> In the past 25 years, many companies have introduced headsets with increasingly better displays. According to some reports, the installed base of VR headsets will be ~25 million units in 2023. Yet I have never seen anyone on an airplane or a train wear a head-mounted display.
Has the author seen anyone ever wear a head mounted display anywhere outside of their living room?
I have never seen anyone wear a head mounted display anywhere, period. Not at work (finance, Chicago), commuting or travelling, at home, etc. Are you saying this is actually a thing?
I’ve seen one, a couple of days after the Apple keynote, sitting in the cafeteria at work. I’m not sure whether I was more susceptible to noticing it thanks to the AVP.
They are used in niche applications. All in a somewhat similar way, in my opinion: precision technical work. Where you need free movement of your head but also need urgent real-time updates, or a diagram or secondary view, of what you're working on. Fighter pilots, surgeons, underwater divers working on complex machinery. I've always figured they will stay largely restricted to those niches. But cost coming down might see new applications.
I've seen one used at work for R&D demo purposes, but aside from that I don't think I've ever noticed anyone using one while out and about (Cincinnati, OH). Certainly never in transit or on an airplane.
Yeah, the paragraph you quoted feels heavily designed to sound convincing but isn't very honest. For most of the past 25 years there haven't been 25 million headsets, and the headsets that did exist weren't standalone. It's simply 0% surprising that I never saw anyone watch a movie in VR on a plane before 2020.
A more honest way to make the point would be to say there are 10 million Quest 2's, and have you ever seen someone use in to watch a movie on a plane in the last 2 years? I will admit that, in the few plane rides I've taken in the last few years, I have not.
I've thought about it with my Quest 2, but decided against it because of the bulk of the headset and controllers when it comes to just carrying it around, the clumsiness of using the controllers in an airline seat (even a nice one), the difficulty of easily switching in/out if someone needs my attention, and how it's a pain in the ass to get media files on to the device. The Vision Pro has seemingly solved those issues so handily that I absolutely would have brought it if I had one in the same circumstances.
Yep. I don't know if I'd do it with an Apple Vision either but I do know almost for sure that I wouldn't with a Quest 3 because of the controllers. Whether there's other reasons that will prevent me from doing it is unknown to me.
The main point is that what apple has demonstrated has been possible since the 90s for just a couple hundred dollars, yet nobody cared. Hell, I used to wish for one as a kid, but now that I have a real VR headset, I know it wouldn't have been useful.
A seat on a long-haul flight is short on personal space, it is pretty much "I'm in public, but I'd rather not be". So wearable devices and sleep masks that signal "leave me alone" are quite common already. Creating "virtual personal space" doesn't seem like a bad idea.
There are many good ideas that many can't afford, there's no contradiction here.
long-haul economy flights aren't luxury, but neither are they poverty.
If I have to long-haul economy, then I usually create virtual personal space by splashing out $10 on some kindle books, and when my eyes finally glaze over, a sleep mask as a cheaper VR headset and "leave me alone" signal.
When I look around in the economy class (HKG-CDG), many people are sitting here with iPads Pro or MacBooks. The financial difference to the VisionPro is not that huge.
But in class, wearing those there would be (afaik), no clear indicator of you paying attention to the teaching, that would be more akin to wearing airpod max to the class.
Plenty of people have zero issue with sporting luxury brands in public. And really something like this isn't even a particularly expensive item by luxury brand standards.
This would look even less conspicuous than the Google glasses. And unless there is a clear recording indicator (which admitedly sound easier to implement) would bear the same stigma.
Does anyone remember wearing Airpods outside in 2017? I did. People starred at me. It looked weird.
Nowadays, wearing Airpods signals that you have money and wealth.
Give it a few years and no one would care if you have a Vision Pro on in public. And then the cool kids will wear one and suddenly, everyone in high school is asking their parents to buy them one.
It'll look weird initially and people will only wear at home. Then by v2, some people will wear it at work and coffee shops. By v3, people might be walking on the street with them on.
Apple's brand makes it "cool". Basically, using Apple products is a way to flaunt that you have money and influence. So I don't see why the Vision Pro wouldn't end up being the same.
The jump from wearing headphones with wire to wireless is a magnitude or two smaller than this. IMHO it would require 15-20+ years to not look weird to most people
You don't need to be rich to buy them, but you do have to care at least a little bit to spend $170 on headphones (or $250 for the Pro). I think they've continued to be a status symbol to some degree.
I could see a kid wanting AirPods because his cool friend has them. I don't think I'd see the same thing with Skullcandy, or Bose for that matter.
Predictions on Apple stuff are... well, I wouldn't put much stock in predictions around how people will respond.
iPad is just a big phone, iPhone doesn't have a keyboard, Airpods look silly, removing headphone socket is a mistake (i agree but didnt stop them selling), etc.
Personally, if I had the money, I would buy a Vision Pro day one. Sadly, it's about $3000 out of my price range :( Would I wear it in public? Probably not, but then I have no idea what sort of applications people will create for it, so who knows!
If someone creates something like Pokemon Go using the Vision Pro, I could see it suddenly being everywhere. Although I worry that theft will be easy and they're so expensive that not enough people will have them anyway.
> Although I worry that theft will be easy and they're so expensive that not enough people will have them anyway.
Isn't iDevice theft really low because of the Find My lockdown on devices? I.e. if a device has Find My installed if a device is stolen it can effectively be bricked because it's tied to someone else's Apple ID? I thought this entire thing made theft of Apple devices a mostly non-issue.
I'm sure a bunch of them were iPhones, so it still happens. I guess even if you just sell them for parts there's a lot of value in an iPhone and presumably that will be true for the Vision Pro too.
I think it goes beyond that. Like, if you have Find My turned on, then you can't really sign into your own Apple ID on a device with Find My turned on. I think it's called Activation Lock. Basically, you can only sign back into that device with the same Apple ID.
This is why trade in services (including Apple's) require you to turn off Find My. I think you even have to turn it off to send your device in for repair.
I fly a lot, would not hesitate to buy VisionPro as a gadget. But business class, nope. In most cases, the price difference is simply too great compared to economy.
While I don't have any particular interest in these devices, and won't be getting one, I'm in the general demographic that could easily afford them.
I'd never fly business, not if I was paying for it myself. I don't think I know anyone who flies business routinely for personal stuff; it really tends to be very, very expensive for what you get.
If I'm going on a 20h trip where 14 of those are in the air, flying business means I'm tired when I get to my destination but can function the next day - as opposed to 5 useless days when flying economy.
If that trip is for anything less than 3 months, the price difference can be well worth it.
It’ll be like upright ostriches heads buried in goggles blind to the outside world. At first it’ll be jarring but as more get pulled in it’ll cease being weird to most people. Still it’s hard to believe people would give up reality to immerse themselves in their disconnected bubble while in public.
It’s like the person who loses their senses of perception through tragedy and must imagine everything —except the imagining is being done for them.
Not really. Business class can easily have that much of a premium for just one roundtrip international flight. Lots of people would consider buying an expensive computing device they'll get a lot of use out of without also paying thousands of dollars extra every time they fly.
I've spent at least $3500 on my gaming PC, and I may even get an AVP, if the reviews are extremely good. But I would never fly business class unless my company were paying for it (which they only will for international flights ... and we're strictly US-only). It's absurdly expensive and the delta over coach is minimal.
