Again...
Again...
I’d love to read a comparison between visionOS SDK and OpenXR from someone who has actually used the latter. I gather that OpenXR is lower level, but what exactly does that mean for an app developer? How much more work would it be to build a “spatial experience” cross-platform with OpenXR? What would the compromises be for both approaches? Would it be feasible to build an engine that runs on both platforms?
Mostly that they won't be using OpenXR directly. It's a standardised layer that lets many kinds of tools and libraries make use of the same hardware.
That’s a question that I find interesting. Even if I don’t end up building such an app, it would illuminate the differences between Apple’s SDK and the rest of the industry.
In the WWDC unity-metal demonstration they definitely seemed to have gaze tracking. Have you checked looked through the sdk and confirmed that there is no public way to do this?
Even the Unity team had to correct a few edge cases around WWDC as the sessions dropped:
https://twitter.com/pvncher/status/1666476686576332800?t=9Br...
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I'm specifically talking about the "Bring your Unity VR app to a fully immersive space" WWDDC talk, which claimed to be built on Metal and ArKit, and had a very very brief demo in it talking about gaze, screenshot here: https://media.hachyderm.io/media_attachments/files/110/520/9...
Note the demo wasn't actually on-device, and gaze was just following where the screen was pointing, so it's definitely possible I'm reading too much into this.
See this : https://twitter.com/Tojiro/status/1667028702734209025?t=1SnM...
EDIT: Checked with our team and so VR mode gaze has event triggers on any Apple UI object without exposing the details so that works unless your UI is not easily portable. And that's the same across all MR and VR modes.
I downloaded the SDK and gave it a try. It was pretty seamless to get the sim booted up. However I did have trouble getting any of my hobby apps to build for the native SDK. A lot of libraries will need to add target conditionals to build natively. I finally got one of my most simple apps running, and SwiftUI does translate pretty well into it, but there’s still a bit of visual jank that I guess I could probably learn how to fix. The simulator also does seem kind of slow and unresponsive; I wonder if that’s at all representative of the final OS.
Clearly in the comments it just shows how out of touch they are in reality. There will be a version of the vision product line-up that will be reduced to the size and naturalism of a pair of glasses with some AR and reduced XR capabilities. But that is 5 - 10 years down the line or possibly could be quicker than expected.
Who knows, but this first version isn't it. This one is for the devs and techies only.
https://9to5mac.com/2023/02/23/apple-headset-cheaper-second-...
I've read a hundred general comments about Apple's strategy and market fit. Can we just talk about the actual topic of this post for once?
Doing CAD work in AR with a $3500 devices is worth it for any businesses.
Even as a sale tools when selling large products (cars, boats, etc.) without the need for stock. i.e. I can go to my local dealership, and look at their new model in persons. Then play with AR to decide which options I want for the colour, wheels, dashboard, etc.