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You wear giant ski googles when working? 🤔
Aren't you?

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And you think they magically changed the device? LOL.
It's not an Apple Vision Pro limitation. The narrow FOV is a general VR/AR headset limitation due to the current hardware. Just face it.

I'm eager to see all the reactions this weekend. ;)
I'm eager to see if you're wrong. Not to come back here and be a jerk about it, but just to see if it's as dramatic and annoying as I remember on PSVR. I know it won't be--that is some pretty old, low end hardware I'm comparing it to, but I just want to see if it's something I'm going to have to try hard to ignore until my brain just accepts it, or if it is such a non-issue that it melts away rather quickly. On PSVR1 it kind of felt like playing video games on a ViewMaster from the 80s.
 
I truly truly hope I'm wrong! Because then the Apple Vision Pro would be perfect for me. ;)

Brian said he tired of using it for more than a 45 minute session. He complained of being overstimulated. He also had soreness in his hand from repeatedly pinching.

So, it's possible it won't be an all-day device for many even if the FOV is infinite.
 
Brian said he tired of using it for more than a 45 minute session. He complained of being overstimulated. He also had soreness in his hand from repeatedly pinching.

So, it's possible it won't be an all-day device for many even if the FOV is infinite.
I would say Apples user guidelines, and battery life, already tells you this isn’t an all day device…
 
if the feeling of taking off my headphones and finally listening to speakers is anything to go by...I'm skeptical this technology has potential for the common masses.

I imagine taking off the apple goggles and finally watching a regular tv in open space is the same. Considering a large amount of people say they want one just to consume media...I remain skeptical
 
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Having owned several generations oculus/quests devices and used various VR glasses - I can say that FOV is quite important to your overall experience, even more so than just screen fidelity/quality. To me it is a bit of a waste to have an amazing screen with a narrow VOF. I'd rather have a great screen with a bigger VOF. Having thick(er) black borders is just more immersion breaking imho. But I guess first timers will be amazed either way, let's hope so. For me the reported narrow FOV at this price point is kind of silly.
 
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Has anyone here ever worn glasses? Your glasses don't cover everything you can see, there are always gaps left, top and bottom, left and right. Unless you pay special attention to them, they won't cause any trouble.
 
Has anyone here ever worn glasses? Your glasses don't cover everything you can see, there are always gaps left, top and bottom, left and right. Unless you pay special attention to them, they won't cause any trouble.
Uh yeah. With regular glasses you have gaps. But with VR glasses you haven't. It's totally blocked of.
Just place your hands against your heads, blocking the left and right of you vision. That's the narrow FOV you get with VR.
 
Uh yeah. With regular glasses you have gaps. But with VR glasses you haven't. It's totally blocked of.
Just place your hands against your heads, blocking the left and right of you vision. That's the narrow FOV you get with VR.
It sounds like something someone who doesn't like notched screens would say: The black bar at the top is very bothersome.

In actual usage, it doesn't affect most people at all.
 
It sounds like something someone who doesn't like notched screens would say: The black bar at the top is very bothersome.

In actual usage, it doesn't affect most people at all.


The scuba mask/binoculars effect really kills immersion and feeling of presence in the environment

I’d argue increasing FOV is more important than resolution at this point.

It’s that important to the experience
 
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The scuba mask/binoculars effect really kills immersion and feeling of presence in the environment

I’d argue increasing FOV is more important than resolution at this point.

It’s that important to the experience
I would suggest actually trying it. Apple/Stanford have been working together for over a decade on AR UX. I believe that factors such as Spatial Audio and foveated rendering (amongst other UX elements) are adding up to far more than the spec sheet would lead one to believe in terms of immersion.

That collaboration seems to have focused heavily on the *psychology* of AR.
 
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I would suggest actually trying it. Apple/Stanford have been working together for over a decade on AR UX. I believe that factors such as Spatial Audio and foveated rendering (amongst other UX elements) are adding up to far more than the spec sheet would lead one to believe in terms of immersion.

There's nothing they can do to mitigate a small FOV with "audio" and "foveated rendering"

I've used tons of VR HMDs and FOV is without question a massive component of how open and immersive things feel.

No offense is meant here, but people have to stop assuming Apple has somehow bent the laws of physics and done something others haven't/can't with a narrower FOV. They aren't magicians.

Nilay nailed this point
 
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There's nothing they can do to mitigate a small FOV with "audio" and "foveated rendering"

I've used tons of VR HMDs and FOV is without question a massive component of how open and immersive things feel.

No offense is meant here, but people have to stop assuming Apple has somehow bent the laws of physics and done something others haven't/can't with a narrower FOV. They aren't magicians.

Nilay nailed this point
This isn’t physics, this is psychology. The human brain is incredibly able to adapt to stimuli and normalize it.

Almost every review is shocked by how immersive this device is, and this is the starting point.

You absolutely have to actually try it to understand the experience. Simply looking at FOV on the spec sheet does not account for the illusions built into the OS that your brain will or will not accept.

This really is a “you need to actually try it to draw a conclusion” subject. It’s also not VR (though obviously there is feature overlap), so maybe don’t drag the previous experience with those half baked products into it? I think the only real comparison would be against other AR headsets that are currently out there.

I know the VR users don’t want to hear it, but there is a massive *psychological* different between VR and a (good) pass-through AR centered experience.
 
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if the feeling of taking off my headphones and finally listening to speakers is anything to go by...I'm skeptical this technology has potential for the common masses.

I imagine taking off the apple goggles and finally watching a regular tv in open space is the same. Considering a large amount of people say they want one just to consume media...I remain skeptical
My experience is the opposite with VR headset in the past. It’s the itch to go back to the VR world. You keep thinking about it when you not wearing it.
 
The scuba mask/binoculars effect really kills immersion and feeling of presence in the environment

I’d argue increasing FOV is more important than resolution at this point.

It’s that important to the experience
I think Apple has definitely done calculations to find the balance point between FOV, PPD, and price.
 
Why is anyone talking about immersion here?

The entire concept of the Apple Vision Pro is based upon pass-through video. You aren’t supposed to feel immersed in anything. At a baseline, you are supposed to feel like you are merely in your room as if there was nothing unusual about it at all.

And it will probably feel unusual when you put it on and immediately can only see half as much as you could before.
 
The pass through video needs a huge quality upgrade in that case
It’s already a huge quality upgrade from the pass through available on other devices. It’s the best current technology currently allows. That’s been clear from the reviews, massive step up from the bolt-on approach that VR headsets have rushed to add.
 
Why is anyone talking about immersion here?

The entire concept of the Apple Vision Pro is based upon pass-through video. You aren’t supposed to feel immersed in anything. At a baseline, you are supposed to feel like you are merely in your room as if there was nothing unusual about it at all.

And it will probably feel unusual when you put it on and immediately can only see half as much as you could before.
Immersion in the UX, which is centered around pass through.

Not “I’m in a box” immersion. Two different use cases for the phrase in regards to AR vs VR.
 
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