The article focuses on movie viewing but this is just as applicable to the concept of using it as a virtual workstation monitor (or several), the effective resolution of the virtual monitor is tied to how much of your field of view it covers. Even if the headset can resolve ~4K on a giant screen that fills your entire field of view, that's not going to be comfortable or ergonomic for a workstation monitor, and as you scale it down in virtual space it drops to an effective 1440p... 1080p... 720p...
Especially for Apple enthusiasts who have been spoiled by >200dpi laptops and >450dpi phones, I think the practical resolution you get out of a "4K per eye" headset is going to underwhelm.
> Even if the headset can resolve ~4K on a giant screen that fills your entire field of view, that's not going to be comfortable or ergonomic for a workstation monitor
Could you elaborate on this a bit?
I know that most people use a 24"-30" monitor, but there are plenty of people who want max screen real estate and either use a large TV, or multiple monitors which add up to a large TV in size.
I don't see a lot of difference between what you're describing and using a 48" TV as a monitor. The reviews of people who have tried this suggest that it many not be the best for gaming, but for productivity and watching video, it's pretty great.
If I understand correctly they are saying the headset is the 4k screen, and then you are taking a subset of that and creating a floating monitor on it, thus not having the full 4k dedicated to whatever you are doing on that floating monitor inside the AR environment.
I mean sure but this is quite unimaginative thinking. Why would you use a VR workspace as just a virtual desk and monitor? I would love to have just VSCode on my main “monitor” for example and then my music can be out of sight to my right or left that I can turn to if I ever need to change it. Right now I have so much packed in the browser tabs and windows open on my OS.
Just basic apps like notes and calendar would be much better in a “spatial” OS
When I am doing desk work, I want to avoid turning. It’s bad for the neck and back. I could have several monitors at my desk if I asked for them, but me (and my coworkers) usually stick to one or two because the ergonomics are better.
Typically when I see people sitting close to ~48" 4K TVs for productivity they have to rely on window tiling to make it more akin to using four 24" 1080p monitors that happen to be joined together, the display is simply too big to comfortably work fullscreen like you can on a dense 24-27" 4K-5K monitor, which is the "Retina experience" that Mac users are accustomed to. A TV gives you the 4K pixel count, but distributed over so much area that in practice you can only focus on a small subset of it at once, which is basically the same problem the Vision Pro has.
I've had to do this lately and apart from the fact that my portable pc can only do 4K at 30Hz it works quite well and gives you LOTS of room for putting HD sized windows aside but that you can glance as needed. Does anyone have the same experience ?
I use a 43" 4k TV, and I find that splitting the monitor into full height 1/3s is the most useful to me. Vertical resolution is gold for software reading and writing. And 1/3 of the screen is typically enough width that most websites don't look oddly cramped.
Let's see... my 1920x1200 monitor is about 20" wide and my eyes are usually about 20" away from it. That's 60 degrees of vision. I don't know what the horizontal FOV for the AVP is, but found a claim of 110 degrees online. If that's true, I should have around 2000 pixels (horizontal) available for my 1920 monitor. That sounds good on paper, but having used virtual screens in VR I can assure you it's not.
The virtual screen has to be scaled to fit the space it's supposed to occupy on your headset's display. Thanks to perspective, the virtual screen will never scale linearly with your headset's display no matter where you position it relative to your head. And every time you move your head, that scaling will shift slightly.
I'd guess a 1080p virtual screen at comfortable viewing distance in the AVP will be a muddled mess.
Adding to this, your 24" (I think?) 1200p monitor is on the lower end of pixel density at 94dpi, so even if the Vision Pro can produce a similar experience to your monitor it would still be a significant downgrade from any computer display that Apple currently makes, which nowadays are 220-250dpi across the board.
Yeah, it's just a basic 24" Dell office monitor from 2014. Actually, I have two of them.
The primary appeal of the VR desktop is that you'd effectively have infinite screens which can dynamically adapt to the content. But I suspect the sacrifice to visual clarity will be enough to scare away most people from using it that way.
Maybe it would work with 8K+ displays? If you can crank the DPI high enough, I could see the VR desktop taking off. I just think 4K probably isn't enough to make it worthwhile for most people - at least not for extended, professional use.
Yeah, this is all solvable if they can increase the resolution enough. That's not really up to Apple though, they're already on the absolute bleeding edge of display technology with the Vision Pro so now they have to wait for the display manufacturers to come up with something better, and get the prices down.
So the last time I went to a conference, I squeezed a 4K monitor into a suitcase, which was basically empty apart from that (other than 4K monitors, I tend to travel light). Coding on an MBP is possible but for the stuff I do, I tend to have multiple apps running at once, and it's so much easier with real-estate on the screen.
If I can put one of these things in my carry-on, use it during the flight, and still have a 4K-like experience with the monitor in the hotel bedroom for the 3-5 days I'm at the conference, I'm in.
How compatible would wearing this be with a high quality noise canceling headset? Or does the AVP have the ability to drown out the airplane droning with noise cancelling built in?
In the Keynote, when they talk about the "use it on an airplane" use case, they specifically said you'll need to Airpods (Pro) for noice cancellation. One has to assume any bluetooth set would work as well
Sure, but I dislike backseat/sideseat watchers. For example I would be to self-consious to watch Game of Thrones / House of the Dragon on the plane, because of sudden nudity or bloody violence.
Coming up to long/medium flights I've often thought, cool - a period of distraction free time, I can read, watch films, write, play video games.
In reality, it always sucks for those things. Crap in seat displays, crook neck on a tablet/book, no comfortable typing position, etc.
I mean it it works, but I wouldn't say its ideal - particularly in cattle class.
So weather this is the solution or not, I don't know, but think theres definitely _something_ in a compact, portable 'Head Up - Hands Down' device form factor.
I find a tablet works pretty well for reading or watching movies. (And, really, planes are the main place I use mine.) I never try to take my laptop out though; it's too awkward to type.
I just want to reinforce that head worn AR or VR are so radically different user experiences that almost everything is surprisingly counter intuitive or magnitudes harder than you anticipate.
The fact that we keep beating the same paths either means we’re crazy or there’s actually gold at the end of this rainbow somewhere.
I think it’s possible that Apple has managed what is necessary (or nearly managed it), as they’re marketing this as a productivity device, which arguably wants higher resolution than a movie. I do feel like Apple not releasing real specs is somewhat worrying, but I guess we will find out soon enough. Does the SDK reveal anything about the resolution or FOV?
I feel like you could hop in a time machine and read something similar about the first iPhone, comparing it to the existing smartphones at the time. "No physical keyboard? Wow, ok Apple!".
Its definitely possible that the Vision Pro will be a dud, but it seems odd to assume that Apple hasn't verified basic things about the product like "is watching a movie a good experience".
Every criticism of the Apple Vision is, at this point in time, pure speculation. As such, they are both inherently low-value as well as uninformed. The time for this type of talk will be when people actually get their hands on the device.
Seriously, the headline here is why something "may" be lousy for watching movies.
The visual quality may be lousy, but it's relatively comfortable. It really doesn't matter how good the screens in it are, or how much dumb "tech" it is full of, if it's just generally not comfortable to wear.
Being 500 grams with most of that in the front (for that stupid glass and "face" thing), it's not going to be a good time. Without a back to front strap, it's not going to be comfortable, and the "solution" for the weight of just clinching it tighter against your face is the WORST solution (believe me I've tried) and only results in more discomfort.
I don't know how lightweight you have to get before something is comfortable to wear on your face for extended periods, but it is probably closer to 250 grams than 500
Welders wear face shields that are more than 500 g for very long periods. I have no doubt that Apple will be able to figure something out.
