Aside from the fact that it comes with inserts, glasses require a lot of extra room that the headset probably isn't designed for. Speaking from experience, 100 hours with glasses in the Valve Index was painful, created a bunch of glare, and scratched the lens. Inserts were a godsend and Apple making that the default makes sense.Maybe I will try the scripted demo anyway, but with so many people wearing glasses this seems like a bad way to go that Apple has no way to sell it to you since you won't be able to see well through it.
In the brief soccer and baseball clips they demoed, the camera is locked, but at a position which is the best seat in the house. In the case of the soccer clip, it was at a place you could never sit maybe 20 feet behind a goal and about 10 feet above. Both clips really did feel like being right there. I suspect that if Apple were to really get serious about this they'd offer a way to switch from a few other static and strategically placed angles. I'm pretty sure the cameras would never move.People keep saying this.. I don't see how this could ever be a good idea. If the camera follows the ball, you're going to vomit into your own lap. If it's up to you to follow the ball, you'll still get VR sick, but now you'll also have a strain in your neck.
I feel like I am missing an obvious reference here...But Kyle, it sounds like reading web pages is super easy, barely an inconvenience.
I feel like I am missing an obvious reference here...
Having been using one fairly regularly now for a few days -- software.I'm left finished the article still not sure what the Apple Vision actually brings.
Actually, I think Steve Jobs' keynote for the iPhone was probably the best and clearest consumer electronics sales pitch ever:Sort of like there was no killer app for iPhone and no killer app for iPad when they came out either…
Precisely what aspects do you feel require several evolutionary leaps for this to become mainstream?It's glorious send off to the current generation of VR. There might be a gen 2 but this isn't even close to becoming main stream. Let's try this all again in another 10 or 15 years when the technology has made several evolutionary leaps.
Hadn't heard of the XR4, but holy crap is that thing expensive. Glad to see that there's inside-out tracking available that isn't Apple or Meta, but that is even more expensive than the Apple Pro Vision. (Starting at $4k-$10k per their website: https://varjo.com/products/xr-4/)
Pico, Sony, Microsoft, and HTC, have been doing this for a while.Glad to see that there's inside-out tracking available that isn't Apple or Meta
Apple certainly is doing their best to ruin that phrase "right from iPhone" completely. It starts to get on peoples nerves.That script is so cheesy. If you're gonna have people help demo the device, why have them talk to customers like cold machines? Is that really how they expect to sell their $3,500 device?
I think no human being has ever uttered the sequence of words "right from iPhone" outside of an Apple ad.
Having been using one fairly regularly now for a few days -- software.
I DO NOT mean apps; if you asked me "Why shouldn't I buy a Vision Pro right now?", my first answer would be "Apple and Unity managed to catastrophically bungle the availability of software at launch." There may actually be "more than 600 apps available at launch," but it sure doesn't look that way while browsing the single-page (and sometimes single-item) App Store categories. A lot of it's repetitive: every sport/entertainment company/niche apparently feels the need to have its own custom cinema app even though they're all basically the same. And a lot of it's just dumb; there's a "game" in there that's just a ball bouncing in AR space. So lack of software would come first on my list of negatives right now; ahead of cost, comfort, the possibility it might mess up your hair or eyebrows, and apparently the lack of porn.
That software selection will improve, but Apple's tools are new, a little buggy, and abstracted to the point of being extremely hard to learn, even for existing iOS devs. Unity's are new, a lot buggy, and inaccessible to most of the hobby/indie devs that make up the bulk of Apple platform developers because of the $2000/person/year barrier of entry. So I think it's going to be slow, and "I'll wait until there are actually a decent amount of apps to buy" seems a quite reasonable position for someone to take.
But it's hard to complain about visionOS itself. A lot of the hyperbolic statements in the demo aren't actually all that hyperbolic. Things are clearer, sharper, and easier to read than any AR/VR system I've ever used--even ones with "on paper" better specs--and I've used many of them. Most of the extensive set of "flat" iPad apps actually work well, and can "cover" a bit for not having a decent software selection; being able to scatter them around you in space makes for an upgraded experience even though they're not actually any better than their on-tablet forms.
