thing about those are I can physically close the laptop or turn off the phone. With a virtual screen, I have to use some UI to do it. I know it doesn't seem like much of a difference, but to me, there's enough lag and lack of real feel of control that I'd prefer a real object than a virtual one.
Interacting with app windows in 3D space also doesn't feel any faster than just using a flat window on a flat screen. I'm already super productive using keyboard + mouse and a flat display, so I don't see how using my voice and turning my head to look at things in a virtual space is any better.
[1] https://idlewords.com/talks/web_design_first_100_years.htm
That's not how I remember it, that original keynote was magical. The benefits of the iPhone over current devices (both phones and MP3 players) were crystal-clear, the only damper being high price together with tying it to an AT&T contract.
While impressive technologically, this on the other hand gives rather creepy vibes - the whole presentation looks like a Black Mirror episode.
I don't remember that at all. Windows phones could do essentially everything the first iPhone could do, and in 3G. What they couldn't do was do it seamlessly and quickly like an iPhone and that made all the difference.
And you’re completely right - they were laggy and clunky and just lacked the polish. Same as the ipod va the nomad really.
Apple weren’t the first, they just did it better.
I asked people that are close to my age at the time about this headset and the reaction is pretty visceral. May be my crowd is more "tech focused" but strapping a headset just elicits a completely negative reaction, especially with those creepy eyes. "Black Mirror" and "RPO" were frequent references, explicitly as negatives
While HN may be more “the target market”, I’m still fairly certain we’re a vanishingly small contingent of consumers, and apparently we’re not even completely onboard with AR/VR ourselves.
While the vision pro is impressive it doesn’t make my pockets or luggage lighter. And there isn’t a thing I am not buying because I am buying this.
Which is why I do get a little annoyed about the "Steve Jobs visionary" claims surrounding it - the market was circling the "single slate" concept for a good long while, the big innovation was finding a price-point and a way to manufacture the iPhone with that touchscreen technology and get it into consumers hands (and being willing to gamble on it).
And it would have to be pretty damn spectacular for me to drop ~AUD$5200 on it in a "I will be using this all the time, pro-actively sense". Which maybe it is!
But this press-release spends a lot of time talking around the hard numbers - i.e. 23 million pixels is a lot of things but its not a resolution. Nor is their any mention of the FOV angle (this data is obviously out there, but avoiding mentioning it in your own marketing copy means you know it's not what you want people up front comparing).
23 million is comfortably more than 4K resolution per eye, putting this at one of if not the highest resolution of any headset. It seems like they are telling the whole truth when they say you can view a 4K virtual screen on this - there is enough resolution headroom
That said, the lack of FOV is suspicious. Between that, the lack of proper VR game demos and the focus on virtual monitors, I get the feeling this headset will have poor FOV traded for sharpness across the whole image and reduced nausea
But still at a density (pixels/degree) lower than my $70 4K display at normal viewing distance.
VR companies are always so damn excited about their innovations that allow a headset to display text at a fraction of the fidelity of a display that costs almost two orders of magnitude less.
I get that the innovation is mostly in the rest of the headset, but companies really need to stop skimping on the display resolution.
> I get the feeling this headset will have [...] sharpness across the whole image
One can hope.
The cross-over point AFAIK is about a 16K screen resolution (per eye) - i.e. at that point a screen in a VR helmet is "retina" and you won't see pixels no matter what.
It's just that's an enormous number of pixels, in a tiny surface area, and a colossal amount of data to move.
Can people stop saying this? I can clearly see every individual pixel of my 4K display. This headset is not even close to the limit of visual resolution. It doesn't matter if 16k is the limit of the retina if the headset is only 4k per eye anyway, that's almost 2 orders of magnitude. Much like the difference in price between this headset and a much sharper 4K display.
I get that it's technologically impressive compared to nothing, and I get that the main selling point is motion, not resolution. But until I can comfortably read text on a simulated 4K display, it won't be impressive to me.
My post is not in opposition to anything you've written here, and agrees with all of it.
And the reviews would have to be outrageous for me to not wait for a future, cheaper version.
One thing I don't like is the idea of being bound to their idea of what a spatial interface is. I use three screens and like more density, so my current situation is more useful than their demo. Give me that and good control over the environmental backdrop, and I'd start to be convinced. I like my work, but if I could do it while feeling like I'm in the desert permanently at golden hour, that'd be an upgrade.
Right now they pull open a (what was once massive) laptop and scroll through vacation photos.
> If the kids are having a fun moment would I want to run inside, grab my headset, strap it on and record a video, or just go join them
Same as running inside to grab the camcorder, no?
>Would I rather work on this all day instead of a laptop?
If I got multiple monitors from a laptop on any desk then I would find that pretty compelling.
Presumably new iPhone will record 3d video.
I agree with this, plenty of us are old enough to remember our parents lugging a huge video camera around at family events. If the videos are compellingly better, this is a use case.
Flights. This might become a must-have for the jet-setting class. That not only makes Apples first-year numbers, it fertilizes the market for developers.
[1] That being said, the number of times a plug has been able to support a charging brick directly is...miniscule. They're usually so worn out that they can't support the weight, so I have to carry the extension just for that reason.
You’re forgetting this thing uses a mostly passive M2 chip. Not to mention I’m sure they designed it so it could be powered from the USB c ports on their laptops. The headset won’t use anywhere near the amount of power you seem to be implying.
1 https://www.apple.com/v/apple-vision-pro/a/images/overview/d...
I also wonder if it will use the other type of MagSafe (like on the iPhone) charging. I could see the argument for convenience, but presumably this would be significantly slower charging than over USB-C.
can i even use noise-cancelling headphones with the reality pro, or is it locked to the built-in spacial audio headest? because i'd rather block out the noise than the peripheral vision on a plane.
b) You can use any earphones you like. There are videos of people using the AirPods Pro which are the best noise cancelling IEMs on the market today.
It's also made by Facebook. We tend to underestimate the power of brands in tech. There are few places I've seen as loud of a status-signaling system than commercial aviation.
I can see this being an exceptional gaming device if the screen specs are anything to go by. But any game that would justify spending the substantial premium for that device would likely need an extra PC with really beefy specs, bumping the price up even higher, further limiting the target audience.
I've read other peoples thoughts about 3D modelling usecases. For most CAD related use-cases this thing is almost definitely overspeced considering the shitty textures most CAD prototypes utilize. Maybe it would be cool for architecture studios, but thats also a fairly limited audience.
I'm sure developers will come up with very creative use-cases for that device, but I cant imagine most of them being as impactful in the average persons everyday life as the introduction of the iPhone was. What I'm very certain is that this device is launching at a bad time economically. 3.5k is a significant expense, even for people with higher incomes. In a time where disposable incomes shrink and uncertainty is continuing to stress many employees, I don't think as many people would be willing to drop the 3.5k on that device as maybe 3 years ago.
But hey, maybe this comment will age as poorly as the famous dropbox one.
This is the first true mixed reality headset as it allows you to gradually transition between VR to AR. That's going to make the headset a lot more usable outside or in collaborative environments.
This Apple device seems like a moonshot. I am actually really glad for them to use some of their $100B+ of cash to take a shot at this product rather than other things that might be more sure-fire profit makers. I think if there is a killer app for AR/VR, we haven't seen it yet, and also, it'll be mind-blowing. But I think the chance of that happening anytime in the next 5 years is minimal. It's a low probability of something really awesome, so I'm rooting for it even though Apple is overall not my favorite company.
A guy I know does VR high quality architectural renderings of apartments etc that are sold off plan. So the potential buyer can actually go through their apartment before it’s even built. That doesn’t seem like a small use case.
Everyone in first class had one. As first class goes, so goes at least America.
I've done full passthrough, and the digital overlays over the keyboard suck when they come close to lining up correctly.
Done virtual desktop on the plane as well. if they're using kalman filters at all to correct for camera placement they freak out whne the plane moves at all. which it does, it's a plane. and let me tell you slow drift is how you toss your cookies.
I get how much people want them to be right. I do to. same as how cloud gaming just isn't quite there.
2. Their presentation showed someone using it with airpods on a plane
I haven’t brought the Sonys on a flight since I got the AirPods. The Sonys do a marginally better job, but they take up so much more space in your carryon that the small advantage isn’t worth it.
Comfort is more subjective. Over the ear headphones start to hurt my head after a couple hours. Earbuds don’t bother me much in comparison.
It’s something that gives me pause about these VR headsets for longer durations. If I don’t even like wearing the relatively light over the ear Sonys, hard for to imagine myself being all that comfortable wearing a whole screen on my face.
Nobody is paying business or first class prices and wearing a VR headset. Certainly not devoting carry on baggage space for it.
Why not? The screens aren’t that great. And I may want to watch my own content.
I'm generally a book and chat flier. But most people aren't. And I'm not all the time. My limited rebuttal is to the claim that for some reason front cabin passengers won't want an escape.
Hell, I could see e.g. Delta having a VR stream that makes it look like you're super-manning when laying flat.
"Yes, I'd like to be woken for meals alone, please". Lie down, effectively teleport a few thousand miles away, wake up to eat, teleport the rest of the way. One time, I was so tired I just went to sleep in London and woke up in San Francisco. Captain Kirk had nothing on me. The plane was a teleportation chamber.
Now I'm sure the thing that many people like is talking to flight attendants, but personally when people wait on me I prefer it completely in the background with a minimum of questions and interruptions.
Personally, the best chats I have had were near the back of a partially full flight. The ones in first and or business rate right up there.
I like to talk with the crew when they want to. One learns all sorts of stuff and or just talks right through a long flight over before one knows it.
I get to watch my own content on a significantly larger and better quality screen.
Then in economy, not having to cram a laptop where it can get crushed by the seat in front, or craning your neck, etc - that'd be fantastic.
It’s lower quality than an iPad and looks dorky.
Here is a thread about someone using one on a flight: https://www.reddit.com/r/OculusQuest2/comments/s1fy2i/quest_...
I've never seen someone use a Switch on a flight, but I'd assume it's not uncommon.
Is it going to be worth $3500 to have a better movie experience on an airplane? Absolutely not. Is it going to be awesome? Probably.
I have a Bose and AirPods Pros, and I can't say one is a class above the other.
My goal on a flight is to spend as little time as possible interacting with anyone else, and then trying to purge the experience from my mind minutes after landing.
A headset that makes it all disappear sounds like a godsend.
You’re acting like there’s a high quality experience in this space to be had and the only missing thing is an Apple logo. That is not the case.
We all have different standards though. Some people are already saying the Apple Vision screen isn’t high enough resolution either. Granted, none of them have gone hands on so I’m not sure what they’re basing that on.
Nothing worse than being 1" too deep and having to work at a terrible, awkward angle.
This was exactly my biggest question. In what situation do you sit and watch family photos of a vacation with your kids alone on your couch? In almost all cases, you're doing that with your family, or showing them to someone else. And if you've got a family (as many people in the ads did!) you're also watching movies together with them most of the time. Apple completely sidestepped talking about how other people might be able to share your experience. Even if this is amazing for actual work, and you're working in a physical office (as the guy in the ad did! as Apple requires all employees do a few days a week!), how will you show your coworker what you're working on? They also conspicuously focused on manufacturing, presentations, and conferencing as their office use cases, and not coding, despite repeatedly stating that small text looks very clear.
As for the "running inside and grabbing a headset" aspect, it felt like they were implying that people will wear this everywhere they go (which they similarly imply won't feel weird exactly due to the weird eye display thing), so you'll already be wearing the headset. But that feels like a very, very ambitious goal, that right now seems ridiculously unlikely/niche.
Also the hardware is rapidly developing and creating super flashy applications requires high-specced SKUs that are only supported by a small number of devices in the wild.
Porting 2D desktop applications with a couple VR/AR gimmicks to VR is something that is well scoped and comparatively easy, it also is mostly re-usable because any “render a 2D UI in 3d” tech is going to work in most or all applications. So in terms of getting features and applications to encourage adoption, it has very high ROI.
Also, people probably aren’t just going to strap on a VR headset to look at vacation photos or YouTube videos if the only thing it offers is a super wide field of view and immersive audio. But they will for… other kinds of photos and videos that Apple can’t demo on stage
Some of us don't have local friends we want to sit down and watch a movie with; and some of us don't have local friends at all.
I know people who already watch whole movies, etc, in VRChat. This usecase already exists.
Even when the kids are awake, if granted screentime, more often than not they split off and watch/play completely different things. They'll usually only watch the same thing on the same screen if we insist, usually watching a documentary or telling them to watch the same movie together. Otherwise, their different tastes prevail.
mmmmm
this line of reasoning is a bit worrying to me.
I'll use an hyperbole here, apologizes in advance, it's not specifically a counter argument, just a thought, but to me it's like saying "some people are alone, don't have friends, so they use heroin, I can totally see a usecase for manufacturing heroin"
Maybe we should try to fix the underlying problem, before trying to exploit it?
I'm curious how well gaming will work too. They didn't show off any sort of VR controller a la Quest or PS VR2.
"Dead" is an unnecessary exaggeration. I'm a Mac gamer and my Steam library has more Mac games in it than I can possibly play all the way through. No Man's Sky was just released for Mac, and I'm looking forward to playing that too. I just played through Subnautica at the same time as my friend who was playing it on his Switch and he was blown away at how much better and smoother it was on my M1 MacBook. Also Parallels and Crossover open up the ability to play a lot of Windows games on a Mac. I'm still impressed with just how well that works for some games. I'm not a bleeding-edge everything-in-my-life-is-about-gaming gamer, sure, but I still think I'm a gamer. Yes, compared to the Windows gaming market, the Mac gaming market is small, but it's not dead.
7-years old game.
>Subnautica
5-years old game.
>Parallels and Crossover
Paid emulation, but not as slick of Steam's Proton (which one could get for no extra cost). Linux currently has better gaming support than Mac.
Gaming on Mac is not "completely dead", but it's basically getting leftovers. That's ok for many people, but it will negatively affect the fortunes of "Vision Pro".
Factorio (it has native Mx support)?
What is more important is the average hours people play given game, not the release date.