At this point though, all of this is speculation. I expect v1 to suck, v2 to be a little bit better, and v3 to be the one that gets it right. I'm guessing that's about 5 years out.
The launch unit probably should be a heavy mess and if it isn't, maybe they weren't ambitious enough.
Welder's face shields do not have the "gasket" pressing against your face, they are closer to a hat, with the way they distribute the load onto your head and how they otherwise do not touch you.
There are all kinds of attachments you can get that can bring the mass into that 500g neighborhood. The ones from the previous generation were easily 500g.
Because with the iPhone, a lot of people think that Apple earned the benefit of the doubt - if Apple thinks they can pull this off, then liklier than not, considering what they've done in the past, they probably can.
Maybe the iPad, but large phones became popular and the whole tablet hype sort of disappeared.
The Apple Watch? The only people I know who own one are people so deep in the Apple ecosystem they need it all. Seemingly good product (everything Apples makes is), but not a game changer.
The best estimates I could find were around 35 million a year. At a conservative $400 APU that’s a $14 billion dollar a year business and no one doubts its profitable.
>if Apple thinks they can pull this off, then liklier than not, considering what they've done in the past, they probably can.
Or you can consider an even longer past; has any company in history ever been able to consistently "hit-it-out-of-the-park" with products? Or is there an element of luck here that distributes these things.
In other words, does one game-changing innovation make it more likely or less likely to produce a second?
They didn’t invent any of those, and they didn’t invent the innovations that made their products successful. But the user experience of all of them was so much better than existing products that they went from nothing to dominating the category in just a few years.
Then we can consider it a forgone conclusion that headgear iPhone (Vision) will be a runaway success as just another variant of Apple Thing With Screen (iPhone).
Are you aware how successful those products have been? They don't match iPhone revenue by any means, but they move a ton of units and are the market leaders for their categories.
Primitive smartphones existed before the iPhone and were popular, e.g. the blackberry. There was a time when every self-respecting businessperson owned a blackberry. Apple just took an existing popular product category and executed well.
VR glasses have not yet gained mainstream acceptance among the general population in the way that phones had achieved before the iPhone. Practically nobody is saying that the Vision is a bad product, all of the skepticism is whether it’s a good product category.
> VR glasses have not yet gained mainstream acceptance among the general population in the way that phones had achieved before the iPhone.
The same could be said about the iPad and Apple Watch, no? Tablets and smart watches weren't popular before their introduction. With that said, I don't think the skepticism is unwarranted. Just because Apple has been successful in introducing new product categories in the past doesn't inherently mean that they will be this time.
There were tablets long before the iPad, which was supposed to eventually replace desktops/laptops, although sadly that still hasn’t happened and doesn’t even seem to be on the horizon.
As for the watch, watches are a very popular accessory generally, and there have been plenty of entrants before the apple watch, all the way from the casio calculator, to fitbits and pebbles to android wear.
If you were already into watches, and were already in the apple ecosystem, which I have to imagine was a large set of people, the apple watch was basically an insta-buy, not only because of its integration but also it’s customizability.
I don’t see those same variables present for VR as were for the watch, but I do see similarities between AVP and iPad in how it’s billed as a pro device, and I imagine it will suffer a similar fate of falling short of expectations.
I suspect the reason the iphone was so popular was execs who weren't allowed to install games (angry birds etc) on their corporate blackberrys due to them being locked down by Corporate IT then got an iphone, then felt they didn't want to carry the blackberry as well, so laid it down to their corporate IT to "make email work on here"
Part of that is, in my eyes, that it is an apt comparison. Some of the things that ended up making a touch only interface work well on the iPhone (I used Windows Mobile 6.0 with only a touchscreen at the time, so I am speaking from experience) were, at least partly, things public analysts, even those steeped in the field, could not really predict by what had been showcased during the announcement.
Predictive text being utilized to change the virtual size of touch targets on the keyboard, yet keeping the design static to improve accuracy, was something even those with years working with and on touch only smartphone interfaces did not figure out in its entirety until after the phone was in their hands.
The iPhone is a good parallel because just like with it, this is trying to further an existing class of devices and history has shown that, for as many things as I can criticize about them, Apple is very good at adding these unnoticeable optimizations and hidden tricks that make experiences work much more flawlessly.
Adding to that, though, I will admit that the first iPhone was severely flawed in other ways, like lack of MMS and 3G. These however were not issues with the UX (compared to Windows Mobile which supported these but had UX issues out of every orifice), but rather conscious feature restrictions, on which Apple ended up back paddling.
In fact, that is my main concern with the AVP, Apple intentionally restricting it in ways that will make the hardware less appealing and impactful. The AVP, in my eyes, should in the long term replace both Macs and iOS devices (at least iPads), but to do that, should enable the creation of software on device. I hope that, just like with 3G and MMS, Apple will see the light between V1 and V2 regarding local macOS app support (or at least Xcode).
If that happens, I will buy one at their asking price. As it stands, I will wait for reviews and only buy one if it means a distinct improvement to my workflow, even though I'll need to take my MacBook with me. Apple should, just like with Xcode on the iPad, stop being afraid of letting new classes of compute device replace the old. To bring this back to the original iPhone, imagine if Jobs had announced that it is not an iPod on top of being a browsing device and phone, because they feared cannibalizing iPod sales. Would have been shortsighted, to say the least.
Lastly, I will freely admit that past performance should not be used to predict future successes. It is possible that Apples methods may have changed since then, and they have not put as much consideration into solving the UX issues plaguing current pass-through AR devices, in which case justifying the price will be (even more of) a challenge. I doubt it though and, even if, more recent history (Apple Watch) has taught them a thing or two about pivoting a seeming failure into an impressive success.
I had a Treo when the iPhone was first announced and I wasn't in a big hurry to make the switch. It wasn't until the 3GS that, like a lot of people, I jumped on board. (I don't specifically remember but I assume app availability also improved over those first few years.)
When the iPhone came out the criticism was cost and lack of keyboard. When the iPad came out the criticism was the name and it’s just a giant iPhone. When Airpods came out the criticism was that it looks ugly and who would wear them in public. Similar with the watch.
It’s easy to criticize. My complaint about the criticism of the Apple Vision is that it largely boils down to: It’s different and doesn’t solve existing problems and I can’t imagine people using it.
Great products sometimes don’t solve existing problems. They sometimes create a need. I’m very excited about the possibility of the Apple Vision. If it’s as good as Apple touts, and this remains to be seen, then I think it will usher in a new era.
No, I largely agree with you actually. I just disagree with the way vendors harness those needs: in the headphone jack example, Apple gave themselves exclusive rights to convenience functions WRT wireless headphones. In the iPhone's case, they invented a new class of software that (somehow) deserved an unprecedented service fee to sustain.
So, I agree. It's very courageous, not for Apple but for the user who so absent-mindedly gives up on platforms they control.
Who can blame them, though? Most people's idea of "open computing" these days boils down to their web browser and Xbox. Maybe people are ready to jump from frying pan to fire.
Because it's much cheaper to criticize than to rebut that criticism. And when the criticism is consistently along the lines of "vision pro [bad | expensive | weird | just like other bad thing]", people will naturally search for rebutals that are just as cheap to provide as the criticism.
I don't think it's a cheap criticism to say that it's a negative to have a computer strapped to your face for long periods of time (which is one of the points the article makes).
If Apple Vision was the form factor of a pair of sunglasses (more like what xreal is doing) then I wouldn't be so critical.
>If Apple Vision was the form factor of a pair of sunglasses (more like what xreal is doing) then I wouldn't be so critical.
