Mark Zuckerberg on Apple’s Vision Pro headset
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All major (ad)tech companies are convinced that this is a major market that will materialize and be profitable if the right combination of hardware and software is developed.
Their VR "visions" differ but only at the margin. No matter how you execute it, we are talking about people (homo sapiens) putting a major something on their heads that dramatically takes over their visual field for the pursuit of... what exactly? That is the puzzle.
There is a missing aha moment around this type of interface that would justify the major behavioral adjustment that is required for it to be adopted as a general purpose interface rather than a gimmick.
The number of devices sold so far does not impress me. A small number of people, especially youngsters with disposable income can be sold on anything (including fake currencies).
What is missing is an indication that this is actually an empowering piece of tech that is a a major new mode in our interface with computing.
What would be such indicators? Anything really. E.g. Some leaked stories that the teams developing these devices wear them all the time because it makes them so much more productive / social / fun / transcedental / [insert something people might actually want to have].
So far at least, this is a tech that is being pushed onto people rather than being pulled. I don't think this was the case with any of the major steps in the development of digital computing but would be quite interested if people can think of historical precedent.
We can make devices that are fixed in space, where you need to orient your sensory inputs around the device. Or, we can make devices that instead are themselves oriented around your sensory inputs. The latter tends to be better for ergonomics and convenience (at least), since the device is accommodating your senses instead of your senses accommodating the device.
In other words, AR/VR/etc devices are headphones for the eyes. I can see why it seems like an obvious next step to some (if they can get it right).
Headphones are in a sense "additive": they take a channel (auditory) that for a prolonged period of time might be underused while we go on about our lives and utilize it in an unobtrusive way. You can listen to podcasts while doing other stuff. We can optionally upgrade the experience: If you want, you can close your eyes and lose yourself in music.
Goggles are necessarily subtractive. Whatever you do while immersed must justify the fact that you are obstructing your primary contact with the world. It may well be that there are worthwhile pursuits but its a bit odd that they don't advertise themselves.
Imagine using your phone but you don’t have to hold it up to your face, or tilt your head to look at it. You don’t need to sit at a desk, because your work screen is wherever you are.
If you really want the old experience, you could make the contacts emulate a fixed display in space, or on top of a soap bar.
The goggles today are much worse than the theoretically perfect version, but it isn’t clear where the experiential threshold is for “better”.
And that's coming from someone who spends a good amount of time doing studio work. I much prefer the comfort of a good set of speakers as they're far less intrusive, but for some things you just have to have a pair of headphones on hand.
This is why I have doubts that the current form of VR headsets is going to be the new standard for working.
But for consumers? I mostly agree. It has a few nice gimmick features, but seems rather isolating and disrupting natural human interaction.
I think there aren't enough people who will want to wear it for games or social media. Not because it's a bad experience, but because it's an expensive and cumbersome experience and it's just not THAT much better than just staring at a small screen. The user base can't motivate spending billions on creating the experiences that would grow the user base significantly.
What I think could be the breakthrough thing is the combination of AI and VR. Interactive agents and possibly also something to cheaply create that holodeck experience for rendering (NeRFs with foveal rendering, whatever - I'm an amateur skimmer of papers and extrapolating research is difficult even for experts). But imagine the difference in development costs between a VR experience where some interior space is modeled by hand in minute detail in Unreal engine, and NPCs are scripted, versus one where a space is merely captured in RFs and the NPCs are GPT bots with some plot instructions. Both of those technologies (NeRFs and GPT NPCs) would have sounded like science fiction even to the creators of the Quest2, yet here we are. I would have said "no one would ever buy/wear this" 5 years ago, but with the idea of a mind blowing photorealistic interactive murder mystery developed on a shoestring budget (Not to mention: porn - never underestimate it) I'm not so sure any more.
I have no doubt this new medium will revolutionize mainstream TV and Movies.
The infinite desk. Infinite whiteboard. Improved conferencing. Are just added bonuses.
One of the most pathetic things I've ever heard. Gushing about immersive cuckoldry.
https://www.thrillist.com/vice/how-porn-influenced-technolog...
The oft repeated "VHS won because Beta didn't have porn" is flat out wrong, you could rent porn on Beta back in the day.
Man, I miss when the web was dominated by counter-cultural weirdos.
If VR porn was that important to people, Google Cardboard would be a household name. Plenty of people have tried VR porn, and most go back to the same stuff they usually do for regular sessions.
Does Google have a VR play? They explored this with Glass 10 years ago, but that's dead and they don't seem interested in developing a successor.
The data point for the discussion is that at some point they did think that this might be an interesting direction.
I'm very weirded out to see all of them go with the massive option. A google glass oriented solution with 2023 level of tech and that can be adapted to any/most pair of glasses but offering much more limited functions (pictures/photo, maps/gps, notification, light AR, ...) would have much more appeal to every day life.
Not saying it's easy, not saying it would work, but it feels like it would be an easier challenge to convince people to wear that all the time.
Now, the question is, how much worse can it be and still sell well? How good is good enough? How soon will we see the plastic iPhone 3G equivalent at half the price, 70% the weight and 150% the battery life? After listening to the first hand experiences I do think Apple is onto something here, and this could be the beginning of the next step, finally going beyond what Douglas Engelbart has already envisioned in terms of digital augmentation of our lifes (on which we're IMO only now getting to a full realisation, almost 60 years later).
[1] listen to yesterday's Cortex podcast, they go over all the details after first hand experience, and it's quite interesting to say the least.
Phones, laptops, and tablets have all been fighting on weight vs compute power for years, and improvements are incremental year to year. I don't see any reason to imagine it's possible to reduce the size that much in the foreseeable future. Even with compromises like a separate battery, which is already extremely clunky.
Not to mention, the illusion depends highly on having your regular vision blocked out completely and on having the screens at a very fixed position relative to your eyes. So, for the foreseeable future, the screens will have to stay well fixed to your face, even if in a more glasses-like form factor, and completely cover your eyes. Ski goggles are actually a better description of the best that can be done, not glasses.
There's one more doubling of computing power per square centimeter of die, MAXIMUM.
Otherwise GPU prices wouldn't still be climbing.
The killer app for AR is the pair of glasses that pops up information as an overlay on the rest of the world. Directions? You get an arrow and line telling you where to go. Meet someone for lunch? Facial recognition tells you information about them - either recent social media posts if you're already connected or something like a public profile if you don't. Testing out a new recipe? It shows you step by step directions and floating video of the task you need to do right them. Watching a movie? Built in subtitles and tells you who the actors (or voice actors) are. Looking to buy a car? The AR headset gives you pricing information and stats for any car that you look at.
I could keep going. Think combination of Ready Player One, any gadget spy movie, and a video game isekai. Menus that allow you to make notes for when you go to the store, calendar reminders popping up visually
The potential for abuse of privacy is high, but the convenience factor and instant gratification probably mean that people will still adopt it in droves. Add in some kind of AI assistant that does a halfway decent job at anticipating the user's needs and it's a done deal.
The main things holding back that kind of thing are battery tech and miniaturization. 2 hours isn't gonna cut it, and it needs to shrink to a more innocuous level before we get there, but that's the direction I see it going. That's probably also why these companies are working so hard at iterating, to get that first-mover advantage.
If we do get there I pity anyone with photosensitivity issues or epilepsy. They're gonna have a rough time.
The iPhone moment for this space IMO is... the iPhone (sans phone)
Imagine something of google glass form factor tethered to a personal computing device (the size of an iPhone) for external battery and CPU.
Basically Iron Man glasses. IMO glasses that can do everything a phone can, with baked in Google Lens is already a killer feature.
Imagine having everything in focus auto-translated while abroad.
Once you get certain social features like both visualizing the same thing I think that will be the ChatGPT moment for the space.
If you think about it, the product is essentially a MacBook that sits on your face, micronized with massive optimizations.
I would expect the headset to have the same accessibility features for epileptics that phones have.
Do I want to wear big goggles? No. Do I, one day, want a device that can magically project anything I want on to my field of vision, and for it to be as realistic as my actual vision?
Hell yeah I do! And we can’t get there unless we go through the ski goggles phase. So, here we are.
I feel the same way about people complaining that the headphone jack was removed. ‘The phone is thin enough!’, they say. No it isn’t! My god where’s your imagination. The phone is good enough when it’s wafer thin and I can have it protein-printed on my arm or whatever.
Now, if I was someone who works in construction, I'd be happy to have glasses that add the position of eletrical wire in the wall where I'm going to drill a hole :-)
Ok, but you're certainly atypical in this respect.
It is possible that there is a non-linear threshold type thing (Like LLM's requiring billions of parameters before doing a decent imitation of human language) that has prevented (thus far) making this technology really interesting.
If we go back in time to the mobile phone era, just before the iphone was released, the mobile market was actually flourishing and very solid: companies like nokia, motorola and blackberry managed to make mobile phones something as common as a TV, almost everyone had one.
At the time Apple introduced the iphone with its touchscreen and virtual keyboard, forever game changers to the whole mobile industry. The rest is history.
VR has been in the market for some time now and despite the fact that competitors haven't reached the level of technology that Apple has unveiled, those cheaper alternatives are by no means something that are either underdeveloped or half-way unusable products. I've tried a pair of Occulus few years ago and found them pretty impressive (putting aside all their flaws).
I must assume that since then these got better and prices actually dropped a bit, and if they haven't they are still way way cheaper than what Apple will be selling next year and I'm sure you can have a ton of fun with budget ones as well.
But yet... Why VR goggles can't be found in homes the same way that TVs, mobile phones and other popular electronic products despite that they are already affordable? Why hasn't this technology became mainstream? Is it maybe due to the fact that the VR experience can't be shared the same way that when we turn on a TV, play with friends with a gaming console on the couch or sit down on a desk with a PC and we share its use? Is it because it lacks that mythical killer VR app that could be a gamer changer? Is it because the industry hasn't released as much software for VR as for other more common devices like consoles, PCs, mobile phones?
It feels as if there's still something inherently missing in VR that won't make you go and buy a pair of goggles no matter how technologically advanced they become. And people spend a lot of money on expensive phones, gadgets and the alike...
Maybe I'm wrong and shortsighted and the answer is actually trivial.
Steve Jobs was making a comparison to headphones https://youtu.be/bQECSInWVPY
That is the way I think of it. A pair of headphones for your eyes.
The thing about Apple is that they iterate in meaningful ways over a long period of time. I'm unlikely to buy this first version of Apple Vision Pro. But in a few years, I expect some later version of it is likely to be as indispensable to me as my noise cancelling headphones.
If we go further back in time, mobile phones were bricks used only by business people and tech enthusiasts. They didn't have mass market appeal because the technology wasn't there yet. Once devices got to be more powerful, compact and capable, everyone wanted one and the market exploded.
I suspect the same is happening with XR. Nobody wants to strap on a giant and clunky headset. But do you really not see the mass appeal in a pair of smart sunglasses that augments computing in a way we haven't experienced before?
The technology has the potential to disrupt computing as we know it, but it's _really_ hard to get right, which is why the experimental stage has lasted for so long. XR is _much_ more complicated than any computer interface we've had so far, and requires advancements in several cutting edge tech to align: display, battery, computer vision, voice recognition, miniaturization, etc., and, of course, the price to come down.
There's a reason all these companies are pushing so hard for this. We're still a few years away from reaching the iPhone-like boom, but Apple getting into the field is a sign that this is not a fad. This first generation is obviously not a mass market product, but the tech and price will improve until it becomes one.
But they were widely used by business people, and I’m assuming that was an important aspect of permeating into the other demographics.
To me, what happened with cellphones is similar to what happened with personal computers. It first entered households of people that needed them for work, and as the tech evolved, so did their recreational capabilities making them more appealing to the mass market.
AR/VR devices are attempting this the other way around: their current use cases seem to be mostly recreational, and we are hoping they will eventually come up with some productivity use cases. Someone in this thread talked about how they are surprised that tablets have sort of flopped, and I feel it’s because of similar reasons. Sure there are now more and more ways to be productive on a tablet, but it’s still more of a consume-centric experience and I believe that’s the reason they haven’t replaced laptops. Time will tell.
Similarly to how VR headsets are used by gamers and tech enthusiasts today. Just like VR for gaming, not everyone was willing to pay exhorbitant prices to lug around a briefcase of a phone, and use it only for poor quality phone calls.
> AR/VR devices are attempting this the other way around: their current use cases seem to be mostly recreational, and we are hoping they will eventually come up with some productivity use cases.
Sure, but the actual current use case doesn't matter. Once the capabilities, price and user experience improve, it will become more appealing to a mass audience.
Think of the iPhone: there were certainly devices that had the same functionality of "an iPod, a phone, and an internet mobile communicator" before it. But Apple saw the right opportunity when the tech got good and cheap enough to vastly improve the user experience and expand the capabilities beyond just a mobile phone. It's what they're good at.
> Someone in this thread talked about how they are surprised that tablets have sort of flopped
But tablets didn't flop. They got merged into 2-in-1s, foldables, "phablets", etc. They've certainly replaced laptops for many users. The only reason productivity is limited on devices like the iPad is because Apple wants to, for whatever reason (possibly to avoid cannibalizing sales of their other products?). But the iPad is still selling well, AFAIK, and many professionals use it. Google and Android never prioritized the tablet form factor, so it understandably lags behind. So productivity is restricted mostly because of software, and the touch interface makes it more suitable for consuming content. If you need to be productive and the software is not a problem, you add a mouse and keyboard, and there's your 2-in-1.
I'm not the poster you're replying to, but I think you've missed their point here.
Market penetration of mobile phones was (initially) driven by the advantages they provided as a work tool. This growing market that was willing to pay helped drive the cost vs. utility down to the point where non-business use cases became viable.
Goggles with screens in them have had a very different history. There are exceedingly few people/careers who have gotten a good ROI from buying and using a headset, so most sales are driven by entertainment (and a small number of enthusiasts).
Apple (and Meta) can definitely continue to subsidize the development of this technology to bring the price down, but expanding from a niche market for entertainment devices to a market of professional tools is the opposite of what's worked for new technologies in the past.
This is clearly Apple's angle with this product. They understand that this is not a mass market product, but are betting on their brand appeal for it to sell well enough to finance later generations.
For instance, with computers, laptops and cell phones being first and foremost business tools it was common in the early days for those to be provided by the employers. That really played a big role in normalizing their presence around the home before they became mainstream products.
I have a hard time seeing a similar thing happening with these goggles, but I’m far from being an expert in these things.
Mobile phones are something of a special case, if you ask me, because the technology for voice calls and several days of standby time arrived quite a bit before affordable service did.
In 1988 a stockbroker could make calls from his speedboat for $250/month, and by 1998 a teenager could call his parents after soccer practice for $10/month.
You could describe that as "the technology getting there" because of more efficient radio signalling schemes enabling lower prices. But you could also say the user offering was unchanged[1], and the most important difference was the price.
[1] Except for SMS and the snake game
Apple doesn't always go into a flourishing industry though. Tablets were not doing well when Apple launched the iPad. The smart watch industry (and traditional watch industry) were shrinking.
Computing platforms have a tendency to become conversion devices, and have a pricing advantage over individual devices. Phones became car GPS replacements and mid-tier photo/video cameras. iPads became an ebook alternative for many. Apple Watch took on fitness tracking and more 'quantified self' roles.
It wasn't clear at launch what was likely or unlikely to succeed. Fashion-tier Apple Watches pretty much failed. iPads have a difficult time competing with eBook reader screens and portability. Fitness trackers maintain a battery life advantage over the Apple Watch.
> But yet... Why VR goggles can't be found in homes the same way that TVs, mobile phones and other popular electronic products despite that they are already affordable? Why hasn't this technology became mainstream? Is it maybe due to the fact that the VR experience can't be shared the same way that when we turn on a TV, play with friends with a gaming console on the couch or sit down on a desk with a PC and we share its use? Is it because it lacks that mythical killer VR app that could be a gamer changer? Is it because the industry hasn't released as much software for VR as for other more common devices like consoles, PCs, mobile phones?
Possibly all of them? I draw parallels between an Oculus and the Nintendo 3DS. Compared to other game consoles, it isn't an easily 'sharable' experience. Software had to be custom-developed for it to take advantage of its capabilities (two screens, one with touch and one with 3D display).
Some of the adoption was made easier by being software-compatible with the DS platform, meaning it launched with backward compatibility with an established library of games. If you liked the DS, you were mostly guaranteed not to be giving anything critical up with the 3DS.
That said, it was still gimmicky, and was still too expensive for some of their target demographics while also being a bit limited in terms of technology. The price was cut by a third, a model with a larger and higher quality array of screens was unveiled, while cheaper 2D models also shipped which were priced closer to what parents were looking to spend.
It sold about 77 million units over nine years across all models.
Compare that to the Nintendo Switch, which sold over 125 million units (across all models) in its first six years. It is more versatile (being both a personal handheld and tv-attached unit), more easily shared and perceived as less gimmicky. It launched at about $10 more when adjusting for inflation, without game backward compatibility but with a store where you could purchase ported titles.
A big part of the success of the Wii and the Switch are that they are suitable for more casual gameplay, including party play. This is something that VR is not great at, as you need to fit hardware for every player switch and it is rare (and expensive) to have local multiplayer.
I would say the Wii overcame the gimmicky nature of the controller interactions via Wii Sports; yet another outstanding showcase game for the system, on par with Tetris for the Gameboy. The multiplayer physical interaction and open nature of play set a tone for the system in general.
> It feels as if there's still something inherently missing in VR that won't make you go and buy a pair of goggles no matter how technologically advanced they become. And people spend a lot of money on expensive phones, gadgets and the alike...
Games are a hard lead-in - console-like devices such as the Quest are going to have significant limitations for cost, while hardware integrating with higher-end gaming rigs are naturally a low volume market. You can't really have a game like Guitar Hero for it because of how private and difficult-to-adjust it is.
Industrial applications are far easier, but lower volume on high margin hardware. I imagine you are talking about more of a consumer/prosumer adoption.
Workforce is confusing. I kinda enjoy the idea of Apple both mandating the engineers working on VR functionality come into the office. As an employee, it feels like workforce always skimps on per-seat investments, and will only consider hardware like this if an all-in-one headset "spatial computer" is cheaper than their bulk-order laptop.
But that said, the most difficult part is to keep people from trying to reinvent EVERYTHING as if it all has to be a 3D experience. There are certainly 3D tasks which are difficult to do with 2D tools (such as CAD), but there's also 2D tasks like word processing that make little sense to reinvent as 3D tasks.
Apple seems to be targeting it as an alternative to an iPad or MacBook Air, with backward compatibility to run iPad apps as 2D surfaces, and the ability to operate a Mac "screen". They seem to have invested quite a bit in screen quality to make presenting existing apps at existing text sizes feasible.
That approach is also understandable because that is the computing market Apple goes after. I have a hard time thinking this "Pro" headset would launch without a medium-term plan to get something in more of a $1500 price range. Apple Pro products generally exist because Apple thinks they should, and to let the higher BoM let them explore new technologies that aren't yet feasible on their baseline consumer hardware. But in all cases, Apple seems to try to go after gaps in the market where they don't see other companies investing in a particular experience.
Or gaming.
I would think though that if that is the main target use you don't need to strap a computer on your head.
I don't particularly want to be immersed in Slender or Diablo or MTG.
I think you just described something like 95%+ of the US population. TV and movies and games are exceedingly popular.
Same on the plane or train. I can wonder a beach or sail the ocean.
It’s bulky because/in the sense, how much top technology and work has been designed into it to validate and refine even further the vision with more users and developers.
It’s also bulky in an other sense, because how massive it is to wear still; and how social etiquette around it barely exist (but is also taken into account/proposed/embedded in this first public iteration).
It definitely make sense because it opens a really opiniated conceptual door to a different way of interacting with computers.
I think it's very hard to tell the difference between these things ex ante. Everything that succeeds looks like it was pulled. But many things were pushed before they were pulled. Buying things on the internet, for instance. This was laughed at for quite a while, while a few people and companies were committed to the idea that it was the future. They were right of course, so right that it feels like it was effortless and demanded by the public, but it wasn't. Not at first.
That isn't to say that that will happen with VR either. Just to say that there is a long history of things being pushed hard and finally breaking through and becoming a near universal norm, and there is a long history of things being pushed hard and dying and being completely forgotten.
The promise of VR is to unlock a world free of the constraints of physics. Where physical distance prevents certain styles of communication and interaction - where physical real estate is finite and therefore rivalrous, etc. There are many things that VR, in principle, could solve. Whether or not the tech can deliver those things in a way that partially (or totally?) replaces actual physical reality remains to be seen. It is clear though that if you want to weave tech into the fabric of people's lives in the deepest possible way, something like VR is probably your best bet.
I am not - Apple's "Post-PC" vision was clearly not viable to me, despite initially out-selling the entire desktop industry initially. The "What is a computer" ads were cringe.
If I need to do work involving lots of typing, precise clicking or sitting for a long amount of time, I'd rather use a laptop (or desktop). And for less demanding stuff, the smartphone (which I'm already carrying everywhere by default) is enough.