No, but imagine getting DOOM in 1999 instead of 1993.
As I was saying, Mac gaming is basically leftovers. Which isn't terrible, but means the Vision Pro probably isn't very good for games (raw performance is fine, but devs won't build for it).
I think they're claiming that their hand and eye tracking are good enough that you don't need to be waving your arms around to navigate menus.
They did show people using a Playstation controller to play games so I assume there will eventually at least be a third party VR controller.
I think the next generation of computing devices is going to be centered around the device understanding the environment around you, what you are looking at and doing. E.g. you are shopping, cooking, fixing something at home, running, playing basketball and the device understands what you are doing and gives you info and help about the activity. Democratizing access to a personal universal coaching for everyone, like the Internet did with access to information. This device is kind of like a mac on your head, I think it doesn't differentiate itself enough from what is currently available. That's with the exception for entertainment: gaming and movies where I expect it will provide a much more immersive experience to what you can have at home with a traditional setup, like the other similar device do.
I do like the eye display on the front, I think Apple is making a correct bet that these devices can't cut you off from the outside world. In the long run they will be small enough not to cover the face at all. I think it's probably another 5-10 years before the next big thing, but with the Apple silicon advancements and few year of lessons from this device Apple is the best position to dominate that space then.
She also likes to watch movies on an iphone instead of a big screen cause she can use it while performing other tasks (cooking, cleaning etc). She has always said no to a larger form factor like a iPad but I think this might be a good use case for her.
Our TVs are used by the kids, and even then they will happily take an iPad instead.
Let's be real, most media content is being consumed on phones these days. In those cases? Yes, a headset is basically just a smartphone for your face.
But I agree about the demos in general focusing on stuff you can do already just fine in 2D. There was very little that looked like a useful application of a HUD. No 3D modeling work, no superimposing digital info over relevant real-world objects... just normal computer and smartphone tasks, but wearing a big sweaty heavy expensive face-screen.
There was a time that people said the same thing about digital photos -- people swore nothing would ever replace physical photo albums, and thought the idea of having to look at a screen to view your vacation photos was insane.
Now just imagine a few generations from now when Apple Vision is the size of a pair of regular eye glasses.
I borrowed an Apple QuickTake from friends in the mid '90s, and bought an Olympus 1-megapixel camera not too long after. People definitely complained about the low quality. And some said they didn't want to have to go to a desktop computer to view their photos, which was very plausible given the size and slowness of desktop computers of the time.
And they turned out to be basically correct. Digital photography became wildly more popular with the rise of the smartphone and the tablet. Basically computers had to get much more human-friendly, fitting into the existing human world, so that you could use photos as you would with an album, handing them around, pointing at them, etc.
Which is part of what makes me skeptical about facehugger VR. Instead of putting technology in their living rooms, it requires people to cut themselves off from their surroundings and pretend to be somewhere else. It's the exact opposite of what made digital photography work for the masses.
Facehugger AR is potentially great for bringing remote people into your living room. AppleTV is getting FaceTime, (and Zoom/webex), SharePlay already exists to sync media across remote participants, etc.
Also 3d moment captures / replays could be a killer app.
The VR headset business has been beset by boom/bust behavior (boom in 2016, led with the PSVR ; boom in 2020 led by the Meta Quest 2). It's seen as disappointing that it hasn't reached a sustainable mass market stable growth rate. But what's not broadly recognized is that it is still showing strong growth, just lumpy and subject to over inflated expectations. The Meta Quest 2 has sold 20 million units total, that's about half of the Sony PS5 and MORE than Microsoft sold of Xbox Series S|X consoles so far. it's also 400% higher than what we saw from the PSVR 's lifetime sales. now, global console (including VR) sales collapsed in late 2022 and layoffs followed, but... they're beating the Xbox, which is notable. Sony has now shipped the PSVR2 into a terrible market for game consoles and even they expect 1.5 million units to ship this year.
It's nothing compared to the iPhone, but nearly all products in history are nothing compared to the iPhone.
I would bet Apple can only make a small number of Vision Pros in 2024 (1-2 million?), and the price is more about the production limitations of this next generation of screen than the actual cost of goods. This stuff takes time. I would expect 2026 is when the mass market version is widely available.
This is one of the most laughable launches and devices I have ever witnessed in my life.
Not saying that I like it, but a very large swath of people mindlessly scroll instagram for hours a day, or watch movies on their laptop.
Personally this is the first AR kit I’ve vaguely wanted. The software, hardware and partner list makes this a game changer. There are more like me.
Shovelware games drowning in ads and iAPs?
Seems like a massive missed opportunity with relatively low development costs.
“Cricket through the Ages” is hilarious. “Crossy Road Castle” for multiplayer.
Perhaps a HN opthamologist can chime in - what are the long term effects on vision likely to be from wearing/using a device like this for extended periods of time every day?
I've spent the last 35 odd years of my working life peering at screens, from teensy phosphor numbers to decent wide screens. I've had issues with OOS but never with my eyes.
I have never heeded any of the warnings about taking a break, refocusing every 20 minutes etc. My eyes are just fine, well as good as most other people my age.
My pick is there will be some recommendations with this, but they'll be hand wavey and you won't know if ignoring them will fry your eyes or have no effect whatsoever.
That weird eye display thing is the only novel thing here, as far as I can tell? I actually thought that was pretty neat. (Not 3.5k suddenly-I'm-interested-in-VR neat, but still.)
> sweaty
> strapped
> instead of [...] their family/friends
> generated avatars
> kids [...] grab my headset, strap it on [...] or just go join them?
> cutting myself off from the outside world
> half-assed substitute for consuming the same content
> Show me the actual future
It seems like you're trying very hard to convince yourself this will be a bad product that is unpleasant to use and carries unavoidable antisocial externalities. It could very well be all of that and more, but I don't really understand why you would bother with this level of self-assured negativity before there are even any unbiased hands-on impressions out there. Apple is historically very good at execution.
> Would I rather work on this all day instead of a laptop?
You know, I very well might!
Not that it's morally wrong in this case, I just don't see the upside of deciding what it's like now rather than waiting for data.
I mean, it doesn't matter. The product will come out either way and I have no stake in it. But this is the internet and we post things.
That's what Apple has shown, no?
It’s like they tried to be the next Nike and build a better sneaker except no one actually has a need for face-shoes to begin with.
They still have a year — perhaps there is more coming — but this does not have the feel of “finally” for VR/AR that still seems possible, and no one needs VR, yet.
I think it'll take longer than that for Vision to bake, it seems rough, it's just that the idea that Apple products are released fully formed has never been particularly true.
The correlate here I suppose is “watching things” or “using computers” but the function together with the price point so far feels to me more like PARC than Apple.
Size changes but sweaty? Yes, you can even grab scuba glasses and humidity and heat will build up normally even if you stand in a living room. Strapped? Obviously. Makes you absent from the place you are at? AR can fix that I hope, but the feeling of being "somewhere else" is absolutely, completely there. A person can't just interact with you while you are using VR, you are in a different space in terms of interaction.
I've used VR dozens of times and all of these look like completely legitimate concerns.
However (again, modulo the isolation paranoia thing which I think is just completely silly) I am not a person who thinks it's impossible to make a VR/AR headset that doesn't suck to use. What can Apple do for several times the price of any extant consumer headset? I'm interested to find out!
In fact: I can spend 8 hours playing Elite in VR one day, go out with my friends the next, binge-watch LOTR with my wife the day after that, and then spend a day cranking out a 3000 word manuscript in total distraction-free isolation. These things can all exist in one person, and already do!
Such that the complaint here isn't the "by yourself, possibly in private" implications. It is the "in your home, surrounded by family" implication. You may be surrounded by them, but you are definitely isolated from them.
I can absolutely see a future where many adults spend idle evenings with a headset instead of a TV or iPad.
I will grant you the cognitive dissonance though of Apple of all companies making the ultimate bachelor toy.
Do you really need to hug your kids or throw things at the dog whilst in the middle of a code flow or devops nightmare (or whatever focused work is your poison) ? Until some chick turns up and suddenly falls in love with me, maybe I can use that cash on this thing lol.
This does seem to be targeted at people being remote/isolated/alone; they probably could have saved some time and not bothered with those eyes and the virtual avatar stuff.
Based on the above, do you think I ever use screens by myself? As a programmer and a writer, would you claim that I have no use for a quiet, private workspace without distractions?
(It's crazy how many people are coming out of the woodwork to insist on this false dichotomy between being socially well-adjusted and having a use for a screen that can't be shared.)
Removing ports that re useful, making a computer that looks like a trashcan etc.
Just because it's apple trying to fit a use case doesn't mean it will succeed, and I too am skeptical about it to say the least.
Apple Watch was basically originally marketed as a high-end app/notification device (remember the original 10k gold Apple Watch?) Over time they realized the real target market and use case was as a fitness/health tracker, and they doubled down on features and design for that.
With these AR/VR headsets, I agree that gaming is the one use case I've actually seen these headsets be great at, but all these companies keep trying to extend it to our daily lives that nobody seems to really want. But I could believe Apple would eventually come around to seeing one or two really good target markets (gaming and watching movies maybe?) and then just really hone in on that. Folks say games will be a tough sell because Apple isn't really known as a gaming platform, but I don't think this is really true if you take iOS games into account. I can easily see game developers wanting to build for this given the hardware capabilities.
For Apple to break into the VR games space they'll have to woo both serious gamers and large game studios, both of which seem extremely unlikely given the huge cultural disconnect.
Relatively few folks will spend $3500 on a device unless they think they're going to use it frequently.
I have no idea if Vision Pro will ultimately be successful, but I'd easily bet that game developers would be willing to come on board. Is there anyone that really disagrees that this is the most impressive piece of consumer VR tech to be released so far? Wouldn't game devs be chomping at the bit to put that technological power to use?
And with Apple, that difficulty is compounded. The company’s greatest success with games has been the casual mobile market, mostly with indie devs and indie studios. Apple and AAA don’t really gel.
It’s similar to how many coders will scoff at someone running Windows, pointing out Mac’s higher quality ergonomics, nix OS, and overall friendliness to common dev tools. In recent years the gulf has closed a lot with Microsoft making solid gestures toward dev-ex, but the perception remains.
That said, Apple’s resistance to reaching out into the Serious Gamer market has always confused me, but as a Not Serious Gamer it’s very likely that I don’t really understand the engineering difficulties that they’d face in making those inroads (other than the fact that Mac products are seemingly modification-immune, and the Serious Gamer contingent avoids that mindset like cholera).
It's possible that Apple will once again define the market, but choosing Unity is not good evidence they've correctly identified the VR games market that's already there.
[0] https://store.steampowered.com/curator/39750107-Games-Made-W...
Like you I’m less than convinced that Apple knows what they’re talking about/doing with Unity, but time will tell.
You can’t ignore this thing. If it isn’t offering utility 100 percent of the time you are using it you are going to take it off and set it aside.
Isn't one of its new innovative features the ability to turn the display transparent so you can still interact with the real world without having to take the whole thing off?
Plus no matter how good its response time is, I’m sure it is not completely seamless compared to your eyes — noise cancellation alone can make you lose contact with quite a big part of reality, let alone a whole filtered view. Even in the video it was mostly used stationarily.
And probably this device is not fast enough for full immersive 3D gaming to begin with. You'd need that new Mac Studio in a backpack mounted on your back with probably a few kilos of battery dangling behind it and some cooling for you and all that hardware. Not going to happen. Some light gaming is probably fine. But it would be a mistake to aim this at gamers.
If this works as advertised, this could basically replace most of my devices. Why have a laptop when I can just project whatever in my field of view, grab a wireless keyboard and go to work. Not that different from what magic leap promised to deliver years ago. Only issue with that is of course that they never really delivered that. Apple seems a bit further with their R&D.
Probably the first generation will have some significant limitations and a certain level of being just a bit uncomfortable. That head band doesn't look fun without AC, for example. And of course motion sickness might be a thing. Not to mention headaches and other potential side-effects of prolonged exposure to this. And probably showing up in public with this is not a great idea in terms of getting robbed, beaten up, etc. Also, the whole interacting with family is seriously cringe-worthy to look at. This looks to me like a solo experience that has not much capability for sharing it with others.
On the other hand, I think they just presented a big money making machine with an amazing walled garden that is pretty much guaranteed to bring countless users if if gets even close to delivering what is on display here.
I think 3.5K$ is pretty OK as a price point. I don't have that kind of disposable income necessarily. But lots of people undeniably do. And this does have a certain level of wow that unlocks that kind of budget for those with this kind of money. I bet lots of people are itching to throw money at this thing on the off chance it is much than half as good as this announcement suggests.
I'm just hoping that this kicks the competition into gear. This looks like it is a lot nicer to have than some of the other stuff out there. The flip side is of course that it's all locked behind the towering walls of Apple's walled garden. This just screams for a more open answer. Meta looks like it just got its lunch eaten pretty thoroughly. Mark Zuckerberg going on about having meetings in VR just isn't quite going to be good enough. I'd love to see what MS comes up with. They've been working on holo lens for years and been holding off on putting it in the hands of consumers. This might prompt them to kick a few things into gear. A pro-sumer focused version of that maybe with some XBox and Steam action on the side could tempt a few people.
And of course all of this stuff is going to be cat nip for the adult entertainment industry. Forget games. I don't think I need to spell that out for this audience. I'm curious to see how Apple is going to contain that.
I don't see how you can come to that conclusion. Meta's offerings looks far better in my view. Unless, I'm missing something here, Meta's Quest Pro appears to provide basically 95% of the experience for $2,500 less, while providing great controllers for gaming. All in a form factor which IMO is better (no wired hip battery).
the wired hip battery is far better than the weight of the headset on your neck.
I just want to say, absolutely. Except it's not sweaty.
You're not going to do it in a social situation -- it's not replacing a movie the family watches together -- but in your bedroom or home alone absolutely. Just recline on your bed/couch and watch an IMAX-sized screen in the sky above you. Surround sound in your AirPods.
I already do it with my Quest 2 and it's glorious. It's hard to imagine how good the experience is until you've tried it.
