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1. They said hundreds of thousands of iPad apps will work without any changes. Not sure how "limiting" that is? What they really want is for all of those developers to update their apps for the VP user interface.

2. They literally showed watching movies, playing a game, watching live events in their presentation, and interactive 3D models.

3. Why do you think it won't support VR controllers? It already supports normal game controllers. And why do you think there won't be some novel, natural method of interacting in a virtual environment, without the need to use controllers? I'd guess gesture recognition would be much more versatile and allow for a much better experience, then a hand controller.

Thanks for your thoughts.
I know the iPad apps will run in a floating 2D window, of course, these apps are limited by what Apple allows in the 1st place, but there is still a lot of junk for the iPad. Wonder if they will have a higher standard for Apps that enter into the 3D world? Virtual fart apps ;)

When I mentioned entertainment I was speaking of fully immersive entertainment. And has been said my almost all reviewers how they skipped that part of what the headset can do. Not even one actual VR game demo'd
Of course many devs are going to want to make VR games so will be interesting to see what comes out.

I hope it does support VR controllers. Wonder who's controllers they would pick to be compatible with?
Of course, it would make sense to offer Apple controllers, and I'm 100% sure they have some controller prototype at Apple, but they don't want to release it yet as they are pushing hand control/mapping, which is great for some things, but going to be terrible with fast/fun gaming.
Haptic feedback in many games is an important thing. Even playing say a tennis game, holding something that feels like a racket, and which gives a haptic sensation when you hit the ball is vasty better than just waving an empty hand in the air.

Apple are deliberately NOT pushing the VR experience, so it's going to be interesting when the devs do, as to how Apple reacts.
 
A suggestion for all those who want to try development for VR.

Get a Meta Quest 2, sign up for development account (free), download unity (free). You need a Windows PC / Notebook /Intel Mac with Windows. A Mac with apple silicon or Windows inside of parallels might work (but with limitations).

Even with no (or very limited) development experience, you can get a simple VR app up and running within a few days. There are many tutorials available.

Unity is coming to the Vision Pro, so you will be able to make your creations work on the Vision Pro later down the road.

Of course, it takes a lifetime to become a master. But you can get started pretty quickly and inexpensively.
 
A suggestion for all those who want to try development for VR.

Get a Meta Quest 2, sign up for development account (free), download unity (free). You need a Windows PC / Notebook /Intel Mac with Windows. A Mac with apple silicon or Windows inside of parallels might work (but with limitations).

Even with no (or very limited) development experience, you can get a simple VR app up and running within a few days. There are many tutorials available.

Unity is coming to the Vision Pro, so you will be able to make your creations work on the Vision Pro later down the road.

Of course, it takes a lifetime to become a master. But you can get started pretty quickly and inexpensively.
Especially since developers don't get direct access to many of the Vision Pro's more advanced features, like eye tracking and environment scanning. You can emulate eye tracking with head tracking and a reticule.
 
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In the spirit of "release the kraken!"...

RELEASE THE DEVELOPER CREATIVITY!

I look forward to seeing what many brains beyond Apple can do with this brand new kind of product.

I recall the time BEFORE third party iPhone apps to the time when third party apps became available, taking iDevices to whole new places. I hope some developers with some great ideas for Vpro dazzle us all at their big reveals.
I’m looking forward to the app that plays a sound of me drinking a beer when I tilt my head back.
 
This thing is DOA

Have you let Tim Cook know? Surely Apple would want to be made aware of the clairvoyance possessed by some dude on Macrumors before making a multi billion dollar blunder and publicly humiliating themselves like that.
 
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Admittedly I didn't dig too deep in to Apple's site to verify it is indeed at Apple's descression who to send to and that's it, but given price of the units, I'm a bit shocked they didn't pull the switch to Intel trick they did fifteenish years ago, and charge $2K lease for the Intel hardware to develop on.
 
A suggestion for all those who want to try development for VR.

Get a Meta Quest 2, sign up for development account (free), download unity (free). You need a Windows PC / Notebook /Intel Mac with Windows. A Mac with apple silicon or Windows inside of parallels might work (but with limitations).

Even with no (or very limited) development experience, you can get a simple VR app up and running within a few days. There are many tutorials available.

Unity is coming to the Vision Pro, so you will be able to make your creations work on the Vision Pro later down the road.

Of course, it takes a lifetime to become a master. But you can get started pretty quickly and inexpensively.

I hate to say it but that is not the Apple way and you will be wasting your time! Stay away from the Meta Quest 2, you will be left behind. And VR basically is dead. Long live AR! Think Different!
 
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I hate to say it but that is not the Apple way and you will be wasting your time! Stay away from the Meta Quest 2, you will be left behind. And VR basically is dead. Long live AR! Think Different!
The Vision Pro doesn't give the developer access to the cameras, so there is no actual difference in how they'd develop a VR app vs. an AR app.

And it's easy to simulate AR within VR. Just use photogrammetry to scan a room, load that in a Unity scene, and line up the 3D model of the room with the real room. Or just use a generic 3D model of a room as a representation.
 
The Vision Pro doesn't give the developer access to the cameras, so there is no actual difference in how they'd develop a VR app vs. an AR app.

And it's easy to simulate AR within VR. Just use photogrammetry to scan a room, load that in a Unity scene, and line up the 3D model of the room with the real room. Or just use a generic 3D model of a room as a representation.
Yes but conceptually VR isolates you from the Real World whereas AR keeps you in the Real World but just enhances it! Almost like the hologram that floats in front of your car's windshield that shows your speed, navigation, and other indicators, AR is the much more compelling use case especially for the general public!
 
