← Back to context

Comment by programmarchy

3 years ago

I don’t care about games at all. Have never put on a VR headset. But I will likely pre-order Vision for a better productivity workflow. Apple will get the OS right, whereas Meta never had a chance.

Oh good, just wait until you get regular headaches from attempting to decipher the text on your virtual screen. It works terribly. VR is an awful, desperate, not fit for purpose replacement for even a single 1080p monitor.

  • > VR is an awful, desperate, not fit for purpose replacement for even a single 1080p monitor.

    But for how much longer? I can really see the benefit of having "more space" when working on a computer.

    We're peeking through needle holes, small screens mostly covered by bars and menues. If we're lucky the context we need for our task fits on two large screens.

    I believe this strains our working memory more than we understand. Making us do thing slower, worse and with more effort.

    VR has the potential to unlock much more "space" that we can navigate in a way that is much more natural to us.

    Not sure if the tech is up to the task today or if it will be in 10 years. But the value proposition is clear.

    • Not to mention that the screen is becoming a bigger and bigger part of the mass of the computer. I wouldn't expect to like this first product but 5-10 years down the line it isn't unreasonable to believe that your computer is your phone, you take it everywhere with you, and your monitor is your glasses (benefit if you already wear glasses). That sounds pretty cool. Keyboard is the next big thing imo, because virtual typing sucks and I need something tactile. We'll probably need to rethink the entire concept though.

      My main concern is about collaboration. Specifically, a fear with Apple lockin. When you pair program you can just sit down at either computer. Will we have an open protocol to share screens (or specific apps in screens like modern screenshare does)? Will is be semi-open like the current MMS system where Apple makes you look at a potato? My concern is about how these can be used to further isolate ourselves and break our fundamental social structure. But part of that will be how we use them, along with the decisions these companies make. I just hope Apple doesn't lock everyone in, but I'm not going to hold my breath.

      5 replies →

  • 20/20 vision is defined as 1MOA, or 1/60th degrees of angular resolution. Necessary resolution at typical FOV of 100 degrees is therefore 6k x 6k pixels. 4k x 4k per eye is not quite the "Retina" equivalent but actually not as off as earlier attempts at VR.

  • 23Mp is a freaking lot, tho

    • That's just marketing nonsense. You get 23MP if you combine both displays in the headset. Well guess what, they show the same picture, so the actual resolution is half that. And out of that only the pixels in the center are going to be sharp enough to be usable (notice that none of the demos ever extended the picture all the way to the edge).

    • It has nothing to do with resolution and everything to do with your eyes looking at a screen an inch from your face while a mask is strapped over them. That's just not comfortable and no fruit logo changes that.

  • May I ask which headsets you've tried? I was stunned by the visual clarity of even a Pico 4, and I expect the vision pro to be far clearer.

  • There is nothing on the market that gets close to what Apple is releasing here. The total resolution is nearly three times 4k. They don't mention FOV, but the description implies something approaching 180 degrees, and this being Apple, plus foveated rendering as a feature, you can assume smooth rendering somewhere between 120-240hz.

    • "23 million pixels across two displays" = sqrt(23 million / 2) = 3391x3391 per eye assuming square panels.

      That's less horizontal resolution than a 4K monitor (3840x2160) stretched across your entire field of view.

      4 replies →

Consider trying any VR headset first, the interface has a few unanticipated effects for many people. Eg, nausea, headaches, dizzyness etc. A "productivity workflow" might only last half an hour before you're fatigued from its innate unnaturalness.

Having made a serious attempt at a virtual workspace for development myself, I'll just say: it's ok, but there are a lot of challenges.

To develop, I need an actual fully-featured operating system with a terminal, a full suite of tools and libraries, and an application ecosystem.

To date, proxying all of that through a desktop/laptop to a virtual display or virtual remote desktop is clunky at best. Reading in VR is unpleasant. Typing in VR is unpleasant. Juggling controllers in VR is unpleasant. Wearing a headset for more than an hour or two is gross - you will really need to spend time and effort keeping the bits that touch your face clean. Cords are a hassle and the weird constant slight resistance starts to drive me nuts after awhile. For me there wasn't a hard deal-breaking issue, just a death by a thousand cuts.

Don't get me wrong - you can absolutely do it. For myself, it fell far short of the friction-free space for deep productivity I was after.

Also, again speaking personally, there is no way in hell I'm going to show up to work video meeting as a cartoon avatar (or turn my camera off). So meetings sort of break the whole thing.

Maybe this product will solve a lot of those friction points. I think that would be great, personally, but I'm skeptical.

Better productivity workflow: a sweaty device you need to carry on your head, with a cable with a battery pack, for the spectacular 2 hours battery life, reproducing low-resolution virtual displays around you, which you are supposed to very productively operate by clumsily making finger gestures around the display (instead of on them).

Yeah, I'll keep my monitors, mouse and keyboard, and my smartphone, thanks.

  • Whatever happened to that Google glass tech? Didn't look as "sweaty" as those bigger VR sets.

    > Yeah, I'll keep my monitors, mouse and keyboard, and my smartphone, thanks.

    I don't see why we'd need to replace both input- and output devices at the same time. Improve the output first and maybe the input later.

    • > Whatever happened to that Google glass tech?

      Inability to overlay graphics over the real world. We only know how to do so additively (shine some light in the eye to make things bright), but AFAIK there is no solution to effectively and dynamically black out some part of the picture you see.

      Also, at the time, people had freaked out about wearing cameras in public. (I wonder if I need to purchase some popcorn to watch how it'll go for this one, or if it's gonna be different.)

      3 replies →

  • You need the battery pack only if you want more than the 2 hours of battery life the device itself gets.

    ADDED. Since I am getting downvoted, here is a cite:

    https://www.laptopmag.com/news/apple-vision-pro-is-here-and-...

    >Up to 2 hours of battery life without the battery pack. (Yes, there's a battery back that can be attached to Vision Pro.)

    Also: put yourself in the design team's shoes: why wouldn't you put a small battery in it? A small battery doesn't weigh that much; a small battery isn't much of a safety hazard; compared to all the other engineering effort put into the product, the engineering to put in a battery is a drop in the bucket (particularly since the organization has so much experience putting batteries in products).

    • You misunderstand, it’s two hours with the battery pack connected, there’s no internal battery that’s intended for standalone use.

    • You added a citation, but your cited source is wrong. The external battery is 2hrs. The device can't operate without an external power source.