And I'm convinced that within a few years, it's going to become the main way of watching movies together with friends/family/lovers when you're geographically apart -- whether 2,000 miles or 2 miles.
It's really fun to pause and chat about what's happening and then resume. Yes it's constantly interrupting the movie but that's the whole point. But because you pause you're not missing dialog or anything.
I mean, do you not see a difference in watching something on a couch with friends vs. watching the same thing by yourself?
Lighter content like the news, a talk show, things like that...sure.
not to sound rude, but that's a bit of a stretch.
It is much different.
Maybe not better overall for some people, but very much different it is.
> VR gives the activity sense of presence which is hard to describe
Not really hard, it's similar to proprioception
Difference is proprioception enables you to feel limbs that are actually there, which is not as good as tricking your brain to feel something that it's not there.
Not to me. I've spent several thousand hours in VR. When it comes to watching a video with someone else online, the most immersive way is in VR. Things like the now defunct Rabb.it or Watch Together are for many technical reasons better (no screen door, don't need any bulky headset). But it doesn't feel like being there with your friend.
>Difference is proprioception enables you to feel limbs that are actually there, which is not as good as tricking your brain to feel something that it's not there.
I've witnessed dozens of people who can "feel" a virtual touch from another avatar on their avatar. VR tech from 5 years ago was good enough to already elicit such reactions. The determinant seems to me to be time spent in a sufficiently immersive virtual world. And we've had those for many years already.
It DOES get sweaty, hot, and it leaves pressure marks on your face.
My 65" 4k OLED TV and shelf speakers absolutely destroy the Quest 2. I have also owned an HTC Vive and a Valve Index.
I would rather do nothing than use any of them for media consumption.
I'm happy you have a 65" 4K TV but not everyone does, and the vast majority of content out there is only 1080p as well. And my AirPods Pro, with noise cancelling, together with the Quest's own spatial audio, absolutely destroy any regular speakers I've ever owned. And everything can be as loud as I want without disturbing anyone's sleep or study.
> It DOES get sweaty, hot, and it leaves pressure marks on your face.
I guess we have different experiences, but it sounds to me like your strap is possibly much too tight. None of those things happen to me. But I'm also using it in a room-temperature environment -- I'm sure it would get sweaty and hot if it were 90°F indoors or something.
1080p detail? Are you aware this detail is spread all over your field of vision? ~18 pixels per degree is laughable quality. And let's not talk about the Screen Door Effect!
> The vast majority of content out there is only 1080p
What???
> And my AirPods Pro, with noise cancelling, together with the Quest's own spatial audio, absolutely destroy any regular speakers I've ever owned.
You probably haven't owned many speakers, then.
> I guess we have different experiences, but it sounds to me like your strap is possibly much too tight.
If you don't wear it tight, it's easy for it to move slightly and you lose the sweet spot of the lenses, which is very narrow, increasing blurriness even further.
I don't wear my glasses tightly, and they still leave a mark on my nose.
I'm aware that the field of view on the Quest 2 is fairly narrow, so expanding the virtual screen to close to the full width of the field of view winds up to actual 1080p yes. And it's a great comfortable size for a virtual screen. You're free to confirm the math yourself, but you're not losing detail.
>> The vast majority of content out there is only 1080p
> What???
That's factual. Even most new TV shows aren't in 4K yet, nor is most of the movie catalog. Fortunately it's slowly growing.
> You probably haven't owned many speakers, then.
Right, I've dropped a few hundred on speakers. I'm much happier dropping a couple hundred on AirPods than many thousands on a set of surround-sound speakers to get comparable quality... that I can't even use at the same volume because it would bother people.
Resolution and detail are not the same thing. We need to talk about Pixels Per Degree here. A 65" 1080p TV at reasonable viewing distance (3m) has ~70 PPD. The Quest 2 can barely do 20 PPD!
I can personally count the pixels of the Quest 2 (and the space between them!). I have to get extremely close to my 4k TV in order to be able to see the pixels.
> That's factual. Even most new TV shows aren't in 4K yet, nor is most of the movie catalog. Fortunately it's slowly growing.
Most of the new TV shows I watch come in 4K 10bit HDR with Dolby Vision. It's rare when one doesn't have the option.
Pixels per degree are irrelevant for regular 2D entertainment content when you can vary the virtual screen size. Obviously your 4K TV which occupies a very small slice of your vision has more PPD. And obviously a virtual screen which is more like IMAX-sized has less PPD. But it doesn't matter at all once you're already seeing every pixel of your content. Because if you're already seeing every pixel of the source material, an increase in PPD achieves literally nothing except for a sharper user interface (not content).
> Most of the new TV shows I watch
And different people watch different content. I'm happy for you that yours are mostly 4K. But even prestige shows like White Lotus and Succession are still only 1080p.
Pixel size matters, you are not supposed to be able to clearly discern every pixel of the content you are consuming.
> That we are even having an argument about something this basic is insane.
You may want to re-read the HN guidelines. Remarks like these are not appropriate for HN.
Feel free to adress my point anytime!
If that's really important to you (why?) then you can adjust your position in the virtual world until the viewing angle is the same as your TV or whatever the ideal size is.
If you Google either of them with "4K" at the end, all you get are questions about why HBO hasn't made them available in 4K.
There's no 4K streaming and no 4K Blu-Rays.
Unless you have a link that says otherwise?
Headline and subhead:
Max Adds Over 200 Movies and TV Shows in 4K Ahead of Official Launch
'Dune,' 'Succession,' 'The Conjuring,' and regular and extended editions of 'The Lord of The Rings' franchise are among the added titles.
Prior to that I'd used some decent (but not "fantastic" headphones).
Nothing compares to the whole-body experience of watching a movie with good bass speaker setup. Large bass speakers literally vibrate your whole body rather than just your head.
It's a huge, huge improvement over headphone. :)
Now get a bass shaker: https://www.amazon.com/Dayton-Audio-BST-1-Tactile-Shaker/dp/...
I have one mounted directly to my bed, and it simply can't be compared with speakers.
Er... why mounted on your bed though? :)
I use my computer sitting or laying down in bed. So that's where my sound system is—mounted to the bed. It's extremely comfy.
When I moved from laptop to desktop, I built a new laptop for the desktop so that I could continue to use it from bed.
This is like five times worse than my desktop display, which fills around a third of my visual field with a 4K desktop. It sounds absolutely miserable (and is, based on my experience with an HP Reverb G2, which is 2160x2160 per eye).
https://support.apple.com/en-us/HT210421
https://support.apple.com/guide/airpods/share-audio-on-apple...
Of course, it's anyone's speculation and numbers will give us answers in future.
I see very similar parallel to headphones imo - why would anyone wear a device instead of listening to amazing speakers. I feel the same for vision.
If your photos are: 1. 3D movies 2. viewed in a collaborative setting instead of trying to show your stupid phone to everyone at the table, one at a time
yes, you are going to view photos in headset.
I can see value in it where before it was a gimmick.
And come to think of it, isn't this where Apple does best? Taking the components of an idea that others have failed with, and using them to create a new market category.
That thing will have to be as light as a feather though...
What weirded me out most though, was the feeling that all the presenters had run their demonstrations through chatGPT "in the style of Steve Jobs". Maybe the SMT have rebooted Jobs via an LLM!
I enjoyed the memory of him though.
To get all nostalgic again... "And one more thing... the iPhone runs OSX * rapturous applause *". It's that same kind of thing.
When I think of Meta, I think Facebook and it's absolutely over. I see Zuck avatar, I see cringe. Same with other manufacturers. Not many have the depth to deliver short and long term. Especially if dropping serious money on it.
You have to hand it to Apple, the presentation is cliché, but they know how to sell.
I won't be getting one, but I can imagine these selling decently. Not iPhone scale, obviously, but enough to cement the market
My mom does this because she's legally blind and the best assistive devices she can use for movies are AR goggles that do magnification/zoom. It's the only way she can make out a human face in a film.
I've worn them for parts of movies as well just to try them and it's really not so bad. The calculus here will obviously be different for people with normal vision, but I figured this experience with a similar use case was worth noting.
Even most of these things can be also appreciated using regular tech. Why should Apple succeed when most of other companies have not succeeded (Occulus, Hololens, HTC Vive)? Putting aside not so stunning technology, people actually didn't get engaged with the tech so much.
I had the opportunity to use a version of the Occulus some years ago and found them pretty impressive, but even though at the time I saw it like a cool gadget only to be enjoyed for a very limited amount of time.
Because it is Apple and has shown success (excellent execution) where others don't? How can Apple make chips that astonish incumbents such as Intel without having their own fab? How can they run a real OS in iPhone 1 where Linux existed for long?
Surely Apple can fail as other companies do but I they can estimate a market potential with real data.
Generally right there with you, but this is the one that I think ... maybe? I don't see laptops as an unbeatable experience, and I see work as probably the only thing in my life that might benefit from an "infinite digital canvas".
I actually tried watching a downloaded Netflix movie on my quest while on a cross country flight once and it was surprisingly not terrible.
Also I managed to get away with not ending up on some viral twitter post despite probably looking ridiculous.
That said if it wasn’t so bulky I’d probably bring it on more flights but it’s such a pain to lug around I haven’t really done it since.
Did anyone say porn yet?
Looks like no.
So I guess I’ll say it.
It's all going to plan ;)
We said the same thing about fingering our way through endless content on a handheld slab of glass we now call smartphones. Innovation doesn't happen without some thinking outside of the box; most of them will be flops, but you'll never succeed if you never even try.
>Would I want to be in a group call with generated avatars of people rather than their actual faces?
Speaking as a gamer who reminisces the good old days of MMORPGs, I don't care for peoples' mugs. Speaking as a Japanese, the insistence on seeing peoples' mugs everywhere seems distinctly like a western thing that I can't really relate to. Besides, I see them all the time in person (or the rare video call) anyway.
>Would I rather work on this all day instead of a laptop?
If it turns out the work flows better there, you'll probably say yes. Won't know until we try, though.
>And the one thing I could maybe see this being useful for – gaming – was barely even mentioned in their keynote.
Apple has given negatives damns to games since time immemorial. iOS being a great mobile gaming platform is an outlier, not the norm.
I think this is definitely going to be like the Watch - they can see the segment could do with a high quality platform, but they don't know what the killer app will be.
This is about getting it into the hands of the developers and people with strong ideas on how it can be used.
Also, Apple is rumoured to have been spending lots of energy and money on relationships with high quality game developers lately. I think this shows how seriously they are taking gaming, and area they are really not done well at.
Hopefully, they can make this an Apple Watch hardware-wise, and Apple TV content-wise.
I excited to see what the clever 3rd parties come up with!
This is going to very quickly become the product that allows CEOs and other megalomaniacs to sit on the couch for three hours watching photo albums of their accomplishments or whatever it is they alluded to. I can see why they went for the $3500 price tag, this is basically an admission that there isn't mass-market appeal for non-gaming VR stuff at the moment, so might as well get $$$ and make it a status symbol for the C suite. The problem is all the people within apple who sanity test this idea, are also those types..
This is not the category disruption they made this out to be.
I would actually say that games are NOT a good use case for VR. Some simulation games (mainly racing and flying) are fine for VR, but if you are really into those genres you probably already have better equipment to actually simulate cockpit equipment or at very least wheel and pedals.
All other games in VR suck ass. Either they are just 3d movies with some small interactive pits in them or they are tech demos which are stretched to couple hours and called a game or they are just "jump scare the game".
My main problem is the movement. Unless you dedicate entire room(s) to VR you have to use D-pad/stick to move - which for me defeats the whole purpose of VR - or you have to use the stupid teleportation which either breaks your game by completely trivializing it or makes movement extremely frustrating.
I think we have pretty definitely already showed that gaming isn't the killer VR app. We have had affordable VR headsets on the market for years, but the industry hasn't shifted (because VR is at best a mildly amusing gimmick). We need one of those infinite mats where you can walk and run to become actually usable and drop in price low enough that headset + the mat are together affordable.
I think it’s a beautiful and fascinating piece of tech, I doubt I’ll be an early purchaser, but I’d sure like one. It does feel like they are grasping at straws for mainstream use cases.
I am actually surprised that with prevalance of all the big powerful smartphones with cameras being a flagship feature, we haven't seen 3D cameras (two 2D cameras separated by the inter ocular distance, mounted on the back of a phone) become common yet.
Avatar is 3+ hours. Would drain a battery which accordingly to specs lasts 2hrs.
I use the Meta Quest Pro right now, so it's not plugged into anything, but I would not be averse to plugging it into some phone-sized battery unit in my pocket or clipped to my belt or something.
And I definitely, desperately, do also want to do my software engineering job in VR (with many large displays or floating windows) and not my laptop. But the question is, will those of us who see this future coming and are waiting impatiently for it want to do it with this headset?
The Meta Quest Pro is pretty amazing in its own right (and pretty expensive, although not Apple expensive) but it nevertheless just isn't there yet.
It reminds me of using Linux for desktop computing in 1999. You can see it will be great one day, but it's definitely not great yet.
I feel like Apple could maybe build that if they wanted to... but do they?
3D footage and movies, which can be relatively easily downcast to 2D for flat screen consumption, may be another hit. Especially the footage you shoot yourself, pretty exclusive and likely more future-proof. Imagine an upcoming iPhone with a stereo camera (in landscape mode).
Also there are obvious traditional applications of AR / VR that become more useful with a retina-class display, such as medical, mechanical / repairs work, and, of course, military. I suspect the medical market can be pretty large, because serious medicine, like heart surgery, won't be strained by the price.
The mask is not transparent. It shows the real world around through cameras. It can as well show none of it, or imitate a hole in it that leads into an endless perspective.
For those of us who have no use/space for a TV in their home, this is a SMASHING replacement. Imagine if you watch TV nightly but do so alone, this could bring a whole new meaning to "watch parties".
For those who don't have a desk and want to be able to stand and work on a kitchen bar, this is a great substitute for an office. I would love to have an office but some times you just can't. The idea that I could use my mac side by side with iOS features that matter to me is huge. I'm slightly disappointed that it's limited to one display, but still pretty nice.