The tablet sits in an awkward middle and I don't really find much use for it.
Which is something important to keep in mind when discussing VR adoption. A few people getting overly excited (or overly dismissive) is not necessarily a good predictor.
As a data point, I do own a tablet. It's mostly a mobile TV screen: a TV Headend client for broadcast TV, NewPipe for YouTube and VLC to a shared disk on a server at Home. Not having to sit in front of a fixed TV set it great. My TV is mostly forgotten in a corner of the living room.
I rarely bring the tablet with me outside home. When I do it's with a Bluetooth keyboard and mouse. Example: I'm on vacation but I need some sort of work connectivity in case nasty things happen. Ssh works better on a 8.4" screen than on a phone. That doesn't happen every year luckily. My laptop is larger, weights more and I'll cry if it breaks or gets stolen. Damage to the tablet will only piss me off a bit.
(I was like you and still am, by the way... I don't find tablets comfortable. I only bought one once, and I think the number of times I actually used it can be counted with both hands).
Many journalists will have their MacBooks prized out of the cold dead hands.
I travel with my laptop and my iPad Pro never leaves the couch.
And how close to most working artists’ realities are those slick Apple keynotes showing sexy young people drawing with their Apple Pencil? I don’t know. Artist is a broad term.
Yes, artists is a broad term, just like developer isn't a UNIX guy doing containers.
By who?
The iPad introduction explicitly presented the iPad as a complementary device situated between the smartphone and the laptop.
But no, iPads did not replace laptops for the majority of people. Phones maybe, but not so much tablets.
Again if unless you are very young or old, and/or your profession significantly benefits from a portable touch devices (artistry, home remodeling, etc.) it’s a niche.
Part of the reason it’s only kids and old people often seen using them.
Everyone saw the potential and lashed money into it. It didn't deliver at the time, but that dynamic is totally different to vr headsets.
Think smart phones, they weren't pushed, people wanted them in a serious way
Distance selling regulations helped with it a lot. I can buy a product online and if I'm not happy with it, for any reason, I can send it back for a refund. This just isn't the case with shopping in a store.
I learned this the hard way twice buying in store from Argos in the UK, only to get home and find I had bought a used product which someone else had returned already. Argos refused to refund or replace the items because they are used.
I looked this up at the time and it seemed to be a common occurrence, I can only assume people returned items they bought online and Argos just put them back on the shelves.
Had I bought it online and had it delivered to my house I could have returned it. I buy online wherever possible now.
Interestingly "click-and-collect" services are not covered by distance selling regulations which is how I got burned twice by Argos.
This is why I still buy clothes, shoes and sport gears at stores. Returning products takes time and you still don't have what you wanted to buy.
If I buy a new item of the very same model I bought before, that's OK to buy online. Unfortunately companies keep changing models every year.
Also at this point they don't give a damn about quality controls. E.g. there was a time when you could order shoes online rather reliably. Today? What you get in the mail is barely correlated with the size you specified on the order.
From the last 10 days: we order two pairs for our kids, size X and Y - which we selected by actually following measurement instructions of the shoe company. When the order comes, it it turns out size X is too big for the younger kid, size Y is too small for the older. We return those, and order again, this time sizes (X-1) and (Y+1). What we got is... the (X-1) shoes were identical to X shoes (therefore still too large); the (Y+1) shoes were like Y+3 - way overshooting the target.
This was same models, same company, with no logistical confusion according to labels. Just one of multiple similar events we had (and many more I heard about from others) where the size of shoes received was pretty much random. So this is one category of goods that we're going back to buying in person.
And yes, that means dragging a 1.5 y.o. and a 4 y.o. into a shoe store in a large mall - the very one I mentioned above. Yes, our kids will likely get overwhelmed by lights and wares and ads, and start making all kinds of scenes. I don't care. If the store doesn't want a scene, they should not be routinely fucking up their order sizes.
I have never experienced this buying shoes from both big and small brands. Adidas, Nike, Allbirds, Converse, John Elliott, Beckett Simonon, etc. Maybe kids shoes are a different ballgame?
Also never experienced this with clothes. I buy everything online and it always fits as I would expect from the measurements listed on the website.
I do find shoes sometimes have inconsistent sizing between brands, but they usually say something like "runs 1/2 size small". Worst comes to worst I can compare size charts with a pair that I already own.
It's never a crapshoot where I can't rely on their sizing at all.
That's a distinctly American problem. As is the (over)use of credit cards in general.
Here in Europe, the main worry was simply paying in advance and not getting the item. Early on, the popular choice was just paying to the postman on delivery - it moved some of the risk on to the seller, but it was balanced out by the seller making this option ~50% more expensive. It took some time for people to get used to dispute processes in marketplaces, and then for the laws to be updated with additional safeguards (e.g. 14 days no-questions-asked return policy for online purchases, which I think is an EU directive), and at some point, transferring money in advance of delivery became a normal practice. That was even before payment gateways, or even smartphones, became ubiquitous.
There is no demand for VR outside gaming. Efforts to try and create that demand are failing.
Most gaming will be casual, in VR just like non-VR.
But there are much better and deeper games in both cases.
VR just isn't that wanted by average people. "Immersion" just isn't a magic panacea that older execs seem to think it is, and being in a "virtual world" while you play most games don't make them better games! Oddly enough, most people don't play videogames to emulate real activities, but rather to play games, with their own made up rules and concepts. FIFA on the Xbox is nothing like actual soccer, but the players prefer it like that, and a FIFA that requires you to kick the ball with your real foot and costs hundreds of dollars is NOT better as a game, or more fun to most people, than "flat" FIFA.
We literally already went over this with the Wii; shoehorning in "realism" into games that don't benefit from it just makes shitty games.
Impossible. My extended circle which leans tech overall is maybe 4%. And many just tried it and aren’t really actively using it.
They’re counting numbers very funny.
Half the population is above 45, and it’s not above 2% for that cohort they barely hear about it on the news and have no idea how to even sign up for it.
Having seen this before, I don't think the numbers are incredible. Everyone I know has signed up for an OpenAI account, and probably 25% are paying for one. Granted I'm in the HN bubble, but this is so 1995.
And the first mobile phone was sold to the public in 1949. It took time to catch on. People needed it to be convenient and accessible. VR/AR is neither convenient nor accessible today.
You can use your iPhone camera for an AR experience, but your hands are occupied holding the phone so you can't do much at all when using it.
The whole meta verse thing seems like it was 100% hype building by people with money invested in it and none of the platforms had any users.
If VR was so compelling, people would buy the headset to get the experience. It's not so they don't.
Actually its more like 30 years.
People get too focused on devices and the recent storyline around Google/Oculus/Meta/Apple etc. Any and all devices are and will always be WIP, they get refined once there is strong demand in the direction of that demand. The concept and experierence of immersive / interactive computing is much older and we should not ignore the lessons it may try to teach us.
What we have here is a new round of device refinement in anticipation of strong demand for an alternative computer interface that did not materialize in several decades - even though it could have.
It may be that VR is an exception. Some people are arguing that there is some sort of threshold that needs to be reached. Its possible.
But this is not the usual pattern. People are extremely adept and keen at glossing over grave limitations and filling in the blanks if a technology helps them achieve something relevant to them.
How much money has ChatGPT invested? Billions.
GPT1 is from 2018, but neural networks have more than 70 years now. VR have more than 30 years since the early prototypes.
If I could replace my monitor with a portable device that would grant me huge virtual desktop space I would pay 3500$
Right now I'm waiting to see the feedback and for the early adopter issues to get ironed out.
But I'd say this demand is far greater than gaming. Being able to work from any rental where I can plop a keyboard and laptop without having to deal with bad desk height and non adjustable chair/lack of monitors is huge - it would literally mean I could work from anywhere.
Right now I can't - and I've tried many times. Experience is terrible and after a few days of bad desk/chair combo, even lugging a small 24inch monitor in the car, I get insane cramps/headaches from neck strain or back pain from bad posture.
If VR can solve this I know a lot of people would buy into that.
People keep parroting this line, but have you ever actually tried this? There's way more to discomfort in VR than just pixel density.
But it's been like 7 years at this point ? If Apple has decided to launch it I would assume they worked out the kinks.
I'm not buying it until I see enough evidence it's usable (doubt I'll get to try it for 8 hours without buying one).
But the practicality of not being able to see the people around me gave me the screaming heeby-jeebies. I just wasn't comfortable not knowing who was near me.
I will happily have 3 monitors in realspace just so I can turn my head to see who's near me.
How big was the demand for the first mobile phone?
ChatGPT was the first chatbot to cross the magic threshold, after which point consumers enthusiastically adopted it.
AI has been around since the 50s: https://en.wikipedia.org/wiki/History_of_artificial_intellig...
VR has been around since roughly a decade later: https://en.wikipedia.org/wiki/Virtual_reality#History
... AR / VR may have the same promise. But the implementation is sufficiently far away, that most people look at it and think "Wow, really cool toy. I don't have a use for it right now", and walk away. They'll be back if / when that tipping point arrives, but unlike ChatGPT, its not here, not yet.
And like... are you sure about being able to buy stuff online? I remember when being able to buy pizza online was new and there was a TV show in Japan about some crazy guy trying to survive off of stuff he ordered on the Internet, and the entire concept was just not a thing normal people were into... remember: the dot-com "boom" was actually a bubble and a lot of the stuff that came out during it failed.
Additionally they seem to always pick the perishables with the closest expiry date. IE milk from the front of the shelf that is expiring tomorrow rather than the stuff at the back that has 7 days before expiry.
The obsession with perfect produce is so dumb, and has genuinely harmed our shopping.
The grocery store should be pulling terribly produce, but my local one apparently does not.
Yes, it was laughed at and during the early internet days, people were skeptical that online shopping would become mainstream. An example includes the famous prediction from Clifford Stoll from 1995[1] :
>Yet Nicholas Negroponte, director of the MIT Media Lab, predicts that we'll soon buy books and newspapers straight over the Intenet. Uh, sure. [...] Then there's cyberbusiness. We're promised instant catalog shopping--just point and click for great deals. We'll order airline tickets over the network, make restaurant reservations and negotiate sales contracts. Stores will become obselete. So how come my local mall does more business in an afternoon than the entire Internet handles in a month? Even if there were a trustworthy way to send money over the Internet--which there isn't--the network is missing a most essential ingredient of capitalism: salespeople.
Clifford was correct in that brick & mortar stores wouldn't become obsolete. But he was very wrong about the mass consumer adoption of internet shopping. Many agreed with his mispredictions at the time.
[1] https://www.newsweek.com/clifford-stoll-why-web-wont-be-nirv...
It was definitely laughed at by people like travel agents - remember them? I can remember discussing it with people in the travel industry around '94 and '95 and they literally laughed at the idea of people arranging travel online.
For VR/AR however? Are we going to get to Black Mirror level of a weightless device that projects a huge AR screen without block your field of vision for the rest, and without making you look like a goof?
Even if that's the case, the benefit over using a phone screen wouldn't not be as big as getting a huge library of movies to be rented in seconds directly from your living room (compared to driving to Blockbuster during opening hours for a much smaller selection).
And the best movies all being rented out! That's a concept that doesn't even exist anymore. A bit tangential, but good technology has that effect, of making scarcity disappear.
See. You just did the exact same thing that Op is talking about. You didn't describe a single actual use case. You just talked about unlocking things or solving problems. You didn't describe any actual problems or any actual things. op's point is that enabling technologies are useless without problems that require the enablement to be solved. And no one is actually demonstrating that any of those exist.
Not being flippant -- I really think that's the big question.
Current AR/VR (Vision Pro included) lets us do desk things at not-desk places, but why would I want to do that?
But, for me, for example: to GSD around the house while one needs to be in a Zoom, so that menial chores aren't waiting for me when I'm off work. Even Airpods let me do that somewhat now, but at the expense of missing slides or what's being shared on someone's desktop.
Instead of staring down at a tiny device or simply wracking your brain in desperation any time you need information about something in the world around you (driving/walking direction, business hours, the history of a sculpture in an art gallery, the name of an acquaintance approaching you down the sidewalk, etc.), imagine that the information is just... there. In the environment with you. That is incredibly useful, and is an incredible way to interact with information. Imagine cooking along to a recipe laid out on the countertop in front of you, with generative AI guiding you through different techniques (or even helping you change a tire on a busy roadside).
Instead of needing bunches of different tiny screens for bunches of different use cases (I wake up and sit at my medium work screen, sometimes scroll my tiny screen, go home and sit on the couch and watch my large screen, maybe over the weekend I'll catch a movie on the extra large screen), you just need a single device that produces exactly the screen and environment you want. That's the promise of VR. I could be on a cramped flight watching a movie on an Imax screen or writing code with 3 separate monitors in front of me.
We could go on and on and on just imagining excited scenarios where AR/VR would provide an incredible way to interact with tech. It all just hinges on how well it can be done. Apple has now laid out the requirements needed for a truly satisfying UX with these devices, so the next step will be to see if the industry can make devices small enough, powerful enough, with enough battery life, etc. to make these viable for the average consumer. If that happens, I predict that in 10 years flat-screen based (TVs, smartphones, desktop PCs, laptops) devices will all but disappear.
The hurdle to overcome in my opinion is the form factor. Everyone walking around wearing ski goggles is a deal breaker to me. Glasses, maybe; or even better, contacts. Right now that size technology is more sci-fi than reality, and I suspect it will be a very long time before we reach that (if we ever do).
It’s also important to keep in mind that information availability isn’t the end goal. The purpose of having more information is to improve other aspects of our lives so we can reach our goals more effectively. We want big data so we can optimize for outcomes of our choosing. We want to understand the natural world so we can use it for our benefit.
Connectedness to information does not benefit us if it comes at the cost of having face-to-face interactions with each other, IMO. A lot of people think in-person conversation has gotten worse since the advent of smartphones because they steal peoples’ attentions. Imagine the extent of that dynamic when everyone is always-connected and it is impossible to discern who is paying attention.
All of those are use cases, and obvious ones.
Your argument is “none of these seem compelling to me” (you’re not pulling) which is fine, but don’t ignore the comment’s point that they could soon be compelling to you (which is why they’re being pushed).
This is especially true for network effect based use cases like Oculus is shooting for - even Facebook was useless until “everybody” was on it
Literally all of those are possible with your cell phone at slightly lower fidelity. We're not talking about zero to one applications here. Cell phone fundamentally unlocked new applications via mobile connected GPS, computer, camera, screen, accelerometer, internet. Fidelity is not worth as much as people think to as many people as they think. 3D TVs were a flop. People still play and watch low res cell shaded games and movies.
Fwiw, I’m a VR bear overall, but the idea that it’s somehow “not new” feels wild to me, like saying ChatGPT isn’t new because we’ve had chatbots for ages. Like, yea man but the preexisting stuff sucked lmao
VR so far only offers experiences that are moderately better in some ways (bigger screen, more immersive experience) while being objectively worse in others (heavy sweaty headset, lower resolution, nausea/headaches, high cost or be locked into a FB run ecosystem).
It won’t explode the way LLMs and other AI has lately until it solves the negative factors it has. I say this as someone who uses VR regularly and figured most of this out from feedback from my normie friends and family.
The cost of using ChatGPT vs older chatbots was... nothing.
Once there are downsides, people weigh them and you lose chunks of your potential adoption base.
Oculus Pro is objectively better in all possible ways than other VR headsets (but has trade offs vs substitutes, like regular screens).
ChatGPT is objectively better in all possible ways than other chatbots (but has trade offs vs substitutes, like google search).
VR headsets provide “large scale 2D experiences” and “immersive 3D experiences”. The resolutions on all VR headsets means for the first it’s objectively worse in a lot of ways, namely fidelity and detail. I agree the second one is a new experience and use case (I really like VR and have two different headsets I use regularly), but the only actual new thing is the “3D” part. People find plenty of other stuff immersive. Heck books provide that for a lot of people. That 3D part just isn’t enough, you can ask all of my friends and family that have tried my Index, said “wow that’s really cool” and then never buy a headset themselves.
ChatGPT provides a bunch of new use cases with regard to chat, text editing/manipulation/analysis, and knowledge recall/generation while also being significantly better and faster than Google with regard to finding answers or information. Meanwhile AI image generation has completely changed art and image creation to a ridiculous degree. I have friends and family asking me how concerned they should be about AI taking their jobs in fields as varied as writing, art/design, law, and medicine.
I do think in the future VR could reach the point where it’s that revolutionary, I just don’t feel like the two compare well now. VR is currently more like those old chatbots mentioned.
On top of that so far VR only offers a bigger screen and can’t actually produce high fidelity images. My 4K TV has more pixels and produces a clearer picture with more detail and resolution. Only offering bigger doesn’t feel like a good selling point or revolutionary change.
I think unique games like Beatsaber (which I fucking love and play regularly) are an example of a completely new use case unlocked as a possibility because of VR but those are only compelling to a small percentage of people. VRs big problem is it hasn’t found a similar completely new experience that’s not just a new way to do existing things moderately better (often only in a some areas while being worse in others) and is actually compelling to a large audience. Until it does the potential audience is going to remain small.
That's what I'm talking about - this is a clear use case. Another example I can think of would be remote surgery.
You're exactly right though - the big problem is that it hasn't found the killer app yet. Something will probably materialize eventually, but it's not clear yet.
The Vision Pro's problem is that it lets you do something you can already do "some percent better."
But "some percent better" isn't what any of the companies pushing this need, because that doesn't translate into the volumes they need to sell.
"Fundamentally different" does, but no one has described any use case like that.
Examples of "fundamentally different" would be "taking the ability to make and receive phone calls with you, wherever you go" or "taking the ability to browse the web with you, wherever you go."
For what it’s worth, the fitness use case is 0 to 1 because a million people are saying “I didn’t exercise; now I do; Oculus is why”
No fitness > fitness is 0 to 1
In what way was the iPhone “fundamentally different,” by your definition? Its functionality all existed in a blackberry / mp3 player. It was just “some percent better” at everything - especially interaction - that unlocked all the apps we have today, no?
The fitness use case is a red herring and a software problem. Instilling motivation in people to do things they know are good but don't want to isn't traditionally a money-maker. You're building a better shame-er: how's Peloton doing these days? https://finance.yahoo.com/quote/PTON/financials?p=PTON (and that is "fundamentally different"!)
The iPhone as initially released isn't the iPhone brand success we see today, looking back: that's the iPhone + iTunes + App Store.
Which explains why similarly featured hardware didn't experience iPhone success.
That combination was fundamentally different, because it allowed you to easily do the 3 things most people wanted to on their phones (browse the web, listen to music, get a specific app).
At the time, 2008, there was no competition for that.
It would be until ~2010 that Android even launched rough (very rough) parity: HTC Nexus One/Samsung Galaxy S + Google Music + Android Marketplace
Two. Years.
Like, Peloton is an exercise bike. A cool one! A great brand and experience! But it’s an exercise bike.
And it’s somehow more “fundamentally different” than this device that is trying to materialize sci fi?
I guess I just don’t get it
But if even it's having trouble financially, fitness isn't a great category to win with technology. Branding and advertising, absolutely! (Nike?) But not tech.
The Apple Vision Pro is an impressive improvement. But I'm skeptical its at that tipping point. Making the tech work in a pair of regularly sized glasses, that don't need plugged in or a heavy battery, yet has similar functionality, would push it much closer to reality. No regular person is strapping one of these on to interact with the world as is. IMHO its current stage is: a very impressive toy. Which is totally fine -- with what's at stake and Apple's market position and cash, it makes total sense to try and be the leader here, until it materializes into the next thing or fizzles out. Either position is likely acceptable to Apple.
But, sure, fundamentally different: being able to surround yourself with any environment you want. Being able to navigate that environment with physical movement. Seeing a movie that exists in a sphere around you.
You may not want those things, just like my mom could not understand why anyone would want a smartphone, but that does not mean other people get no value.
What's fundamentally different about AR/VR is that it lets you do that... while being anywhere.
But! The cost of doing it (putting on the goggles) is a direct and serious degradation of your physical experience of wherever you physically are.
So we have a device that's key value proposition is -- it lets you have your nice home media experience, out in the world, at the cost of losing the sensation of the world.
... but then why do I want to do that out in the world, instead of at home, on the couch, like Apple's demos are?
... and if I'm doing it on the couch, it has to compete directly with high fidelity existing solutions.
The mobile component is effectively worthless, until the hardware is capable of augmenting physical reality instead of muffling it. (Read: magic AR eyeglasses)
There does exists one very particular type of user for whom the above is valuable: the business traveler.
But that's not enough volume (especially now) to meaningfully contribute to Apple's revenue.
If I were Apple, I would have taken a page out of Blackberry/Bloomberg's success book and made a flagship launch app a very polished "Vision Pro iMessage, with 3d presence" and worked the social network angle. Call any important person during business hours, with presence, instantly, would be fundamentally different. (Especially with an AI agent if they're unavailable)
Maybe it does to you, maybe a lot of people, but calling it degradation is still a subjective call.
I agree there are some people that want it (I am one of those people, Beatsaber changed my life). The issue is the number of those people isn’t that large yet. I know this because pretty much all of my friends and family that tried my Index have said “wow that’s really cool!” and later none of them go buy a headset. It’s just not compelling enough to buy for most normal people yet.
