• circuitfarmer@lemmy.world
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    9 months ago

    Meh.

    It’s not designed for or good for VR gaming. As an AR device, I find it a bit silly since I can just look at a real screen. It would be a novelty at $100, but at the price Apple wants I kind of think of it like a joke.

    • qwed113@lemmy.world
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      9 months ago

      For an everyday user I think it’s very far away. The device is very much geared towards developers and establishing Apple’s footing in the AR/VR space (despite Apple’s marketing efforts).

      But have you tried using it? The resolution and crispness of the video content designed for it (there isn’t much of it available right now of course) is jaw-dropping. You legitimately feel like you are transported into a different world. The quality of visuals produced by this headset are so far beyond any VR device I’ve tried (and I’ve tried them all).

      If it gets to the point where you can watch live sporting events with this and there’s more immersive video content created for it on a regular basis, it will be highly compelling.

      I understand the knee-jerk reaction to say “Meh”. It’s still a VR headset. It’s uncomfortable to wear, etc. But I’d suggest holding back those feelings until you try it on

  • fubarx@lemmy.ml
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    9 months ago

    The immersive media experience is the killer feature right now. The whole browsing websites and pinning work stuff up in space is a novelty that will wear off. Predict everyone will go back to using their physical multi-monitor setups.

    3D videos, apps, and games that take advantage of immersion will push the envelope.

  • Cringe2793@lemmy.world
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    9 months ago

    Ngl, I want one. But I don’t think I’ll pay for one right now haha.

    I just think it’s cool. But I heard it requires you to have an iPhone. So… That rules me out.

  • Adrien_0715@lemmy.ml
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    9 months ago

    I will be waiting for the full dive version of VR because I don’t want to look like an idiot in real life😂

  • BananaTrifleViolin@lemmy.world
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    9 months ago

    It’s the first expensive iteration of something that could become viable if costs come down as production scales up.

    In fairness to Apple, it’s a powerful device and is the sort of device VR manufacturers are trying to converging towards. Their’s is an all in one unit, with powerful on board processing so it gives high quality VR without tethering. It also has a lot of sensors built in, both negating the need for external sensors and hand control devices.

    Compare that to other high end VR, and the competition remains high end tethered devices such as the Valve Index which is an expensive headset, limited to a room with sensors, tethered to a decent gaming PC, and requiring hand controllers to interact with the world. At the other end you have cheaper all-in-one devices like the Quest 2 which try to do what the Vision Pro does to an extent but are too limited techwise due to the price point they’re targetting.

    A valve index is about £1k, and a decent gaming PC is about £1-2k depending on how high end you go. The Vision Pro is £2.7k ($3.5k, but pre-tax); more expensive and perhaps offering less than the PC would beyond VR but still not crazy far away numbers wise. And it is offering a paradigm shift towards how VR is likely to be in the future.

    All the stuff about it being a “new” device type (“spatial computing”) is marketing nonsense - this is an AR/VR headset but it is one that’s ahead of it’s time as an expensive gamble by Apple to take a stake in the future. Expect a Vision Pro 2 in the next year or two with similar power but a lower price, but also I’d expect other manufacturers such as Meta and Valve to be converging on the same type of device from the other direction. But I’d honestly expect it to be more like 5+ years before such devices with similar specs to the Vision Pro are mass market and “affordable”. Like, £3k for a headset would be a no to me; but £1.5k for something that did that… that’d be expensive but getting into an affordable luxury for me. And is they were convincing around some of the “spatial computing” type productivity apps missing from game centred VR being a UIP, then it’s more like considering a new lap top and a £1.5-2k devices starts becoming a real consideration.

    And as an expensive gamble it seems to be paying off. Supposedly 200,000 sold so far at $3.5k a pop - thats $700m in revenue. Even if it’s not massively profitable per device, thats a good user base for such an expensive product and hints this could be something that does well as the price comes down. This is well away from mass market appeal, but I can see a trajectory where this becomes affordable as a luxury computing device first before eventually becoming mass market.

    • AA5B@lemmy.world
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      9 months ago

      I agree with this whole description, but this actually makes me less likely to buy in the near term.