I feel like the argument here is the same as the iPhone when it came out - it replaces a lot of low cost items with not 100% coverage but enough to be a compelling buy such that you can rid yourself of those other things.
If they make one that can stream 2 screens from my laptop and can be a standalone device for certain useful situations, it's a good buy for me.
Ultimately you have to try it to buy it because unlike an iPad, it sits on your face.
They told Steve Jobs that no one likes to tab on a piece of glass, people want physical buttons. And yet, here we are.
https://en.wikipedia.org/wiki/Warcross?wprov=sfti1
Imagine a world where visual, immersive tech is the default.
Look around your home. Realize how much money you have spent on cosmetics. Pictures, photographs, throw pillows, plants, paint, lighting, etc.
What if all of that could be replaced at the snap of a command? What if you could hang Christmas lights virtually in less than 10 seconds? What if a poor family who could not afford Christmas lights and decorations could now snap them into place in a second, for free?
Sure these goggles are not that mainstream yet. The battery life is too short. They are bulky and sweaty. But the tech will improve. What if wearing immersive goggles was no more difficult than wearing glasses? It might take a few decades but the tech will get there.
Like a $100 bucks at most? That poor family will surely buy every member a used car’s worth of device. And no, I don’t see it a reality neither in 3-4 generations — it is fundamentally more expensive to produce than a TV/laptop/phone so if its price lowers, so does the rest.
It is not a must like a phone is, so why would they not buy a really good TV instead for a tiny fraction of the money?
That’s the sell here. You no longer need a laptop and tv and phone and touchscreen in your car. All that can be replaced with this one device.
Sure that would be neat, but wouldn't it be even more neat if "poor family who could not afford Christmas lights and decorations" didn't have to exist? It's not like that's how it _has_ to be. It just _will_ be like that if we just continue building this deranged tech-dystopia where we sell the problem as the "solution" to itself.
As for Christmas lights, they run $10/25ft. The cost on these goggles would have to come down a lot for a family that can't afford lights to be able to afford a pair of these for every family member (because you can't have the 4yo excluded from the Christmas lights).
I would, yes.
> Does someone watch an entire 2+ hour movie with a sweaty headset strapped to them (and plugged into a socket) instead of on a couch with their family/friends?
Yes, absolutely. We have a very small 2 bed, 1 bath place and only 1 TV that's in the central area. If I want to watch a movie while my wife is involved in her studies or work, I'm limited to my iPad or my iPhone. With this, I can lay there and chill. We have no kids, and we don't have friends over for movies. I'm also very susceptible to outside distractions. This would allow me to focus a whole lot more.
> And the one thing I could maybe see this being useful for – gaming – was barely even mentioned in their keynote.
Perhaps Apple doesn't want it to be brushed off already as another Oculus or gaming toy?
> a half-assed substitute for consuming the same content
I don't think this is a half assed substitute at all. There's literally nothing else like this.
> Show me the actual future, in terms of software/content/communication/immersiveness, then we'll talk.
They just showed you. You weren't listening. You focused on gaming. Again, that's probably why they didn't.
The anatomy app demo alone would be reason enough for me to buy one. I am frequently in medical related classes and often refer to my anatomy guides on my iPad.
The device is an engineering marvel and this is the first time that an AR device that's bringing mass appeal. The demo with Disney looked sick, watching the replay of a sporting event in that table top 3-d view would be awesome!
I have never watched movies in VR, but in my previous smaller apartment I did watch quite a lot of Youtube with Quest2. I didn't have room for larger solution, phone is way too small and pad is hard to position. With VR headset you could lie in a coffin and still have huge screen.
I am also pretty sure I spent longer than 2 hour sessions in VR and sweat wasn't an issue, but I live in Fennoscandia, so I won't just sweat while sitting still.
>with their family/friends?
It has been a hot minute since I have actually watched a movie with anyone else
But that's what majority of people would actually buy VR headsets would do
In other words, what problem is being solved by this product, and will the demand scale sufficiently to turn a profit?
Some solutions are enthusiastically -- almost pathologically -- in search of a problem.
Think of the first mobile phones and how strange it was to see people talking on the street.
Now, we have headphones with ANC.
So, something for eyes might very well be the next step.
I despise desks and chairs with screens, that's why using laptop with internal screen only most of the time - which is not ideal, not at all -, relocating based on my needs and mood. But could use lot more screen space.
The watching movie and have a chat with a helmet on while moving around in the hotel room scenarios are just .... well, sorry, couldn't find kinder word for it, just stupid. I feel the sweat of the marketing folks through, trying to find a usecase they feel is pompus enough, worthy for fanfares. It is repelling. Especially for 3500, they are out of their minds! : ) It is in the way, physically and seriously in the way for movies and chat.
I am hopeful for the virtual monitor scenario, where the comfort is less demanding than on leasure (even an incentive for taking a break). Of course its exact level is to be discovered, I mean relative the two, office use needs adequate level of comfort too.
If you show someone playing Beat Saber, you are inviting comparison to $500 headsets. And chances are, the $500 headset plays Beat Saber just as well, maybe even better. Apple doesn't want that, so they are going into a different direction.
I don't know how it will turn out, but Apple is usually pretty good at marketing, so I think they know what they are doing.
If Apple finds a market, more power to them, but HN commenters was never going to be that market.
However, it seems like a thing that wants a part of the user's life for itself, rather than adding to the life of the user. For this reason, I'm not enthusiastic for it at all.
I can see myself getting two of these when they’re less expensive and never going to a movie theater again.
Outside of that, I don’t think I could justify $3500 for one. Even if it’s a fun toy.
Metas headsets are affordable enough that people buy them for their kids. Apple's headset isn't competing with that.
It's like saying "That bugatti obsoleted all the affordable cars" - not really.
Apple showed a headset that does what most headsets do, but better, with a lot of nonsense features ("it shows your eyes!") and a stable of mobile ios apps for launch, at a price thats unreachable to most buyers.
People buy quests for their kids, they aren't going to be doing that with apple vision anytime soon.
So its actually not that apple disrupted 10 years of vision at all. Apple's vision is totally different from metas, and meta continues. You have an imaginary view of what meta is trying to accomplish because meta isn't interested in $3500 unicorn headsets.
If meta could figure out $100 headsets that gave a decent experience theyd be doing that. This apple vision isn't related to meta's vision at all, and hasn't disrupted it. Meta wants to run the metaworld to control what you see. If they could get there without VR headsets they'd do that first.
I get we're no longer allowed to be critical of the tech now that Apple has directly entered the market, but some tech never takes off despite repeated attempts and I'm convinced this is one such situation.
So no, meta's play was never "groundbreaking hardware", it was making the hardware better while keeping the price accessible to normal people. Apple hasn't even entered the competition there.
I've decided to buy a Quest 3.
I could elaborate on why, but to each their own. I just don't see this thing fitting any use case for me. I know people who like to watch videos in VR. I hate it. I'm aware that accessing your computer screen through "virtual desktops" is a moderately popular application. Can't stand it. I have never used FaceTime, and certainly wouldn't have anybody with another one of these to call.
We live in a world where forum comments have to be either "this is stupid and anyone who likes it is stupid" or "this is the greatest thing ever and anyone who doesn't like it is stupid". I'm not saying either of those things. I'm saying this is not for me, and furthermore, now that I know that, it has unlocked the purchase of a competing product.
I'm sure there are people who do see their use cases in this product, and also can afford it or its non-pro successor. But my take on it is that the real market will continue to be in games, not putting on a helmet so you can virtually type on a computer.
I'd almost say that Apple is doing Meta a favour because they are doing a much better job at making the case for devices like the Quest Pro and Quest 3 than Meta seems to be able to do. A lot of people will turn to these when they find they want in on the hype but they can't afford the Apple version.
AR is also where other notable headset makers are betting, Quest has had hand controls for quite a while (which made the "clunky controllers" dig fall flat).
It definitely seems more refined, but then again, it's over 2x the cost of the competition, so that would have to be taken as read.
Even when Apple showed games, it was less full AR games or like VR experiences in AR, it was about putting a screen up and playing a standard game like this.
The Apple experience is full VR and using every space as a screen to access the things you already do. Meta is insisting on building the 'metaverse' it's a completely different concept that people making this argument seem to have completely missed.
And I say that as someone that uses a Q1 everyday for Fitness and will be purchasing a Q3, you saw Apple announce nothing like this, also I think the name is a give away 'vision pro' it's about visuals and virtual screens, not about creating another reality, which is likely why they moved away from the reality pro name that was rumoured.
I have, and it was an awful experience. They had color pass through but faked it and it felt like a grayscale video that someone shoddily tried to paint over it. There was significant warping and text (like a poster on my friend's wall) was barely readable.
It "exists", but was completely useless in terms of usability. If Apple can get pass-through to actually work well, I would call that "new" in the sense that it's a feature that's usable.
I guess they had to call it a "spatial computer" in an
attempt to overcome the shock that they want $3,500 for
a VR headset
With "computer" I think they're trying to emphasize the fact that it's standalone, not an add-on?That may seem silly, but I have not paid much attention to VR/AR and I had assumed that headsets like the Meta Quest 2 were tethered to some other device. A quick search before this post showed me that is not the case, but I was actually ignorant about that fact. So apparently there are dopes like me who need to be told that these flagship headsets are standalone computing devices.
This AR demo was the first thing I ever saw that did something comparable by taking the app off mac and opening it in VR. Now, I don't really want an AR glasses, but I absolutely want to grab things from my smartphone and display it on any nearby screen, and not in (clunky) Chromecast / Airplay way, but seamlessly.
I've long long long been a fan of wearable & ubiquitous computing. Having great gesture detection to do physical computing with would really be epic.
This is the same exact thing that happens with every Apple event. I can't think of a time their stock went up after an announcement event.
Additionally, apple fan boys will pay a few grand for a high end device. So the whole "glasshole" issue from Google will be less of a thing. It's easier to see where they are coming from here is what I'm saying.
I think the nay sayers sure have reasonable nays to say, but I can see how it'll be popular to Apple's core "creative pro with pro level pocket change." Growing beyond that is definitely anyones guess and needs a "VisionLite"
IMessaging has really upped the game on what a group chat is, mainly via emoji creation tools that will really add personality & flavor & build repetoir over time; touching stuff to me. Other nice to haves like builtin location reporting in the chat & ability to drop emojis positionally on posted graphics are also very good social capabilities.
The communication technologies on display at WWDC impressed me a lot a lot a lot. There's a huge list of ways people will have markedly better everyday experiences, with each other & solo.
Augmented reality is a much harder problem than virtual reality.
Have they defeated cybersickness?
Possibly, in part due to only 12ms latency from outside camera to display. The neurological visual latency is about 100ms, but there are many drivers to cybersickness[1].
fovea-centric resolution: improve not the whole screen, but the area seen by the retina's fovea, which has much higher resolution (and attention). I can see how the R2 processor schedule could prioritize what you're actually looking at relative to the rest of the UI.
Is it weird? The device projects the eyes and face out to others, so they can "interact" with you. It's telling that the ad places the user not in a business context, but making toast for kids, and interacting with a surprise soccer ball.
Notwithstanding the "everyday" appeal of 3D games for play and minority-report displays for work, there are many, many specialty applications where this could be huge and $3,500 would be nothing.
I wonder what their manufacturing runway is. It could take time to start selling millions of these units, but small lots can be really, really hard to justify.
[1] https://www.frontiersin.org/articles/10.3389/frvir.2020.5822...
It'll probably be in the same ballpark as a good transparency mode on headphones -- close to indistinguishable in small bursts, but long term causes alienation/lack of presence.
:/
Apple has always pre-announced new product categories. No worries about Osborne-ing their own sales, time for developers to build before launch day, etc.
Maybe in very niche cases, but there's a lot of dead bodies on the VR/AR hardware hill even there with Hololens, MagicLeap, etc.
Then again Oculus sold like 20M units, so who knows...
This product will need to be actually useful to take off, the early adopters need to rave about it to their friends. Presumably that's why Apple is targeting such a high price point at first, I'm sure they could remove half the cameras and use a worse CPU and end up with a device that sort of works, but first impressions matter.
Eventually they'll get the killer app and it'll take off.
> I think [Meta] missed the mark with that trailer. They promote it like it’s a skateboard: cool tricks, fast paced, hip and happy. I don’t think that’s why you want a VR headset at all, it’s actually the opposite: immersion, sinking into a another world, it’s concious dreaming. The D&D pitch could be perfect. I’d love to play a VR/AR d&d game. But in the video, the first thing he does is take off the headset and smile? It makes no sense. He should be totally enraptured, not happy to take it off.
Compare this to Apples trailer. The guy sits down, with the headset on and a bowl of popcorn, enlarges the screen, ready to delve in. Sitting in an airplane, but just have it all meld away. A guy playing ball with his kid, while wearing the headset.
I can't afford it at all but Apple made me want the product just for a bit.
I love the idea of VR but the fast paced, cool games world is NOT for me. I dislike most modern 3d gaming in general. I'm much more interested in either passive viewing experiences, desktop computing augmentation, and creative applications. TiltBrush is still the most amazing thing I think I've come across in VR. TiltBrush in an AR envrionment, surrounded by multiple displays of other conent, work apps, dragging and dropping my 3D work into 2D powerpoint, etc...
There is so much more potential than the hyperactive-chic-gaming metaverse world that the Quest and Meta is pushing.
- Google Glass -- tried and failed
- Facebook's 'meta' -- slashed development
- Metas space glasses -- now defunct, idk if they even even shipped
- Magic leap -- did they end up shipping?
- Microsoft surface -- looks like it was rolled out to 'enterprise' but does anyone actually use it?
- Numerous headsets on the market causing nausea, eye strain, head aches, and social ridicule (lmao)
Many big companies tried to do this but didn't really get past the gimmick stage. So yeah, it seems like a massive risk that Apple took or is taking to do this. Hopefully they've done enough to push the concept past these usability hurdles. I mean: as a tech guy this would be awesome if it delivers.
