I’m sorry, apple did not in any attempt to make VR mainstream.
Yeah over 3k is not “accessible“ or “mainstream”
They were a $3500 dev-kit to enable some base level of preparation when the costs come down. They were never going to be mainstream.
Has any significant 3rd party apps been made for it?
Lapz seems like a cool concept (although I don’t follow F1 myself), but it got put on hold because legal https://www.theverge.com/2024/11/20/24301420/apple-vision-pro-viral-lapz-app-f1-complaint
Why would you dedicate yourself to maintaining an app if there is no market and the current hardware is experimental?
Nothing you build will be compatible with v2 but the experience you have with v1 gives you a huge leg up in the learning curve. Wether thats worth it depends on the person.
I got my pico vr for this reason, i want to get a feel for how things are evolving so i dont start a path of turning tech illiterate like my peers.
Pico is also much cheaper then apple and support custom apk
Why Pico over Quest?
Mandatory meta/fb account which i am very glad to have gotten rid off some time before that.
Not like i trust the Chinese for not spying but they are less likely to be interested in my data as opposed to chinese people living in the west.
Also did i mention apk support. Not sure if quest does. This thing can do
piracydigital archiving , got moded beat saber working on device and officially its not even supported Hardware.Another reason was bigger FOV but i am not about the latest quest in comparison.
A dev kit with no physical controllers? You would think developers want precise controlls? Or a usb port? Or proper dev tools? Or a full API?
Why would they provide physical controllers on the early version when the mass market won’t have physical controllers?
Apple’s dev tools are fine. It’s not dumb luck that’s the reason iPhone’s software ecosystem takes a giant shit all over android’s.
as a cross platform app developer myself… what the fuck are you talking about?
The fact that the vast majority of quality mobile apps in existence are iOS only, because development and distribution on Android are complete and utter dogshit.
Compared to iOS where you’re required to distribute on one platform and pay the full fee for the privilege of having your software on Apple devices?
I think the only thing that made people think about VR was Half Life Alyx.
If plenty of games would be made with that level of quality VR could actually became a thing.
But boring companies keeps trying to push VR for boring things.
I’ve bought my Oculus Rift in like 2017 and haven’t used it at all for the last 3 years… And I missed nothing. I played the heck out of Beat Saber and HL: Alyx, Lone Echo and some few other games but nothing noteworthy has been released for a long time so I’m just patiently waiting.
Oh, I did play quite a bit of VRChat as well back then.
There’s one simple way to do it: stop milking it with ludicrous prices that make it inaccessible for the average consumer and stop trying to corner each implementation with your own proprietary closed market that becomes worthless when it goes down because all of your digital purchases were “digital subscription options”. The problem with VR is that it now has a place in the market but one that is basically limited to a luxury market, and as such it will only include self enclosed ecosystems of novelty implementations that appeal largely to whales. It is basically an example of the hellhole the PC landscape would have been if governments back then had been as lax with bad consumer practices as they are now.
I also get the feeling the VR market started out a lot like the mobile gaming market in that mba business majors who have zero ability or to desire to make genuinely artistic and compelling experiences choked out any other kind of person being in leadership positions in the industry.
Similar to mobile gaming the rush of business majors who “think” they know how to transform vr gaming when they don’t know the first thing about game development and have never bothered to pursue a creative venture in their life that wasn’t just a thinly veiled scheme to scam other people out of their money has severly stunted the growth of the vr industry indefinitely as it did the mobile gaming market.
The very structure of the largest companies in VR (besides perhaps valve) precludes the possibility of any actual artists and developers with a vision getting into positions of power in these companies and even if they do, they are never actually listened to or you wouldn’t get embarassingly empty visions of VR like “the metaverse”.
VR, like mobile gaming cannot be understood as an out growth of the traditional gaming world, rather VR in particular must be understood as a market constructed by non-experts who didn’t give a shit about learning gaming development or how to create compelling fantasy worlds because the objective was always to be a digital landlord speculating and monetizing on an ownership of large swathes of digital communities that artists showed up and made into actual spaces people desired to be (artists are an unpaid detail though, that kind of fluff is easy, an AI could do it and besides it is fun for them!).
Unfortunately for VR fans I don’t think the industry will take any significant strides until those kinds of people are kicked out of the boadrooms of these companies and I don’t see that happening anytime soon given how long mobile gaming has been a squandered wasteland of casinos that nothing with any vitality or soul can grow in.
(besides perhaps valve)
Definitely besides valve, they didn’t lose their mojo as gamedevs. In fact valve is what happens when gamedevs have too much money: Too few fucking games.
I thought the apple headset was MR for productivity and stuff? VR gaming headsets like the Oculus seem to be doing fairly well.
It’s Google Glass all over again.
I’m meaning more in the sense of a wearable head device developed by a big tech company. It’s heavily marketed as the next big thing. Many talk about it - both with anticipation and concern. And when it finally releases, it’s quickly forgotten about.
Hololens did the same.
Oculus Quest, PlayStation VR, SteamVR…
…VR is mainstream.
Meta thought it would be the next big thing, so much that they renamed themselves “meta”. A lot of companies have been courting VR as a future big market, but we definitely haven’t seen it blow up like companies hoped it would. I wouldn’t say it’s a dead market, but I would definitely put it as more of a novelty than a mainstream success.