VR has proven itself pretty much only in VR racing and VR flying, where it provides an impossible to compete with improvement in experience, but at a huge cost and COMMITMENT. It takes effort to put on a headset, set aside some space, and commit to being "away from reality" for a bit
Laptops screens are small not because people want small screens, but that the form factor requires it. What if you could take the 30" display or multimonitor setup you have set up at your home office anywhere in your home? Anywhere in the world? Why bother with an iPad to watch movies on a flight when you can have a full cinema experience?
Because the HMD is heavy, the battery sucks and you look like an idiot when using it. All true, but the one stupid bet to make on computing technology is that it won't get smaller, faster and more efficient over time.
> What if you could take the 30" display or multimonitor setup
The issue is VR doesn’t provide this either. Yes, it can provide screens the same size or larger, but IMAX currently provides 8K or higher resolution, my three monitors are each 4K, and even the screens in the Vision Pro can’t match that level of detail or fidelity regardless of how big the virtual screens are.
It’s the same reason people didn’t buy gigantic TVs back when the resolution was 480p or lower, bigger alone is not better, especially when combined with the problems you documented.
I say this as someone who uses VR regularly and has bought two headsets so far. I do agree that in the future the tech will probably reach a point it’s able to provide image quality that’s good enough and solve all of its negative factors. It’s also possible the Vision Pro reaches the necessary bar, no one has really tried it yet. But for the normies VR just hasn’t reached a compelling level yet.
There were plenty of large format standard definition sets, they were just either way too big (CRTs) or rear projection (worse picture quality, which is saying something for 480i). DVD is SD and was a dominant format for a significant amount of time after the rapid rise of HD flatscreens. TVs got big because the technology allowed for it without requiring TVs to be installed via forklift or crane, not because people didn't want a big picture.
I've used a bunch of headsets too and it baffles me when people with plenty of time wearing these bricks can't extrapolate those experiences out, it doesn't require a whole lot of imagination. The Quest 2/Pro aren't cutting edge and their UI is jank, but even with the shitty passthrough it's pretty clear (to me at least) how virtual screens can be useful based on my experience with them.
See my comment down below: https://news.ycombinator.com/item?id=36257804
Yes, think about being able to do it remotely AND still have presence ie imagine being able to still hangout with your college buddies or extended family for game night who live hundreds or thousands of miles away
I've played hundreds of hours of Tabletop Simulator (a game on Steam, if that's not clear) outside VR and it works great.
Tabletop Simulator also supports VR, I tried it a few times but it really didn't add anything. And honestly using a mouse and keyboard to click on board game pieces, select cards, and so on is far more precise and low effort than grabbing things with my hands.
I game regularly in VR and I believe in it, but not for board games or tabletop games.
I'm in operational technology and deal with a lot of on-site tech, such as SCADA, factories, even stuff on trains or planes.
We have 3D lidar mapped files of factories that are scaled in such a way that users can throw on VR and "walk" through the facility and figure things out. It's not completely mature but it's pretty good, and there have been talks about putting a camera on a scooter and letting engineers remotely drive though the place in real-time -- not just the static files.
What do you do with it? erognomics engineering, looking at flows of goods, processes, etc.
Still waiting for a Visicalc for AR.
And yet, here we are. iPhone truly revolutionized phone market and was the first real smartphone.
https://news.ycombinator.com/item?id=19185
Why I Don't Think The iPhone Will Sell Very Well (mattmaroon.com) 8 points by mattmaroon on May 4, 2007 | 11 comments
https://news.ycombinator.com/item?id=16394
Why iPhone Will Win (kedrosky.com) 15 points by far33d on April 24, 2007 | 7 comments
You didn't mention it, but same thing is true for remote surgery applicatons.
Telepresence for subject matter experts is a fundamentally new application that is unlocked by AR/VR tech. To nitpick, its more of an industry application rather than a consumer one(apple/meta releasing consumer-targeted products because the market is bigger) - but you're right that it's a good use case. Particularly in time-sensitive cases where industry would have to wait days to fly someone out when they need help immediately. To be fair though... a cell phone video call can already get you maybe half of the way there I'd say(where VR still might only get you to 80% given you cant smell/touch).
To date, I’ve lost 10-15 lbs
Edit: here’s another use case
I hate when schemas and architecture diagrams go way beyond the screen. Even 30 - 50” isn’t enough. Why can’t it fill a room or even go beyond a room instead? I’ve used a diagraming tool called noda.io that demonstrates whats possible where I can have a 3D viseo like diagram fill a stadium
VR is available to the public since the 90's, it's as old as the Internet. Even if you consider that "actually useable VR" started with Occulus it was already 10 years ago.
I'm not saying the turning point for VR will never come, but it's certainly taking its time.
I like the idea in some cases but it's still absurdly komisch to the vast majority of human beings
Pretty much every developer (and reader) I know jumped on the OG amazon to buy books. All through the late '90s I (and pretty much everyone I knew) would buy books that were not immediately available in bookstores (remember those?) or libraries on the internet. Never mind that it sometimes took over a week for your books to be delivered, the point was that we could get something we wanted.
I have played around with a VR headset, and been part of demos that have fallen flat, because there really is nothing that we want in that experience.
This is not to say that it won't be successfull. Advertising and hard sells can be very effective after all.
When, for a couple of months in 1992? There are always a few people who dislike new ideas but that one was popular from the beginning because it was so easy to understand: just like ordering from a catalog but you get your stuff a week earlier and in most cases can see more info about it before buying.
I worked at a web development company in the mid to late 90s and businesses were all over this concept. It saved them money having to pay people to answer the phone or open envelopes, let them do things they couldn’t afford with printed catalogs, and avoided a whole ton of problems around payment.
I think you were in a pretty distinct milieu if you thought this was a popular idea in 1992, or any time before, say, 1998.
> I worked at a web development company in the mid to late 90s and businesses were all over this concept. It saved them money having to pay people to answer the phone or open envelopes, let them do things they couldn’t afford with printed catalogs, and avoided a whole ton of problems around payment.
Yes, I imagine that the companies you interfaced with as an employee of an webdev company in the late 90s were all over this. That is not the same thing as it being generally popular.
It wasn’t mainstream before people could afford computers and connectivity but nobody serious was laughing at the idea for the reasons I mentioned: it was an obvious extension of what businesses had been doing for over a century and there was tons of prior art (services like CompuServ had online shopping in the 80s). By the mid-90s it was obvious that it was going to happen for easily shipped items as soon as people got online - when Amazon launched in 1995 it had customers around the country almost immediately and the book operation was profitable within a couple of years.
> Yes, I imagine that the companies you interfaced with as an employee of an webdev company in the late 90s were all over this. That is not the same thing as it being generally popular.
Our customers weren’t tech companies but brick and mortar retail, banks, manufacturers, etc. They knew that this was an easy way to sell direct to customers - which cut out some hefty margins charged by major stores & catalogs - and try new products. The opportunity was obvious even to people who weren’t in the industry — absolutely nobody was laughing at that, although there were dotcoms of the “lose money on every sale, make it up in volume” persuasion who everyone knew were doomed.
Or generally, anything that's much better experienced directly than through a screen. Think about virtually hiking Mt Everest, diving the Mariana Trench, walking on Mars, etc. The technology certainly isn't there yet, but I can imagine a future where for a majority of the population, especially those with lower income, VR provides the only affordable* escape from reality.
* In a few years obviously, $3500 is far from affordable.
I suppose this means that Apple is aiming for the high end of that market while Meta for the coin-operated booths? :-)
This is correct. With the ability to mimic touch, the VR NSFW avenues are set to explode.
- I’m genuinely curious and surprised by the confidence.
One quick glance at the Reddit hysteria will show that people are particularly bummed about the NSFW changes. Like, really bummed. Same with Pornhub limiting its service in Utah, and people of Utah immediately learning what VPNs are. Additionally, there are human trafficking rings around the world that thrive for a reason (e.g., Epstein). With VR you have sensorimotor gadgets you can sync to your virtual world, and it is completely immersive. As you become desensitized to one fetish, you can purchase a new fetish experience. Porn is a lucrative path.
For me, I like humans, the "in real life" kind to be exact. So it's not a hot selling point, for me. I do like to study how humans "human." And porn is front and center for many people, for all sorts of different reasons.
And that’s happening with the current state of porn - often viewed on small phone screens in less than even HD quality.
I can’t imagine what would happen to young people once porn is viewable in a lifelike virtual reality. I can imagine an entire generation of young men dropping out of society altogether (something that’s already happening)
Yes, some will use it for this. Porn use is never satisfied so the addicts that are always looking for bigger hits will find some here. But they are already in it's grasp. Very few to nobody will start it on this device, and that is where the primary battle is located.
Kids, on phones, far away from the supervision of their parents.
Not computing but 3D TV and 3D movies ?
And 3D TVs are not remotely common.
So 3D TV/cinema seems to be a counter-example - a technology that was pushed hard, but has generally failed to become anywhere close to mainstream, nor to continue moving in that direction.
In reality, 3D would not have made the new ghostbusters a better movie. Nobody watches a movie for "immersion", they watch it for a story.
A far better screen real estate to hardware size ratio than you can get if you dont put something on your head.
Most office workers have been using two or more 22 inch or far larger monitors for a decade now. People buy the largest televisions in their budget and are impressed when their buddy gets a new bigger one. Movie theatres 1) exist when television ownership is common and 2) advertise it when they have particularly big screens.
Laptops make up like half of all computer sales. Plenty of people have been trying to make working on tablets work to shave down a bit more size. Phones are frequently used for media consumption.
If I wasn't a person who existed in the world and used devices, it'd still be perfectly obvious to me that people want to see a lot of stuff at once but they also don't want to lug around the things necessary to do that. I am a person who exists in the world though and therefore have this very problem. I carry a phone everywhere I go and sometimes find myself giving up on tasks, or it not even occurring to me to try them, because I know they'll be a lot easier when I have my laptop. I carry it to less places and find myself doing the same thing, leaving off tasks until I'm at my desk, which I carry nowhere.
I keep seeing people mention an aha moment or killer app needed to make these devices make sense and I honestly dont get it. It doesn't need to satisfy some new want to be incredibly successful. It just needs to be a laptop with far more screen real estate than any actual laptop.
And whilst you do blink less whilst wearing VR glasses it's on par with looking at a computer screen.
>why is no one talking about that?
Because it is not an issue for most people?
In the simulation field, the advances are already major. There is a huge gap in the gaming experience when playing simulation games for instance.
Call of Duty would not be a bigger franchise if it gave you trenchfoot for example.
As a general purpose computer, I see a hint of what it could be, and I am convinced it’s the future. It has to be. It’s too powerful not to be.
Imagine there’s nothing to put on. The computer doctor sprinkles some magic computer dust over you 7 minutes after you are born and you get Apple Vision++++ levels of ability, all of the time. Everything in the world becomes a potential UI. Every action becomes an input. Every surface a display. Look at our total screen time and realize there’s no going back, so we might as well ditch the screens and stop all the squinting.
But I am also convinced this is 30 to 100 years away. There‘s no line of sight on how to build this magic dust and no one is going to wear ski goggles all day.
I am begging you to consider how this is an awful future
You could say I was going the other way - from wearing a contraption (specs/contacts) to not wearing one unlike AR/VR where I have to wear something to experience it - but the effect is the same.
I was naturally one way and then, out of nowhere came LASIK to make life better for me.
It’s the same way everywhere. We couldn’t fly and now we have flying tubes. We couldn’t understand movies in foreign languages and now close captions exist.
Personally, I’d like to give that VR/AR magic dust a chance to see if my now 20-20 eyesight can kick up a notch.
Very different things! Also you're talking wistfully about science fiction, there's no indication that AR technology is going to reach the magic dust level this century.
Nearly every person on the planet has a phone in their pocket. People use these screens for hours a day. Companies and governments track everything you do. Whatever world you are afraid of is already here.
One person only though, not a shareable experience.
Like others, I'm waiting for this to come to a spectacles / sunglasses formfactor. An external box would be fine, I just wouldn't be able to bear wearing what looks like metal ski-goggles for any significant period of time.
Since then my opinion has hardly changed that these are gimmicks, and mostly unusable by people with eye sight issues, where already dealing with natural light is an issue, let alone tiny screens a couple of cms away.
For good measure, this was also the time of the Mosaic browser.
I think three decades is enough to suspect that if there was some unique added value from the VR concept (that goes beyond some very small niches), it would have been adopted more broadly, even with imperfect technologies.
Future developments (~5-10 yr) in other parts of the digital universe may bring use cases that are currently not visible to people with limited imagination. But usually short-termist corporates launching major products here-and-now does feel a bit odd to me.
Who knows, time will certainly tell.
I would be willing to buy this argument if anyone who actually used the device were reporting these issues.
Where as nowadays tablets have become a staple and it's very common to own one, and often not own a computer. I ate my words.
So at the moment there's a few players in the VR/AR landscape, maybe something big will come of it, maybe it won't. But I think it's too early to tell
Little did I know that the iPad would slowly take away my time spent on my iPhone. So now I have a $1000 iPhone that I don't use that much (except when not at home), and I have an additional $750 iPad I spend 4+ hours / day on.
Not sure what happened, but I couldn't go back to just my iPhone anymore.
I took my headset off and it was like he had just left the room. I think that being able to provide the feeling that someone you love is there with you (when they are far away) is why people use a lot of tech.
It was a feeling that 2d FaceTime just cannot give you (and it felt like a bigger advancement than going from a phone call to video calls).
If Vision Pro’s face reconstruction thing works well I can see that being the killer app.
One day I set up the TV with a spare computer and webcam, and used that instead of phone, laptop, or even desktop.
The difference was huge, and exponentially so when the other party was doing the same.
With selfie webcams we got person-centric mugshots, with room webcams we connected places.
It was like having opened a portal to another place, we could move around each one's place very naturally, which only reinforced the connection between people. Just a little bit of care with placement and angle went a long way to drive the illusion. I remember that a couple of times we honest to god unconsciously tried to hand over objects through the screen.
Brains are so easy to trick. As it seems to be currently my cobbled up setup looks better than floating mugshots.
Also not addressed and never shown is how the VR user shows up to these FaceTime users. I mean the wearer doesn't have themselves captured by the device? And it can't take into account other people naturally walking into the room.
And yes the perspective is wrong, things don't line up, objects and textures don't match, but after a few minutes it doesn't matter, basically as long as you get the horizontal plane right the brain just adjusts and still believes you're looking through a window.
The problem so far has simply been that none of the existing headsets work for this. Resolution needs to make it past 30 PPD to be usable for text. All the exiting consumer ones are between 10 and 20 PPD.
You also need the right software. SteamVR has basically nothing by default, you get a blurry view of your desktop if you go the menu and that's it. You can enhance it a little with Steam overlay addons, but it's all a crude "make desktop show up in VR", not a "userinterface build for VR". Oculus is a bit better, but still not great. Microsoft tried with WMR Portal to bring the full Windows desktop into VR and it is about the closest thing to what Apple is doing now, but it was still riddled with problems, lots of bugs and limitations that made it impossible to take full advantage of VR (max window size was restricted to 1920x1080, no way to anchor virtual windows to the real world, no real passthrough mode).
What Apple has shown so far look much better than anything else out there. The resolution is good enough that you can actually read text, the passthrough cameras are good enough that you can actually see and interact with the world around you in proper 3D and color and the software seems to be completely focused on making 2D content in a virtual space work well, something none of the other companies spend much effort on.
There is an alternative reality somewhere where VR went the other direction, focus on making it cheap and accessible and focus and producing proper full VR games, basically the original vision behind Oculus. That could have worked, Oculus delivered a couple of great games in the early days of VR and before Facebook joined them, they were even able to produce $300 headsets. But all that got derailed by Facebook, who raised the price to $600, gave up on PC based VR and forced everything on mobile. They also largely gave up on games and focused instead on "Metaverse", which means that the Quest2 games out know, still look a lot worse than what we had 6 seven years ago on CV1 or even DK1. The insane amount of money Meta has spend so far simply doesn't show in the actual product and especially not in the software.
Anyway, since this alternative reality didn't happen, we are now basically stuck waiting for VR headsets to get enough resolution that 2D content becomes enjoyable in them, as that's the only way VR will get content. Native VR content is still just too rare and the quality is often not great. Apple's VisionPro is the first device that crosses that threshold and has the software to go along with it.
If you dig deep enough, you’ll find that the ubiquitous, always-on, socially acceptable form factor is indeed AR in the shape of glasses. As in Google Glasses but with infinitely more utility. The ability to do anything you can now on your phone and more, powered by a localized and shared augmented experience.
> What would be such indicators?
If you agree on the above as the end goal, one clear indicator of success is “how many times did you not take out your phone?”
Of course any expert in the field will tell you we’re 10+ years away from achieving such technology, due in no small part to the physics of optics and displays. But you can imagine the Apple VisionPro shrinking toward this end state.
That "feature" just isn't that enticing.
I'm not saying this will follow that pattern, just that low adoption of a lower price product that can technically do something isn't necessarily evidence of failure of the idea.
The answer is not only different for different people, but very different for some of them. It's a way for trans people to express their real gender in a way that seriously alleviates their dysphoria, or for people to explore sexuality in a place they are fully equipped to defend themselves in, and discover that their biases or prejudices were weaker than they thought, or outright reaction formations to their real-life environment.
Still others use it as an artistic outlet, a mechanism for connecting to people across the world, a sandbox with which to experiment with and learn certain pieces of technology.
It's been juiced up by Facebook money, sure. It's not purely motivated by that by a long shot. There's a demand and perhaps an oversupply in some respects, but the experiences achievable are legitimately delightful if you know how to look for them. Fantastic escape rooms, beautiful gardens, relaxing rooms, sleepy hideouts, fantasy worlds. This is all happening and has been happening for years.
There are of course serious caveats, such as some people being simply physically unable to tolerate it.
It's a rough piece of technology early in its lifetime and it's got a lot of road to cover, but it's already nailed a level of immersion into an artificial world that nothing else has come even remotely close to - and it's everything else that sucks to some moderate degree and needs to catch up and surpass the norm.
The idea of VR/AR is super exciting, and beat saber is super fun. The reason why beat saber is super fun is because it manages to transcend the visual only aspect of VR. I don't see how this can be done in general. Unless you can go full Holodeck, I don't see the general appeal for most things. Immersive cinema is certainly a nice application, 3D-avatar facetime is not.
If yourself and some others are having awesome experiences already, no one is doubting or downplaying that.
Given that tendency, the arbitrariness of automated processes that decide whether or not you're banned from an account or platform, and the culture wars, I would be suspicious of consequences down the road from trusting big tech with such intimacy.
The sticking point is the tech is several years off the miniaturisation and power needed to enable the comfortable switching of worlds.
VRChat and RecRoom exist today and are available to anyone, anywhere with an internet connection. They do not have millions of players because "meet strangers in a virtual environment that can be ANYTHING" is a novelty, not something you want to do every day.
I say this as someone who literally spent hours every weekend during the pandemic raving (yes really) and socializing in VR chat. Your average person doesn't want to be spammed with half naked Anime Waifu avatars and dinosaurs with boobs
Like anything else in life?
How much it took for the Guthenberg press to be "successful". It took at least 50 years since Guthenberg died bankrupted until there were millions of books being printed and people realised what the printing was by the consequences.
Guthenberg pushed so hard his entire life.
Aviation was not pushed by fanatics that killed themselves for at least 50 years(they were gliders in India thousands of years ago that killed themselves trying to fly) before it became a normal thing.
Read about Otto Lilienthal or the casualty rate of early aviators and then tell me that it was not pushed.
The nuclear bomb was not pushed with project Manhattan, one of the biggest expenditures on earth ever?
Rockets were not pushed? Going to the moon was not pushed? The diode and the transistor were not pushed by the germans and later the Americans?
Lasers were not pushed before we knew what could be done with them? Computers were not pushed?
>I don't think this was the case with any of the major steps in the development of digital computing but would be quite interested if people can think of historical precedent.
The entire Silicon Valley thing was created by the Pentagon at first. It did not went from zero to billions of devices instantly. The military were paying the development of early (ultra expensive)microprocessors in the dozens to power submarines and spaceships, like the hand weaved RAM of the Apollo devices.
The early entire DARPA internet was at first 56Kbits, the entire network!!
Certainly things like Xerox PARC machines were pushed when every single machine did cost a fortune. It was not pulled because Xerox had no idea of what to do with the technology, just like lasers before.
There is a lot of truth in that. Modern consumerist needs have an important push element to them. Creating "wants" is by now very sophisticated social engineering practice with over a century of successful track record.
But the examples you mention mostly bundle other phenomena that I would not include in the typical "consumer push" category. Doggedly pursuing research on various uncertain technologies (typically government founded) is common, but it is not pushing anything onto consumers. Potentially this may happen in the final phases, if/when successful, relevant and mass market commercializable.
Mass market companies typically only enter the game when there is an expected short or (at most) medium term return that will compensate for the investment risk.