Lag between reality and virtual would be noticable side-by-side, no matter how much the "R1" chip reduces lag (12ms)... Ah! they might do the Guitar Hero trick, and delay the reality feed by the same amount, so they are exactly syncronized... see-through AR (like google glasses) can't delay reality.
The outward display of reverse faux-transparency is a nice touch, displaying a fuzzy image of the wearer's eye on the front. (Though not sure what to make of the back-side of the displayed image - could a user ever see it?)
I think this is the first major Apple developmemt without Jobs' involvement?
It's like, I used to use it religiously, and then the moment I started a facial routine I stopped using it immediately.
OTOH, 12 milliseconds in the AR mode doesn't sound fast to me. I'm not in this space as other than a past oculus owner, but that is 8 frames of latency at 60hz. I thought that the best devices were much less these days.
I had expected Apple to wait 5 or so years more with this until it's a market they can really take on; currently this is quite bold imho.
But it's good; huge corps going in means hopefully someone will solve the battery usage of these things; even in this presentation, there was a battery connected. That's why I like the nreal; for all it's faults (mostly; just open source the thing so people can dig in!), it is very light and has the battery life of my phone, which is 15 hours. So I can wear it all days, there is no irritation or fatigue, and when I take it off, it has a lot of time left.
Newsflash: I am looking at screens right now. I am using a keyboard right now. And I can do that for much longer than 2 hours, and don't have to wear a ski mask to do so. And my coworkers can see my eyes. And I can sip coffee and eat my breakfast easily. And the entire setup I am using for this, plus the luxurious chair I am sitting on, plus the aforementioned coffee and breakfast, cost less than that. Actually, I'm pretty sure the desk would still fit into the budget.
And it's a large desk.
- 3d camera built-in to the device is huge, photo and video got so big online because smartphones meant we all had cameras on us and they made sharing those media easier, we may finally see stereo photo and video content go beyond adult content if consumers can record stereo video with this device they already have and upload to YouTube, Tiktok, etc
- Microgestures as input like two finger pinch and flicking up the hand are really wise. Gorilla arms syndrome sucks and means most people prefer to sit there and play Call of Duty rather than jump around and play Beat Saber or Wii Bowling.
- FOV seems to be full field of view, unlike Hololens and Magic Leap
Apple has a history of high prices, and a history of making it work by pioneering forms and user interface paradigms . The desktop GUI everyone now knows as "computers." Laptops. Click wheel ipods, and their multi-device paradigm. All-screen smartphones.
There's no guarantee of success, but VR is exactly the kind of problem where Apple has a legacy of releasing breakthrough products.
Going with apple's history... and 2000 skeptical comments... it all comes down to content. I'm also skeptical about using a heads up display for 2D stuff... like watching regular movies or using a virtual, 2D monitor. That said who knows.
There are things that I would like to see. VR films could be amazing. Design software could be amazing. Simulators.
Regardless of what content, all content faces user base issues. Can't make a $100m Star Wars film for a <1m person audience.
The $3500 price tag might restrict the number of users, and make profitable content difficult. OTOH, pushing for the best device possible might make new kinds of content work.
Maybe Apple’s strategy relies on EU’s sideloading law… to make porn both persona non-grata and available in VR. They can deny it’s here, and blame it all on EU, and let parents decide whether they give the “PUK” code to their teenager, and that’s a winning trio.
The biggest downside is that it looks like you can only use a single display from your Mac. If I could run 3+ screens from my mac, this would become a no-brainer.
The Simula folks think that there's a lower limit of about 30 pixels per degree for something to be useful as a low-eye-fatigue virtual desktop. Their device meets that threshold but really nothing else currently on the market does. I haven't seen PPD info for the Apple device yet but I am interested to see where it falls.
The Simula is at a pretty similar price point ($2700 for the preorder, but it's not shipping yet and has a way to go before it's a reality).
Currently pretty sparse choices for open source XR computing spaces!
I hadn't seen that in the rumors leading up to the launch, its good to see apple still can keep some secrets.
I've been exploring the consumer AR space --- I have a Viture One and have been eyeing the Xreal Air, but neither seems to solve the problem of "keep the virtual screen stable while I walk through real space".
If the Vision Pro can do that for several hours at a time, my interest in getting one will skyrocket.
(The whole 'how do you type while walking' issue is a separate problem, but one I feel is far more solvable than the virtual screen stability issue).
Meta's problem is this focus around social interactions which just isn't taking hold apart from a niche audience of enthusiasts. Having tried the Quest Pro, if Meta pursued the remote office collaboration scenario more vigorously which is really quite promising and multiple desktop monitor replacement they would do a lot better
The obvious drawback with the Apple device is price and it's going to have challenges with traction. The enterprise would be a good place to start but that doesn't seem to be Apple's forte
1. The avatar and face scanning for video chat 2. Screen quality, pixels shouldn’t be viewable.
Meta could copy both with time but the 2nd just requires more expensive hardware. I never liked the meta avatars and it looks like the apple ones could work with any chat app?
They could just call this feature the "Noncustodial Parent" feature, because absolutely no one is going to wear Apple Ski Goggles TM while interacting with their children, unless they are extremely desperate to draw out a few special moments into a year's worth of memories.
At my most charitable, maybe they didn't want to take the risk. They don't know what they would do with those capabilities. AR isn't their thing, as a platform provider. They need developers to go build stuff. By not showing anything, they emphasize what they control, and they show only things they have power over.
In short, the omission keeps the narrative from getting out ahead of the horse.
They specifically spell out how they don't want it to be isolating, but every shot of someone using it to do things like watch movies or sports they are entirely by themselves in the experience. It feels like something went seriously wrong with some piece of this and they yanked a large segment of the AR stuff out. I don't believe they didn't try. I wonder what the story is.
Imagine organizing digital instruments spatially in your office and composing music with a spatial feel similar to using a hardware setup. Then you can flip between various setups. For example you might bring up the mixing environment when you're ready to mix, which fills your office with a mixing board, amps, compressors and whatnot instead of synths and drum machines.
Could make digital modular synthesis a lot of fun, too, as you could move digital wires around in physical space.
PS VR2: 2000 × 2040, so ~4Mpix per eye
Quest pro: 1800 x 1920 pixels per eye, so ~3.5Mpx per eye
Vision pro: "The custom micro‑OLED display system features 23 million pixels" So 11.5Mpix per eye, assuming similar aspect ratio (1:1) resolution ~3400x3400
Probably there is more then resolution to this, but still, seems impressive
I am now eagerly waiting for what Meta Quest 3 has in store for us. I'll just upgrade to that for now and will wait for Vision Pro cost to come down.
Also, no one else is saying it, but this will revolutionize the pornography industry, for all the reasons above. It'll be super easy for OF creators to make custom 3D videos for big bucks for example.
I don’t want it, but I understand why someone might. I don’t care about metaverse or gaming, but they made it look actually useful.
In 5+ years will it be glasses and we can dump the iPhone? That'd be good (I realize it’ll surely take longer). I might pay $2K for that but I like taking my glasses off and sitting in front of my big 4K TV without anything on my face. So take that use case away unless I’m on a plane.
Mark Zuckerberg must realize how unserious his efforts have been. He probably can't ever do anything this ambitious, coordinated, and platform integration dependent. Even with his Brewsters Billions.
It’s about as refined and impressive and futuristic as I could’ve expected a v1 product to be, but while I enjoy gawking at it I don’t really want to take one home.
No one’s going to say, “Where’d you leave the vision pro’s?” It’ll be goggles or mask or something else. Not well named. Except they won’t be shareable (with lenses in), because they’ll be too personal, like a hat.
I maxed out the new Mac Pro on the Apple Store site and it came to $10K even. With full memory. That’s really blowing my mind.
I could see Vision sticking as a name in colloquial use. Vision Pro is a signal there is room for a lower price headset in the future. No one ever called their iPad an "iPad Pro" in colloquial use. This name is least as good as Quest.
I guess the only real bummer is the high price -- all those optical components can't be cheap at this scale -- and the short battery life which really can't be solved without either a serious breakthrough in power efficiency (which apple is on the frontier of), battery density (likely same) or sacrificing visual fidelity (not in Apple's ethos). I don't mind the external battery pack, actually; hopefully it results in a well balanced headset.
I wonder if they're going to do in-person demos at the Apple store. I might have to go check it out.
I can believe Apple Vision Pro will actually sell due to the novelty factor, and then Apple will get quiet about it. It'll take a few years it to find a niche, just like what happened with Apple Watch. shrug
With iPod and iPhone, Steve clearly loved music and hated the MP3 players and feature phones of the day. With Apple Watch, Jony was into luxury watches and fashion, and Tim is a fitness buff. Does anyone at Apple actually love VR goggles? Why the hell are they doing this, besides flexing their "only Apple can" muscles and, more probably, because the bean counters running Apple predict it will be a $B market?
As a friend put it: Apple has become a parody of itself.
You: Help me take this mask off.
Son: But you’ll die.
You: Nothing can stop that now. Just for once, let me look on you with my own eyes.
And considering Apple isn’t really known for dropping product prices as the years go by, all this really does is tell us that the tech just isn’t ready for mass production yet.
I’m considering this, like Google Glass, to be a neat proof-of-concept.
In a world of $1000 cellphones, $2000 computers and $40k cars, I wouldn't be so sure. I suspect if the prices do stay this high, it'll get priced on a monthly like how many people pay for their phones or cars.
That's a really bizarre thing to say. People will literally spend that on a fancy watch. They will spend 30 times that on a car.
This can’t be compared to other headsets out there, and is rather in an entirely different product category.
The only drawback I can see is the 2h battery and potential fatigue from wearing something on your head, near the eyes for longer periods of time. Maybe that'll be a non-issue? Will have to wait and see.
I think folks are missing the point that this is the first Pro version. Likely targeted at developers and early adopters. I’m sure there will be an Air/Lite/etc version that cost reduces overtime.
I get a huge amount of value from my Quest 2, so spending money on a new toy is not unreasonable.
I worked in the field of VR about 25 years ago (SAIC, Angel Studios, Disney project). VR and AR as consumer tech will eventually be AWESOME, but I am not holding my breath - it will be a long wait.
A bigger TV/more monitors is neat, but I doesn't feel particularly revolutionary. Also, if that is what you are after, you don't need a $3,500 device.
I imagine that is just where they are at with the device right now, rather than an indication of where they are going.
Early adopters will foot the bill for the R&D required to create the non-“Pro” version of this, hence the price. But there’s always going to be a Pro version of this, that pushes what “no compromise” looks like, as there is for the rest of their products.
The technology looks nice: foveated rendering, eye tracking controls and geature recognition. The image quality could be amazing and the battery life is still bad enough that it will be v2 or v3 before it is worth looking at.
Two hours seems fine to me, if the battery is indeed reasonable size. Knowing Apple though they're going to spit in the EU face & require Apple MFi Usb-c certified batteries or some shit, cause that's the shitty shit Apple does.
It's something that goes on your face and over your eyes. You breathe into it and may get all your dead skin and oils all over it.
I don't want to try the floor model. That or I'll come in first thing so I can at least ensure it's aired out for a full night :P
hahahahahahahahahaha
This is absurdly awful. Nobody, absolutely nobody, is going to use this if it can't even survive two hours on a single charge.
I didn't see real info on the battery (no surprise), but I'm hoping it's like a 40Wh/10Ah pocketable little thing that isnt very noticeable.
It'll be interesting to see how the fate of the IBattery goes. Will it charge fast? I hope so. Will it be easy to pocket? Will price be reasonable enough for people to pack a few? Hope so.
Apple didn't talk about it but they shipped a presumably usb-c battery this WWDC. That's interesting for sure.
I know they are fundamentally different (Quest having roots in VR but also enabling passthrough AR and Vision Pro focusing on AR ala Microsoft HoloLens) but hard to chew on that price!
Meta's problem is this focus around social interactions which just isn't taking hold apart from a niche audience of enthusiasts. Having tried the Quest Pro, if Meta pursued the remote office collaboration scenario more vigorously which is really quite promising and multiple desktop monitor replacement they would do a lot better
The obvious drawback with the Apple device is price and it's going to have challenges with traction. The enterprise would be a good place to start but that doesn't seem to be Apple's forte
More generally, the whole "productivity computer" market will also have to convince thrifty companies that they should spend thousands of dollars per employee on a headset for remote work when they already spent thousands per employee on a laptop that has a webcam.
Nobody's going to be able to demonstrate ROI on these devices for making employees more productive. Buying your employees two or three $150 monitors has the same effect.
This is why Apple's strategy of marketing directly to the consumer can work. It forced companies to support the iPhone on corporate networks, because everyone wanted an iPhone. It didn't matter that all these companies were Microsoft shops with Blackberry phones.
Apple's still not going to get far with this thing until they can bring the price down to three digits.
Also, with the release of visionOS, Apple is now maintaining a pretty hefty load of systems: macOS, iPadOS, iOS, watchOS, tvOS, and now visionOS. I have no doubt that beneath the UX they share a LOT of common building blocks, however I wonder if Apple will try to consolidate one or more of those platforms. E.g. macOS and iPadOS could be merged into a hybrid, watchOS is basically turning into iOS on a small screen, and visionOS may have some very interesting common ground with macOS -- possibly a continuity-screen style interop in the future.
Now, how big is that market?? I don't think it's all that big. yet.
Generative AI is making an impact on that world too - perhaps there will be a change in generative AI's presence in creation / media creation, which will require AR / VR.
I think THIS product will be sold as a PC / Monitor replacement, and in 5 years the collaboration killer app will be the "novel" usage.
Apple notably didn't show a single collaborative capability, to my eye, the entire time. Everyone was inside their own pocket space. They went extra far to let people videoconferencing as normal while wearing it, preserving the current norms for shared connectivity.
If you carefully look though you'll see they don't demo shared anything. No people playing games together, watching movies together, literally anything. There's something missing here in the story, I don't know why they would have left that out. I wonder if you really can't do it.
Both have an M2, and while a MacBook has a display, more RAM, larger SSD, ... it's still a bunch of standard-ish components, while Vision Pro has a ton of really innovative never-seen-before hardware.