A lot of folks (including me) complained about the eye tracking and gestures being uncomfortable. That lasts about two days; at this point interacting with this thing is completely natural, fast, and easy. As with the iPhone and the Apple Watch, there are some new metaphors that you need to learn, and some old ones that you can't do. Your eyes aren't a mouse, and a lot of that early adjustment is learning that. It does some things better and some things worse, but on the balance, it's an Apple product: it's designed for what it is, and it's good at it. I'm flinging things about with wild abandon at this point; I look like one of those Hollywood hackers with a half dozen windows appearing and disappearing in a flash onscreen.
[Edit: Hint to new users: Move your eyes, NOT your head. It feels wrong at first, but not actually moving your neck muscles (or not as much) dramatically improves the comfort and wear-duration of the headset.]
There's a lot of whining about not having controllers, but for most day to day non-game stuff you don't need them, and not having those extra parts around (with their separate batteries, usually) is a win. For games, it supports any bluetooth gamepad that works in iOS just fine (effectively all of them); although there are a few rough edges in that, still -- Steam Link, for example, can't see my controller, even though it works fine in the app on iPad, and works fine in every other app on the Vision Pro. No idea.
The Mac Virtual screen is either wonderful (if the virtual screen is better than your real one(s)), or an OK gimmick (if not). It has some annoying quirks, but works well enough for actual use at full resolution and any reasonable size. As a dev; I've been using it to avoid having to take the headset off and on while testing VP apps. It's a tradeoff -- I gain the ability to transition between device and code trivally, but I lose the multi-monitor setup that I use when developing flatter apps. I'm hoping for some improvement here, but it's enough for now.
Overall, I'd say that Apple released it a few months before the software environment could support it, and they made a massive mistake in trusting Unity (though I suppose they couldn't have known at the time), but this is going to be a stable, well-liked platform sooner rather than later. There's nothing broken here that can't be fixed, and plenty that works well enough to use now.
They really need to find a way to stream light field video it stuff like this.In the brief soccer and baseball clips they demoed, the camera is locked, but at a position which is the best seat in the house. In the case of the soccer clip, it was at a place you could never sit maybe 20 feet behind a goal and about 10 feet above. Both clips really did feel like being right there. I suspect that if Apple were to really get serious about this they'd offer a way to switch from a few other static and strategically placed angles. I'm pretty sure the cameras would never move.
Edited: grammar and to add several details.
Did you use the 1st gen iPhone or iPad? I have including a 1st gen Macintosh to do real work. They were all relatively slow, limited apps, lots of rough spots and the general complaint was "Neat but why?" Sounds like nearly every review I have seen of the Vision Pro.iPhone is a computer in your pocket and iPad is a larger version with touch screen controls that people had come to love on the iPhone. This is a completely different beast. It really feels like a tech demo at this point. If you're not developing for it, reviewing it, or just have lots of disposable income, it's a really hard sell. I'd love to have one to play around with, but not at the current price point.
Nowhere in the story did he say you have to keep your hands in the air (you don't). And I'm not sure what point you're trying to make about scrolling. I took the demo yesterday, and found scrolling entirely natural–exactly as it is on any other screen.Constantly keeping your hands up in the air to manipulate things and typing is going to generate fatigue in the long term and not being able to interact with objects while looking someplace (say scrolling while reading a page) else is unnatural.
I'd be interested to see the general acceptance level a year from now.
That sounds a lot like me when I got my Odyssey. I'd spend days looking at things in vr, checking out experiences, 3d movies, just browsing. I definitely get it. Eventually though, I just stopped. I suppose the novelty went away, and then at some point I never did that again. Now I use it to play DCS and Blade and Sorcery, and it's amazing for that, but that's all it does.Having been using one fairly regularly now for a few days -- software.
I DO NOT mean apps; if you asked me "Why shouldn't I buy a Vision Pro right now?", my first answer would be "Apple and Unity managed to catastrophically bungle the availability of software at launch." There may actually be "more than 600 apps available at launch," but it sure doesn't look that way while browsing the single-page (and sometimes single-item) App Store categories. A lot of it's repetitive: every sport/entertainment company/niche apparently feels the need to have its own custom cinema app even though they're all basically the same. And a lot of it's just dumb; there's a "game" in there that's just a ball bouncing in AR space. So lack of software would come first on my list of negatives right now; ahead of cost, comfort, the possibility it might mess up your hair or eyebrows, and apparently the lack of porn.