Source?
BUT then the excitement faded and I don't find myself wanting to return to VR much. Having something strapped to your face is awkward and tiring.
Tech companies can see the potential because it _is_ breathtaking but are also aware of the drawbacks and hurdles. Zuck decided it was a big enough thing to bet the farm on.
Its a potentially very powerful thing with some big issues that no-one knows how to fix. Hence the buzz and endless talking and companies jostling for position to be the leader without knowing quite where they want to lead us to.
At a basic level of I'd be willing to binge netflix on it rather than a TV. That would be the start.
What if I preferred it to going to the cinema? Already a win.
What if it can make it feel like you're having lunch in a restaurant? Perfect.
It doesn't really do any of these things. More like having wallpaper of a photograph of a restaurant
I'd have to go 10 rounds with Tyson Fury to experience reality like the quest feels.
Just like with VR, the technology wasn't new: I had watched a 3D movie some 30 years ago at a theme park, liked it, threw up and passed out afterwards, for the first and only time in my life - doing it after a rollercoaster was not a great idea. Just like with VR, it required you to put something on your eyes that people found awkward - and ultimately, this was possibly what made them unpopular, if you want to relax, you don't want to focus on your hardware.
A bit like VR, the early glasses were cheap and disposable (just pieces of red/blue plastic); the "pro" versions with active filtering were significantly more expensive and technological. But for all that, they didn't solve the main issue, i.e. they weren't less intrusive, if nothing else more so (heavier, requiring batteries, etc.). In this case, I'm not sure if the Apple vision is a step forward or backward - if I understand correctly it makes the experience "better" than other visors, but it is also bulkier.
A lot of optimism on this technology comes from saying "it is not yet mature, give it time, the first iPhone was very limited, etc.". But the main issues I see seem just too hard to surpass in a few technological iterations: - The experience is limited to the eyes. No matter how magic Apple is, I'm not ready to believe that in 5 years wearing something as simple as a goggle will give me tactile feelings or anything else. Though I'll admit, 3D vision might be enough. - Battery power won't evolve tenfolds. The first iPhone didn't have a shorter battery life than the current ones, and that's because research for better batteries and more efficient CPUs is already cutting-edge - a 2x improvement would be huge already. Everybody just assumes it will get better, but not everything does, or at least not always fast enough. - The main issue everybody notices is lack of apps and, in general, something to do with it. Here, people cite the iPhone as an example of thing that developed a lot of apps, which made all the difference between the first and later versions. This might happen thanks to the Apple Vision Pro, but I'm not ready to believe it without proof. Just a few years ago, Apple pushed hard, very hard, the touch bar on basically all of its users. Certainly more than half the developers (not just mac developers; all developers) had it integrated in their working machine, whether they wanted it or not. Yet, I only saw apps starting integrating functionalities there years later, and it was often half-baked things, and even when they were not I found myself never using them - the old hotkeys, or the F-keys, were easier to memorize, and faster. And Apple did roll back on that, now I have again physical buttons which I very happily use to change screen light or volume.
All in all, maybe this technology will fly, maybe it won't, but if we look at the past we shouldn't forget the large fraction of technologies that didn't make it, or which at most thrived as a niche sector unlikely to ever explode. Not everything that Apple makes needs to be the new iPhone - and why should that be a problem, really?
I went through 2 PCVR headsets and I'd never think: oh this is going to be mainstream (in the present state!).
Those headsets are not comfortable (sweaty); the hardware needed for anything realistic is top tiers; it takes PhD/time to configure (and goes out of sync!); the software ecosystem was(is?) not super stable; the interaction (controllers, tracking) is sometimes awkward (controllers are big, interfere with keyboard and real world). Often it small things like comfortable physical head position vs. position in VR world are not "lined up"
We'd laugh that it takes as much time to get into the VR plane simulator as to drive to the airport to fly real plane!
Compare a VR kit to a monitor pair, or a game controller (imo VR is kind of a cross of the 2) - both are mostly plug an play.
Also only a few simracing games have really good VR support.
I definitely think VR/AR is the next big think, but not via headsets, but via holograms or whatever it takes to get rid of physical screens and mouses (peripherals in general). You tell me I can have a huge 4K "hologram screen" projecting whatever is on my phone by just clicking a button? I'm sold. I mean, why would I read HN on my tiny phone if I can read it in a 13inch hologram display being projected from my wrist while I'm on the bus? Or a 30inch display when I'm on my couch? Same for whatever you do on the internet.
What Apple has showned us in the demo is the future... but not with headsets (if I go to the supermarket to buy milk, I'm not taking my headset, if I go to the bathroom I'm not taking my headset, if I'm taking the public transportation I'm not taking my headset).
You may think "high definition holograms" are just too sci-fi, but I don't think so. In any case, headsets are just too clumsy. Perhaps Apple's v2 for their headsets becomes just some glasses ala Google glass? In that case I don't know, maybe that gets traction if implemented correctly.
I don't think there's been the Avatar equivalent yet, and though it might take a bit longer, I think there will still be a tipping point where enough people realise it's garbage and Zuckerberg is thrown into a long dark well forever. Followed by the peoples' tim cook right to the stomach.
Slightly more seriously, this stuff reminds me of that book Snow Crash (which I love). But it's never going to be like that, and even if it was, the virtual world aspect of that is a bit of a horrible dystopia. It's like a drug.
At a certain point, the real value of realism is in being able to fake it. Which is a little bit of a scary thing I guess when the wrong actors use it for for lying and misleading.
Quick question, have you used the HTC Vive?
I have used tons of VR, and they are all cool for about 2 minutes, except the Vive. The Vive was the game changer. Walking around a room, interacting, etc..
The other versions either look bad, have bad controls, etc... Quality VR isnt accessible for $100 despite companies offering you a box for your cellphone. You do need to spend over $1000 to participate in good VR. It prices out lots of people, and the low cost version pushes people away.
1. The need to live vicariously / voyeuristically: it’s possible for me to at least a two-sense experience of sky diving, bungee jumping, F1 / motor cross racing, and many others, including some darker more voyeuristic experiences like sex with someone out of my league, or unfortunately even extremes like murder / suicide. While the extremes are bad, there’s a lot of market for meeting desires in the middle.
2. Current efforts that have physics limitations: I’d like to make my multi-monitor setup on to a couch or car or plane, or even just have more monitors at my desk than my desk allows. I’d like a bigger TV in my small room. These things I want are big, expensive, and limited by physics and money, and the Vision makes them available to me.
So these two things are the killer apps for me - experiences which I would otherwise not have access to, and the removal of physics burdens in my daily work setup.
For me personally I wanted to jump on board the spacial computing for reasons like being able to work in any location but have my awesome setup. Current systems have terrible resolution or are bulky, but I can see the promise. Current entertainment avenues are not tapped (imagine courtside sports seats anywhere, novel ways to engage users, porn, etc.)
I remember similar thoughts about the first wave of tablets. And the first generation or so weren't great. But, the technology matured and now people can use an iPad instead of a full PC for most home uses.
Most of the FAMAG is concerned about advertising (Apple the least, but still), while life nowadays is all about signal to noise. The bandwidth is there, 24/7 connectivity is there, wrt smartphones. Its the noise which can be reduced further, which would increase productivity. What is noise? Stuff you don't want to see, suggestions, lower priority vs higher priority (ie. what is really important to you vs clickbait), and, yes: advertising.
If I could just block all advertising with a AR/VR glasses I'd easily shell out 1k EUR every 2 years for the hardware (not 3k, but YMMV as I don't earn a Netflix dev wage). In fact, perhaps a good UI on it could replace a smartphone. Except, the smartphone UI is going to be in (comparison) mature, its very unlikely a new hardware interface is going to be great right away. Smartwatch needed time (and cannot replace smartphone full-time at all), smartphone needed time (vs desktop/laptop, see mid '00s before capacitive touch), foldables are going to fill the niche which tablets/phablets provide, and now we got a hardware UI like this released by Apple (yes, I'm aware of predecessors including Meta/Facebook Quest, Magic Leap, and Google Glass). Also, it has the disadvantage of being visually omnipresent to others. A Google Glass is much less obvious. And yeah, walking around in Amsterdam with OSM AR (no, not Google) for all the buildings but without all the advertising would (after transition period) be a massive, massive plus to me. Add Wikipedia on top of it, with TTS and voice input pivoted towards my own voice as a bonus. Heck, I wouldn't even mind if I could just blacklist certain buildings like Nutella bars and red light distract. Yes, I can see it as a future, but not by FAMAG (Musk isn't sane enough; it'd be someone sane with deep pockets who's not into advertising).
> for the pursuit of. . . What exactly?
Experience. Fun. Productivity. Emotion. All of the same things we look at screens for. I’m surprised that’s not clear.
People (homo sapiens) have sought these things in many mediums for as long as we’ve been sapiens. There is nothing categorically different about seeking these things in the kind of immersion that (so far) only headsets can give.
In the future we’ll have glasses and then BCI. I’m excited for both.
But if you’re seeing XR as pushed by waves hands with no consume pull or enthusiast hacking, I think you’re not looking with truly open eyes.
If you connect only with people in same echo chambers, you will invariably have very skewed perspective on real world, and you will not grok similar opinions.
Personal viewpoint - I was VR enthusiast since 90s. Then I sobered up when I grew up, and that seamless trouble-free experience that would make me want to spend time in VR instead of big screen never came. Still waiting for it.
Also people change, and thus markets change. I have much less free time, thus I value it massively. I am not going to spend it (on top of ridiculous amount of cash) on some geeky almost-there-in-next-5-years tech. But who knows, maybe Apple will finally make breakthrough on society and tech level. Maybe in 5 years. Or next 5. Till then, my cashflow will be pointed to matter actually important in life, and mighty useful right now, like new climbing shoes.
Also, where is actual content worthy of such investments?
Yes, the average Joe doesn't care about this stuff. That's why Ready Player One grossed 600 million dollars at the box office[0]. And why we've had movies like Tron since the 80's. And hypothetical tech in movies like Iron Man display AR/VR capabilities we dream about. Clearly the average Joe doesn't concern themselves with AR/VR or care about it becoming a reality. /s
[0]: https://en.m.wikipedia.org/wiki/Ready_Player_One_(film)#:~:t....
Immersive is the key here. There are entertainment things where I think that could be killer, maybe seeing a concert from impossible to get vantage points, maybe viewing the nfl game from on the field, maybe some movies and some games. Do I want to be immersed in work? I’ll write code and you know what I do at times? I go outside for a walk, my quality goes up and the problems get solved. Same thing doing data analysis, I’ll find some interesting bits and then I need to think, maybe I could have more ‘screen real estate” in VR but I don’t know if I want it, need it, or could actually use it.
There is something about production to consider too. There are things in the nfl games that you don’t see, maybe some people want to, I’m pretty sure a lot don’t want to. “Taking some football outa guys” is a thing. Someone on another thread mentioned climbing Everest; you never do that for the views, people actually die doing it and then others just sort of pass by their dead bodies because the quest they are on is so so very different than seeing the world from the top of Everest. Maybe that’s the point, but it’s not for everyone.
Been a gamer my entire life.
Ever since getting into VR 4 years ago, I basically haven't played a single "flat" (non-VR) game.
> pursuit of... what exactly
Experiences that you literally cannot get in real life without going to jail or dying. It's the same value proposition that gaming in general provides, but far more immersion and realism.
I have to admit that I don't actually know exactly what a Smart Board is or exactly what its capabilities are, but I get the impression that the replacement cost of such a device is multiple orders of magnitude greater than that of a simpler device, the Overhead Projector, so common in classrooms thirty years ago. And I have to ask the question, is the educational value multiple orders of magnitude greater? Also consider that you don't need a degree in electrical engineering (and other domain/manufacturer specific knowledge) to understand how the mirrors and light bulbs make the older device function, and to repair it.
I fear this attitude comes off as crotchety old man get-off-my-lawn a little bit, but I think if we take a step back and make objective comparisons we might find that we've been had by the marketing department quite a few times in recent years. And I just hate to see public schools (which I think are so desperately important, and don't have the disposable cash) taken advantage of by the marketing departments with budgets larger than the engineering department of their firm. I would be dismayed to see my kids' schools investing into VR/AR any time soon, but I could see it happening.
People wear sunglasses to avoid eye contact, Roddy Pipers character wore one in the movie "They Live" to see the real message - I would love one that blocks irl ads. Perhaps when they're small and hackable enough.
Joking aside, I do think gaming is important to bootstrap VR. Once it's cheap enough and many people have it, it will be much easier to build other things. Personally I think interactive 3D story-telling could be a big one.
The main problem seems to be the execution. Nobody wants to have a huge thing attached to their head for hours. Maybe this will change if headset become as lightweight as regular glasses but we're still very far away from that.
IRL adblock, please. I'd pay up to 5k if it worked decently well.
as for AR, google glass has demonstrated convincing value as a heads up display for factory floors and other places where people need to interact with complex machinery. I am excited about the potential in that.
I remember gaming even like early-mid 2000s was a "geeky/nerdy" thing to do. Now everyone(ish) plays games. Browsing the web was a geeky thing to do & tbh I kind of miss how the Internet was without the masses of the general population; the Internet has changed.
But the same thing will happen to VR, Valve/HTC and Facebook created a burgeoning market that Apple is now trying to capitalise on and "bring to the masses hurr durr".
But VR/AR will be very big eventually, imo. Once prices get down to a mid-flagship phone level, once hardware is lightweight and small like a pair of glasses, easy & convenient to set up and more non-gaming applications that make sense for AR/VR are available it will take off. Maybe not with older gens but that's been true for all of history.
The thing is, although it was downvoted, nobody responded to it. Given that every trend in computing technology is to make it more seamless, more integrated, less downtime; and data was the new oil on which AI is fueled; and that only a handful of Big Tech companies control the way most laypeople do computing; and, that these trends show signs not of stopping but of accelerating, explain how that answer is wrong.
Silicon Valley does not value anything that can't be quantified, because value, by computer logic, must always be represented by a number. And since software will eat the world, therefore it must be a law of the universe (as in, might makes right) that the summation of you is a sum - a number - to be used in a greater calculation, for someone else's profit.
Did that glimpse in the mirror show you a side of yourselves you desperately wish to believe didn't exist?
Wait, I thought an Oculus does the same thing too. Its a blindfold on your face, and it doesnt matter if they are alone or in a crowd.
Mark has got to be terrified. The power of Apple is the tight and efficient integration of hardware and software.
Regarding battery power, I woukd not rule out versions that stream the video and outsource the computing to a mac or a standalone box, like Apple TV.
Regarding the experience, Apples seem to be far more coherent and natural rather than Oculususs. Imagine watching a movie, and mid way, trying to fumble around to get and orient the controllers. Absurd.
FB should be in panic mode. The 10 billion over 10 years is now a high risk spend.
If FB is not worried, their CEO may not be doing his job.
I mean, just pure technology wise, the screens, number of sensors, processing power itself is mind boggling.
I am sure that all their hadware decisions regarding oculus were constrained by the compute hardware. Apple has the moat of world class custom silicon that means, the constraints on its designers are far less.
And we are seeing just the first gen device.
metaverse vs spatial computing?
and whoever can make money for their respective business: sell ads or sell apps/integrate with rest of apple ecosystem?
Yes, Apple is priced quite premium but that is also their strength Apple can price at this level and still command enough sales , Meta or any other company cannot .
Even at the same price point (HoloLens 2 costs the same) as Apple it is hard to imagine another headset competing.
Also none of the concept headsets MZ has shown so far come close to this
Apple is using these two groups for development of new software and for marketing. The fanboys will carry this thing around for a year or two and familiarize the general public.
I'm also going to call it on the dedicated floating eyes screen: it will be a joke once it hits market, and everyone will turn it off to eek out a few more minutes on the battery pack.
They're going for different markets. Meta is trying to be the VR kids get for Christmas and people buy for fun, Apple is aiming at...something else.
Apple has.
The “people with $3500 to spare” market knows that it’ll be polished and likely worth the price tag due to the “sparks joy” factor that Apple regularly delivers.
> "They’re constrained by price: they haven’t trained the market to accept a $3500 piece of hardware from Facebook. Apple has."
Can be justified by a lot of the Mac range costing >$3500, especially when you consider non-basic configurations.
They did this by delivering consistently on their “coupled with our ecosystem, this is the best one of these you can possibly get” promise.
I mean yes, Apple is the best hardware company in the world, and they've assembled/polished best in class hardware and most importantly, have been willing to commit to the volumes for production for bleeding edge parts (eg, companies like eMagin have been demoing 4K micro OLED display for years [1] but no one's ever committed for an $X billion order - already we're seeing the "Apple" effect though as suppliers now have customers to chase [2]).
Meta's FRL has been working on pinch-and-release click for years with a haptic EMG controller that while bulkier, I think would actually be a more satisfying experience: https://tech.facebook.com/reality-labs/2021/3/inside-faceboo... Meta has also been working on next-gen displays (focused on varifocal displays/fixing vergence acommodation conflict) for years. I still think that Doug Lanman's 2020 EIS Plenary presentation is one of the best technical talks of recent memory, and highly recommend watching it to anyone interested in displays: https://www.youtube.com/watch?v=LQwMAl9bGNY - Tested had a good demo video of what they have in the labs last year: https://www.youtube.com/watch?v=x6AOwDttBsc and you can read about their DeepFocus work from back in 2018: https://tech.facebook.com/reality-labs/2018/12/introducing-d... or see their Half Dome prototypes going back the same time period: https://tech.facebook.com/reality-labs/2018/12/introducing-d...
You can go down anywhere down the stack, from spatial audio and custom HRTFs [3], haptics [4], avatars [5], FRL (or whatever it's called now) has done it all [6] but most of the cool stuff has only trickled into the market while Meta has focused on selling $300 consumer headsets and despite obstensibly being a "software" company has never figured out how to build a platform beyond a barely passable VR game launcher. Reading the visionOS docs [7] has been a breath of fresh air and is much more impressive to me than the hardware (which is great, but the biggest accomplishment on that end IMO was committing to launching such a high price-point to reach a baseline experience they were happy with; also their passthrough appears SoTA).
Still, I'm most excited that this will give the "courage" to others to launch high-end consumer experiences. Let's see true retina-resolution (60PPD+) varifocal HDR displays and actually seamless passthrough.
(Funny note, looking through old notes, back in 2015, I expected 4K/eye displays to be in an HMD by 2020, which was far too optimistic. [8])
[1] https://www.uploadvr.com/emagin-4k-oled-microdisplay-steambo...
[2] https://www.oled-info.com/tags/oled-microdisplays
[3] https://about.fb.com/news/2020/09/facebook-reality-labs-rese...
[4] https://www.xrtoday.com/mixed-reality/what-is-meta-doing-wit...
[5] https://theinnerdetail.com/meta-will-soon-let-you-to-make-ph...
[6] https://research.facebook.com/research-area/augmented-realit...
[7] https://developer.apple.com/visionos/learn/
[8] https://www.dropbox.com/scl/fi/k08jnu4t4qwerd0ln10w8/Virtual...
I am mildly optimistic, even the initial Vision Pro won't be much more expensive than a well-spec'ed MacBook Air plus 5k display. So at least I think Vision is attractive to pro Mac users as a very portable workstation with a lot off screen estate.
Even if IDE is there then how about Python and Nodejs modules in such restricted environment.
I Hope Meta will switch to Linus and Valve will stick with Linux where you can run any legacy software currently available including many Pro tools.
This is just slightly better than someone connecting ipad to external monitor and logging with remote desktop to cloud computer and pretending ipad is good for software development.
Give it a couple iterations and you'll have something that costs $2k many will purchase in lieue of another Macbook. It will be lighter/more compact, with somewhat palatable battery life. There have been reports Apple is also working on a simpler version, so there could be an Air in a few years that starts just north of $1k.
If this platform is successful, that is. I have my doubts everyone will want to strap a device to their head a large chunk of the day, every day, no matter how incredible.
> Meta's product is the metaverse. Apple's product is this device bolstered by their ecosystem.
One way or another, that's the bet here.
1) Apple didn't mention the metaverse at all (as far as I can remember)
2) The user experience looked great, without those moments that would make someone who was neutral think "Err, ... that's a bit .... creepy"
- The isolation aspects of consuming TV/movies (Mark has a point here IMO)
- The whole taking 3d images/videos of your children with a headset on
- The uncanny valley Facetime avatars
- The external screen that gives a window to your eyes in AR mode
I was specifically speaking about the interface, which when meta introduced theirs had all these weird things "Why has nobody got legs? Why does it look like absolute arse? etc". It didn't have those. It looked slick, like you would expect from Apple.
That’s a strong statement. Same thing could’ve been said about the iPad and IMHO that would be a more reasonable claim. There isn’t any evidence still that you can do any work comfortably l in this thing regardless of the price point
wish I was kidding..
They really are not fundamentally different. Apple can bring to bear a lot more polish and synergy with the rest of their ecosystem but it's only as different as iOS and Android.
Being a grumpy naysayer is just as removed from reality as being an unreasonable Apple cultist. Thankfully we all have a choice when engaging our wallets.