I have no idea when/if the technology will get there but a HUD in a fairly ordinary-looking pair of glasses you could wear on the street seems potentially interesting. I'll keep an open mind about the Vision Pro but the use cases I've seen don't seem super-compelling to me--at least at this point.
Google Glass really didn't work very well and didn't really have a decent software story. I'm not inclined to write off AR for all time just because Google Glass failed.
Google Glass was also only very primitive AR in that there was no scene understanding capabilities. There was no ability for the system to convincingly augment the real world (for example, using plane detection to anchor digital entities to real world geometry). It was purely a small, low resolution, monocular, semi-transparent display providing essentially smart watch level functionality in a face-worn form factor. It was a cool but unsuccessful idea that was ahead of its time.
TL;DR: I agree; don't use Glass as a reason to write off AR glasses altogether.
My interpretation is that what they really want are Apple Glasses, but decided that AR tech just isn't good enough now, if ever (with the 'how you do put black pixels on a transparent lens' problem), and so decided to instead go the route of a technically-VR device fundamentally designed to be used as an AR device.
At the time, "good" smartphones all had keyboards, and ones without tended to not be great. No one had held an iPhone that didn't also work for Apple, so it was a lot of armchair analysts declaring it dead on arrival. They were wrong.
So far, the author, and nearly everyone else, has yet to wear this new device, let alone on an airplane. All the analysis on previous headsets is great but moot, since the reality of Apple's version isn't tested yet. And, based on how wrong all those iPhone analyses were, it's a fair benefit of the doubt to think maybe Apple will do right by this headset as well.
> . And, based on how wrong all those iPhone analyses were, it's a fair benefit of the doubt to think maybe Apple will do right by this headset as well.
why? It’s not like companies which previously released successful products don’t fail all the time. Also the iPhone even back then had some clear use cases (web/media/maps and later camera) it’s just that all other people mostly sucked at these things. Nobody has quite figured out what can you do with a VR headset besides gaming.
Because their hit ratio is still positive? I mean, the iPod Hifi was a dud, so I know Apple isn't perfect.
But even taking your point about no one has figured it out yet, why go to a place of "it's gonna suck" before actually trying the thing? The specifics aren't known yet by anyone not under NDA, so why speculate something will be bad, as the author did?
I didn’t say that. IMHO it’s as silly as those saying that it can’t fail and it will revolutionize the world because it’s Apple.
> The specifics aren't known
apps and real world use cases will probably matter much more than the specs. I highly doubt gen 1 will be that successful or that Apple expects it to be though. It seems much more like a developer preview than the end product.
> Because their hit ratio is still positive?
Corporations are made up from people and many of those who developed their most successful products initially are no longer there
> Corporations are made up from people and many of those who developed their most successful products initially are no longer there
True, but it's not as if this is a completely new company with new employees. Much of the leadership remains, many of the rank and file as well, and probably many internal processes/guidelines. I'm comfortable claiming that Apple's past successes are relevant when considering whether the AVP will be successful as well.
Which isn't to say it will be successful. The price alone will ensure it remains niche. But apart from cost I fully expect it to be a better headset in many ways than others that came before it.
I see it opposite. Most of the Vision criticisms can be summarized as “This won’t meet my pre-defined notions of what a user experience should be.” Instead of trying to at least imagine what a different UX might be.
Smartphones are great examples of how user behavior can change. No keyboard turned out to be fine, and people wound up plenty happy to watch videos on tiny screens.
It’s a valid meta-criticism. The product isn’t out yet, and the criticisms all boil down to “I imagine their approach doesn’t solve the problems I imagine people have”.
So we can argue hypothetical rebuttals to these hypotheticals, but we can also note that this pattern has repeated over and over. Apple has failed before, but “it doesn’t have a physical keyboard” and “what improvement can they bring to the commodity mp3 player” and “what’s wrong with command lines” and “who wants a small iPhone on their wrist” and “wires make earbuds socially acceptable” are valid things to remind this year’s doomsayers of.
This was a retort people used against AirPods. They look like funny Q-tips sticking out of the user's ears. But really they don't look much different from earbuds, which people wear all the time, so shouldn't AirPods be fine? The response was that the wires on the earbuds make them socially acceptable.
It never made any sense. But people who saw AirPods as doomed to fail insisted that they looked dorky and embarrassing because… they didn’t have wires.
It doesn’t make sense in hindsight, like the “iPhone will fail because it doesn’t have a physical keyboard” doesn’t make sense. But that’s the pattern here. Vision may fail, but if so, it will not be just because it’s different than current paradigms.
I agree, especially the criticisms like “we don’t know if it will do very good eye-tracking” when this thing is loaded with cameras and custom silicon specifically for things like eye-tracking, and from all descriptions they engineered the crap out of problems like that. And it has a crazy high pixel density—are we really going bet on “jaggies” meaning people won’t watch videos on it?
All of Apple’s product launches get criticism leveled at them, and if they are successful, people forgot about the criticism. If the product is unsuccessful (Mac cube), people forget about the product.
The iPhone is not the relevant comparison point to me. Pretty much as soon as the slab-of-glass smartphone design was technically feasible, slab-of-glass phones took over the market. The iPhone was a very good pass at it, but it was going to happen anyhow. Such predecessors as there were were not that old. It was not an idea that had decades of failure behind it.
The iPad is the more interesting one to me because tablets had been a Next Big Thing for a long time, to the point that the common wisdom was that they weren't going to happen. Phones become slabs-of-glass because of the constraint of fitting into a pocket. Tablets couldn't compete with laptops in the absence of that constraint. The iPhone was the birth of a new industry; the iPad breathed life into an already dead industry.
(Granted, that industry seems to be trending back towards dead, or if you prefer, "a stable niche that isn't going anywhere due to the ease of just making a Phone, but Bigger, but isn't going to take over the world", but if anything that makes Apple's accomplishment even more impressive.)
This seems a much closer comparison to VR. Even before the current push represented by the Oculus and similar gen products, VR headsets had been a Next Big Thing for decades now. I'd still characterize the field as basically dead, at least at an Apple scale. If it hasn't outright plateaued, its first derivative is certainly only marginally positive. If the Apple Vision product succeeds it'll be another breathing life into a dead industry play.
I think it's closer to the mouse. When I was in seventh grade our computer room had an Apple II and a TRS-80. Apple had made floppy drives standard. The try-80 had a tape recorder and magic incantation for storing and retrieving programs.
One day reading the latest computer magazines was Steve Jobs talking about a computer so easy to use a 2 year old could use it. I could not begin to comprehend what he was talking about. He was talking about the Lisa. I don't know how long it took me to find out what in the world was going on.
It maybe like 2 mouses in that it has eye tracking and hand tracking. Which might make 2x as good as a mouse.
I get what you’re saying, but I think people underestimate the novelty of Apple’s design decisions on things like the iPhone, declaring them obvious in hindsight. When the iPhone was announced, the phone team at Google working on the unreleased Android platform apparently went “shit, back to the drawing board.” Getting rid of the physical keyboard (for everyone) was controversial. “Pinching” to zoom into a web page, putting a desktop-quality browser on a phone, putting accelerated 3D graphics on a phone… there are too many things that were new with the iPhone to remember them all now, especially when Android went and did all the same things. It’s true that Apple capitalized on it being possible to put all that hardware in your pocket. They tend to be the ones to actually try it and figure out the UX paradigms. Make it not suffer from prominent lag, make the touchscreen good, the display quality good, the multitasking appropriate for the device’s capabilities, despite the research and cost of parts, and then figure out what the user experience is that takes advantage of the tech being able to keep up with the human, is simple to operate, and is going to make people want to spend a thousand dollars on it.