It's like the iPad for me. When I want to get serious work done, I use a MacBook. For quick stuff, the iPhone is sufficient. The iPad then ends up being an entertainment device.
> Once you played enough VR, you kind of get over it.
This, very much. It's one thing to invent in a new device category, it's another to turn it into a habit. The iPhone targeted existing habits, such as checking emails and watching videos, that made it very sticky. I'm not sure if Apple Vision has a sticky application, especially with the obstacle of (1) wearing a headset (2) plugging the battery chord (3) enduring the weight.
If the hardware is sufficiently good, eventually the software will come, which is probably why this initially targeting the pro market. I'm skeptical the current frameworks make it easy enough to build quality AR apps, but hopefully the difficulty will go down eventually (maybe with the help of AI).
The biggest tell is the fact that the battery pack is going to give you only two hours of use. Part of the appeal of a headset being AR instead of VR is that I can use it while out and about to add context and value to what I am seeing. The battery is a major limitation that will keep its use squarely at home or in the office, where it essentially is just another monitor (or set of monitors).
Perhaps if they made a lighter version that people could take outdoors and quickly take photos/videos with for sharing in social media (i.e. something to compete with Snap’s Spectacles), then it’d be easier to see more popular adoption. They wouldn’t really be innovating, though, and I’m not even excited by the idea of being surrounded by people who wear such glasses whenever I am outdoors.
Probably going to be unequivocally awesome 3 years from now though.
Tough sell...
My goal is just to learn programming in VR/AR for myself. Assuming this is gonna be a leading XR platform in the coming years, does it make sense to focus exclusively on learning ARKit/RealityKit? Or there are some "true cross-platform XR" stacks are being actively developed?
I vaguely remember some initiatives from Kronos group, but have no idea how this landscape currently looks like. Would really appreciate some elif5 brief into current state of XR programming.
The real deciding factor is implementation. Oculus / Meta Quest remains on the cusp of "having potential, but not being there yet" for the past X years. What will this actually be like when you try it yourself? That's to be determined.
Each year that they keep the price high, it can be used as an excuse for the lack of uptake, should it not succeed. If they ever exit the space, they can always announce that it was too difficult to make it work at lower price points, instead of "people just weren't interested in an AR headset".
Reminds me of how Steve Jobs announced a price reduction by $200 in two months after the release of the first iPhone. Apple can likewise reduce the price of Apple Vision, but save face this time by releasing a non-Pro version.
> If they ever exit the space
I'm not sure if Apple would exit the space that easily. While markets for auxiliary products like homepods were easier to exit, Apple announced Apple Vision announced with too much fanfare to exit quickly.
Apple will probably commit to Apple Vision for a while, just like the Apple Watch. While the first Apple Watch did not take off massively, Apple persisted by pivoting it from a luxury item to a more practical device for fitness and Apple Pay.
Going instead for this huge bulky thing is really surprising, since it's so far outside their normal wheelhouse. It seems like the real things it would bring to the table would be gaming and 3D viewing/modeling applications, which were barely considered in the demo.
My guess is this is just too expensive for people to actually use in any large numbers, but maybe there will be cheaper versions down the line.
Most input happens in a (typically horizontal) plane, but the human body is better modeled in polar coordinates. It's called "tech neck" because we've attached a screen to the input plane and then end up hunching while we look at it. Decoupling the two, if we can pull it off, will help a lot of people.
Ergo problems typically come up when you're assuming the same posture for long periods. If there are no other constraints to lock you in (e.g. desk and monitor), then I expect there will be much more moving around (perhaps even explicitly encouraged by the OS).
Whether this offsets the weight-on-head thing... time will tell. Whatever the problems will be, they'll be different problems.
The biggest improvements over it are the higher resolution, the spatial audio and using a PS5/xbox controller to play regular apple arcade games. They are heavily leaning into the "use it as a large monitor aspect" which is something Meta Quest sucks at because of poor resolution.
"My pinto can do the same thing as your Private jet, just with somewhat worse hardware but that's acceptable considering it cheaper."
This tech demo from a few years ago [1](https://store.steampowered.com/app/771310/Welcome_to_Light_F...) and a more recent one[2] were one of the most jaw-dropping experience I had in VR. It's basically VR photo and VR video; you can actually move you head as if you were here.
[1] : https://store.steampowered.com/app/771310/Welcome_to_Light_F...
[2] : https://augmentedperception.github.io/deepviewvideo/
If they can manage to compute similar light field with their camera and depth sensor (and perhaps a sprinkle of NeRF ? [3]) within a reasonable time, they could have an effortless killer app.
Seems like if it is eventually going to become outdoor-friendly OS, it would need to minimally be multi-mode for stationary vs. moving user, where when moving there's more minimal overlay (maybe like Anon [1] hopefully minus the dystopian hellscape).
3D camera + spatial audio is probably most interesting near term thing for me in this version, will be interesting to see how people use that to record and share immersive experiences.
Is it still out of the reach from the current state of art in technology for a thin client, not much heaver than sunglasses - just the visual component and some simple circuit to receive the signal from an iPhone?
The augmented reality shifting to virtual with the dial is so genius. I feel like a kid, and that's rare to feel these days. Love it, dream on Apple!
I have been in the vr space since the dk1 and used a bunch of headsets in both consumer and professional settings. It is magical if not a bit gimmicky...in short bursts. It can do wondrous things like give you a sense of scale or transport you to another environment.
But it's not an extension for or replacement of the real world.
The use case is gaming, media consumption on mass transit, and niche professional use cases (eg how to do heart surgery, or fix an engine, or location scout a movie) where 3d visualization adds meaningful context to the process.
It's not billions of people. Or rather if it is, then we are all plugged into ready player one and I think that would be a sad outcome for our species.
Maybe we are already headed that way with the amount of screen time everyone is putting in these days. Time to log off and go for a run.
Seriously though: if this takes off I can see specially designed video capture devices/cameras for recording events like weddings (and other significant life events) meant for consumption on an Apple Vision Pro (and captured in higher quality than the cameras and lenses in the Apple Vision Pro).
virtual
augmented
reality
Etc
It's a Spatial Computer don't you know.
Very arrogant but clever marketing I guess.
Anyway, as somebody who would normally by default scoff at the Apple tax, I'm pleased to see them taking the tech seriously, it definitely needs to advance to fulfill the non-gaming promise pointed to by Meta/Oculus.
Perhaps the huge price is justified by the significant specs here.
I can just see the patent trolls salivating over this new opportunity. At least now Apple can use each of these lawsuits to promote their product with their own terminology (ads via news articles, Apple Marketing 101).
But they haven't. Its a VR/AR headset; just relatively powerful and expensive; absolutely no need for the new terminology technologically; its pure marketing.
I will hold off judgement until I can actually use one. While it certainly has some goofiness and kinda dystopian vibes in some of the demos shown it also has some very interesting use cases that could be something almost everyone uses day to day like the TV or computer.
But who knows, predicting the future is hard :)
> Navigate visionOS simply by looking at apps, buttons, and text fields. App icons and buttons subtly come to life when you look at them.
I will defer to experts for a more in-depth discussion on accessibility, but this feature does raise a concern for me.
I have a condition that causes my eyes to rapidly move back and forth. My visual processing compensates. I see like normal, but my eyes do not stay still for long even when looking in one spot.
Initially, I assumed that this condition would prove problematic for VR use, but I've found that I can see quite clearly inside current VR headsets, although I've never tried anything that has eye-tracking. The prism component of my prescription does reduce the area of optimal focus. In addition, certain degenerative and congenital conditions cause individuals to rely very heavily on peripheral vision if central vision is impaired.
If visionOS can tailor its visuals to the user's specific visual abilities, it could provide a profoundly useful tool for these users.
> Like every Apple product, Vision Pro was designed with accessibility in mind. The flexible input system lets you use your eyes, hands, and voice individually or in any combination with features like Dwell, Voice, and Pointer Control.
In 3-5 years down the line, though, this will really start to take off. The Vision Pro 2 or Vision Pro 3 will be a game changer.
Some of the features are quite useful, though.
Apple probably considers Apple Vision as an alternative, not a compliment, to desktop computing.
As per usual Apple hops on the bandwagon late, doesn't contribute much to any new tech/software developments, creates a locked down platform with a stupid special name "spatial" "retina" etc.
The VR desktop already exists. There's an entire ecosystem already, and like other ecosystems certain things don't exist or aren't used at the moment because there's no good reason to, or they lack finesse. People don't use virtual desktops because it's annoying to wear a VR headset and interaction with virtual objects isn't as fine-tuned.
We're not waiting for Apple for this, we're waiting for an extremely lightweight, comfortable pair of glasses for VR and some gloves or other interaction device that makes it natural and easy and then we'll see the virtual desktop come to light.
Apple has solved none of these problems. But omg it has an Apple logo on it.
"a revolutionary spatial computer" absolute BS, nothing revolutionary about it.
"“Today marks the beginning of a new era for computing,” said Tim Cook, Apple’s CEO. “Just as the Mac introduced us to personal computing, and iPhone introduced us to mobile computing, Apple Vision Pro introduces us to spatial computing." BS, VR/AR has been around for a long time now, with many offerings that Apple's doesn't really differ from.
Tbh I give up. Their entire press release if full of the regular Apple crap "innovative" "most advanced" "best materials" bla bla bla, I can't believe people eat this stuff up. I'm not even working in the VR/AR space & it irks me, can't imagine how people who've been hard at work progressing a tech only to have charlatan Apple step in must feel.
No virtual object photo album, no virtual folder/box of photos that you can reach into. No holding a virtual polaroid "in your hand" as you move it back and forth to look at it and then place it on a surface where it stays and is remember that it's there for your next session.
No being able to decorate your virtual/AR space by placing an art frame up onto the wall and having it stay there.
No demo of 3d (multiple angles reconstruct 3d scene)/360* footage being played "around" the viewer.
No demo of any proper virtual objects at all, hell nothing in 3d or anything with any real depth beyond 2d planes in the whole thing.
Best case scenario is they didn’t want to monkey around awkwardly with fit and adjustment. But even in that case, wasn’t the whole thing pre-recorded anyways?
My hunch (combined with the 2024 release date) is that this thing isn’t fully baked yet.
Maybe if Apple can bring the price down in a few years we'll see widespread adoption, but until then I don't see how this is anything but a toy for the wealthy. Maybe it will have some commercial/industry adoption.
Facial expression matching on your avatar.
The ability to make an avatar of yourself is kinda cool, but match the eye-tracking and other internal cameras you now have a way to have your avatar facial expression match your real-life expression. And THAT is what flattens the uncanny valley.
Regardless of a 2D 'Teams/Zoom' meeting or a special 3D Facetime, you will (A) always be looking directly at the camera, and (B) your facial expressions will convey all the hidden subtext that missing in communication done via voice-only.
This is a WIN over having a webcam pointed at your (messy) room too.
I am not an Apple fan. I do hope that this can inspire the spark that gives us the VR killer app.
I couldn't find a really good demo, but this should give a decent idea: https://www.youtube.com/watch?v=lt0O4_56_qE
Meta also announced plans to use face tracked avatars for video calling in What's App and Messenger, although I'm not sure the status of that.
If that’s the case, the effective cost falls considerably because you don’t need the laptop anymore. And get rid of the iPad too.
I'm wondering if they're including a small battery on the headset for ~5mins of juice, just enough to swap batteries or from external power to AC power. It would be frustrating to have to shut down completely every 1.5 hours to recharge or swap packs.
I want to see it. Can it make me pretty?
I recall that with the original iPhone and Apple Watch, they even had live demos 6+ months ahead of their release.
but the issue I always had with VR is at that point when I realise i can't actually touch or feel any of it.
Wearing a VR headset in public is like wearing a big kick me sign telling to the world "I am suggestible and easy to part with my money, please mug me". A VR headset in private is useless because I already have a desktop at home that can o what it does 10x better (and doesn't cost $3500).
My excitement is tied to the two high resolution displays, entirely independent for each eye. I asked Brendan Iribe about this for Oculus back in Fall of 2014 and he told me they were two generations away.
As a programmer, I'm staring at a screen all day long, and the effect has not been great. Having both eyes focused 1-2 ft in front of me has caused strain on my eyes, headaches, and seemingly permanent loss of far-sighted vision (my prescription gets worse every year).
It's not proven yet, but hopefully the estimated 20ft focal length can help alleviate my eyes for my day-to-day work!
We could change the name of the app to robottime.
In a couple of years, a new version will come out, with no screen on front, maybe just called Apple Vision, with no M2 on it, just the spatial chip, and no screen on the front. It will need to be tethered to your M2 Mac or iPad, but with no processor and no screen it will cost much less, it will look like a bargain ($999 or $1500) and it will be a huge success.
This way, the version with the eyes will differentiate Pro users from normal users, and in time it will be seen around less and less: by that time, people will be used to wearing a ski mask in public.
High-income Westerners do not like to engage in activities that make them appear like mindless consumer zombies. In Denmark the highest income households have small cheap TVs they can hide away while low income households have big 4K TVs as the main attraction in their living room. The reason is that the former don't want to appear like passive mindless consumer zombies who watch TV.
It is a very superficial opinion but wearing a VR/AR headset is literally the most 1984 consumer zombie thing you could possibly do.
Were all of the promises of mobile fully realized? No, but about 60% were (uber, increased mobility, notifications, shopping, news, mail, 80% of use cases previously handled by desktop only, etc.).
Consider the use cases of full 3d immersion at crisp, high resolution (not seen until now). If 60% of them are realized we won't want to go back to 2d. These use cases could include: smart-home monitoring but in a doll-house-sized model of your actual house. Infrastructure (AWS/Azure/GCP) monitoring but in a 3d-architecture diagram that you can inspect at a high level. Imagine how much more infrastructure you can manage (similar to Star-Wars-esque zooming in and out of planets). If even 60% of that is realized 2d will never feel the same. And we will evolve use 3d for any type of semi-complex user interface with the need to abstract and still dive deep into data.