Not a single person on this planet is forced to buy an Apple product but nonetheless, the flame wars keep raging since the dawn of the Internet.
It IS a VR and AR device. AKA mixed reality. The fact that they are promoting lots of floating 2d windows doesn't make that a new category of product. Other people have been doing that and calling it something like mixed reality.
It's just that people don't know about things like the Varjo that are ultra-high end and in a similar price bracket or category and so they decide to just pretend it was an entirely new thing.
If I was Apple I could improve my sex life just by telling Apple fans that instead of a penis I had "tremendous tensiler" or something.
I don’t think anyone is claiming that MR is new and that Apple is first to the market. People are claiming they appear to be the first to do it close enough to “right” to make it a compelling device.
- 2x OLED screens
- 2x lidar camera
- 2x truedepth camera module
- 2x4=8 RGB cameras with very high spec
- 2x A15 chip
- 2x accelerometer, gyroscope, magnetometer, barometer, proxmity, ambient sensors
- 2x gps, wifi, bluetooth, nfc, uwb, 3g/4g/5g
- 2x flash led
- 2x batteries
- 2x stereo speakers
- 2x3=6 microphones
They already have crazy profit margin on iphones. I think if they would price it at $2500 this would make more sense.
If they would allow to run full MacOS on this thing and I could use it just as Mac Mini replacement and attach physical external display via hdmi out then I could easier stomach $3500 price.
Not quite the same ballpark, is it? iPhone 14 Pro resolution is 2556×1179 at 460ppi. Vision Pro is believed to have 3800x3000 at 3400ppi. That's almost an order of magnitude improvement in density over the iPhone screens (and 3x the density of the Quest Pro or the PSVR2.)
So then take the price of ipad pro 11. Even cheaper than iphone 14 pro and has most of those components I mentioned above (excluding 3g/4g/5g). 2x ipad pro 11 == 2x $800 = $1600. Does it really cost apple ~$1000 or even $500 per such 3400ppi screen to justify such price?
And regarding screen resolution very old Sony Experia 1 (from 2019) had 4k resolution (1644 x 3840 pixels at 650dpi):
I can easily imagine that for a relatively new technology with a ppi much higher than anything commercially available (as far as I can find through searching) that they are getting on for $1k each at the moment, yeah.
I’m not a Zuck fanboy but I have enjoyed the quest 2 thoroughly and plan to get the 3 when it releases.
I do think the Apple vision pro looks amazing but the second I heard the price it was laughable. Obviously I am not the target audience. I’m not sure who is to be honest.
While not always successful, they actually add legitimacy to many of the markets they get into. Time will tell if it happens here; I'm not holding my breath.
And if this is a product to be used on your couch at home alone, who cares how it looks?
But some people imagine this being used by world travellers to translate signs in foreign languages, by laptop users in coffee shops to have a huge screen, by parents to take hands-free video of their kid's first steps, by mass transit passengers to watch movies, and so on.
If the product's success relies on being worn in public - people will have to want to be seen wearing it.
You make a good point and I'd like to add to it. What is interesting is that all modern phone design grew out of the designs of the original iPhone and all modern laptops grew out of the design of the original Powerbook. If you scroll down on the second link below you'll see that the Powerbook is the first one that looks like a modern laptop.
https://www.cultofmac.com/145083/what-phones-looked-like-bef...
Apple's core strength is the hardware/software vertical integration, but another strength is that they know how to partner with others, even competitors (Intel/MS/Google/Netflix/IBM/you name it) if it makes their product more cohesive in a way they couldn't do alone.
Just like I have a PlayStation in the family+friends living room and a multi-monitor Mac setup in my study, I'm going to have an Oculus in the living room and a Vision Pro in the study. These are complementary things.
As excited as I am about Apple Vision, Mark is right about this. Most of Apple’s demos don’t show the user being active, and the Vision’s price is anything but demographic even though it’s fair, given that it’s a miniaturized MacBook with magic powers
On other hand, the Quest and its apps make you move. Most of the apps on Quest are low key cardio workouts, though it’s not initially apparent to most users when they’re fighting ninjas or dodging bullets.
Do I think Apple Vision is incapable of what the Quest is capable of in terms of helping their users be active? Definitely not. Anything the Quest can do I’m sure Vision can do and then some. I’m also sure that future Apple Vision spots will highlight this. However, Apple is not showing anything at the moment.
> Mark has got to be terrified. The power of Apple is the tight and efficient integration of hardware and software.
I’m sure he is to a degree, but meta needed Apple to enter the market. It would be much worse for meta if Apple didn’t validate the often criticized and ridiculed AR VR industry.
While meta has been able to make a revolutionary product at a great price point, it’s been hampered by
1. meta’s poor past reputation,
2. meta’s terrible marketing & messaging. The Super Bowl ad was nonsensical to normal people,
3. the intimidating form factor of most VR headsets including the Quest aka face buckets of isolation. Many normal adults refuse to put it on their faces without a lot of coaxing, and
4. not being able to market the Quest to children. They are the largest demographic who just intuitively understand VR AR. They also have the highest retention. (There is one old study that shows that it may be harmful to children, but many people have criticized its methodology.)
Now that Apple has fixed the messaging for the industry, Apple can dominate the high end while Meta can take everything else. People who are buying Vision likely would not buy a Quest and vice versa
Meta won’t have a real fight until Samsung & Google re-enter the space.
None of this will be relevant soon to consumers, except maybe games, and then it will be console makers who will push it and cash in. For Facebook and Apple it's just shareholder porn.
Back in the day Nokia, Siemens, Blackberry, Palm and Ericsson had smartphones that you could do everything that iPhone could do or even more.
These were devices that only those who have to use it or those who are techno nerds used it.
When Apple introduced their implementation of smartphone, those who were using the devices from the established companies dismissed the iPhone as gimmick or inferior. Fast forward, the regular people queued for iPhones and the other smartphone makers are all gone.
He's probably not going to make more money by having a bulkhead in the new personal computing paradigm (unless the ads are 10x as valuable, IDK). He's more importantly aiming to defend the current "proportion of attention spent on personal computing".
If other cos shift consumer attention to mediums where Meta has no presence or is excluded from, there goes his market cap.
Maybe I'll change my mind when I see people working or joining meetings in one of these but at least for now it looks like this is a product searching for a mass market.
On the contrary, this is the first time that non techies are actually interested in it and debating its implications on the society.
And about the price tag, a quick search tells me that %18 of the American individuals and %34 of the households are making over 100K and there are over 5 million millionaires and 770 billionaires in the USA.
Even if pricey, it is within the reach of so many people's income levels which means if it is good enough and people will buy it.
The price anchoring effects are strong but Apple is capable of creating its own anchors. Consider the iPhone, the iPhone 14 pro costs less than %25 of the monthly pay check of an average American and you say it's expensive. In the other extreme - Turkey, the iPhone 14 Pro costs about 5x the average salary(iPhone 14 pro is 2350$ today and the average salary is less than 500usd) and people still buy it. It was never THIS bad, but even in the good times an iPhone would cost more than the average salary and everyone bought one and the Apple's market share is over %20.
Moral of the story, if you make something that people want badly they will find a way to get it.
Everybody is just grasping the "but it's Apple!" straw.
This was exactly the same when the iPhone was introduced. Only tech folks could tell it was actually really really useful. Other people were just like "So browsing the internet o a phone is better now. But why would I need to browse the internet one a phone?"
"Implementation appears year ahead" does not mean anything. What matters is whether the product can gain enough attraction to be a successful business, which we don't know yet.
Apple just skipped the 3D world-thing which is what Meta is focusing on and being pathetic at it.
To me this reads as if Mark is scared of what his employees are thinking of him, where what they have been working on is this toy, while Apple now presents a real device with some sensible use cases.
Also Apple's is see-through AR to blocking VR, while Meta's is blocking VR. His statement about the couch doesn't make sense at all.
He seems to be ashamed that they are not the leader in this space by a long shot, since this is what his company is supposed to be about.
I thought it was like the Hololens, which btw is also in the 3.5k-range.
I imagine wireless latency would be too high here. I think they mentioned a 12 ms number to avoid motion sickness.
I never use my Quest sitting down. I use it as a roomscale device for, e.g., boxing, or playing table tennis or golf with family in other countries.
The Apple device looks great, but if it was the same price as a Quest 3 and I could only buy one, I'd choose the Quest 3, no questions.
No matter how good Oculus is, Apple will be the VR experience everyone will want to have. Apple will sell it vastly better and make it far more desirable than anything Meta can manage.
If I have to strap on an invasive device to my face, what company am I going to trust more - the one that has been hammering in its “privacy” credentials for years, or the one that incites riots and whose founder is memed to be a humanoid?
Not that I want to see Facebook succeed in their goals. I personally find a cheaper option like the quest more interesting than the vision, at least on paper, but won’t ever use a product that forces me to have a Facebook account.
I doubt there is ever going to be a budget headset with mass market appeal because they'd be incredibly nausea inducing.
The Oculus quest is a perfect example. It's basically manufactured e-waste which is only getting bought because of the fantasy it ultimately doesn't live to.
What will be or won't be will only time show, Apple had made flops too but managed to correct their mistakes. Now we have 0 concrete evidence. Let's compare real devices and their usefulness when they are on market, shall we?
The analogy for this product is less the iPhone than the Apple Watch (if they only release Edition on first run).
[0] https://www.theverge.com/2015/3/9/8162455/apple-watch-price-... [1] https://www.bankmycell.com/blog/android-vs-apple-market-shar...
I think Apple are much better at UX and platform building than Meta, this weeks WWDC visionOS videos(1) show impressive depth in their research and thinking for all types of users of spatial-based computing.
Regardless of the differences in how these 3D platforms are approached, apple's commitment to their platforms along with iterative improvement is the secret sauce to giving 3rd parties the confidence they need to invest time and money developing apps.
On the other hand I keep hearing that enthusiasm for the Metaverse is waning amongst Meta staff, that's usually my sign to not get involved, or have all of my efforts/revenue suddenly vanquished should Zuckerberg change his mind.
On the topic of battery power: While I think that the battery power of "up to 2 hours" is not a long time in comparison to how long I use my computing devices, I also think this gen 1 device isn't really a mobile device where that matters, also we've seen apple take laptops from a few hours of charge to 20+ hours.
It’s almost like, after spending $10B on the space, he doesn’t have a clue what he’s talking about /s
I found this hilarious too. The HTC Vive was the "walking around your virtual space" headset, and Meta deliberately marketed the Oculus as couch-based, because they didn't think people actually wanted more than that.
Apple is making an integrated headset: their own lenses, processor, ..., down to the operating system.
The Quest uses an Android based operating system and a lot of off the shelf components.
We've seen this story before and it hasn't ended well for the folks in Mark's position.
A personal device like these headsets needs to be delightful. It has to be responsive. It has to have the little touches. It's much more difficult to do that when you're constrained by off the shelf components.
Apple had the best touchpads for a decade because of those integrated properties, for example.
The vast majority of people don’t care about trackpad quality when it comes to shopping.
They do care when they *use* it but they either take it for granted when it works well, or it’s too small a papercut to trade in their device and buy/research a new one.
but it all combines together to make a smoother experience when using it, and it can convert people as a part of a whole.
This is why people balk at the price of Apple Vision even though Apple managed to miniaturize a Macbook into a visor and added LiDAR, two 4K screens, a separate depth sensor, several other cameras, and even a 3D camera to it
That said, Mark’s devices aren’t bad for the price. They’ve been the best overall VR headsets for the past 2-3 years.
Most of the time they don't notice at all unless its truly atrocious or truly mind blowing (and whilst I can firmly say the macbook trackpad is the best I've ever used, lets be honest its not mind blowing). They might notice things don't feel as smooth as it did on their macbook (assuming they even had one last, if not how can you tell something is worse if its all you've ever had), but they're unlikely to narrow this down to the trackpad.
Few months back I’ve seen anecdotal posts somewhere that new generations of managers are trying to shift computing to phones and tablets because they’re “better than laptops”. No one enforces a delightfulness standard for Windows laptops, and it is creating a skewed perception.
I used to be a die hard Android and Windows/Linux power user. I’d scoff at all the stuff people would mention on iOS/macOS because “well I can do that too if I do this and that”. But then I switched back to iOS/macOS for a project and a lot of the papercuts being solved out of the box was actually such a huge gain.
That’s not to say Apple is perfect. They can improve a ton too (give me a proper path bar in finder please!), but (and I say this often) the products they make are more than the sum of their parts.
but of course none of that is something that is evident when you’re shopping for a product.
Plus, the question one would ask is: “can this do this banal task?” not “which one does this banal task better”. So I see why it’s not prioritized on other platforms.
Most people are just shopping for capability and specs. The delightfulness is too ephemeral to consider until you encounter it yourself.
But the uni student with a budget that only buys half a macbook doesn't get to care about trackpad quality.
Normal people don't say things like "The trackpad is unresponsive and the wifi drivers unreliable" They say "I just don't like it" "It feels kinda crap"
More extensive touch support, like having touch support on the laptop display alleviates a lot of the trackpad needs. It's still nice when it smooth and responsive, but looking at the the Surface devices for instance, it's nice enough.
The worst by far I've ever used was on a circa-2007 HP convertible laptop that ran Vista. Despite it costing more than some models of MacBook at the time, the thing was built with that cheap creaky "fake metal" glossy plastic, and that included its trackpad. The trackpad would've been bad enough just like that with the smooth plastic gripping at your fingertips, but to make it worse its surface had inverse dimples, and because its touch sensitivity wasn't all that sensitive you had to apply more pressure when using it which pressed your fingers down into the dimples and made them stick even worse. Oh and of course, as was customary for non-Apple laptops at that point it was also tiny.
It's almost as if it was someone's job to make that thing's trackpad terrible to use. Just mind boggling.
It has been a quarter century since high DPI CRTs were affordable, and 20+ years since LCDs were.
However, Windows wasn’t compatible with such things until at least 2010, so here we are a quarter century later, and laptop lines still often only offer meh-for-the-late-90’s displays.
A more recent example is suspend resume. I’m not sure of the details, but I am sure that intel will never do better than S3 sleep from ten years ago, and Microsoft pushed them to change how sleep works.
"These rounded corners in the UI really make me not care about the touch pad"
"I wish I could care about touchpads, my ssd won't replace itself without a soldering iron though!"
"They have touchpads? I use a mouse"
Great. Apple touchpads are next generation compared to most other laptops.
Apple has a huge advantage with its vertical integration and nearly complete control of the entire stack. Android being a janky/buggy/glitchy mess is the icing on the cake.
imo it is a technological marvel but the size of the demographic willing to spend $4k on a headset with no proven long term value is quite small.
Is Microsoft today in a fundamentally problematic position ?
Apple has the spotlight and a higher evaluation, but I'm not sure Google or Microsoft "haven't ended well".
> A personal device like these headsets needs to be delightful.
The number of people willing to pay for "delightful" is pretty small though. Even as today, the iPhone isn't winning on delight, it's primarily on the ecosystem, green bubbles, game payments etc., as we've heard in the numerous trials and hearings from Apple execs.
When you said that the iPhone wasn't succeeding today based on delight, I'd argue that it's the only reason the iPhone succeeded. BlackBerry had an amazing brand and the ecosystem that you say it the reason the iPhone is successful today - including its own proprietary messenger service. The iPhone came along with delight and overthrew the established players.
If the Vision Pro offers users an experience that they like, it could make the Quest series look like BlackBerries: low-rent devices that were bought as toys for enthusiasts before real devices came along.
The thing about the iPhone is that people could instantly see what they'd enjoy it for. BlackBerries were a status symbol, had some business use cases, and were a nice toy for those who tried to buy distractions. When Apple introduced the iPhone, they showed real web browsing, useful maps (even before GPS), a better iPod than they'd ever seen, YouTube, and more.
With the Vision Pro, Apple is showing me something I could see myself using. I could wear it writing code and have more display space than 3 displays (and still use my keyboard). I could watch movies, I could browse the web, and I could play games. Apple is showing me how it could become an integral part of my usage rather than just a gadget that I'm likely to ignore.
I'm not an expert on the VR/AR space, but it sounds like the Quest devices don't really have the resolution for reading text comfortably which cuts out a lot of usage - just as the BlackBerry devices didn't have good web browsing and other stuff. That could leave the Quest series in the BlackBerry zone where they're trying to fill a similar niche, but they're limited in the things that bring users back to the device rather than it sitting in a corner unused. It also seems like the Vision Pro is likely to be a lot more responsive. Android tends to have a lot of input lag compared to iOS and Apple's M2 processor will run circles around the Qualcomm XR2 in the Quest Pro - plus Apple has a dedicated R1 processor for handling real-time sensor data. The XR2 has one performance core from 3 years ago compared to 4 performance cores in an M2.
Meta can't even buy themselves a CPU that's competitive. Apple's M2 will be 40-50% faster on single-core stuff and it has 4 performance cores instead of 1 performance core in the top-end Snapdragon 8 Gen 2. On multi-core, the M2 is twice as fast. Plus, it has its own dedicated processor for handling all the sensor data!
When BlackBerry saw the iPhone design, they assumed Apple couldn't pull it off. They thought practically the whole inside would have to be battery. They weren't wrong about that, but Apple did pull it off. Is Meta thinking that Apple won't be able to pull off a better experience than their devices? I don't think companies are underestimating Apple at the moment.
Sometimes with tech, it's about getting over a hump. Everyone had been trying to do handheld computers since the 80s - even Apple's Newton development started in the 80s. Apple was the one who finally got it over the hump where it was really useful. Likewise, it's not like headsets are new - Nintendo's Virtual Boy came out in 1995, 28 years ago. But the Virtual Boy didn't get over that hump just as the Newton didn't. With the Quest, if I have to strain to read text, maybe it hasn't gotten over the hump. Again, I'm not an expert in this area, but my point is that it's not just about better specs for the sake of better specs. It's about better specs that overcome a barrier to usefulness. Things like latency and display clarity matter a lot when we're talking about a headset device.
And if we want to attribute Apple's success to its ecosystem, the Vision Pro ties into that ecosystem. You can run apps on Vision Pro and use it as a display for your MacBook. I understand the things I can already do if I had a Vision Pro, not just as a gadget.
The Vision Pro might still be a flop. It's expensive and it might not offer that much more when in the real world. However, the keynote was really impressive to me. It seemed like something I'd get after it had been out for 4 years - kinda like the iPhone. But we'll have to wait and see what happens.
I'd personally compare BlackBerry to Kodak. They had a strong market position, brand and loyal customers. They also had a vision for what should come next, but little to no incentive in fully executing on it, probably didn't want to canibalise the existing sales, while also seeing too much value in their existing customers who only swear by their products.
That's also kinda where I see Apple to a lesser extent: they masterfully executed on the iPhone concept, tried to push further on the iPad, but ultimately see too much value in their current moat to risk losing it. That's where I see the HomePods, Apple TV, Apple Watch being fiercefully bound to the iPhone when they could have been independent products the same way the iPod was. Same way the iPad only got its OS in name and couldn't get much beyond being a gloridied iPhone in many respects.
Any of these products are successful in a vacuum, but given the size of the watch market for instance, the sales numbers for the Watch don't feel as successful as the iPod was.
I'm curious to see how the Vision Pro will work outside of the Apple ecosystem, as at this point it's touted as a display, and that should open the door for more than just being a macbook or apple TV accessory.
On why the iPhone succeeded...until the iPhone 4, it had miserable battery life and crashed all the time, you'd miss phone calls, "you're holding it wrong" was only funny because of how bad we had reception problems. But it did net browsing, photo handling, and emailing better than any device on the market (way better than BlackBerry for half of the world, in the sense that BB was stuck on the western market). So it was a powerful device with a unique proposition, but delightful? hell no. Better than android sure, but it took a long time for it to be smooth and stable IMHO.
On Meta...I have a Quest 2 and completely agree with all the point. It's not good, just "barely good enough" for the price it is. But I'd argue it's here, when the Vision Pro will be real next year, and who knows when we get the next iteration. While I don't see Meta successfuly pushing the field, the sailant point is that the Quest 2 and probably Quest 3 are PC VR compatible, where the Vision Pro has almost no chance to be. This means that the next Beat Saber or Supernatural could come to Steam VR, get tested, and be successfully enough to go to the Quest store, then perhaps the Apple VR store.
I base that on the observation that ML didn't come to Mac or iOS first, but went to the more open windows world first. I don't see new VR creators starting from a Vision Pro when next Christmas gift season will still probably be Quest headsets and perhaps Vive if they can get their price low enough. Perhaps Apple will have a shot at it in 3 years, but we can check back the situation when they arrive there (I'd love an ultra competitive landscape for the next 3 years)
I also find it super interesting that the main use case is as a macbook multi-monitor when macos isn't touch ready. It'd be super excited if they bring a big surprise in that area at the same time the Vision Pro hits.
My worst fear is still that Apple eats all the high resolution display factories of the space, the same way they litteraly consumed all the displays at the peak iOS times and competitors had the leftover, even as the display technology wasn't Apple's.
I mean… pretty obviously yes?