"I get what you’re saying, but I think people underestimate the novelty of Apple’s design decisions on things like the iPhone, declaring them obvious in hindsight."
I'm not saying the iPhone was obvious. I'm saying it wasn't coming after years of failure in the product space. They did a good job and leaped very quickly to a good solution. Absent Apple, the rest of the market would have gotten there, though. They weren't swimming upstream, they just got where the stream was going faster than anyone else by quite a lot.
I think the issue with the OP is that it does not strike me as very well considered in a way that’s similar to ‘old iPhone criticism’. It seems anchored to past decisions[1] for other devices and the reasons they were made, and seems overconfident for an opinion on a device which the author does not have detailed specifications for.
I think two things could have made the article more useful:
1. A better structured article. This was a mix of random details and jargon with speculation about the new device that didn’t feel well tied together.
2. I would expect the view of a sceptical expert to be more cautious and considered; to say what things might be difficulties, why they were difficulties for things in the past, how Apple seems to be planning to deal with them, where that approach might fail or succeed, and then some estimate of whether it seems easy for them to solve the problem. That is, it should be more clear what the assumptions are that are being relied on for the estimation.
To take a stereotypical iPhone criticism for example, it would be bad to merely say that the lack of keyboard or badness of touchscreens makes it impossible and better to say that good touchscreens and some kind of solution to keyboard problems would be needed, and you don’t think improved sensor resolution would work and the problem seemed hard because X or Y. Like, I’m not saying that the author needs to be right but I think they could do a better job of having convincing reasons that they have tried to thought of the ways they might be wrong.
[1] There was some discussion of a device the author worked on in the ‘90s(!) but I didn’t see discussion of more recent work. Capabilities of much of the tech going into this Apple thing will be quite different.
You don't need a time machine .. it's on the internet.
> Third, users will detest the touch screen interface due to its lack of tactile feedback. Using a thumb keyboard, as on the very popular Treo phone, allows the user to feel the keys and know subconsciously that he’s about to press this one and not the one next to it. A touch screen doesn’t allow that, so the user will have to be looking at the keyboard at all times while using it.
The criticism still holds (witness car tactile-vs-touch UX discussions) but a touch keyboard is not worse enough to outweigh the advantages of overall more screen space.
And more importantly, the apple reality distortion field is enough to compensate for small issues like "it has no copy and paste" and "it's missing a keyboard", especially when it had plenty of upsides, like an OS that didn't make you feel like it was written by the lowest bidder, a nice screen (compared to contemporary smartphones) so you wouldn't hate watching videos on it, and iTunes integration, which was leagues better than the niche integrations smartphones had at the time.
The complaints were valid, but they weren't nearly enough to make the device bad.
Now, how many people can spend $3500 on a headset where the main use cases are "watch a movie", when those same people probably also have a really nice TV? Everyone keeps talking about how it's "very interesting" but how many of you have actually tried to watch a movie in a VR headset? It's not comfortable, not just from screen specs, since those don't really matter. The weight and face gasket suck to have on. You can't engineer that away.
This is not inaccurate. I still hate typing on my phone compared to something with a real keyboard. It’s that the benefits of a touch interface massively outweigh the negatives.
I don't hate it, but I'll never be anywhere near as fast as on a real keyboard. It's a shame there aren't new paradigms for input. I loved the Nintype keyboard, which combined swiping with tapping for impressive speeds (though still less than a real keyboard), but that's abandonware at this point.
> Apple makes the arrogant assumption of thinking that it knows what you want and need. It, unfortunately, leaves the “why” out of the equation — as in “why would I want this?” The Macintosh uses an experimental pointing device called a ‘mouse’. There is no evidence that people want to use these things. I dont want one of these new fangled devices.
I suspect eye tracking with small relaxed hand gestures will be like this. It will be as far beyond clicking with a mouse, as the mouse was beyond text and keyboard only.
I've been idly imagining how my work experience would be different if I had eye tracking and hand gesture recognition these last few days, and I keep noticing times when I wish I had it.
The critics were right on the first iPhone though, I remember it being a flop in my country just because of the lack of MMS support. It's the 3GS that really made the brand. Tech features do matter sometimes.
France. Probably like in most of Europe, MMS was the primary means of communication for everybody to share pictures and (very bad quality) short videos along with MSN messenger. The first iPhone had neither.
Phones that didn't have any of that usually were from the older generation like the 3310. That lack of messaging options combined with the very high price at launch made it a non-starter.
Well considering that the first iPhone only sold 10 million (the number that SJ said was his goal at introduction) and that it didn’t go on sale in France until 5 months after it was introduced in the US, that’s not really much evidence toward anything.
In the US the initial iPhone was a bit of a sensation. Demand outstripped supply at first, and people waited outside stores for hours to snag one. It sold less than future models would, because it seemed fairly expensive and the value proposition wasn't yet 100% clear to many. But basically everyone knew about the iPhone and had an opinion one way or the other, generally positive.
Even now the iPhone isn't as popular in mainland Europe as it is in the UK, Ireland, and the US.
Yeah that's a very big contrast to what happened on my side, I remember only one guy I know getting it and he did not use it for long because he couldn't discuss with his friends which were either using mms or msn messenger.
I'm as big of an Apple fanboy as they come; however I clearly remember "Antenna Gate" and how simply holding the iPhone 4 caused signal attenuation of a rather severe degree.
Insofar as the fix to the Antennagate issue was to use a case (to avoid bridging the two antennas connected to the rim of the phone with your sadly-conductive skin), it didn't really affect the vast majority of people who bought the phone and immediately put it into a case to protect their expensive device.
Contemporary phones did not have that design flaw. The antenna on the iPhones was exposed externally and could be shorted out, making it non-functional. Name a contemporary smart phone that also allowed you to short it's antenna by holding it
Your feeling represents one extreme, which is that hindsight proved Apple was right and critics were wrong, and that history will repeat.
The other extreme is expecting history to repeat by demonstrating that people have consistently over estimated the probability of success in the VR space.
I don't know which is right, but my gut says that VR is not something that will go mainstream in its current form (HMD). It's too 'bluetooth earpiece', and doesn't match the prestige image that is particularly strong in people that favor Apple products. Notice that I am not criticizing anything technical with AVR, which I think is a peripheral issue.
How many legit hardware companies have tried a headset lately? Sony, and theirs is apparently really ergonomic, just tied to gaming. Other than that, not many.
The trend I see is software companies like Facebook, Valve, and Microsoft over-estimating their odds of success at making hardware devices.
If the experience is profoundly "life-changing" (obviously an exaggeration), all of the other objections will fade away. I think they've created a device capable of at least one, if not multiple, "killer apps" that are not possible using todays hardware.
There is a large spectrum of possibility between those two extremes.
While I agree that blindly expecting history to repeat is problematic, it’s worth considering that this seems to be Apple’s strong suit, and while there are plenty of questions about how the market will react to this product, the early demos seem to confirm that Apple has indeed accomplished something that the other headsets have not. I think this is why some people are so bullish about this tech - and not for no reason.
> It's too 'bluetooth earpiece', and doesn't match the prestige image that is particularly strong in people that favor Apple products
Apple took something that was decidedly uncool (Bluetooth earpieces) and turned it into a status symbol (AirPods) despite these earpieces looking pretty goofy when they first landed.
And again, I think the optimism comes from their demonstrated ability to achieve this kind of shift in perception/public consciousness.
