The Use Case for Mac Virtual Display
joshstrange.com
joshstrange.com
It really is a no-brainer for my use-case.
I'm very glad that the AVP/MVD does work for people and I hope the number of people it works for grows over time as Apple improves the hardware. The content consumption angle is also totally valid and I enjoyed it, just not enough to balance the cost especially since it's a solo experience.
Plus I wrote the OS for the prototype, so I'm biased :)
> Plus I wrote the OS for the prototype, so I'm biased :)
That's pretty awesome. As I've said multiple times the UI/UX is by far the best I've ever used in VR/AR. Text entry is rough but pairing a keyboard solves most of that. The eye tracking isn't perfect and sometimes frustrating but the vast majority of the time it works very well. Really it's the iPad apps where eye tracking struggles the most, mainly if they never supported pointer devices and if their UI is too close together.
My secondary screen is "only" 28 inches.
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I'm currently working with an elderly macular degeneration client, a former painter, who is quite rapidly growing fond of the freedoms AVP proposes to offer.
Her only resistance is the frustration of being eighty-plus-years-old. Computers surprisingly understand her parkinsonianisms well.
It's clear Apple had to cut corners in multiple places.
I look forward to what Apple comes out with for v2, v3, etc.
Reportedly, they can only make 1 million of them this year. Apple has close to a billion customers. It only has to be useful for 0.1% of them at this stage.
It’s certainly good enough for that.