The display gives instantly 2-3x horizontal v. vertical resolution. That's insane. But also it gives let's say 2-3x depth resolution. Obviously you can't see more things if you have windows in front of you stacked (the depth pixels aren't as valuable as the x and y plane). But they're still quite valuable and allow for much better management of what's in front of you. And much better modeling of real-world objects; they're a much richer model of the world -- and all software is a model of the world in some ways.
They "re-charge" the 2-3x horizontal and vertical resolution and in total give something like a 5x resolution. That approaching an order of magnitude more resolution. If anything is limited by not being able to see enough on the screen, you now have approaching an order of magnitude more space. That has the power to revolutionize what we can manage and manipulate in terms of analyzing and building things. If you had a monitor/new paradigm that's 5x resolution that you can actually fully use, could you do parts of your job 2x more quickly? Could do you 3x more work in some areas? Can you build unimaginable things that previously with less bandwidth couldn't really be mustered up (e.g., imagine the first extremely small resolution Macintosh SE). That's the potential power.
If this product were instead in the form of contact lenses, I'm confident that this would be viewed much more favorably. The psychological friction of appearing disconnected from the world would suddenly dissipate. Capturing a video of your child blowing out the candles on their birthday cake would seem much less dystopian.
Given Apple's ecosystem, influence, and vast wealth, I would be surprised if their venture into this domain ended in failure.
By the 3rd gen and cheaper price, Apple will be selling a lot of these devices. As software ecosystem emerge to create this entirely new experience, I cannot wait to see what people develop to use this device.
I don’t necessarily think this first gen will sell well but it will make people start thinking of all the possibilities. I am excited.
It's going to get a lot smaller, lighter, more comfortable, and more capable (with better battery life) and be years ahead of the next best competitor.
They're also setting this up as the "Pro" version, which means a lower-priced model is already planned, maybe in two years.
In ten years, these'll be regular ole glasses, maybe even a contact lens.
Amazing launch.
Remember, whatever opinions or hot takes you have of this product now will be resoundingly made fun of for the rest of history.
It's supposedly an autonomous device, although from the photos it seems that there's a brick on a cable to carry around.
Ignore me.
This is the first device from Apple that.. I might consider buying if it looks like something I could use. And that is despite the crazy price.
ChatGPT was released a week later. My coworker claims he’s gonna have my rant framed.
It's not like past always predicts the future. Apple has a lot of stinkers too, just not recently. Apple TV (the HW device) is not all that successful either.
On the other hand, this is rather hype-free (no metaverse!!!!! no AI!) and has actual usecases presented. Also I thought Apple Watches were stupid, but now almost everyone has one. So, who knows.
1. Tech already exists. Not really widely adopted since its super niche.
2. Apple comes along, takes existing tech, makes it sleek, gives it modern processing power, integrates it into the apple ecosystem, puts everything behind a paywall
3. Because Apple is cool and has brand recognition, people adopt the tech and start using it.
4. Non Apple cheaper alternatives eventually pop up.
Rinse and repeat. Happened with iPod, iPhone, iWatch, e.t.c
Oh yea, the great SciFy series about the future of outer space is on Amazon Prime.
Tim Cook: Stop by and I will show what you should have released. #justSayin
Hopefully, the field of view experience is really as good as it appears. I think they nailed the execution here and definitively defined the vision of these devices going forward.
It's essentially iOS app browser inside Oculus Quest like glasses + Disney garbage content. Hard to see even value for 1000 USD price tag.
When will apple start selling ads? They can use the eye tracking as feedback to advertisers, allowing apple to ask more money than non-eye tracked ads because they can prove you actually watched the ad.
Next you can track what people are looking at in netflix shows and adjust the shows to make them even more algorithmicly optimized (I dont even want to go there).
Interesting tech, but I think apple has something in mind we'll only realise a few years down the road (like how the app store turned out).
This, of course, is different. To the extent they can prevent it, they will. But I'm not sure what data app developers NEED to receive for this to work, and certainly any of that info could get passed to a developer.
Anyway, Apple has an interest in locking that down as much as possible and expressed a desire to do so. We'll see what happens.
But if there is ever a perfect AR experience for desk work, if it does seriously allow me to have only a keyboard and a mouse on my work desk, without compromising my productivity like using a single screen laptop does, it could save me some real estate cost in the long run that would be well worth the price - I'd be able to work better in a smaller room or at the dining table.
If apple can lower the price to something reasonable or even twice the quest's price, maybe they can threaten them.
They're not looking at the same customers.
With that said, as others have commented, the iPhone and iPad and maybe the watch are just the form factors that make sense. Science fiction from Star Trek to the Expanse has…iPads.
I appreciate that the investment community has been waiting for a new iPhone like the USSR was waiting for a second front, but when Carmack says the batteries don’t work for the graphics?
Yeah, I’m wait and see.
That said, it's still a very tough sell. I don't think having a physical conversation with someone wearing this thing will ever really catch on, it's still taboo to this day to be looking at your phone when someone is talking to you after all.
But if the price comes down I can see this being very successful with the ever growing population of loners out there.
I think the real draw comes, of course, from the integration with their own eco-system. I imagine 3d videos shot on the iPhone being played back, Ironman like interfaces that can integrate with your physical Apple devices, etc.
I have no doubt that it will eventually become smaller and lighter and there will be a tipping point for price and size where this makes complete sense instead of an iPhone or Mac. And if anyone is in it for the long game, I do believe it's Apple.
For reference, Apple says that it will have "familiar tools and frameworks like Xcode, SwiftUI, RealityKit, and ARKit, as well as support for Unity and the new 3D-content preparation app Reality Composer Pro"
My guess is that since we can use other frameworks like react native on iOS that you could eventually do things with something like Python or JS, but someone will need to create some frameworks to interface with their APIs. Any thoughts?
I wonder if it will also be possible to preview Vision apps on Xcode via the simulator... Very interested to see how much access they give to the hardware and sensors via APIs.
They are projecting this to be like a mobile phone which will always be the part of day-to-day activity, but in reality this is not.
This is a single person device which will be only used when no one is around and mostly for work. Nothing else. You can't expect someone to have this on his head all the time for all the thing.
Any information on the new "R1" chip?
Signal processing sounds like FPGA territory, would be interesting to know what is unique for giving this chip new branding, versioning, and calling it out... versus just saying "the headset processes input from the cameras..."
Wonder what the long term effects of using this will be?
Apple does not mention how usage metrics, or testing for harmful effects on vision, etc.
1. Will the battery pack be an additional charge?
2. What will be the defining factor for higher priced models (memory, larger battery, cellular etc)?
3. What effect on the body will this have for long term daily use?
4. Will content creators be able to price their content differently for this device?
5. How will Apple display the demo in store?
6. Is there a feature that allows multiple users?
7. Will this function as a real computer like a Mac or more like an iPad?
8. Is there a feature to prevent social awkwardness?
Like, I can see people wearing these full-time, everywhere, to "enhance" life at first with the ultimate goal of these _replacing_ life (i.e. why go outside, where you have to spend money and deal with people, when you can just wear these and be in a world that you control without leaving your couch?)
Or am I just becoming a curmudgeon? If I am, I didn't expect it to happen at 35!
I think MORE efficient indoor-tech, that allows you to get your stuff done MORE QUICKLY so you can go outside, is a goal we all should seek, as technologists.
Not forcing users outside in order to get their work done . . (not that is what you were saying).
At least initially, this is for the high end market. For people that want an object others can't really obtain yet. For those that want to be the first.
When I look at a piece of technology I want to know what problem is it solving. And for me it will solve the biggest one: I want to work on the couch while next to my partner. My current solution involves bringing an extra monitor down and putting it on the coffee table.
Beyond that, the massive increase in screen real estate will be great for working on highly visual projects like Final Cut or Ableton.
It's a pair of REALLY expensive snow goggles. Worse it's goggles with a tiny battery life, a bizarre generated face, it looks goofy and the first time that cable snags on anything...
Imagine Steve Jobs on stage and he says "One more thing..." and puts that on his face, That would NEVER happen.
This is cool in the same way the Newton was! (edited for typo)
Every VR device that's come to market so far show a promo that's completely disconnected from the actual experience. They show these crisp, high resolution images. But when you get the headset on you've got this really soft image, with damn near abysmal edge sharpness, and a display riddled with fun new unique artifacts like mura and screen door.
https://www.indiegogo.com/projects/s-arcade-first-spatial-au...
My bet, or wishful thinking, is that lower-fi spatial augmented experiences can be more fun and engaging when "shared" with our senses. Maybe also cheaper :D
Watch a movie, play a game, workout, code, dance, be fully immersed. Like have multiple screens around my garage walls in 3D where I can walk up to them.
I tried NReal AR glasses, Roku, Quest, Holo lens. They didn't feel right.
If Apple vision pro could really take me to another world, be immersed for multiple hours, $4000 (including tax) is worth the experience.
Don’t get me wrong, I’m actually incredibly excited about AR, I just can’t imagine how it becomes mainstream. It can of course be mainstream if it’s just like glasses and has all day battery, but it still seems pretty far away.
But when I go on holiday / a long trip / a weekend away, I have to hunch over my laptop.
Now I can pack this thing and have 15 massive monitors. Heck, I can set up a little bridge-of-the-enterprise situation where I know where to turn my head to get the status of system x. This could really change how I work once it's all ironed out.
> Apple Vision Pro is designed to sustain high-performance workloads and is capable of running for two hours on a single charge.
So... you can watch a movie on a virtual 100 ft screen, but only when plugged in else you have to take a break to recharge it partway through
They didn’t announce any tech specs so I guess it’s all subject to change.
This will never get widespread adoption but that’s fine. It’s a niche product for a relatively small market. Maybe they can get IT departments to purchase them for execs and certain workers, which would help explain the price tag.
I bet Zuckerberg buys one.
Joke aside: It's mind-boggling how Apple uses product placement to hammer pictures in our heads and get us to consider not looking like a jerk anymore when wearing AirPods just because some "icons" are wearing them.
This feels like it is going to be a platform.
Before the Vision Pro part of the presentation, it already felt like the best WWDC presentation in years!
For those experiencing sticker shock - think of the real estate you can free up in your bedroom-office.
Instead they decided to use it for ... floating virtual screens. An iPhone & iPad replacement.
Think of Snapchat. I'm sure everyone in tech would have said 'nah, there is no market for a messaging app where all messages disappear after 15 seconds'.
And yet only a year or so later it was sending more photos than any other platform.
Apples product might be the same.
Honestly I think this will be pretty middle of the road. Apple Watch started off with a general market, and pivoted to health/fitness.
I could totally see them readjusting as time goes on into whatever people start using it for. But it’ll be a niche. I think the “it’s for everyone” marketing from today is a way to gauge who really is their target market, not the market itself.
"The external battery supports up to 2 hours of use, and all‑day use when plugged in."
Dual 4K would be 16.5M pixels.
So it's comfortably 40% more than 4K per eye, so as long as say a virtual TV screen filled up most of your vision it should be at least close to 4K quality. Maybe a bit less in the end, but even somewhere between 1080p and 4K should look great.
Ever been to a movie theater using digital 2K projectors? Looks pretty good to me still.
I assume they're just ashamed that after billions of dollars in product development, they were unable to obtain the requisite 35PPD necessary to emulate a very basic "virtual computer monitor" and display readible text - or get close to the 62PPD that actually represents the limits of human resolution and is the golden benchmark to shoot for.
Maybe they did achieve these goals, which would be impressive, but without using standardised meaningful metrics for HMD resolution you just can't tell.
With something you strap to your head that illusion of you controlling it goes away. We don't want to strap something to our head because it means admitting we want our life ruled by technology.
People put up with a lot of fussy uneven software they can't really tweak or adjust or make comfortable. Prescripted everything is endurable. But if we have to live inside the software, it seems like all the fixed feature way of doing not-so-soft not-so-personal computing today will be oppressive.
The metaverse idea is interesting most of all to me because it has to be a better computing space, for all kinds of experiences to be hosted & play together somewhat. Right now, it doesn't feel like there's many companies that have open possibility & rich multi-party ecosystems in their genes (especially after G+ turned Google's back on APIs and interoperability). Almost all the prevailing winds in software seem going the other direction, which leaves a lot of new ecosystem resistances for XR/spatial to grow well & flourish.
Fun to see the incredulity in replies two years ago for what seems like was inevitably leading to this.
Still really curious what it’ll be like to use in person.
I think a spatial UI will sit much better with people, our brain obviously evolved to manipulate stuff in 3-dimensions. It's very exciting to see where this will go.
And if the device is not comfortable to wear for longer durations, then it doesn't make sense that it's priced as premium work equipment.
I wonder what the model that you actually want to buy will cost and what average sales price will be.
From the looks of it, I wouldn't be surprised if they sell a "pro" headband like Meta does for the Quest that has a battery pack that does better than the 2 hours of charge with the brick.
This is the display. Next they'll release a tiny, screenless computer that'll work with it (i think they have one already?). Then you'll be able to dump the heavy laptop for basically just a box that sits in your bag/a drawer and a virtual/small keyboard.
It's striking... This is a shift of epic proportions.
I'm not entirely sure I want a world where people are wearing things on their head like this, it just feels dystopian and ripe for abuse.
Also, everyone is assuming that it's powerful enough to run the development environment. We need to wait until Apple releases the specs.
"""“Just as the Mac introduced us to personal computing, and iPhone introduced us to mobile computing, Apple Vision Pro introduces us to spatial computing. Built upon decades of Apple innovation, Vision Pro is years ahead and unlike anything created before"
I feel like I've seen that naming convention somewhere before.
They've certainly got a devoted flock.
I'm not anti Apple, they make some great hardware, but it just amazes me how much the brand convinces people all by itself.
Now it's going to kill interest in the device before it's even out.
Just the the big monitor use case is enough for me. I live in a tiny apartment and don't have the space for multiple / large monitors or TV.
If I could use this to play on my ps5 and work on my MacBook, it would be perfect.
They didn't invent computers, mobile phones, mp3 players or tablets. Instead they tend to take products where the whole industry is essentially still in alpha, polish it to a mirror finish and then show the world how those products will make their personal lives better.