The reality distortion field in the form of top tier marketing from Apple has the best hope of making progress in this area compared to those that have come before.
Could this all still be an enormous flop? Maybe. It could also be a Newton, and a decade later we’ll get the product Apple really wanted to ship: the iPhone (compact glasses).
Ok but the iPhone also launched with Edge connectivity, no copy/paste, web apps only (no App Store), barely made it a day on a charge, etc.
We think the iPhone is great today almost entirely because of Apple’s iteration since launch. The initial model had promise but also major shortcomings that were obvious at the time.
So “remember the iPhone” is probably not as strong a reassurance as it might seem on the surface. In general, Apple “version 1” products are often flawed.
But Apple generally does not launch a product unless it intends to iterate on it for a long time (one of their not-so-secret keys to success).
A big issue on other headsets is the hedsets inertial tracking when it is used on airplanes or cars. The entire envoriment is moving at high speed and the inertial measurement unit in the headset tracks movements based on acceleration and deceleration.
Small changes in the aircrafts speed in various axes tend to cause tracking issues.
I guess this could be fixed with a higher reliance on camera traking, but i think it is still a unsolved problem.
This other comment [1] says Apple claims to have specifically worked on that problem. My assumption would indeed be that they're fusing inputs from IMU and external cameras to help it work on planes.
Disappointed by the discussion so far. The response seems to be "Trust Apple". The OP's claims are more theoretical and apply to any headset - is there a decent rebuttal of this article? (I am not an expert, I just want good information)
It's incredibly frustrating to see a lack of serious discussion of the product here. Any skepticism is met with blind faith that Apple can pull this off and just to sit and wait until the product ships before criticizing. (Meanwhile, a lot of people are freely speculating what amazing experiences this product will allow them to have, having never tried the shipped product either.)
The kguttag.com blog posts were the first time I've seen someone raise interesting questions about the feasibility of the product and try to poke holes in them. Yes, he's using product shots and statements from Apple to speculate what the product's limitations are, but this guy appears to have knowledge about this space himself, so he's familiar with the difficulties of building AR and VR headsets.
I've worn an Oculus Quest 2 on an airplane to watch 3d movies. It works fine. This article is way too deep of a dive on non-issues.
* Sure, you don't get the full resolution. The apps typically put you in a virtual movie theatre and "waste" pixels on your environs. But people watch 720p content all the time! Would I want this to be my only media experience? No. Is it better than your tiny phone or cheap tablet on your tray table? Yes.
* The 6dof tracking is totally off because the cameras can't see the fact that you're moving and you just end up shifting wildly. You can turn it off and go back to accelerometer-based head tracking and it works fine (modulo landing and takeoff, and in those regimes you just need to reset the viewport every so often). I would recommend you turn off 6dof before you get on the plane though; it's wild trying to do it on the plane.
I’ve worn a Sony glasstron to watch movies on a planes, back in the Stone Age, and given that DVD at 480p was the pinnacle of quality at the time, it also worked just fine — as long as I didn’t move my head.
I had the same reaction, and the article only says that the effective resolution, accounting for their "pixels per degree", is something less than 1080p. Which sort of implies it is better than 720p...somewhere between the two. Plus whatever benefit blocking out the things around you in the plane has.
I'd much rather hear some reviews of the experience from run of the mill people that don't have much experience with VR.
I suppose the article does, though, at least set a reasonable expectations bar.
My interpretation is that it is some sort of cognitive bias, which is very common: Because A is better than B, we start to think of B as not good, while in reality B is still good and A is just better. In particular A may only be marginally better, or only be better on paper, according to an irrelevant metric.
I see this come up a lot in hardware discussions (Megapixels come to mind) and manufacturers love to jump on this effect.
Piggybacking in case parent answers. I am confused why it works on a limited set of devices. Doesn’t it just need a video source? Can u plug it into a rPI?
Nope, they're essentially a general purpose portable monitor. They basically feel like a giant, 1080p projector screen. That's just in "dumb" mode.
* They supposedly work well with Dex (Samsung/Android VR space)
* They also have a desktop app called "Nebula" that can generate up to 3 virtual monitors. Resolution low for each monitor, but it's handy for having a bunch of different material in your view.
Yeah I have the Xreal Air as well and they are quite sharp at 49 PPD. Giving me a full 1080p resolution screen at 46 degree diagonal FPV which is nice.
Could the Vision pro just track you based on your environment rather than the accelerometer while on a plane? That would prevent any kind of drift. If that R1 chips is as fast as they say then that doesn’t seem unreasonable.
Based on what they have said in interviews, I have a feeling that is exactly what they are doing.
My guess is that they combine a number of signals to do the tracking, and when those signals start to disagree too much they've prioritized some signals over others. That could include things like how your eyes are tracking and other physiological signals, not just the accelerometer and various cameras.
Most inside-out headsets like the Quest and PSVR already do this. It hardly has anything to do with system power, and is more about resolving contradictory sensor readings.
I'll do you one better. My nephew was going to a summer camp that didn't allow the kids to bring phones or tablets. He was allowed to bring an MP3 player, tho. So I downscaled a copy of Into the Spiderverse to 432x240 (his iPod Nano's native resolution). I left the bitrate quite high (1600kps) and it looks absolutely great. Even stretched out on a full sized ipad, it's completely watchable.
> My nephew was going to a summer camp that didn't allow the kids to bring phones or tablets. He was allowed to bring an MP3 player, tho. So I downscaled a copy of Into the Spiderverse to 432x240 (his iPod Nano's native resolution).
You may have been inadvertently subverting his summer camp experience.
I've said this before, but people process resolutions wrong. Resolutions are not a promise of a minimum of quality, they are a maximum. High quality pixels at lower resolution can stand up to more processing for upscaling than garbage ones. A resolution tells when you'll top out because you've got near-100% fidelity for each one.
I have a bit of astigmatism, but I still don't wear glasses as a routine thing, and when I watch good DVDs on my 60" TV from about 8 feet away, it's fairly rare for me to be that upset by the video quality. Even after I suck some out downsampling into mp4, it's still rare for me to actively notice. DVD encoders are fairly good now.
At this point I don't care at all if something advertises a "4K" stream because I know that it's still likely to be not all that good. Tell me the bitrate of your stream, that's what I want to know. (Assuming the use of a modern codec and quality encoder.) I can get a "4K" stream with hundreds of kilobits per second. The encoder will be crying because of the shoddy job you're making it do and the decoder will look at you like you're on crack, but by golly, 4K's worth of pixels will indeed be shoveled onto the screen.
I totally agree and would go so far as to say that the 4k streams look like shit compared to good HD DVDs because they're.
Take an average 4k Stream from YouTube/Netflix/etc and look at the transfer size for the full duration. It's gonna be something around 1-3gb per hour from my observations.
A good 4k Video is usually around 5-10x that size and with good reason, because the resolution demands a lot of bits to make it shine, no matter how well you've encoded it
It means an actual pixel stored in data (such as in a key frame) rather than a generated pixel (such as in an interpolated frame). The amount of data generated for interpolated pixels is usually the bare minimum required; for some devices it's literally just a change in value from the previous frame.
It may be easier to think about high-quality swathes of pixels, because obviously any one pixel can't be wrong in isolation, and even to the extent it is, who cares.
However, if you look at a swathe of pixels, say a 16x16 chunk, you can reasonably talk about with what fidelity that set of pixels represents the original signal, whatever that original signal was. You get into the whole perceptual coding thing which tells us that determining the human-perceived accuracy of a chunk of pixels is more than just adding up the differences, but you can take that as a suitable first approximation for thought.