That software selection will improve, but Apple's tools are new, a little buggy, and abstracted to the point of being extremely hard to learn, even for existing iOS devs. Unity's are new, a lot buggy, and inaccessible to most of the hobby/indie devs that make up the bulk of Apple platform developers because of the $2000/person/year barrier of entry. So I think it's going to be slow, and "I'll wait until there are actually a decent amount of apps to buy" seems a quite reasonable position for someone to take.
But it's hard to complain about visionOS itself. A lot of the hyperbolic statements in the demo aren't actually all that hyperbolic. Things are clearer, sharper, and easier to read than any AR/VR system I've ever used--even ones with "on paper" better specs--and I've used many of them. Most of the extensive set of "flat" iPad apps actually work well, and can "cover" a bit for not having a decent software selection; being able to scatter them around you in space makes for an upgraded experience even though they're not actually any better than their on-tablet forms.
A lot of folks (including me) complained about the eye tracking and gestures being uncomfortable. That lasts about two days; at this point interacting with this thing is completely natural, fast, and easy. As with the iPhone and the Apple Watch, there are some new metaphors that you need to learn, and some old ones that you can't do. Your eyes aren't a mouse, and a lot of that early adjustment is learning that. It does some things better and some things worse, but on the balance, it's an Apple product: it's designed for what it is, and it's good at it. I'm flinging things about with wild abandon at this point; I look like one of those Hollywood hackers with a half dozen windows appearing and disappearing in a flash onscreen.
[Edit: Hint to new users: Move your eyes, NOT your head. It feels wrong at first, but not actually moving your neck muscles (or not as much) dramatically improves the comfort and wear-duration of the headset.]
There's a lot of whining about not having controllers, but for most day to day non-game stuff you don't need them, and not having those extra parts around (with their separate batteries, usually) is a win. For games, it supports any bluetooth gamepad that works in iOS just fine (effectively all of them); although there are a few rough edges in that, still -- Steam Link, for example, can't see my controller, even though it works fine in the app on iPad, and works fine in every other app on the Vision Pro. No idea.
The Mac Virtual screen is either wonderful (if the virtual screen is better than your real one(s)), or an OK gimmick (if not). It has some annoying quirks, but works well enough for actual use at full resolution and any reasonable size. As a dev; I've been using it to avoid having to take the headset off and on while testing VP apps. It's a tradeoff -- I gain the ability to transition between device and code trivally, but I lose the multi-monitor setup that I use when developing flatter apps. I'm hoping for some improvement here, but it's enough for now.
Overall, I'd say that Apple released it a few months before the software environment could support it, and they made a massive mistake in trusting Unity (though I suppose they couldn't have known at the time), but this is going to be a stable, well-liked platform sooner rather than later. There's nothing broken here that can't be fixed, and plenty that works well enough to use now.
Yes. It's not really mirrored, so much as "replaces the monitor setup from the Mac." My desktop has three monitors normally; when I "go VP", all three of them black out, and every window on all three of them is thrown onto the "new" monitor.Thanks for the writeup. Is it true that you can only have a single virtual 'mirrored' laptop screen in there?
Well quit posting and get back to work developing!!!The app ecosystem is basically non-existent in terms of anything that actually feels designed for it. The 'designed for vision' apps are monumentally disappointing so far, but that's to be expected given the pre-release dev process and timelines.
Hard to say; it's too new. But my experience with other VR systems was similar; I stopped using them because they were uncomfortable, had annoying and inconsistent UIs, required finding (and replacing the batteries in) the controllers, switching hands because you always pick them up the wrong way, and there's just not enough games out there that are all that good. It just seemed like "work" to get ready for a single experience. [Edit: And the passthrough is sufficient that the device doesn't limit you in space as much as a standard VR set. The "ghost" that shows up when my wife walks into the room looking for me during immersion is useful, too. It's definitely less "isolating" than the old VR sets.]That sounds a lot like me when I got my Odyssey. I'd spend days looking at things in vr, checking out experiences, 3d movies, just browsing. I definitely get it. Eventually though, I just stopped. I suppose the novelty went away, and then at some point I never did that again. Now I use it to play DCS and Blade and Sorcery, and it's amazing for that, but that's all it does.
Maybe with this it's that it's past some threshold where the novelty will never wear off? Where doing things this way can become a normal part of day to day use? I'd love to see it, if only to see what it enables down the line. I'm just not seeing that so far, but I've been known to be wrong before.