      I had been tempted to splurge a couple $100+ for a novelty device that not many people have, but now they’re getting serious. I’m not paying Apple’s current price but after reading what it can do, I’m no longer tempted for a cheap novelty headset. I’ll be following this tech much more closely, and we’ll see based on what apps are available when Apple’s second or third generation comes out

  • Mistic@lemmy.world
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    9 months ago

    I was interested in VR for a very long time. Recently, I got to actually try it out.

    I primarily view Apple Vision Pro as a proof of concept type of device. Sales being limited both in quantity and territorially indicate that. It has brought 3 major improvements to the table, compared to other headsets:

    1. Quality of passthrough
    2. User interface
    3. Display quality

    When you think about it, however, it’s not that much to make it an obvious choice over other devices.

    Passthough is needed for navigating through space. It does not help with productivity as your vision would be focused on the interface and not the environment. Remember warping on Quest 3? Much less noticeable than on videos for the exact same reason.

    There is no buts with the user interface and display. They are simply great, best that there is.

    Now, for the part that makes Vision Pro from a great productivity device on paper into a “dev kit available to masses” (I like that description, it does feel that way a lot, ty Ghostalmedia)

    Eye strain is a major issue. It is very difficult to use the device for more than a couple of hours without getting tired. This goes for all of the VR headsets out there. I guess you can get used to it over time, though.

    Limited usability. Quest 2/3, Pico 4, Valve Index, they all do things you wish Vision Pro could. Primarily usage of physical controllers. Imagine sculpturing without controllers because I can’t. Hand tracking is just not up to par.

    Battery solution is another issue. Not being able to swap what is otherwise a Power Bank without disabling the device and being unable to use any other battery than Apple’s own is at the very least annoying. Not exactly an issue if you’re too tired by the time it runs out.

    Finally, the VR space itself is unfortunately not mature enough. There’s a lot of work still to be done. Even when talking games, despite some amazing titles like Half-life Alyx, the vast majority where controls wouldn’t make you dizzy are all pretty much like arcade mini-games, where you either teleport from point to point or not move at all. Developers simply have yet to figure out an organic way of user navigating through virtual space. (Doesn’t mean they aren’t fun, though)

    Overall, I believe Vision Pro isn’t really a mass consumer product, but it did do a lot by bringing more attention to VR as a whole, as well as pointing out additional user-cases for the technology. Because of Vision Pro, Meta started paying more attention to details, which ultimately will benefit the consumer (in fact, it already has yeilded results).

  • RememberTheApollo_@lemmy.world
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    9 months ago

    Same problem any other consumer VR headset has. They’re solutions without a problem. Just build it and the apps will magically appear. Maybe some more will appear for Apple because they can throw some resources at it, but VR as a tool is clunky with things like wrist-mounted toolsets vs the speed of keyboard hotkeys or shortcuts for activating or switching between common functions. For consuming media and games they can be great, but it’s trapped in the limbo of not enough people have HMD to spend development money on apps and games, and there aren’t enough apps and games to attract enough people.

  • Digital Mark@lemmy.ml
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    9 months ago

    I’m very interested in the “floating giant 4K screens” part, especially paired with a tiny MacBook Air, and some other uses seem fun. Real uses of AR passthru can be amazing, tagging everything around you with information. At $3500, it’s half the price of a single XDR display.

    But I’m waiting for gen 2 or later, there’s no way the current weight & battery life are usable for my needs. It’s a dev kit right now, and while I’m an iOS dev sometimes, it’s too small a market to be profitable for me.

  • Smokeydope@lemmy.world
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    9 months ago

    I think vr is cool but it would definitely be a novelty thing that would be played with for a while then put away and rarely touched again.

    I wonder how many occulus rifts are collecting dust right now

    • Leg@lemmy.world
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      9 months ago

      I only stopped using mine because it got Zucked. I loved that thing before, and I’m still mad about it.

  • Dr. Dabbles@lemmy.world
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    9 months ago

    They identify people in public that should probably be robbed. So they’re useful for that I suppose.