High-quality pixels have minimal deviation from the source material. Low-quality pixels have significant deviation.
Tom Scott has a good video where turns up and down the quality live so you can see it in a single video: https://www.youtube.com/watch?v=r6Rp-uo6HmI The video's resolution never changes, and you could say the video's bit rate never changes (it probably does because adaptive coding saves YouTube a fortune, but conceptually you could say it doesn't), but the quality of the pixels sure does.
> The 6dof tracking is totally off because the cameras can't see the fact that you're moving and you just end up shifting wildly
Why? I don't get this. As long as the plane is moving at a constant speed it should be no different from sitting in a stationary room right? Unless there's like turbulence or something I guess?
> Is it better than your tiny phone or cheap tablet on your tray table? Yes.
I hadn't thought of that. As a fairly tall person, working on a laptop or tablet on a plane has become a literal pain in the neck. I don't know if it's that the seats are closer, the tray tables are lower, or maybe I'm just getting old. This seems like a much more pleasant experience.
Some nights I'll wear my headset in bed for this reason. I've got a TV in my room, but with my Quest I can lay back however I want and still get an IMAX display in front of me.
Not sure if I'd be desperate enough to try it on a plane (the stereoscopy would probably make me sick), but as a viewing experience it's phenomenal. The OLED panel on the original Quest is a godsend for movie watching, and when streaming over DNLA I can get 3-4 hours of battery life.
Yup I do the same. The key is an app that doesn't use the "movie theater" gimmick but just gives you a screen you can resize arbitrarily and move in space to vertically above your head.
It truly is a glorious viewing experience, and if you make the screen large enough you effectively get full 1080p detail.
For me it's how close the seats are, you have to hold your hands in close to your body to type on a keyboard, and you don't have the room to tilt the screen back for a good viewing angle.
Sometimes I've found resting the laptop in my lap/knees along the screen hinge (so it makes a 45 degree angle with my thigh) to be the most usable. This requires you to pull your shoulders/elbows back however so you usually can't do it if you have someone you don't know sitting next to you.
I have strongly debated bringing my Quest 2 onto a plane and using a wireless keyboard to program with, I think the ergonomics would work out much better when flying coach.
> On international or redeye flights, you're not keeping everybody up with the light spewing from your tablet/phone
On almost every international overnight flight I've been on people watch movies and TV on seat back monitors at all times. For people who need absolute darkness the airline usually provides an eye mask.
Agree completely. The author also suggests that you don't want "see through" mode coming on everytime someone walks by, but that's exactly what I want. I don't want to be in a public area, even a plane, unaware of my surroundings.
If I'm watching on a 7" screen on a seatback, I still have peripheral vision. I want to maintain that. I want to see on the area that isn't the screen, I just want something bigger than 7", and the ability to do things besides just watch movies/TV (like, my own content or games....).
It just seems to me like many people might struggle with VR on a plane given that planes and VR can each on their own cause people to vomit, and not only would you be using both at the same time, but they would actually impact each other because the plane has turbulence which would impact accelerometers but not cameras.
I have no idea how this would all work out in the end. Perhaps it wouldn't be as bad as one might think.
Like most technical advances throughout history, it likely won't be even close to nearly as bad as some people making a living suggesting it will be horrible.
No nausea issues with this setup for me at least. I'd say my VR stamina is probably average-ish? E.g. I use blink long-distance movement in Alyx and Red Matter because otherwise I get a bit dizzy, but otherwise my stamina is limited by headset comfort and battery.
Yeah the important thing is to turn off the cameras. It'd be a vomit inducer otherwise.
A lot of VisionPro news that are appearing seems oblivious that the Quest 2 and that virtually it does everything VP does... that's typical of the Apple ecosystem I guess.
I'm torn. Someone wearing a gigantic pair of VR goggles on a plane will indeed look ridiculous. Not too mention how obnoxious it looks.
But on the other hand, if you gave me one on the plane, I'm definitely putting it on throughout a 14h flight. Anything to let me escape the reality of flying long haul Economy.
2h of battery life will get you 1/7th of the way through that flight. Maybe you can plug it in though. It’s certainly not something you can use all day.
To get a jump on Apple Vision development I picked up a Hololens 1 and it also has 2 hour battery life on Ebay although right now I don’t know if I can stand to wear it for that long. The weird thing is that even after using it for 20 minutes I could not see computer screens the same way, I was already starting to want to drag windows off the monitor and have them hanging in space, do a ‘flower’ gesture to open the Windows menu, etc…
You can plug its battery to a USB port while using it (according to Apple) so since most plane have charging ports next to every seat it doesn't look like battery capacity will be an issue on (most) planes. Just keep it plugged in while using it.
It's one more thing that makes it unlike a phone or a laptop with a long battery life. (Haven't had one of those since my netbook fell apart)
The Hololens 1 has the problem that it does not work outside in the day at all, it is just not bright enough to compete since it works by adding to (not subtracting from) light from the outside world. Inside the house though it can put "holograms" in all but the brightest places. No way I am installing Microsoft Streets & Trips on it and using it to navigate on foot or in the passenger seat of a car.
The Apple Vision will do better outside. For years I've been dreaming of making an Iron Man Halloween costume with a passthrough VR setup, even though I anticipate I'd need to have a handler to stay safe. I guess if I don't do it this year I won't get to do it before it becomes passe.
If it's a long-haul (14h, above) flight, they're almost always there. And if you're plonking down $3.5k for an AVP, chances are you're flying business, which (again, long-haul) is a pod of your own. Definitely there, then.
Not to mention, this is an M2 device, it'll sip power.
I see nobody around me at concerts wearing AirPod Pro 2s, even though they are undoubtedly the best musical experience you can have without destroying your ear drums (in the adaptive transparency mode).
I expect that one day I’ll go to a concert and everybody will be wearing them. Hopefully with a synchronized ultra-low latency broadcast option direct from the house mix (hint hint to any Apple employees) to deal with the garbage sound at some areas in arenas.
Adoption of new hardware seems to always be very slow, then all at once.
> I see nobody around me at concerts wearing AirPod Pro 2s, even though they are undoubtedly the best musical experience you can have without destroying your ear drums (in the adaptive transparency mode).
Have you tried this? Can the AirPod Pro 2s block high frequency sound well? I actually vaguely worked in the vicinity of where the active noise cancelling tech was developed. Blocking higher frequencies was always a big problem. Unfortunately I left that area a while ago now and haven't really kept up with the developments.
I got a pair of the first gen pros for free, and I couldn't imagine wearing them at a concert. They'd sometimes end up amplifying random noises when I was walking on the street, I'd be scared of them going haywire in a concert.
I always wear musician earplugs at concerts, but now I'm kind of interested in trying the new pros. I would be worried of them getting knocked out though.
In the "The Talk Show" Interview after WWDC [1], Mike Rockwell from Apple explained how they specifically engineered the Vision Pro to work very well for watching movies on planes. Here's a copy from the YouTube-generated transcript:
...all these cameras to do that and um and
the other thing is interesting and you
may or may not have seen it in the in
the keynote because we can also do this
on a plane which uh when you for those
who are you know in this kind of space
like that's not an easy thing to do
because planes kind of like turn and fly
and move around and you know the IMU on
the system
how does it know what to do in that case
because it doesn't have a fixed inertial
space so there's some magic going on
there but you can get that same level of
stability when you use it on a plane
which means that you know when you're at
40 000 feet and you know the baby's
crying next to you and you really kind
of want to be somewhere else you can be
uh
We utilize an array of cameras for stabilization, which you may have seen during our keynote presentation. Another fascinating aspect is our ability to replicate this process on a plane. For those familiar with the field, you'll understand that this is not a trivial task given the constant motion and changing orientations of an airplane.