Windows is rotting on the vine, Azure is nowhere near the market share of other players, and while they still have a large installed base of users they’ve done nothing particularly noteworthy in like a decade at this point.
If there’s anyone on the path to being the next IBM it’s them.
Almost every large company is already a Microsoft customer, and MS does a great job upselling Azure to many of them.
(recent estimates are AWS ~33%, Azure 23%, GC 10%)
Microsoft lost an entire platform, and yes, that was a problem (they’ve since recovered with other bets).
Otherwise, I forgot about TabletPC, hut given they have the Surface line now, is it a failure ?
Random protocols aren’t products.
Surface is a strategic failure because it didn’t define the tablet market a decade ago, and iPad / Chromebook is what every grade school kid uses. Now it gets to cannibalize sales from their PC partners, who I’m sure are thrilled to be competing with their OS supplier.
> Random protocols
I didn't understand this bit.
> Surface
It's not taking the world by storm, but is a solid product line that is well received, has its loyal community, and continues to ship new products for 9 generations now. And the windows tablet market itself expanded around it, when it just didn't exist 10 years ago. I'd compare it to Google's Pixel line, it's not going to take half of the market, but it's alive, keeps fullfilling its role, get recognition and user satisfaction, so I wouldn't call it a failure.
On iPad/Chromebook, they're a different device category. The same way Chromebooks and Macbooks aren't the same category.
Isn't this what Android did? They seem like they're doing fine enough
I think you must know this, so I’m not sure what the angle is you’re playing.
And paid apps are slowly going away and are less relevant - it's been many years since mobile app peaked. Top apps these days in play store and app store are free.
I don't think Meta's aspirations are to be Android. They were first movers in this space, spent billions and billions, only to be the less profitable, less coveted platform?
As outsiders, this is already how we're looking at it when Apple stepped in, which is unfortunate, and why Mark's refusal to acknowledge reality isn't a great look.
I dont know man. Historically who has been in Mark's position with 10 Billion+ $$ to spend on any one thing?
I think Zuckerberg would be elated if it plays out like iPhone vs Android.
Zuckerberg is in a tough spot. Especially if Google uses its control of Android to push forward a VR version of it.
> We've seen this story before and it hasn't ended well for the folks in Mark's position.
market share of android vs iOS in 2023:
> Android 71.63
> iOS 27.71
https://www.statista.com/chart/29925/apples-share-of-the-glo...
Apple is amazing at business. Hands down they are a phenomenal business. Destroying all other smartphone makers hands down.
Objectively from the perspective of capitalism, LVHM is a better business if it makes more money.
That doesn't mean you have to like LVHM products more than Uniqlo. That is personal preference and different from a business perspective.
That's not business, that's a struggle for survival.
Meta doesn't need to dominate the market. Being the Android to Apple's iOS or the Windows to Apple's macOS is way more than fine for Meta's business. iPhone's did $250b in revenue in 2022. Meta as a whole did $117b.
They aren't looking to replace Apple, they are just trying to find a way to get their revenue growing again. It's a huge win in their eye's if Quest3 contributes reasonably well to bringing their 2023 revenue to about $130b.
If there was a genuine third company competing with Meta then that would be a problem for them. Valve and Pico are roughly 0% the size of Meta and Apple. They just won't have the resources to actually compete. Google has been rumored to be working on a headset. If that's the case and they didn't fire that entire org then that would be Meta's only real competition for second place.
Thats like "they arent trying to be the best, they are just trying to be a little better.
Ofc they are trying to beat apple, and everyone else. Or you are saing that if they were magically given the opportunity to become most valued company, theyd simply pass with "no thanks, thats more than we want" attitude?
Every major corporation is trying their absolute hardest to grow.
Apple's initial use cases are around work, entertainment, and meetings. It's ridiculous to think they won't expand this and compete in every use case once they get market shares and a developer eco-system. They are not different products. That's like saying a MacBook Pro and a HP laptop are different products. No, one is a high-end, more expensive, more coveted product, and the other isn't.
This is such an odd sentiment.
Meta was first in this segment, they've spent billions and billions, harmed their reputation as a company on Wall Street, etc. etc.. Apple comes in after them, with, from what we can tell, a superior product. This rationalization that this was all part of Meta's master plan all along is a little ridiculous. They're going to lose and get the crumbs, just like Android device makers get 30% of the profit (70% of it goes to Apple) but hold 80% of market shares. This wasn't Meta's aspirations and is a blunder.
I will buy the Apple thing, too.
There are a lot of interesting differences between them (obviously, the biggest one being the price, and deriving from that) but the one I find interesting is Apple's decision not to have controllers.
This is just like the infamous "if you see a stylus, they blew it" approach with the iPhone. Double down on the simplest possible input mechanism and pretend it is enough. Today, of course, Apple ships an excellent stylus that they are happy to sell you for $129.
(UPDATE: I think here I wasn't clear, based on several replies. I'm not saying this decision was wrong -- it was right, clearly. I just mean they may very well ignore the existence of controllers... right up until they release an awesome high tech controller for us to buy (as an option).)
The controllers on the Quest Pro are fantastic, and although Meta also seems to be pushing as hard as they can to improve hand tracking and gesture recognition, too, there are and will always be immense benefits to having a hardware controller compared to just waving your hands and pinching your fingers. Precision, haptics, joysticks and buttons, additional positional audio, and more.
I have no doubt that if Vision OS succeeds, it will also eventually get spatially tracked controllers as well. But it is going to start without them.
That to me seems like the main competitive advantage Meta's Quest lineup has, other than the price. It's obviously superior in terms of delivering a deeper and more varied lineup of games; Apple seems to understand that and are hardly mentioning games (although, that makes sense due to the price as well).
It will be interesting to see how Meta tries to leverage this advantage. OTOH maybe some enterprising developer will just figure out how to connect Meta's controllers (or other similar ones) to the Apple Vision Pro.
Remember it has full hand tracking. If you want to hold something e.g. a lightsaber or whatever, there is no reason not to. An inert plastic prop should work just fine.
And there is just no way that a lightsaber game could be good without haptic feedback, in a world where haptic feedback exists. And I think many other kinds of game.
YouTube guy MKBHD even called out the lack of haptics in his initial impressions video, not even for a game: the butterfly flew over to him in the Apple demo, and he held out his finger, and when the butterfly landed on it... nothing. And that was kind of jarring, he said. (And it would be.)
Haptic feedback is a big deal.
But again - there is no reason gamers can’t have a control, but it’s silly to use a game controller to interact with a computing environment when you can use your hands.
I don't think you need the haptic vibration function for interacting with floating menus and the OS, although again it helps for button presses, which is why all smartphones now feature haptic feedback.
But the other reason to use a controller in general-purpose OS use scenarios is precision. If you can directly touch something, then by all means that is the best. But if the menu to be interacted with is too far away, say 8 meters away, all current systems I have seen make you shout a beam out of your hand to the button or object, then do some gesture to click.
A controller is way more accurate for this, kind of how a mouse is more precise for most people than a trackpad. But even more so.
So on all of Meta's systems so far, the controller can more precisely highlight and click things at distance. And I think this holds true for all other currently-available systems as well.
What Apple Vision Pro is bringing that is new, though, is the eye-tracking. Supposedly, it is as good as, or perhaps even better, at selecting an object at distance. If so, then yeah, controllers wouldn't really provide a significant advantage for most non-game activity.
Why wouldn’t makers of light saber toys just add a buzzer? That would be far better than a game controller, and super cheap to add.
My kids indeed do have sword toys that vibrate and make sounds, so I have done this. And I'm sorry to have to report that it is... substantially less compelling than fighting Darth Vader in VR. (Perhaps not for them, though.)
When Apple’s ready they’ll release haptic gloves that smash that experience out of the park.
(Not holding my breath, though...)
And yeah, the Oculus controllers wouldn't nail the butterfly on finger demo, but if they had controllers, the demo would be a hawk landing on your forearm. (And that would work, even though it doesn't quite make sense that your palm would vibrate when a bird lands on your forearm... but haptic feedback is weird.)
There is no reason this is how it would play out.
That struck me as odd. (Obviously anyone can connect a bluetooth controller and give users some extra control, assuming this device supports open bluetooth for audio etc.)
It is one thing for Apple to claim that their latest gadget does not NEED any controllers for basic navigation and selection. Because they invested so much in perfecting a gensture based system. So far so good.
It is far more presumptious if they say they will NOT allow controllers.
When claiming credit for launching a new space called "spatial computing" -- it is very short-sighted / arrogant to state that a one click finger gesture is all you will ever need for all your comupting needs.
There are games obviously where multiple simultaneous actions need to be triggered. There are 3D modelling applications -- actually a great use case for a AR/VR HMD. And I am sure there are tons of other applications that can benefit from innovative and ergonomic approaches to interactions. Why would Apple go out of their way to say there will be no controllers.
Apple should ideally have an open SDK to allow third party wireless controllers. Knowing apple though ... they will probably sell $499 bluetooth earbuds and call them Apple Ear Pro or something.
However, VR controllers are different in that they need to be tracked as they move through space much more precisely than those console controllers support. But maybe third-party VR controllers can also be supported. I think nobody knows that yet.
But no word that I’ve seen on VR controllers.
[0] https://developer.apple.com/videos/play/wwdc2023/10088/?time...
Good news!
Not really seeing that this time around.
It’s pretty bananas they’ve crammed an M2 into a headset with all the cameras, sensors, ML engines, and high res displays. The M2 chip alone (I have an M1 Pro) is still blowing my mind with the low wattage performance.
But much like the first iPhone, it is yet to be seen if it will stick. I do think it’s far more capable than existing VR headsets.
Maybe in a decade small thumb-drives will have an M2 chip equivalent built into them. To encrypt/decrypt data on the fly with zero latency on multiple GB/s data. Or whatever other application can gobble up that much compute power.
And, I don’t think they had a stand for the iPhone Magsafe either. Here’s the intro video showing it’s use with just the cable:
Both examples strike me as strange since using either without something to keep the charger in place is a joy it setup, possibly worse than trying to keep an 8 pin from falling behind your bed stand again.
Apple doesn’t choose not to make these kinds of things because they aren’t needed. It chooses not to make them to narrow their focus.
Apple had planned to be out of the display market as well.
I believe the Studio display and even the XDR are possibly the result of failing to meet original timelines for Vision.
The company continues to sit out home networking despite the success of AirPort Extreme and generally confusing and messy state of the market.
So it is no surprise to me they wouldn’t be trying to guess at controllers. They are working on a platform.
Apple should have made a standard gaming control that all games could use.
(IIRC though Xbox and Nintendo controllers can also be used.)
[0] https://developer.apple.com/videos/play/wwdc2023/10088/?time...
You might. Flight sims are one of the most immediately compelling things to do in VR, and a controller is a huge step up from nothing.
I have yet to find a reason to buy and keep a VR headset as most things just feel so gimmicky to me. At this point unless you’re either tethered to a more powerful device to be able to do the heavy lifting for the headset or you have a standalone headset that can play some basic arcade like games. A single device that can be taken on the go and play new releases not made specifically for the headset would be amazing to me. Obviously until it’s released who can say what it will actually be capable of but if it has the equivalent power of a MacBook, when my mid 2015 MacBook Pro finally dies I’d honestly consider replacing it with the vision pro but wouldn’t run out to buy one to have in addition to the MacBook.
I've been playing fps/rts/rpg games through GeForce Now on a MacBook M1 and so far there's few obvious drawbacks - good internet required, slight input lag which can be annoying for some FPS games sure, and not all games are available yet - but for those who only play a few games regularly, it's also much better than running the game on an i3/i5 Windows laptop.
Every attempt so far has failed, spectacularly. What is promising about that?
After thirty years of desktop gaming PCs, I sold mine and just use GFN now. It's completely silent (no fan), minor lag (only matters for competitive shooters), and much cheaper than maintaining a high end gaming rig.
Compared to consoles, it has much better graphics, can be played anywhere where you have good internet, supports mouse/keyboard, ultrawide, 120Hz, etc.
Compared to the Stream Deck, it has much better graphics, much longer battery life (it's just streaming video, not rendering on device), and no heat or fan noise. I also sold my Steam Deck because GFN plus a streaming portable (Logitech gCloud) was way more ergonomic.
Did cloud streaming really fail, or is it just a niche? It's come a long way since OnLive. Stadia was a royal fuckup but not because of its technology; Google just had no idea how PC gaming culture works. Their competitors are still around and doing fine, if not making billions.
It is still a very useful tech that I use daily.
And we know who won that one. I think Apple is probably right to just double down on bare hands and voice as the input mechanism for spatial computing. I'm just also saying that controllers do have some advantage, so Meta should probably try to leverage it where they can.
(BTW, I myself do use the iPad primarily with the stylus, now that you can use handwriting everywhere just like the Newton MessagePad of yore... but I concede that probably very few people do this.)
Jobs made the stylus wisecrack in 2010. In 2023, that statement remains dead on the money. Lots of things Jobs said didn't age that well. This one did.
What I meant was that probably someday Apple will be happy to sell us super high tech controllers for spatial computing, but for launch they are taking the same stance as they did with the iPhone, and going all-in on designing the whole experience to just use your hands.
(And, yes, this is probably the correct decision here, just as it was then.)
The Apple Pencil is only available for the iPad devices:
iPad navigation relies significantly on gestures that require multiple fingers, which is frustrating when holding the pencil.
The iPads are much larger in size then phones and it's often awkward to use the pencil as a primary input.
The pencil is kinda annoying to keep with the iPad, it magnetically sticks and is prone to falling off. My previous pencil fell and hit the nib, immediately breaking the tiny sensor that sits behind it.
They onscreen keyboard is too big to use with the pencil, and although you can use (a multi-fingered) gesture to make it smaller, it still isn't great.
For reference, I loved using the stylus as my primary input device for my Samsung Note. There were a bunch of quality of life features built around the stylus and you could stick it back in the phone to keep it safe.
There's no way know until many thousands of people are using this device how those percentages will pan out.
What made you buy it?
(heavy, considering there's no included battery)
I did know that the Quest Pro would not live up to that task (and it doesn't), but I wanted to see how close you could get today for $1500 (now, $1000).
I also do boxing and similar fitness games almost every day, so I knew it would at least serve me well for that, despite being pretty expensive. (An yeah, for that, it's pretty great.)
The new Apple gizmo looks way better for programming and work like that, though, so I'm excited about it. After many years, we appear to be getting close to something that is actually pleasant to use. (Even the Quest Pro technically can be used for this, but the experience is far from pleasant.)
Based on Apple's track record, they're going to disallow development on the Vision like they do for all iOS/iPad devices.
(This does require a Mac to be also present, though.)
Secondly, none of these devices have anywhere close to enough computing power to make doing builds on them directly feasible — at least not for most coding work, including the work I do.
So I want to develop using the model popularized by tools like VS Code's remote development extensions or GitHub Codespaces. I want the headset to render all the editors and other windows locally. I want the device to connect to my mechanical keyboard and mouse, so that I can do all my normal coding stuff. But the machine where the code actually is, where the build is actually done, and where the local dev server or similar runs -- all remote.
This is actually the workflow I now prefer even on desktops and laptops, now that the tooling is so good. But for a spatial computing headset device, this will have to be the main model.
And while I also am not at all a fan of Apple's limiting what we can do on our devices the way they do, putting that aside you can already do this workflow in iPad. You can use CodeSpaces in the browser, but there is a cool native app called Blink[1] that lets you use your own hardware as the build machine.
I use a large and high-spec Linux workstation with 4 large monitors in my day-to-day work. But with VS Code remote, when I have to travel with my laptop, I just connect to the Linux workstation (via Tailscale in my case, but there are various options) and use the code editor locally on the laptop, but the CLI, build, etc is happening on the remote machine.
On a laptop, this works great. It is better than the regular workflow of doing it all on the laptop, because the tooling (if you use VS Code, anyway, but others are also working on this) is so good and the remote build machine is so much more powerful than a laptop. It also lets you just switch to a new device whenever you want without worrying about having to commit your changes first. So I can go to the office or just a different room of my house and just sit down at whatever computer is available and pick up where I left off.
But I've also done this using both the Quest Pro and iPad, just to check in with the state of the art on those devices. Both of them can do it. The Quest sucks in lots of ways (clunky OS, low-quality passthrough of the real environment, glitches). The iPad actually works fine, except teven the largest iPad Pro is a laughably tiny monitor to work on. (YMMV tho... if you are one of those "I love small screen!" people then this workflow works fine, and an iPad works as well as a laptop.)
For me, Quest Pro and iPad aren't good enough. But I want to do this workflow on a headset device, and Vision Pro looks promising.
Anyway, my point here is that even if Apple does make weird restrictions about being able to use dev tools locally on the device, that won't prevent it from doing the workflow I am interested in.
[1] https://apps.apple.com/us/app/blink-shell-build-code/id15948...
The resolution isn't the problem with Quest Pro (although I always want more) but the passthrough of the real environment around you is terrible. It's very distorted, as if the cameras are far lower resolution than the screen is.
I've heard that this aspect of the experience is better on the Apple Vision Pro, although I don't know for sure since I haven't yet tried it myself.
This actually doesn't matter that much, because the resolution is still good enough to walk to the fridge and grab a drink (or whatever) without taking it off.
The other super interesting thing to me is the external display of your eyes on the surface of the headset.
This sounded so stupid to me when it leaked before they announcement, that now I am embarrassed, because the problem is one we have all the time in my own house. I've realized it is a fundamental problem with these devices, and one I even had all the time, and yet I couldn't see how that would solve it. But it really does seem to.
The problem we always have is, our kids put on one of the headsets we have, but then we (their mom and I, and their siblings/friends) can't tell whether they can see us or not. This actually really matters a lot -- if the wearer cannot see, then we need to make sure no other kids get near them, otherwise there is a risk of collision and injury. This is partially solved by casting the view from the headset to the TV or whatever, but this is glitchy and sometimes even disabled.
The other scenario where this is really useful is at the office, or even a coffee shop. When a coworker walks up to you, they have a visual indicator of whether you can see them or not. Actually a very important social cue.
Or when the waitress comes up to bring you your coffee. You can look at her and accept the coffee, and it is obvious to her that you can see the cup she's handing you. Sure, she'll still probably be a little weirded out the first time, but she'll get used to it. :-D
> Today, of course, Apple ships an excellent stylus that they are happy to sell you for $129.
Apple Pencil does not work with iPhone, only with iPads, which... makes sense. Artists use them as drawing tablets. But nobody uses a Apple Pencil with an iPhone.
Which I imagine is intentional by Apple for aesthetic reasons since iPad should only be navigated by touch.
The stylus support on Samsung flagships is very convenient to have cross device capability on, and everyone I know who has those devices feels similarly.
Eg when doing something on the tab with the pen and having a calculator open on the phone and seamlessly being able to use the pen for that. Support on phones, especially with the large screens these days, allows for all sorts of little synergies that make the experience much more smooth.
This kind of synergy is especially convenient for students and teachers. But because Apple hasn't decided to make a slick commercial about it "revolutionizing" computing, HN must act like it isn't a thing.
ehhh...
>But nobody uses a Apple Pencil with an iPhone.
I was saying that Apple tends to ignore the specialized/higher-precision option initially, focusing on the majority of the market that may not need it.
But then they introduce it later. As I suspect they will do in this case, too. But that leaves an opening (maybe, temporarily, if they can capitalize on it) for competitors that do support more specialized input devices.
If you wanted to draw diagrams or use handwriting input, Android had a huge advantage at first, ... until it didn't.
It took me 3 days just to really feel I understood what the Vision Pro video demonstrated. I was very uncomfortable watching the initial video. The first feeling was voyeuritistic as if I was spying on the user. The second feeling was the horror of actual people using them in isolated squalid environments. Eventually I rationalized that the demonstration was really about hand/finger/eye tracking in space. The "spatial" interface was the most special thing they demoed. The rest of the demo was hardware power and the ergonomics.
Although Meta will sell more units in the short-term due to Apple's pricing, I do think they will have a tough time catching Apple on the hardware. The eye-tracking, <12ms image processing and display, and the M2 are things that Meta is well behind on.
Zuck mentioned that activity and "doing things" are Meta advantages, but people don't want to exercise while gaming or consuming entertainment.
A lot of people actually do. There is a whole community built around it.
Quite a few do. I use Beatsaber, Pistol Whip, and Superhot (more yoga-y than exercise) for this. Boredom during exercise is my primary issue with sustaining it; VR has removed that obstacle.
If you're gaming for 3-4 hours, watching a movie, or using the device for productivity you're going to be seated or standing still.
Also, Vision Pro can be a mobile device, albeit for <2 hrs. Imo, Gaming will not be the primary use case for these devices.
It really didn’t. Ring Fit Adventure, a successor to the Wii Fit titles, sold 15 million copies for the Switch. Nintendo Switch Sports sold almost 9 million. Those are solid numbers. The kind of motion control the Wii used is still used for those titles, and they’re still popular.
These companies are aiming to have installed bases in the hundreds of millions if not billions.
Active gaming will be a nice use case, but will not be the reason 40-50m people buy a headset every year.