Computers don't just have to be for big companies running accounting software; they can unlock the creative potential of writers and artists. Mobile phone aren't just for drug dealers and business executives; they let people share their lives with their friends.
There were a few misses too. The Magic Mouse looked sleek but was mostly annoying and didn't really do anything that other mice didn't already do better.
I'm afraid this headset falls in the same category. This seems to have marginal improvements over the HTC Vive I bought 6 years ago. The resolution is better, it looks lighter and less bulky. It also gives you pass through mode for an AR experience vs just a VR experience. It looks like a good headset.
That's just not enough. Not only does it fail to meet the high innovation standards that we've come to expect from Apple, it fails to meet the standards that we already expect from AR.
Unlike with all the previous hardware innovations, we already know what we want from AR. Everyone who has played modern video games is already used to various forms of HUDs and we've seen many iterations of what works well and what doesn't.
When I put on an AR headset I want all the things I've seen in video games. I want name indicators. I want automatic highlighting of relevant objects. I want to replace my map with floating directional indicators. I want to see my health stats floating off to the side. I want to be able to make all my friends wear silly hats. I want a virtual cat following me around.
It will most likely flop because it has no reliable input.
So far FrankenQuest 2/3 is on top: http://move.rupy.se/file/FrankenQuest.png
Let's see what Valve can do...
I wish valve actually worked on the "Steam VR Home" environment again, because in 2023 their engine is ready and could be used to create something like ChatVR but on steroids.
I also want it to use lighthouse tracking since I have them.
edit: the other thread is growing faster: https://news.ycombinator.com/item?id=36200708
I think one of the biggest risks is overselling the product, is creating expectations they can't live up to.
They probably could have gotten some AR iOS apps ported & being neat. But are those things people would really use day in day out? Do they set the right expectation, or are they wow & hype? Apple showed the intended mainline usecases: boring regular everyday stuff. Watching videos, browsing the web. And notably all experiences they & not app devs are in tight tight control over.
So, setting realistic expectations. And remaining in absolute control of the experience.
Certainly not as dramatic as Steve Jobs using an actual device on stage and prank-calling Starbucks.
Maybe by something like the M1 Mac mini developer kit, that you had to return.
Now if Neuralink actually figures out how things work and develop a inducer type of headband technology without requiring invasive surgery then it will be the killer product.
"Apple X" scheme is better suited to capitalize on and enhance the Apple brand. No competitor can mimic that, as "Apple" name is a monopoly under trademark protection.
Apple takes some risks, not everyone is fan, it costs a lot, but they have the money to burn, I don't get why they aren't allowed to try this stuff out.
The appeal of having a portable display of arbitrary size but great resolution anywhere I go... that's pretty worthwhile.
Like with iOS, the devs that adopted early where able to make a lot of profit, 3.5k looks way too cheap for what they showed.
Legit makes me want to work for apple.
But it seems like they decided the main barrier to wider adoption is hardware quality.
Yeesh, this says a lot about their target market.
Cool tech, though. Let's hope I'm not peer pressured into wearing one of these masks for my kid's goddamn birthday party.
- Apple Eye
- Apple iVision
- Apple iGlass
But this is so awesome to finally have a company like Apple bring products like this to market. Too bad for the Metaverse.
Even if they come down in price by an order of magnitude, that's still too pricey to buy one for everyone in my house and an extra or two for a friend.
Totally see the value for certain specific business and industry uses though. My company has a product that help keep line and construction workers keep utility information up to date in real time by scanning poles, cabinets, transformers etc and identifying them along with positional information. This could be amazing for something like that and the price tag will just be a business expense.
The tech looks impressive, and I'm sure many people will buy it. I'm guessing they'll also shortly after find it as exciting as their phones...
Will be interesting to see whether Apple has what it takes to get people on board.
VR headsets is a "flying car" tech category: always around the corner, but unlikely to ever reach widespread adoption.
no, why do they always reinvent terms and claim they are the first for things they clearly where not the first
And now Facebook/meta too.
Marketing hypocrisy.
Virtual screens is probably #1 on my VR/AR productivity list but, having tried so many prior solutions, I just couldn't believe them no matter how many times they repeated "crisp text" when talking about it. I'd love to see it and be so wrong... but the specs don't have me holding my breath. Maybe if it had double the resolution per eye it'd start to be something worth considering.
Date and city location of the first reported occasion of a person, wearing these outside, who get them stolen off their head.
Theres a good chance they won't though.
They recommed on their very website to play "Apple Arcade" games. Seriously?
That’s fine, it’s the wwdc after all.
Perfect for porn.
Honestly could be a deal breaker for porn.
Just no clue if I will ever shelf out 3.5k for porn.
But it's perfect for porn.
Otherwise holy shit if this is taking of in any relevant capacity I will eat a broom.
And it looks even weirder than I thought.
It looks like a really interesting piece of technology while also looking tremendously weird.
It's like a gold dagger pearcing to my dream of ever having a cool at/vr future ever.
No one wants a serious product strapped to their face hours on ends, idc if it’s $1200.
VR is a 1980s pipe dream that will be as “revolutionary” as the wiimote was (which we all thought would be)
Steve Jobs would think this is stupid and you all know it.
Sorry to come off as pessimistic, would rather tell it like it is than pretend this thing taking off.
can we hook it to a PC so I can play some real VR games?!
I get it, it's Apple and it's great and all that.
I'm just not going to wear that on my face.
I'm not.
Really Apple?
Is anyone left in that company leadership who is not a bad Jobs cosplayer?
Callers without Vision Pro show up on calls like normal. Vision Pro wearers are portrayed by a 3D representation of them wihtout the headset on.
> This was one of the most difficult challenges we faced in building Apple Vision Pro. There's no video conferencing camera looking at you, and even if there were, you're wearing something over your eyes. Using our most advanced ML techniques, we created a novel solution.
> After a quick enrollment process using the front sensors on Vision Pro, the system uses an advanced encoder-decoder neural network, to create your digital Persona. This network was trained on a diverse group of thousands of individuals. It delivers a natural representation which dynamically mathces your facial and hand movement. With your Persona, you can communicate with your a billion FaceTime-capable devices. When viewed by someone in another Vision Pro, your Persona has volume and depth not possible in traditional video.
Though as of now and until they shrink all the tech into regular sized glasses the majority will reject while the innovators will jump on this headset and start creating amazing things.
Beat Saber is the only VR game most people know and Meta owns that so I think they're just ignoring games until some third party developer comes out with something that catches on. I don't think they expect anyone to pay $3,500 strictly for Apple Arcade.
Wow - It's 8 months till you can even buy one of these!
Meta and previously Magicleap perhaps bit off more processing than they could chew with 3d models in a 3d world mesh.
The intense criticism of a device nobody has even seen in person is astounding. Some guy that codes CRM software complaining that Apple isn’t innovative enough. Or some other person that makes one of hundreds of podcast apps is lamenting that nobody needs Vision Pro. And those from third world countries are whining about how expensive it is. And the Marxists are going on about rich CEOs. Vision Pro apparently has something for everyone to hate — which is why is clearly a world-changing product.
However very few are actually discussing the world changing possibility that Vision Pro is finally going to unlock. People laughed at the 3D birthday party demo.. but can you imagine having conversations with your grandparents and recording those like you are actually there? Or 3D immersive journalism that lets a single reporter take you into the battle, protest, or history making event? What about an app that can take you inside of 1942 Paris.. you walk along down the streets and see it as if you were in occupied France. Imagine the Pokémon-Go level of immersive real world gaming that is unlocked. Imagine the possibilities for rural and remote medical care delivery. VR required lots of specialized programming — Vision Pro can make everyone a creator. This isn’t the f’ing “Metaverse” — this is real life at a whole different level of possibility.
Many of you folks are talking about the boring, whining, pessimistic view of Vision Pro. Where is the optimism? The imagination? What innovation will this inspire? Possibilities are endless. The original TV cameras were huge and obtrusive, but TV changed the world. Now imagine what Vision Pro is going to do.
I miss the times when the tech world was about the (Peter Thiel definined) Definite Optimism. Now it’s as if we have this European-influenced malaise and everyone is indefinitely pessimistic about everything. Everyone is so cynical and lacking in imagination.
However, thanks HN, these comments are going to be legendary in 10 years.
Insane.
hahahahahhahahaha
hahahahhahahaha hahahahahaha hahaha
ha
Thar she bloooows!
It will be very interesting to see how Apple Stores manage to demo these things. A case full of inserts?
I think the large R&D investments tech companies are making into VR/AR headsets are ultimately centered on the idea that years in the future, an affordable, comfortable, and socially acceptable headset for all-day wear in daily life could hypothetically replace smartphones, tablets, laptops, and screens.
If a future daily wear headset as a phone/computer replacement reached a critical mass of adoption, then control of the platform will provide the owner with a huge profit source in selling virtual goods that can be "worn" or "placed" in the real world and are seen equally by any other person wearing a headset. I won't speculate on exactly what would be popular, but it is conceivable that this could include things like: buying virtual wall posters of licensed characters, virtual landscaping objects placed outside a house, filters that virtually "repaint" the exterior or interior of a house, or personal adornments like virtual clothing or appearance modifiers. That is to say, a digital layer of adjustment on top of the real world where everyone wearing a headset is automatically shown the virtual objects or adjustments that anyone else has made (within the scope of the latter's own appearance and owned spaces - random members of the public could not place publicly visible digital objects in the middle of a NYC street). Note that this virtual economy is a profit motive for a company to build AR, but not the selling point for a headset adopter.
Apple is not trying to sell this headset to consumers for $3500. They're showing off future hardware that they believe represents the bare minimum for what average people might be willing to wear regularly, with the expectation that they will be able to produce essentially this same unit and sell it for perhaps a third of the current price in several years. The way it's presented is also an early form of reputation management for the product space trying to influence public perception of how someone wearing a headset is viewed by others around them.
Standard see-through AR headset designs face fundamental implementation limits with the display technology that generally result in accepting one of two unacceptable limitations: a display that projects an image over the real world but cannot render black or otherwise draw anything darker than the scene behind it, or a liquid crystal light modulator with a polarizer that permanently makes the glass tinted dark like sunglasses even indoors. Apple is instead making a VR headset that is completely enclosed, displaying the world through pass-through cameras and drawing the wearer's eyes on a front display for everyone else to see.
The front lenticular OLED shows how Apple is approaching the social aspect of trying to market the acceptability of wearing a headset in the company of other people. In the long term, establishing a virtual economy for digital world overlays is fundamentally dependent on the social acceptance of wearing an AR device regularly. This announcement seems to be trying to thread that needle in advance of when this technology could eventually be priced and sold as a consumer product. I.e. establish an image of an Apple headset positioned without the kind of negative associations Google Glass quickly garnered.
I have no idea whether AR will succeed in replacing smartphones years from now or fade into obscurity, but what I find interesting about this announcement is that it makes a timeline where AR does take off at least appear conceivable. They've only taken a first and early step into trying to make it happen, but they haven't made a fatal mistake yet.
Magic Leap[1] did it years ahead of them, and in my opinion better.
I mean - they're doing pass-through AR which is silly. There's all this work being done to emulate people and faces when they could just build lenses.
I feel like I'm taking crazy pills watch everyone get so hyped over this, because there's literally better devices already out on the mark. This is effectively a $3500 Oculus device. Like what the heck? I know it's just because Apple made it, but still. This is pretty weird to watch the reaction.
Kind of like Google Photos which has facial recognition and tagging, except in the EU.
Give me a break.
What these will do is safe us from the dystopia we're creating outside our own doors, which isn't solving the problem, just ignoring it.
If the Apps are restricted in the samme manner other Appple devices it will be a bit more difficult. but this will create a whole new level of porn for the world. Combined with the rather impressive advances made in teledildonics one can get a lot closer to "being there".
Various mostly shitty "VR" enabled ways to watch porn have been developed but have been disappointing in use.
This may kick off a whole new frenzy. Some folks will make a lot of money. Esp if they manage to combine it with the independent "Content creators"
In fact, getting out early and opening in a studio making recordings for people would be sustainable for a good while. If you are in the right location.
Imagine in 5-10 years when this tech is perfected. It's a Saturday night. You, your spouse, and 3 kids each have one of these strapped to their face.
Why watch a movie on the couch facing a wall with a traditional flat TV format?
Certainly Disney or whoever will invent 3D interactive plays/games with stadium type immersive entertainment.
Living rooms will become circles like when people playing a board game.
Parent 1: watching a drama Parent 2: playing a video game Kid 3: zoned out watching a movie/cartoon/playing videogames
See this already with kids that mindlessly consume television while parents just drone out doomscrolling on facebook on their devices.
That sound's like a futuristic hellscape to me. I sure I'm not buying 1 never mind 5.
In 5-10 years this will be mainstream if it's not too expensive. It's going to be interesting because we're going to repeat the cycle of a new competing platform coming up, like Android, and copying the UX. This time around though it seems that they patented it really hard, so it'll be interesting to see that fight go down.
Ultimately it's going to come down to if their products lives up to its claims, and if they'll be able to bring the costs down.
Although I still think it's pretty awesome, need to give it a few years and see the price come down and a few versions later, this tech will be very interesting in the 5-10 year time space, what a crazy time that is going to be with AI and all this stuff.
So it makes no sense to price it at $399.
It certainly seems better than Microsoft Hololens. Basically the same idea but with higher end hardware and more refined.
This does not look like to be a turning point either way, it is priced out of mass market adoption, but it will be an interesting toy for many.
Some of the stuff on display felt gimmicky, but I would imagine as bare minimum there are lot of people who are happy to have a private huge 4k screen they can move anywhere.
There is absolutely a market for this, the demo experiences are extraordinary.
I have no idea what the Meta experience is like, but even in ignorance, it's not like what this thing is doing.
They were correct in saying this is something only Apple can do.
There are a lot of isolated technophiles with money to burn to put into something like this. The idea of lifting your mac into space with nothing but a keyboard and mouse in front of you alone is enough for many to pop for this. Talk about bringing your office into the local Starbucks, this moves it to the next level.