It's just that they are positioning the device as a spatial computer i.e. something you use to get real work done. And right now for 99% of people that involves 2D windows.
Definitely agree with haptics which many have mentioned is an issue.
Context of the interaction is important. I've seen this mentioned with selecting, but not with doing something like picking up a 3d object. I don't recall seeing this use in any of the release footage.
26 joints per hand. Assuming that all the joints in your hand are visible to the device (this seems to be unlikely for much of the time).
As per parent's line of questioning, it doesn't address how that maps to a manipulation in the virtual realm in practice.
In comparison, each controller on my Valve Index has 87 sensors - that can distinguish touch vs actual press (triggers etc), pressure, presence vs absence (fingers on the handle), as well as the usual orientation / accelerometer sensors. Even with an abundance of processing power, a camera-tracking system can't get there.
Why developers want to make, and what consumers want aren’t necessarily the same thing.
https://www.apple.com/newsroom/2023/06/developer-tools-to-cr...
"Present 3D content, animations, and visual effects in your app with RealityKit, Apple’s 3D rendering engine."