Fidget spinners sold like hotcakes for a very brief window of time. Nintendo motion games are continuing to sell millions of titles even 15 years after they first debuted.
> less than half of what Wii Fit pulled
Hmm, what numbers are you looking at? I see 22 million for Wii Fit, and 21 million for Wii Fit Plus (a separate title).
- Oculus <=> content consumption
- Apple Vision <=> productivity
You could have said all of things about the original iPhone. It did similar things to a lot of existing smartphones at the time (send email, play music, browse web, make call).
It's not a VR headset and it's not an AR headset. It's something else. It's reasonable to give your specific vision of these technologies a more human name.
Also, it's something that's going to be released in very limited quantities in a year from now. And it was announced at a developer conference so developers can start to prepare apps. We've only really seen a preview and the technology is in the earliest stages.
There's a ton of stuff they only mentioned in passing - like their proprietary camera format and cameras that can record the world in immersive depth-mapped 3D. Those will likely be licensed out to studios and sports leagues which can prepare content for Vision Pro.
Yet. They've set it rolling and so far own a perspective separate to AR/VR. Leaves the competition brawling over headsets for a still-to-be-defined VR concept while they pitch customers on their thing. Computing. Ties in to work. Easier to justify spending $x000.
Not just that. It also makes the Vision not just an ill-defined VR product, but also a 'MacBook Air or iPad for on the go with far more screen real estate'. This pitch resonates with pro users who are not necessarily interested in VR. The initial reaction of Apple-using friends/family is: I'd probably buy this as a replacement for a MacBook + external screen. It also makes the pricing more acceptable - it's about the same prices as a non-mediocre spec'ed MacBook Air + Studio Display.
Then I believe they misunderstood the presentation, since this device is not a replacement for a MacBook, since it just can't run the same software. And even if it could, it would be much, much slower at it, since it has to spend huge compute resources on constant refresh of two 4k+ screens plus advanced vision algorithms to process the camera input and overlay the 3D graphics onto it in the expected locations.
To me, the term just sounds better than "VR" or "AR" without meaning anything different (other than being less specific). There's nothing Apple-exclusive about it; it would apply to existing "VR" or "mixed reality" apps like Horizon Workrooms or Virtual Desktop just as much as to what Apple is doing.
Personally, I feel "spatial computing" sounds clearer and less silly than the previous terms. But, that's just my opinion so I guess we'll see if it catches on...
I was greatly disturbed by the product demonstration. After 72 hours I realized that since I work alone there are no real drawbacks to having a hands free computer. (I have been working in a 60'x30' studio that I have equipped with 8MP cameras, shopping for 4k and 8k projectors. The idea is to have the cameras act as an interface and use the projectors to create an image on the floor as feedback. The Vision Pro seems like it might be easier and cheaper. Although not as analog and collaborative.)
Spatial computing is actually a good Apple name for this interface as it differentiates from the lower effort products that cost $3,000 less. This draws a line between AR/VR and what Apple is doing which is Spatial Computing. Apple needed to co-ordinate the fundamentals of Human Interface design and production. When they finally had same they could actually produce that also function they shipped it.
I think Facebook should consider usign only 1 controller though (i know I do). Also, to put the battery in the controller and tether it to the headset to make it even lighter. If apple is using a tether then it's ok to do it
I wonder if passthrough can be done mechanically, by rotating the lenses to a hole
For everything else, quickly being able to grab a snack or drink, respond to a phone notification or change the place you're using the device from reduce friction.
It might be enough to push VR over that "I don't want to use the device because I don't want to commit to not doing anything else for at least 30 minutes now" hurdle that still very much exists.
That being said, I have no doubt Meta is going to be able to get there in due time too.
When you are holding controllers, you can't interact with the environment and people around you naturally, like how Apple showed it in the videos, before "reversing" the ritual.
Apple also wants users to plug it in and use it all day. You can't do that with the limit of controller battery.
Not having the controllers at all would be very nice for this. Not sure it’s worth losing the haptics though.
And given how little you actually touch the headset, you’d really have to be some kind of sloppy maniac to end up with it “smelling of popcorn and coffee.”
You can’t easily drink out of an open topped container whilst wearing a headset, so without highlighting that (minor) issue, they wanted to plant the idea of having a sealed container with a straw on your desk as a solution before you ran into the problem yourself.
Apple's approach avoids that and lets your eyes do the selection, while still using your fingers for the clicking, thus giving you the responsiveness you are used to (i.e. no weird "hover over icon for one second to active").
Also according to people that tested it, it feels extremely natural, basically like mind reading, since the moment you look at something, you can click it. There is no separate step where you have to look at something and then also have to navigate your laser pointer over it to activate it.
As for passthrough, I think that will become extremely useful and commonly used when combined with the depth sensor, as it allows you to partly fade in and out pieces of reality. You can have a virtual office on the moon, but the desk in front of you, is still your actual real desk, while all the displays on it are virtual.
I m not sure if they use the eyes as a pointer. It sounds very imprecise to me.
The thing is, it is enough for general use. The Apple Pencil (or whatever they call it) is a specialised tool for people who need the extra precision.
The difference between modern no-stylus-needed touch screens and old stylus-required touch screens is exactly that, with the old screens they aren’t functional at all without the stylus.
I'm also curious if Apple plans to use iPhones as an input mode. Speech to text is nice but I'd like to be able to discretely type something.
Display resolution, eye tracking and hand tracking are problems that can be solved today with a more expensive device. (The Quest Pro is a weird compromise because it's not that much of an upgrade from the base Quest. It has powerful eye tracking, yet the software doesn't use it. The whole device really feels like it's an internal hardware testing platform that got a public release because Meta wanted to show the world they're working on something beyond the consumer headset.)
Historically this kind of timing against Apple has boded well. Windows 2.0 looked ugly and for end-users was little more than a glorified MS-DOS file manager, yet ended up winning the market in five years. Same thing happened in smartphones. Android 1.0 was a hasty design reset to catch up to the iPhone, yet it became the world leader in smartphones.
If Meta wants to be the Windows and Android of this generation of computing, they need to think hard about the platform aspect. The Microsoft and Google platforms wouldn't have taken off if the companies hadn't actively worked to open them up to other vendors. Meta can't just be the "poor man's Apple" in their own proprietary garden, or they will end up like Atari ST, Commodore Amiga, BlackBerry 10 and others who tried that approach in the past.
I don’t think Meta really wants its devices to be out of reach for billions of people, limiting its data collection and the future it imagines with vast amounts of behavioral data collected from all those people.
If Meta were able to create an independent company that doesn’t have to have tracking or profiling or advertising or connected to its surveillance properties like Facebook and Instagram, it could create good devices at high enough prices to compete with Apple on the experience and quality. But its not in Meta’s DNA to leave such things alone.
The $500 Quest of 2028 will have OLED screens that rival the Vision Pro that ships next year. Just like cheap Android phones took a few years to catch up to the iPhone 4 display spec, but they did, and now DPI is not an interesting spec on phones at all.
When the mass market exists, multiple vendors will race to design competitive semiconductors, and even clunky UX will satisfy 90% of users. Windows 3.0 and Android 2.0 weren’t awesome in any sense. They were still good enough to surpass Apple’s sales in terms of units.
I’m not saying that platforms won’t figure out ways to profit off market segmentation, just pointing out the inflection point we’re crossing in the human-computer interface.
"EyeSight" may seem like a gimmick in demo videos, but I've got the impression it truly was a key missing stair step to general usability for AR/VR.
(Also, I agree, Meta's playbook could be to try to be the somewhat more open platform here. I doubt that's Meta's vision of what they are doing though.)
We'll have to wait and see with Vision Pro, but it's already pretty clear that Zuckerberg's vision is not one that anyone wants.
"Hey Seydor, tab A isn't going into slot B here..." You being able to watch, is gonna be great. You can tell me I'm a moron or that the parts don't work or some combination.
Apple probably has enough of an internal use case with product design, development and production being as long, desperate and demanding.
Just because it can do VR video conferencing doesn't mean it is THE target use case. Reducing something as complex as Apple's headset to one of its features is disingenuous. That's like claiming the target use case of iPhone is playing Candy Crush.
The fundamental question is what are they really useful for after the novelty wears off. It's not clear to me that Apple has done anything to change that fundamental issue.
Maybe they are trying to keep their killer app under wraps? That floating keyboard certainly isn't it.
If the vision pro is good for productivity, people will leave it on at work.
Yes, i know they're selling a lot of watches, but i only see very few people wearing them.
That must have been an extremely tiny minority of people who wrote off the first iPhone.
Apple solved an actual problem in an actually existing huge market, i.e. how to maximize screen space while having a full keyboard in a tiny phone-size device. Everyone and their mother already had a cellphone, and then they switched to iPhone, or Android when they made the switch to all screen smartphones. Everyone switched! People with clamshells switched. People with Blackberries switched. People with Nokia Communicators switched. People with simple featurephones switched. Big screen + an app store was leaps and bounds better for everyone, regardless of how they used their phones.
There is no huge VR headset market. Everyone does not have a VR headset. Everyone isn't already using a VR headset for stuff, but are annoyed at how sucky the existing ones are, and are waiting for Apple to "fix" the market. If you own an Oculus right now, why would you switch?
There's simply no way you can make the case that Apple Vision is as disruptive as the iPhone was, and that therefore all the naysayers are wrong. It's just as gimmicky as all the other VR headsets, the use cases are just as convoluted as the others, there's nothing setting it apart from the competition, except the price and some tech specs. The iPhone introduced a new paradigm. What does Apple Vision introduce?
Not really, it was really, really expensive at the time. And didn’t have an App Store, the bet was on web applications but front end web technologies were still quite bad for any interactive experience.
Edit: cellular internet was already terribly slow and expensive
This is not something I felt on my superficial scanning of VR product news.
Apple's take is still a thing on your head.
But I do appreciate VR evangelists, without whom the technology wouldn't progress at all. Despite being a gimmick for now, I have to concede it's pretty cool tech.
They made it clear when they bought it that it will not become exclusive.
> Beat Games will continue to ship content and updates for Beat Saber across all currently supported platforms, now with even more support from Facebook.
https://www.meta.com/blog/quest/welcoming-beat-games-to-face...
I guess it’s easier to just guess and hope you’re right but it literally took seconds to find.
Will it be released on Apple Vision? Maybe.
But that was not the question asked and incorrectly answered by multiple people, yourself included.
FWIW, I don’t think it will be, but not because of exclusivity. Haptics is indeed a big part of what makes it fun and Apple has made it clear that there won’t be controllers, at least at launch.
Hell, they could’ve actually made it an exclusive when they bought it and nobody would have been able to stop them. That it was kept on all platforms and released on new platforms since shows it very clearly was and is not.
The question, once again, isn’t where Meta’s interest is. It isn’t if it’s going to be released on Apple Vision or not. None of that matters.
The question was simple: is it an exclusive?
The answer is also simple: no.
A few seconds of searching would have easily revealed that, but you chose to assume instead, and it ended up being wrong. Let it go.
They even sell PS Dualsense in the Apple Store.
You will need tracked individual-hand controllers with haptics. And you need the game to recognize and use that as the input and properly provide haptics to the right controller. That requires actual platform integration to work, which clearly won’t exist at launch if there’s no first party controllers to support it.
Not that any of this has anything to do with whether Beat Saber is an exclusive or not.
Or just... hold whatever: flipflops, water bottles, red bull cans if you need to feel of holding something
Edit: Holding iphone and apple watch also is an option - both give access to haptic sensor. If someone doesn't have apple watch most likely have some old iphone in the drawer
Sure, it can track your hands. Maybe it can track the things in your hands and use them as “controllers” (once again, that would actually require Apple to provide that feature). But it certainly wouldn’t by default say “oh this user is using an Apple Watch in their right hand so whenever I need to vibrate that hand I’ll vibrate the watch”. That is fully and 100% something that Apple would need to provide. And given their stance of “hands are enough”, why would they ever provide those features out of the box? With no first party accessories to use it?
And, once again, this has nothing to do with Beat Saber being an exclusive or not. That is the topic of this thread, not this diatribe that will only ever be pure speculation for the next year and a half.
Apple will provide hand tracking data for visionOS in latest ARKit - I watched the WWDC session.
Even currently if you play Nintendo switch nothing stops users to hold left joycon in right hand - you still have to do onboarding. But with hand tracking and motion sensor data it's very easy to detect which hand holds which device with some onboarding/tutorial. Sure you don't get it out of the box but there were lots of cases for iphone where people used many workaround and tricks to implement feature that was not there. Flashlight Apps in first gen phones using screen comes to mind.
I believe you can even support PS Move with 3rd party SDL library (official apple game controllers API support only MFI controllers + xbox one controller + PS4/5 controllers and Switch Joycons (both left and right)
All the progress of mankind has culminated to this one point in time where we can create entirely new realities before our eyes in stunning fidelity.
And what do we use this technology for? Going to work. Talking to people about work. Sitting in the dark watching pictures and videos by yourself.
AVR is basically a extension of our monitors on our faces. You can do any real world physical work with that thing on.
It is an excellent choice for remote control and monitoring of systems though.
I see it will be primarily used as a consumption device for movies and games.
VR gets tiring after a while, and the effects on eyesight degradation are not fully known.
Getting people to buy a device to do something entirely new (physical games, metaverse, ...) is much harder than getting people to buy a device that does something they're already doing, but better.
That's just a fact of life: people like sitting by themselves in the dark watching movies and TV. They will in the future too. If the Apple Vision Pro is as good or better than a huge TV and surround sound stereo, then for people with smaller apartments it could actually be a good deal. Many people could get by with just an iPhone and the Apple Vision Pro as their only devices (The Vision Pro probably needs a couple of iterations to be good and comfortable enough, but it seems pretty close already)
I'm sure there will be plenty of games and social apps on the app store in the near future. I'm sure it'll get support for third party controllers for such games. But Apple is not focusing on that, just as controller support in iOS and Apple TV isn't a huge focus point for them in the marketing.
At $3500 Apple invites no comparison. They’re basically pretending Meta doesn’t exist and that they’ve invented the category, as though it’s the iPhone or iPad.
The Hololens was a "power move" headset that had to repeatedly re-adjust its target market because the price was too high. Apple could end up in the same spot if they can't iteratively bring down the price.
Apple is practically completely vertically integrated. They design their own chips. They have decades of experience in consumer hardware.
To make AR/VR into what Zuck wants, his hardware is NOWHERE near what it needs to be. And they don't have the chops to get it there. If it's possible, I believe Apple can do it.
Why is that not a relevant strategy for competing with Apple? Nvidia and arguably AMD could both out-engineer Apple if you're just talking about chips here.
Same tactic won't work against Apple because they make the key chips, make the hardware, the software, etc. They can have you look at your MacBook, and the headset brings up your laptop's workspace ready to go.
S23, 1.4k (Single core), 4.8k (Multi core), 79.3 (3d mark/GPU)
14 pro max, 1.8k (Single core), 5.3k (Multi core), 74 (3d mark/GPU)
Looks like gen2 is already on-par in multi-core and GPU perf. Single core still is 28% faster in iphone.
---
https://www.tomsguide.com/news/galaxy-s23-ultra-vs-iphone-14...
With a high end you can continuously fund a drive toward lower manufacturing and operational costs. Without it you just focus on cutting corners.
There are most likely enough patents on both sides to render these portfolio boasts moot, once again.
It is indeed a different category. The control paradigm is different and the Quest’s popular apps are games and fitness. It’s a bit like comparing a Mac Studio to a Nintendo Switch.
I just want holodeck hardware and software with weeklong battery life. This is getting is closer.
One of the things that the Apple announcement will do; because it supports all iOS games and apps, meta (and other android eco system vendors) cannot not offer that. Things are going well. More competition please!
I thought the battery last only about 2 hours
An idiot like me thinks the opposite: it validates the market and thus justifies further spending to Facebook investors.
Financially, RL is the worst business on earth. No other business has lost this much money in such a short period of time.
This is like saying, the US is the worst country on earth because of it's debt. The reality is, if you have money and you don't invest it, it loses value.
Investing in RL is not a bad idea if it can drive significant top-line growth. However, unless RL turns into one of the best businesses on earth (like FoA), it will never delivered a positive ROI since its inception.
US debt is similar in that it's invested capital, but it does provide a positive contribution to GDP. If the US stops growing, our debt will become a massive issue.
Precisely. Apple has validated this product category and Meta has already established being a viable competitor in XR.
Even if Apple prices it high, Meta is going to win on quantity and price, just like Google did for Android, and Microsoft did for Windows.
Not even the Apple fanboys would buy this, unless they are developers or having this as a collectable who think that every product Apple releases is going to be an instant hit like the iPhone. I don't think it is this version of the Vision product line. It will probably be the third generation that comes in the slimmed down glasses form factor and slightly cheaper.
It turns out, it wasnt marketing that did wrong when Meta designed their trailer to be hip and energetic and happening.
And it wasn’t Apple marketing that just “got it right” with their trailer when they focused on immersion.
In reality, it has nothing to do with marketing. Meta just has a bad product vision. I cannot understand how they think “being actice and doing things” is their selling point? It is just so unintuitive. It’s not a smart watch.
Good thing Meta thinks “it’s going to be a fun journey” because they are now at war with the most succesful product company in the history of the world.
But as a desk-bound professional, Apple's pitch to me is as a work device with a bit of wind-down entertainment as a bonus. It's easier to justify their hardware purchase if you're comparing against a new Studio Display, for example. You can convince yourself that endless screen real estate will solve your digital problems. "Honey, it's not for the PlayStation, it's for actual work."
I think both approaches are decent, but I've got a feeling that Apple are skating to where the puck will be, as they say.
Something very off about it, the over-polished, plastic execs, talking out of smiles wider than the grand canyon and the weird almost dreamlike people and scenarios.
[1] https://www.youtube.com/watch?v=pjNI9K1D_xo&pp=ygURaWNlbGFuZ...
[2] https://www.youtube.com/watch?v=enMwwQy_noI&pp=ygURaWNlbGFuZ...
apple is presenting a holier than thou image. we are giving you permission to pay us $3500 for ability to send blue coloured bubble messages to your iFace from our heavenly walled garden.
For me it's the best aspect of VR, a complete gamechanger. Maybe this is unintuitive from a non-user's point of view. The Vision Pro use-case of sitting on your couch consuming content is unappealing and off-putting to me.
“ every demo that they showed was a person sitting on a couch by themself “
I’m not sure I grasp the critique given commercials like:
And multiple parts of the Vision keynote highlighted being present with those remotely as well as those locally.
“ so much energy that now you need a battery “ I think everyone remembers the part where Apple admitted they are behind and getting the device they intend for consumers requires first getting it into developers hands.
“ costs seven times more “
Is a fair criticism
This is why you can't really compare Quest and Vision because they are meant for completely different markets. Meta could build something similar but they don't want to sell a 3500$ headset. Meta rather build a cheaper product where more people can use it. Hence why they don't package their headset will expensive components.
The Quest 3 will outsell Vision Pro by 10x because of this.
I doubt it. If any of them will ever sell well it's because of an application that people care about. None of them will succeed if all they can offer is just Beat Saber in higher resolution and existing apps in 3D. I am sure it would be cool to have screens floating around, but virtual desktops do the job as well and to me the difference doesn't seem worth it.
I don't think the price is the main problem. Phones with folding displays aren't exactly a bargain either, and yet those are popular enough that Samsung is about to launch their fifth iteration. The difference is that those folding phones have benefits obvious to anyone who ever used a smartphone and a tablet.
You can't compare VR/AR to Phones. Phones are used by almost everyone in the world on a daily basis. VR/AR is still completely new to the vast majority of people in the world. Phones have been around for decades even before the iPhone they had calling, messaging and internet. iPhone just made the interface better. The Vision Pro doesn't have this luxury. It has to be sold to people that have no experience with the technology and most probably don't have a favorably opinion about it.
IMO Quest marketing it better because it aimed towards a demographic that has the most experience with VR, gamers.
Because the Vision Pro is mainly a dev kit and has zero third-party apps right now. Apple would never say "this won't sell" about a product they deem finished and ready for the consumer market.
> VR/AR is still completely new to the vast majority of people in the world.
Because the tech has been completely uninteresting aside from a small gaming niche and shortlived tech demos, which makes it a pure luxury product for people who already have high-end gaming hardware able to drive it.
> Quest marketing it better because it aimed towards a demographic that has the most experience with VR, gamers.
Sony's PSVR has been targeting gamers for 6+ years and aside from that one horror game I don't think it ever got decent content. It does not matter who you target if your product has nothing that interests people in the long term. Name one big feature of the Quest 3 that's more interesting than anything possible with the original Oculus Rift a decade ago.
Which is perfectly fine and why Apple will eventually win - they don't need to sell a ton of units right now.
Apple is going about it the right way, the same way that Tesla did with their electric cars. Eventually there will be a model 3 of the vision pro - and all that R&D they put into making it the best will pay dividends down the line. Meta simply won't have that experience because they just did the cheap thing targeted a small market.
Betting against a veteran hardware company like Apple and in favor of Meta seems ludicrous to me.
Don't you see how Toyota succeeded? There are some ways to succeeding.