The system's Inertial Measurement Unit (IMU) faces a challenge in these scenarios due to the absence of a fixed inertial space. However, we've developed some innovative solutions to ensure a similar level of stability, even when used on an airplane.
This means that, even at 40,000 feet, amidst distractions such as a crying baby nearby, our system can transport you to a more pleasant environment.
As pointed out by others, both Microsoft and Meta have faced the same problem.
MS had to do it first to solve boat use for the IVAS military program and partnered with Volkswagen [1]. Meta just announced a program last month [2] and is partnering with BMW.
So like most of the Vision Pro, Apple is using technology choices with the same trade-offs as everyone else in the market and Karl, TFA author, is an opinionated expert in those trades so go read his teardown of the Quest Pro if anyone is offended at his redteam style calling him an Apple basher.
But I think he might be missing the tightly coupled OS layer with an attention to detail not typical in the industry to date. In the same YouTube video quoted above they mention (50:57) developing a whole new glyph rendering engine just to get better text. That and a hundred other fine-tunings is what I hope to see.
I agree. I think as an expert he might be blind to what Apple is capable of doing. He has already updated some of his comments based on new shit coming to light.
[0] If he and his grad students still teach it, the GT "Rapid Prototyping" course is awesome. Or as the joke went, "Learn just enough EE for IED assembly" (just kidding, FBI! And also, steel wool + 9v battery + timer/receiver)
I suspect they can still cram more pixels into this thing but it would have inflated the purchase price pretty noticeably.
Apple likes to iterate with their hardware, so I have no doubt they can get to where they need to be pretty easily if people buy and enjoy the current iteration.
Immersive movies are gimmicky. When you add all of the things that make it an enjoyable experience it just becomes a video game. If you don’t then it’s just a theme park ride where you’re sitting in a cart being wheeled around while things happen around you.
Movies in VR are enjoyable when the effort is put into the theatre experience surrounding the movie and the social experience of watching a movie with other people sitting next to you.
Does anyone actually care about their looks on a plane? I can't imagine prioritizing what other plane passengers think of me over my personal comfort and ability to get through sitting in a cramped seat all day...
Honestly, I really don't care what other people think of me on a plane. I'm quiet, keep to myself, hope others have the same level of consideration towards me, but I don't care if you judge me for wearing a headset.
Maybe I've actually reached that halcyon stage of life where I've run out of fucks to give about the trivial shit.
We'll still probably see a lot of these on airplanes. Especially from the type of people who want other people to know they spent $3500 on something to watch movies on an airplane with.
It’s subjective, but if you are ok watching a movie with it in your house, which is an AVP selling point, it would work anywhere because you can use the exact virtualized environment anywhere
This whole blog is just a regurgitation of surface-level wikipedia knowledge. All of these issues are very well known in the industry. Asking to solve all of them, perfectly, at once, is clear indication of someone who's never done product development.
I believe the author has an extensive background in product development in the area, which is why I was surprised that GGP thought they'd never done it before.
Yeah, these kind of people are the worst in any kind of product ideation session. Nothing is ever worth doing to them because all they do is point out minute flaws the whole time. Contrarianism taken to a level beyond useful devils advocate.
The other obnoxious thing here is that he thinks he’s being novel? Like Apple hasn’t considered any of these points over this headset’s near decade-long gestation period?
Ultimately though I’ll at least give him credit for putting himself out here so publicly. Plenty of people are harboring private doubts, but he’s setting himself up here for potential posterity, up there with all the people who said the original iPhone would be a failure.
When will people realize this is just a v0.1 product? It'll still produce something new and exhilarating. Shitting on new technology is a horrible new trend.
">It may shock many VR game players that want 120+ degree FOVs, but SMTPE, which sets the recommendations for movie theaters, says the optimal viewing angle for HDTV is only 30°"
The reason VR enthusiasts want wide FOVs is not because they want to watch movies stretched to 120°. Nobody does that. They want wide FOVs because even at relatively high FOV, like the 106 of Quest Pro, the edges of the display are still easily visible and the image does not fill eye's FOV fully. Yes, the resolution of what we can see towards the edges of our vision are much lower than what we can see in the center, but it's about getting rid of the visible boundry that messes with immersion.
And it's also ok if the pixels-per-degree (PPD) towards the edges is lower.
Which makes PPD analysis based on counting pixels suspect. Good optics can cheat by moving pixels from the peripheral field of view to the central field of view.
Simulavr claims to go from 24.48 PPD (pixels / field of view) to 35.5 PPD (actual pixels per degree near the centre) by doing this.
I worked on mechanical engineering and ID for some 3D video glasses in the mid-2000s. One of the supposed use cases was watching movies on a plane. As part of the project we tried to test out that hypothesis by having users watch something (I think it was Avatar) while in a limo driving down 280 (a fairly smooth highway in the Bay Area). One of the subjects had to pull over and vomit. Turns out he was a former fighter pilot.
The product found a niche as remote googles for FPV (first person video) drone pilots, but was not successful otherwise. It had a very narrow field of view and the aperture was small, so getting aligned to even see anything was challenging.
I still remain skeptical that movies on a plane will really work out, but I have more recently tried out some VR experiences which blew my mind and made me much more positive about the whole field. [0] [1] I'm also cautiously excited by the orders of magnitude improvements that Apple as made in resolution, field of view, and latency for passthrough.
This same author has appeared on HN no less than 3 times for different articles about why the headset that they haven't seen in person is going to have serious hypothetical issues. And none of those articles have been convincing, because they've all come across as "here are some standard problems, slathered up with technical jargon, in XR: the VP will DEFINITELY SUFFER from these, even though I've never used it"
Wait til the thing comes out, use it, tear it down - whatever - but provide real facts to back up your assertions.
It's not VR though. Nearly all demos showed windows being projected into your surroundings. Cutting yourself off is a physical knob, and even then close objects will fade into your view. This is not like VR at all. This is more like looking at a screen in front of you.
The nausea problems are caused because your body getting different signals then your eyes. Similar like reading a book in a car. But with apple vision, everything is anchored to the outside world. So reading a book in a car with apple vision while looking straight ahead may be way less vomit inducing as reading normally. My guess is, the same goes for in flight.
I'm sceptical as well. But apple has a pretty good track record in sweeping into a field that consisted of 20 years of half-assery and overengineer a few key aspects they deem most important.
I would argue, that as with any new product, the technology needs to be in the hands of both consumers and developers. If there is genuine value to be had, it will be found through the market as developers make stuff they think is cool, and the people vote with dollars and installs as to what they agree is cool. Apple threw a lot of stuff at the wall, providing different use cases, and those may be correct or incorrect. As usual, if people like something that an app developer made more than the Apple stuff, Apple will purchase the app developer's tech and integrate it. This isn't that complex a thing. Whether or not people ultimately want to strap a computer their faces is my biggest question. I have no desire to do so, but I am also not your average consumer.
The complaint that at ideal viewing angles, the resolution will only be 720p is silly.
720p is fine for watching movies, even if it's not home theater perfect. But it's absolutely fine and way better than the alternative of watching on a terrible IFE seatback (which probably gets the aspect ratio wrong)
Has the author seen anyone ever wear a head mounted display anywhere outside of their living room?
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