Only 1st-gen Apple device I've ever owned was the Apple Watch. I think I'll continue to wait for the improvements and price breaks that tend to come from later generations.Did you use the 1st gen iPhone or iPad? I have including a 1st gen Macintosh to do real work. They were all relatively slow, limited apps, lots of rough spots and the general complaint was "Neat but why?" Sounds like nearly every review I have seen of the Vision Pro.
I have had mine now for 5 days. I have been using it for work and leisure. This is more usable out of the box than its 1st gen predecessor because it arrives in a mature eco-system.It will only get better. But I very much consider it like the 1st gen iPhone. Exciting and sometimes a little frustrating, but no regrets.
Neither of those are an issue. You can scroll using your hands in your lap while looking at the text you're scrolling.Constantly keeping your hands up in the air to manipulate things and typing is going to generate fatigue in the long term and not being able to interact with objects while looking someplace (say scrolling while reading a page) else is unnatural.
I'd be interested to see the general acceptance level a year from now.
Yeah, it shows the Mac output as one screen. Interestingly (according to one review I read) on a Mac with multiple monitors, both screens show up as one big element. Like if it’s two different size/shaped monitors, they show up as those sizes/shape rectangles concatenated together with relative position as defined in Settings. But to the Vision Pro UI, they are a single object that gets moved/resized together.Thanks for the writeup. Is it true that you can only have a single virtual 'mirrored' laptop screen in there?
To me that would have been a easy low hanging fruit near-killer-app to let a users have 3-4 (or whatever) virtual screens tied to their Mac laptop/desktop. As I see it AR virtual screens would be the first killer apps. Though in my mind only when we have true lightweight see through glasses.
Maybe they don't want people to start think of it as a 2d plane platform and want to force/encourage more inventive 'spacial computing' ideas.
It isn't suggesting that at all, this is clearly a review of the sales experience, not of the device.That's an unfair and weird comparison. It's like suggesting a Volt is a better car than a Tesla because you had a better sales experience at the Chevy dealer. One you get it home (if the product is well made) that's the last you'll see of that experience, possibly forever.
You shouldn't need a bifocal lens for this -- since the screen is always at the same focal length you'll just need a single fixed correction.This is me to a T, since I have bifocals with around -10 or higher diopters of correction. Haven't worn contacts for 25+ years due to dry eyes and the focus going all wonky when I blink. Which is surprisingly often when working at your desk and looking at a screen.
I find the use of "iPhone" as if it was a proper name for an individual super weird and offputting. "Shot on iPhones", "right off of the iPhone", "from the iPhone", there's any number of non-super-weird ways to say that. I hardly think I'm alone on that.I think no human being has ever uttered the sequence of words "right from iPhone" outside of an Apple ad.
I'm surprised they didn't attach it to the back of the headband to counterbalance the goggles. One of the few complaints I've heard is that holding up the weight of the goggles makes your neck sore after a while.Jobs would never have tolerated that external box.
It's an interesting problem, but I think the idea is more about mimicing a live sports experience, rather than a live TV experience. People definitely don't notice all the work and skill that goes into a live TV broadcast (seriously, try tracking a baseball travelling 100mph with a giant zoom lens, zooming and changing focus, keeping it smooth, etc., for ball after ball, for three hours). And that would be hard to mimic with a device like this.People keep saying this.. I don't see how this could ever be a good idea. If the camera follows the ball, you're going to vomit into your own lap. If it's up to you to follow the ball, you'll still get VR sick, but now you'll also have a strain in your neck.
oh.. I guess there's a 3rd option.. where half the field is too far away to see clearly.
That does seem odd; also seems like it would be annoying to have a cable trailing down to your pocket (isn't that why we have airpods and no 3.5mm jacks?). A lot of reviews for alternative headbands for the Quest 3 that incorporate an additional battery on the back of the headband say it improves comfort to have that weight counterbalancing the goggles, though to be fair the base headband for the Quest is pretty uncomfortable so anything might be an improvement.I'm surprised they didn't attach it to the back of the headband to counterbalance the goggles. One of the few complaints I've heard is that holding up the weight of the goggles makes your neck sore after a while.
Sort of like there was no killer app for iPhone and no killer app for iPad when they came out either…