Eventually, both headsets will be shrunken down into the glasses form-factor, and Meta will be the Android of XR headsets and glasses or in second place overall if users want a cheaper alternative to the Apple Vision product line. Just like what Google had with Android phones, Microsoft had with Windows PCs.
Meta with their Quest headsets will win in quantity and price since there are more Android devices out numbering iOS devices regardless.
> Meta simply won't have that experience because they just did the cheap thing targeted a small market.
They have the money to acquire companies specialised in VR and AR just like what Apple has done recently.
> Betting against a veteran hardware company like Apple and in favor of Meta seems ludicrous to me.
Both will succeed. Apple will have the ecosystem lock-in advantage for those who can afford the best experience and Meta will win in quantity and make it much more accessible. Zuck's 7 - 8 year bet on Oculus seemed to be the right move all against lots of naysayers and the exaggerations of Meta's stock collapse which recovered against the news.
It has always been Apple vs Meta in XR.
> They have the money to acquire companies specialised in VR and AR just like what Apple has done recently.
Apple builds its own chips, has been designing OSes for decades, building smashing success consumer hardware for decades. They're almost completely vertically integrated. Facebook was an adtech business. Acquiring fledgling startups won't help here.
> Both will succeed. Apple will have the ecosystem lock-in advantage for those who can afford the best experience and Meta will win in quantity and make it much more accessible. Zuck's 7 - 8 year bet on Oculus seemed to be the right move all against lots of naysayers and the exaggerations of Meta's stock collapse which recovered against the news.
It's already at quantity pricing and it hasn't succeeded now - what makes you think it will in the future? Meta's stock collapse didn't happen because its fundamental business is still strong - not because of their VR moonshot.
- spatial audio
- the front screen for your eyes (who the hell needs that anyway)
- only need rudimentary hand tracking since you will be mouse and keyboard
- potentially cheaper processor
Commercial shows people having close positive relationship built through novel interactions. Relationship that pretty much would be impossible through all other media like social real world chitchat.
I didn't see it as "your life sucks, get virtual". More like, "your life is normal, enrich it with new activities and connections using vr".
Edit: he did acknowledge this a bit on Lex Fridman podcast https://youtu.be/C_fpCVtGR6I
If not, their comments about overlapping features sound like the “but nokia candy bar phones already have a WEP browser!” objections from back in the iPhone 1 days.
(I’m personally not all that impressed by the apple vision announcement, but I also wasn’t impressed by the iPhone announcement, and for similar reasons. Hopefully someone will do significantly better than Apple this time.)
What I do think Zuck misses are two things:
1) The Quest's overall software platform and ecosystem now need to get much much better about quality and performance/efficiency. Meta is already starting from a disadvantage when it comes to the hardware performance but it's clear a lot of the software can be a bit janky. Also the reliance on the Quest app for phone integration is bad enough, except that the quest app is atrociously buggy. A lot of this is exactly the sort of thing Carmack complained and pushed back about the most.
2) The Quest developer platform has a lot of work ahead of it as far as the kinds of 2D productivity apps and 2D media consumption apps that were primarily showcased. When apple can give devs Xcode and tell them a checkbox can turn their UIKit/SwiftUI App into a XR app thats not a small thing. Also all of Apples stack is either unity or swift based. Having a high level native system of deploying high quality Abi stable native frameworks is also no small thing. Meta has a lot of work ahead of it I feel if it wants to compete on the developer front to get app developers to write some truly great productivity software needed to sell Quests as general computer PC replacements instead of gaming products only.
The iPhone massively benefited almost every phone user in the world -- even those who never used an iPhone. Same dynamic will apply here (albeit with a vastly smaller total number of users, at least for the first decade...)
Calling out "it was a person sitting on a couch by themselves" when that's the ONLY way you can use your Quest 2, given how bad passthrough works. Given their vision of the future is a bunch of people in different parts of the world all using headsets "to be together" vs a future where you are present in the real world at all times, except you have productivity enhancements available.
Look, I'm in awe of both the Quest and Vision Pro for how technologically advanced all of this tech is, and I know Zuck needs to show "strength", but he knows he's in trouble and needs to rethink most of his product strategy going forward.
Considering VR headset sales haven’t really hit their tipping point (if there is to be one), Apple’s entry into the market could actually benefit quest sales in a “rising tide lifts all boats” type of way.
But both companies forget that people don't use them much. There is no killer app yet. Apple showed horizon worlds in AR - but very few people use VR goggles for that purpose. There is a lot of speculation that apple knows what they are doing here - they don't
Implementation of features and capabilities is what matters. The capabilities are useless if it’s too hard to use them or the device is defective in some way that prevents users from wanting to use them.
Apple has a tech advantage lately with their software and hardware stack. But historically their products have done well because of product features not because of tech advantages. There is a non-zero chance you get an almost $4K device as hamstrung as an iPad.
So the question still remains, what are they going to do with it? It has much potential. But in some ironic twist of fate it is Meta taking the product first approach here. And Apple’s closed ecosystem (not to mention high price) puts them at a huge disadvantage to target the social/gaming angle of “spatial computing”.
It’s not over yet, and in general this is exciting because competition will start to ramp up.
But they didn’t.
The more compelling angle is how they have nailed the interface with eye and hand tracking and if this works as well in real-world environments as it did in their demo setup.
This is what I was referring to when mentioned implementation. To paraphrase you I could retort: “Meta could have spent the time perfecting the interface but chose not to.”. I don’t see the relevance of such thinking though.
iPad is selling great because it is not ‘hamstrung’, it’s focused. People choose a device that does a few things only and does them greatly, instead of one that does everything, poorly.
There’s plenty of tablets with similar hardware specifications to an iPad that allow sideloading and hacking. That’s just not what a lot of people are looking for. They want a device where you can trust that if you press the button, the screen turns on and the apps do what they do, every time, without it being another computer to administer.
I got mine from VROptician whose were a bit pricier (maybe $80?). There were some cool options for magnetic ones, but I don't change the lenses enough for it to be worth the extra cost. It'll be interesting to see what Apple charges for theirs.
Nope, according to rumor Apple has another device in the pipeline and that should make Mark lose some sleep: you see, now that Apple announced it, the VP is in feature freeze and they can switch full-on on finalizing the cheaper consumer class device that will likely go for 1k.
But he knows that... it's just pandering for the shareholders.
Either the things it doesn't have are important, in which case people will feel they are getting a dumbed-down device and may look at the competition if it's cheaper for the same set of good-enough features, or these things won't be considered that important, in which case no one will buy the high end one…
The thing is too damn big, heavy, it obscures your field of vision, it gets hot and it has bad battery life.
When will VR/AR really take off? When the headset can clip onto my prescription glasses and not make them too heavy. When any of my devices (smartphone, pc) Can use this AR display to show stuff on.
Even then there will be a long time before AR will supercede classic high dpi displays.
The pricing won’t matter because if Apple sells a bunch it won’t matter how much the Quest costs because the developers will be prioritizing the Vision headset and its modalities which is the key thing that will matter. It’s like what happened with Android - they were about to release when Apple showcased multitouch at which point they scrapped their existing stuff and retooled to make Android multi touch because they knew that would become the dominant modality to make it easy for developers to write apps for both / make it easy for customers to compare and contrast. More importantly, Apple seems to be seeding with an existing massive App Store for non-augmented apps that Quest doesn’t have in any meaningful way iirc and they’ll need to spend money trying to attract existing Android developers to publish to their store or sign a deal with Google to provide access to the Play store (which will never happen).
Expect to see a massive strategy shift from Facebook if Q4 numbers indicate the vision pro is a hit and likely competitor “me too” products from Google, Microsoft, and Samsung if it at ask looks like Apple has reinvigorated this market.
The Vision Pro isn’t shipping until 2024.
IMO this Verge article is a bit incongruent for mocking Meta’s announcement of Quest 3 a couple of months ahead, without mentioning that Apple’s announcement was almost a year before the Vision Pro will reach most markets.
Apple will only go further with this over time, positing current limits staying as-is seems … shortsighted.
Now, Zuck may be the world’s greatest opportunist; copying, acquiring, optimizing, and scaling technologies that have already demonstrated product-market-fit. I sincerely admire his executive excellence.
With this in mind, Apple Vision Pro has validated Meta’s pivot to hardware. If Zuck swallows his pride and pivots the Quest to copying Apple, Meta has the opportunity to own the Android of spacial computing, enabling low-cost devices, collecting data, and selling microtargeted ads. This will allow Meta to continue as a globally dominant entity, and Zuck will remain one of the world’s wealthiest men.
But will Zuck’s quest to be respected as a visionary cloud his judgment and jeopardize his empire?
VR, AR, XR, mixed reality... these are too specific and fussy. "Spatial computing" encompasses them all in a fuzzy way that to me has the right granularity for most conversations about this stuff.
It's a neat gimmick but not worth the asking price because there's not $3500 of value you're extracting out of it.
Maybe $500 of value because it's neat? Not sure. It's great at presenting virtual screens (I don't need one) and non-game 3D content which will be a handful of 3D movies and novelty apps where you can explode a hologram of something.
Lol. It was called “spatial computing” at Facebook for years long before the metaverse rebrand.
It’s not a long-term competitive advantage. The same thing happened with high-DPI displays. Apple had a momentary advantage with what they call “Retina” display on iPhone 4, but soon every Android vendor was also shipping high-DPI and a few years later it was in the low-end handsets. Today it would be weird to say: “I got an iPhone because the text looks so sharp!”
Similarly nothing stops Meta from using a high-DPI screen in Quest as soon as the OLEDs and computing power becomes cheap enough (or if they are masochists and want to try a $3k version of Quest Pro, I guess).
I'll buy it. No question. No hesitation.
The main reason is that I need a private workspace.
I work remotely and don't have a lot of physical space (I live in 80sq ft, at the moment. No, not a typo). I share it with my wife, who is a project manager and on calls all day.
This makes work quite challenging, it's easy to pull me from the "zone". Sometimes it's just because of an intense call she's on, sometimes it's because I'm so available.
She'll ask "are you in the middle of something? Can I ask you a quick question?" and just like that, I've lost 30-45 minutes of productivity.
The idea of having a virtual private workspace, surrounded by monitors, playing focus music, with the illusion of a vast space around me... This sounds like a dream.
I'd happily pay $3,500 for it.
In fact, we'll be buying two.
Bullshit.
There were many lifestyle video showing people moving around. That was actually worse than sitting on the sofa and being generally stylish.
We should remember that Meta probably has to:
a) fight against low employee morale
b) cool device from a company that has proved over and and over again that they're one of the best in creating consumer products
I can not say I am any way en expert or geek for everything sci-fi so please keep in mind the below points are how I see this from my limited point of view and knowledge.
Consider mobile phones, tablets, It was mainstream on sci-fi even before it was even remotely possible on reality. Everyone, unless considered a recluse had a handheld communication device. It was not perceived as a niche product that only a limited set of people uses. It's used all of the time, not something that is reserved for particular times or places.
And considering everyone reading/watching/listening the works would want to have a piece of it, I can really say it was always meant to be mainstream if it was built. And it did.
Let's have a look on VR and AR. Is it considered mainstream in sci-fi? Like everyone without any distinction uses them? Is it something considered a timeless/place-less device that everyone has and uses? I don't say it's not considered useless. I say it's most of the time considered a niche product or device, a limited set of people has access to. Either rich/privileged or with a particular job that requires the use case. It's not considered to be used all the time. It has it's times to be used and then left to itself. And If someone is in fact uses it for extended periods or never gets out of, they are the recluse.
If I am not mistaken on how I view it, I don't think these AR/VR devices are meant to be mainstream. Perhaps a holodeck would be a wiser option to invest into?
The hardware is really impressive, the functionality is extremely underwhelming.
I bet they figured the display quality is the crux, and other decisions flowed from there: needed more power, necessitating the power brick; expensive; early adopters likely to be richer people using it for content consumption.
Are we expected to sit in the living room with goggles on our heads watching a movie? I mean casually like it’s TV.
I had a 3D glasses projector and the friction for glasses was way less and still it sucked socially.
The overall push to get people put boxes on their heads is so depressing
Soon enough, it will be a hybrid of WFH and the office. Some employers will provide this and accept employees working from home if it's consistently used. At some employers, you will see a colleague working in your periphery (as though at a desk beside you) and be able to toggle a pane from your display as visible to them and discuss/share interacting with it and their persona.
Employers will buy a $3500 headset rather than laptop, displays, desk, chairs, and letted office space. You can find that depressing, but I don't think it can be stopped for a fair portion of typical office workers.
Do you trust Meta or Apple with eye tracking data?
Now, fb is still "sharing" with the community (React, Pytorch, Prophet, etc...), so at least on that front they're winning.
I'm not sure how long this trust is going to last.
point out there are things to learn from this?
suggest that it would take the company’s best efforts, but that it could do better?
you don’t have to shit on the other team to say your team can be the best.
this was an attempt to suggest apple is somehow less personable than zuck.
“
And seeing what they put out there and how they’re going to compete just made me even more excited and in a lot of ways optimistic that what we’re doing matters and is going to succeed. But it’s going to be a fun journey.
“
1: they admit that having Apple dip into a category validates it
2: the “fun” is a euphemism for - we need to get our s@!t together quick, expect some all nighters
zuck had, arguably still has, a chance for a real hero arc here. his recent pr piece about local martial arts tournament was endearing.
veiled admissions and euphemisms are just silly, and hint that this might just be more of the same. nothing at all.
The Apple device looks impressive and the use cases presented seem plausible. It is expensive no doubt, but if they can convince the jet set crowd to wear it then it will catch on.
its 2023, vulnerability and transparency can be signs of strength now.
for those brave enough.
"And it doesn't appeal to business customers because it doesn't have a keyboard. Which makes it not a very good email machine."
It shows that the previous comment is cherry picking by providing a contrasting example, and it shows how cherry picking can say anything.
They had tons of flops before he came back, but the company is almost completely changed post.
of course, one could argue that he’s gone and that is lost as well, but they seem to continue delivering imho
This is worth the read.
https://arstechnica.com/gadgets/2023/06/hands-on-with-apple-...
Here is the most important comment from the story.
--- When you actually put on the headset, though, you'll often find that the promotional video was pure aspiration and reality still has some catching up to do. That was my experience with HoloLens, and it has been that way with consumer AR devices like Nreal, too. That was not my experience with Vision Pro. To be clear, it wasn’t perfect. But it’s the first time I’ve tried an AR demo and thought, “Yep, what they showed in the promo video was pretty much how it really works.” ---
We all watched the demo and thought "wow, but this is the marketing video so lets see the reality."
Meta has positioned themselves as either #1 or #2 so far, but that position could easily vanish just like the Blackberry. It requires great execution of both the hardware and operating system with their current strategy, and Meta doesn't exactly have a history of producing either. I'm surprised they haven't gone the Android or Windows way of just producing the software and licensing the OS to OEMs. It greatly increases their attack surface area on either the hardware or the OS from another competitor other than Apple.
Meta manufactured the Quest line after their oculus acquisition. While it runs Android, it’s heavily modified for VR AR. Overall, it’s a solid headset especially when you look at the price point and ease of use (compared to PCVR).
I tend to favor Apple, but I’m not going to overlook what other products have achieved
Meta has lost over $30 billion so far on developing VR.
Apple's headset looks much more complex from an engineering perspective, really complicated sensors, and custom silicon for signal processing, wouldn't surprise me if they have spent a fair bit more than meta.
To spend $30B and have absolutely nothing is so astonishingly incompetent that you'd imagine an average 8th grader could get a better result.
Why are they so obsessed with office metaphors? It's like the very early shopping websites which were basically virtual shops or shopping malls. These companies have thousands of people working on this problem, and VR Microsoft Bob is the best they can come up with?
Apple's focus on productivity is good too because it relies less on network effects for cool use cases. Part of why the Meta approach is hard is the social stuff requires everyone you know to have headsets, this (imo) is why Carmack was pushing for lighter, cheaper devices over the Meta Quest Pro - he saw growth and distribution as the core bottleneck for Meta's approach.
Since Apple's approach is around individual use and productivity, that frees them to build an expensive device that provides value to one user and then leverage that until lots of people have them, it's an easier way to bootstrap (and something they've done historically repeatedly). Of course it helps they already have a platform to extend too.
The big breakthrough IMO is commitment to pass-through for AR, this ultimately solves the "draw black" problem Michael Abrash wrote about at Valve in 2012 [0] before he joined Oculus. Ben Thompson of Stratechery makes an analogy to mirrorless cameras vs. DSLRs and I think it fits - people thought screens would never be good enough compared to natural light, but it turns out at some point they are. Palmer Luckey mentioned in 2021 that he thought this also should be the approach to it. The other major issue Abrash talks about in that blog post is latency, and Apple has solved this (though only just) because of their incredible custom silicon which was not easily visible back in 2012.
It's possible to imagine these devices getting smaller and lighter as they iterate, the AR and eye tracking means you may be able to do things like look at a light switch in your house and turn it out without anything else, UI for the real world becomes possible. Looking at little glass displays could become an anachronism of this time. Of course, it could also just be a common way to do desktop computing - hard to know.
[0]: https://web.archive.org/web/20120804140946/http://blogs.valv...
It's fun to look back on some old HN threads with predictions: https://hn.algolia.com/?dateRange=all&page=0&prefix=false&qu...
There are two ways you can go about this. Think of the iPhone release, you can be Nokia/Microsoft and stubbornly continue thinking you have first mover advantage. Or be like Google with Android, realize they have just seen the future and pivot the project in that direction.
Zuck may be taking the Nokia route.
I mean is there anything else of comparable quality in the price range? I still have the Quest 1 and it's amazing. I´m still wowed by the feeling of immersion even in the crappy Quest 1 homes (vs eg. SteamVR homes).
edit: also Apple's headset is never gonna be a competitor any time soon. As much as I dislike Meta/Facebook, the Quest is surprisingly open. They even let you hook a cable and do PC VR with it! WTF!!! I'm able to play Skyrim VR even on the Quest 1 at good framerates (the PC is rendering of course).
Heck they even let you use your own USBC cables for the link feature. Can´t wait to see Apple letting us use our own cables. /lelz
> More importantly, our vision for the metaverse and presence is fundamentally social. It’s about people interacting in new ways and feeling closer in new ways
This seems valid. Read reviews on games on the Quest store. People are talking about how they weren't into games and now theyŕe playing eg. Walkabout Golf with their relatives through the internet and having fun sessions on the weekends and things like that. Or you'll read about older people who find some of the VR experiences really beneficial just to exercise and get them moving,
I think the Meta Quest is making a difference, it's just not something really obvious or shiny enough. It has a place.
Once Meta can make a headset of sufficient quality, lighter, sharper, I could totally see myself actually watching TV or movies with the headset on. It's just not comfortable enough yet. So that's where it seems Apple has been trying to push the bar, making it more usable/comfy.. at a big price.
Also, Apple's demo is kinda odd. You have the woman doing something like Zoom in her room. Nobody is wearing the goggles. How does that work? You ´d think that once YOU wear the goggles, the other people in the meeting would also use it so everyone's kinda on the same tools. Yet none of them wear a headset - that scenario doesn't make sense. So as goofy as it looks, Meta's scenario where everyone is inside the VR space, makes more sense.
I still think this is all a stepping stone towards having AR rendered in real space without wearing any headset. But that's probably a loooong way off.
Until putting on VR has the same non-reaction of putting on headphones, it will remain a novelty.
Odd thing for him to say since he is describing the strange solitariness of all VR.
The whole pitch of the Metaverse seemed to be "We'll all live in a virtual world and have great fun meeting and interacting with each other."
I am talking about what’s happening in the real world, where Zuck’s “vision” of immersive black boxes w/o passthrough locking you into the virtual is as asocial as it gets.
Really? Is this true at any scale, let alone FB scale? I think there's plenty of room in this space for both Meta and Apple to fail in their own ways.
Imagine how pathetic the smartphone market would be if the iPhone only ever caught on with gamers.
I really do hope he chooses to compete. A quick turnaround on a Quest Pro 2 with only the updates they are already shipping in the Quest 3 would put them an vastly better position and still 1/3 the price. It should be possible and it would at least set up something resembling an open-ecosystem standards based choice to balance Apple's closed proprietary approach. If not - Apple essentially has no competition at all here.
You just shouldn’t put everything on your forehead, it’s too heavy
Times change. If it fails it won't be because of this reason - people won't be walking around outside with these on.
AirPods Pro are an amazing product and it’s not dorky at all, never was.
The original AirPods with long stick were kinda dorky and not that great (no isolation)
But yes, they really do need to improve the resolution, It seems that the resolution was kept similar to that of the Quest 2 due to using the same SOC, which couldn't power a display with a very high resolution.
Comparing the pricing of your consumer level product to an enterprise level product is extremely disingenuous.
He's clearly scared.
Are you not aware of all the things apple showed this device will be able to do on release?
Are you aware and just being sarcastic?
Are you aware and unwilling to admit that it would have more uses than just watching movies?
Are you not aware that a business VR space already exists with similarly priced products?
What's your angle?