In the spirit of "release the kraken!"...

RELEASE THE DEVELOPER CREATIVITY!

I look forward to seeing what many brains beyond Apple can do with this brand new kind of product.

I recall the time BEFORE third party iPhone apps to the time when third party apps became available, taking iDevices to whole new places. I hope some developers with some great ideas for Vpro dazzle us all at their big reveals.
Release The App-en!

(Sigh… I tried)
 
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Yes but conceptually VR isolates you from the Real World whereas AR keeps you in the Real World but just enhances it! Almost like the hologram that floats in front of your car's windshield that shows your speed, navigation, and other indicators,

Apple didn't emphasize the AR aspect. Tim Cook said the words "augmented reality" and "AR" once each at the introduction of the Vision Pro section of the WWDC keynote, and then those words were never used again.

Apple didn't show any use cases that tied the tasks being done in with the headset with what the person was doing in real life. They show a man kicking a ball, a woman getting a drink out of the fridge, and another woman packing a suitcase. It's convenient to be able do those things while wearing the headset, but they have nothing to do with the virtual content that the user is interacting with. The headset didn't show the speed of the ball or a virtual target that reacts to being hit. It didn't say how many calories were in the drink. They didn't show any app that lets users preview different paint colors applied to their walls. They didn't show filters applied to any objects or faces. From my understanding, the API for the AVP doesn't support the ability to do any of those things. The iPhone and iPad are actually more capable of AR that modifies and interacts with the real world than the AVP.

AR is the much more compelling use case especially for the general public!
The comment you were responding to was a suggestion for developers, not the general public.
 
Thanks for your thoughts.
I know the iPad apps will run in a floating 2D window, of course, these apps are limited by what Apple allows in the 1st place, but there is still a lot of junk for the iPad. Wonder if they will have a higher standard for Apps that enter into the 3D world? Virtual fart apps ;)

When I mentioned entertainment I was speaking of fully immersive entertainment. And has been said my almost all reviewers how they skipped that part of what the headset can do. Not even one actual VR game demo'd
Of course many devs are going to want to make VR games so will be interesting to see what comes out.

I hope it does support VR controllers. Wonder who's controllers they would pick to be compatible with?
Of course, it would make sense to offer Apple controllers, and I'm 100% sure they have some controller prototype at Apple, but they don't want to release it yet as they are pushing hand control/mapping, which is great for some things, but going to be terrible with fast/fun gaming.
Haptic feedback in many games is an important thing. Even playing say a tennis game, holding something that feels like a racket, and which gives a haptic sensation when you hit the ball is vasty better than just waving an empty hand in the air.

Apple are deliberately NOT pushing the VR experience, so it's going to be interesting when the devs do, as to how Apple reacts.

It's not that Apple is not pushing the VR experience, what they want to stay away from (for now) is being seen as a VR gaming device. That's why they deliberately stayed away from demo'ing any VR games. I'd be willing to bet they've partnered with a few gaming studios to have something ready when it's actually released. And I agree with you about no mention of hand controllers... they want developers to focus on eye tracking and gesture input first. I'm sure down the line a 3rd party will develop hand controllers (and other custom peripherals).

They clearly want people to see this as a new (spatial) computing platform and not just a VR headset.

Personally I think Apple isn't going to make a move into VR gaming until after the M3 is released, which will supposedly (finally) have hardware raytracing support.
 
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Thank you for stating all the facts, lots of people were not paying attention to the keynote when all of this was addressed. Apple was working with some Developers beforehand, people should have a open mind and think about all the posibilities that can and will be developed. I would love this for School pulling up and my research and typing a paper with out all the clutter, it would make it so much easier and for enterprises customers, people that work with spread sheets is a game changer. all the possibilities are just endless, I am saving up now so I can get one when they put them for sale. 😎😎😎😎😎😎😎😎😎😎😎😎😎

Well, good luck to you! Word is, they're going to extremely hard to get for awhile.
 
I wonder what will happen with VR Fitness apps?
VR Fitness is of course a potentially large market with potential ongoing subscriptions to the right apps.
Apple will of course want to take that fat slice of the sales/revenue market for itself, so will be very interesting to see what happens to devs which try and establish their own VR/AR Fitness applications for Vision Pro.
 
I wonder what will happen with VR Fitness apps?
VR Fitness is of course a potentially large market with potential ongoing subscriptions to the right apps.
Apple will of course want to take that fat slice of the sales/revenue market for itself, so will be very interesting to see what happens to devs which try and establish their own VR/AR Fitness applications for Vision Pro.

Oh yeah, I have a rowing machine... would be awesome to be able to do a workout in VR... rowing on different lakes or rivers and be able to look around.
 
Oh yeah, I have a rowing machine... would be awesome to be able to do a workout in VR... rowing on different lakes or rivers and be able to look around.
While that does sound cool, I think the bulkiness will be a deal-breaker for most people. Not to mention cleaning. How easy will it be to clean the light seal piece? It's going to get nasty during a workout. Same goes for the headband.

I think Apple would have highlighted fitness as a use case in the launch video if they saw Vision Pro as a fitness product. My guess is, it will not stand up well to sweat. I doubt it's going to be water-resistant, much less waterproof. Cleaning will be an issue. From what material(s) are the light seal and strap made? Can I wash them? By hand? Throw them in the washing machine?

If Vision Pro is successful, I have no doubt we'll see future versions that are more fitness-oriented.
 
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