Their goal is to create phones with floating screens. At the point where quest 3 is, ignoring the weight and slightly janky hand controls I can see the vision and future technology could make that real, but I don’t think its good for society. VR games also will never be mainstream since they require movement. I love VR gaming a lot, but 99% of people will try it once and never again. Its inherently niche. I’ve spent thousands of dollars on vr gear though so I don’t really mind if all VR games are niche since I like the janky indie games.
A lot (if not most) of vr games can be played seated though.
Sure you might technically still be moving around but it’s easy enough on you that most people - even grandma, could play.
So I don’t see that as a barrier to mainstream.
Yeah but I personally don’t like seated vr games. If I’m playing a game seated I would rather play on a monitor where I can see the real world.
People love to shit on VR because Meta pulled all that metaverse bullshit. But VR just keeps growing. Slowly, but it’s growing.
There’s no evidence it’s stopping yet.
In fact, Samsung and Google are jumping back in. And we have some of the lightest headsets ever made on the market right now.
VR is in a slow upswing.
They didn’t say VR was dead, just not mainstream. Which is okay. Not everything has to be.
Yeah, I’m mostly responding to the people I perceive to always shit on VR by mocking the idea of a metaverse or Meta’s version of a metaverse.
People dismiss the whole medium because of Zuck going wild with metaverse hype, and causing the whole industry to make all these nonsense metaverse claims.
Even Microsoft Teams was boasting about metaverse aspects at one point.
Those people are mostly just naysayers who like shitting on things, it’s best to just not acknowledge them until they actually show up with a cogent thought. Otherwise you’re basically just having their argument for them.
I just love the people who refuse to get a Quest device (formerly Oculus) because it’s meta. And meta bad. But then they have their entire life connected in a web of google and/or Microsoft. For my money it’s the best VR option out there. No computer required, relatively cheap, and a relatively large catalog and user base.
I just love the people who refuse to get a Quest device (formerly Oculus) because it’s meta. And meta bad. But then they have their entire life connected in a web of google and/or Microsoft.
Meta is a walled garden. You have to give them everything to get anything. Google and/or Microsoft you only have to give them some to get some, so you can choose if what you want is worth what you get from them. Meta is all or nothing. So for Meta, I choose nothing.
Yep. The problem is that they keep trying to push it as some sort of workspace for home or office.
It’s a shitty workspace. Nobody wants that box strapped to their face and work in a cartoonish porthole view world. The controllers are limited in functionality and using a physical desktop while somewhat blind sucks.
However, for visualization and gaming, it’s great! But not for $3,500. $200-$400? Yeah, that’s doable.
Yep. The problem is that they keep trying to push it as some sort of workspace for home or office.
It’s a shitty workspace. Nobody wants that box strapped to their face and work in a cartoonish porthole view world.
It will eventually be great for a virtual workspace, but the technology isn’t there yet. The resolution on headsets has to get several orders of magnitude better, and the headsets need to get several orders of magnitude lighter/more comfortable.
I mean did anyone think of the vision pro as more than a very expensive tech demo? It was always too big, too heavy to be viewed as something people were expected to wear all day long.
Why do people think you’re supposed to wear that all day long? I don’t think it was ever marketed as a permanent piece of headwear.
I’ve always assumed that every VR or AR system was intended to be used for a session and taken off, seems obvious.
I don’t think Apple themselves marketed it this way, but viral photos of people being spotted on subways and walking down the street wearing one probably didn’t help sell the product.
They marketed the headset as being able to replace the functions of basically everything an average person uses a laptop/pc, cellphone, and tv for.
People routinely use computers and tvs for many hours at a time.
People routinely spend hours on their phone and basically always have them in their pocket or nearby.
They showed people wearing the things in planes, to watch 2-3 hour movies.
Sitting down in their (strangely TV-less) living rooms to watch 2-3 hour movies.
Doing … some kind of work you’d do on a laptop, but easily being able to keep the things on, kick a ball around with your kid, and then seamlessly go back to working.
Wearing the headset as you are unpacking at a hotel, and then taking a video phone call with them.
Not the thing ringing, you putting the headset on, and then taking a call.
No, you’re just already wearing the headset, having just arrived in a hotel, implying you just had them on as you took your luggage up to your motel, like a hat.
https://youtube.com/watch?v=IY4x85zqoJM
Taken as a montage, you certainly get the impression that you’re encouraged to just wear the thing all the time, anywhere, that its an ‘all-device’ that replaces a whole bunch of other devices, and is easily used/worn in many settings for long periods of time.
Yeah, that’s weird. Like, I get the idea, but the tech just hasn’t caught up to it yet. It needs to be as convenient as just putting on a light pair of glasses - on top of not being especially light or comfortable, VR is still a “process” which requires a degree of effort and adjustment every time you use it, which really kills the whole concept of it being a convenient tool.
I think Apple is probably more likely than most to make something like this take off eventually (Google Glass’ biggest failing was also that it made you look like a total dork, whereas Apple somehow managed to make AirPods cool), but this seems more like a software proof of concept for hardware that doesn’t exist yet.
At $3,500 I can’t imagine why it didn’t take off!
With no controllers made by Apple, it seems VR gaming wasn’t an intended use either as devs aren’t going to port games if most users don’t have them. Which only leaves people who will pay that price for a glorified external monitor.