Become a MacRumors Supporter for $50/year with no ads, ability to filter front page stories, and private forums.
I agree 100%, we need to move forward and not backward! AI is the future and the possibilities are almost unlimited! Physical game controllers are way too limiting!

If the R1 can handle all hand tracking and gesture recognition in real time, it would be a major step forward.
 
  • Love
Reactions: wilhoitm
I am under the impression Apple itself has steered away from gaming as a core use of the Vision Pro. They seem to be painting it as a different computing paradigm (Spatial or whatever it was) so as to NOT be seen as a competitor to existing gaming VR tech.

Not saying you couldn’t do games with the Vision Pro, but using voice, eye tracking, and hands as input might not translate easily into games.
Looking through the WWDC RealityKit videos, I don’t see any reason you couldn’t have it recognize your actual golf club as the controller 🤷‍♂️
 
It's too bad the Vision Pro doesn't support Bluetooth, so you know, someone could build motion controllers, game controllers, keyboards, mice, etc., for it if an application/game supported it. /s :rolleyes:

Apple hit the nail on the head when it comes controlling the VP in a more natural and intuitive way. Adding support for physical controllers and other peripherals is trivial compared to what they've accomplished.
I‘m sure it is indeed relatively trivial to add support for traditional peripherals (assuming Apple provides API support for that in the SDK), but Apple purposely avoided showing any such thing. My point was, Apple is not trying to push traditional gaming as a use case for VP. As long as that is the case, I wouldn’t hold my breath waiting for extensive support for traditional peripherals. Their whole dog and pony show was about how this is a whole new way of computing from the user‘s perspective.

if you think about it, supporting traditional peripherals invalidates the notion that this is a completely new (and better) way to interact with computers in a productive way. If this is really that much better, who would want to use traditional methods?
 
  • Love
Reactions: wilhoitm
I‘m sure it is indeed relatively trivial to add support for traditional peripherals (assuming Apple provides API support for that in the SDK), but Apple purposely avoided showing any such thing. My point was, Apple is not trying to push traditional gaming as a use case for VP. As long as that is the case, I wouldn’t hold my breath waiting for extensive support for traditional peripherals. Their whole dog and pony show was about how this is a whole new way of computing from the user‘s perspective.

if you think about it, supporting traditional peripherals invalidates the notion that this is a completely new (and better) way to interact with computers in a productive way. If this is really that much better, who would want to use traditional methods?


he was being sarcastic. third party controllers and peripherals over bluetooth are supported.
 
i went to a unity presentation for polywahteverit'scalled last night and got to ask questions. an apple employee that works on xr was there and i asked him if the package created with unity would have some exposure of the entities in it to xcode, he said it may be possible, it is still new. but then the guy form unity told me this would not be the case, the whole emulation and input would be handled in unity and you would have no control of it in xcode.

i really wish apple would push swift onto engines. godot has a tiny swift community but without apple's direct support it isn't going anywhere. the apple rep told me they are looking for developer input on tools they use and workflows, so speak up.

but yeah, for me i'm still on scenekit. i was looking into porting my game from scenekit to realitykit but hit a roadblock with the new realitykit composer only supporting xrOS. i wanted to build a mac game and xr experience in tandem. the apple guy told me realitykit might support mac in the future, again he iterated that it is very early in development and they didn't want to break things in support for multiple platforms.

i was excited for unity but now i'm looking forward to sticking to apple frameworks and hope they make them more robust.

I have run RealityKit on the Mac in the past. Reality Kit even has lights even thought Apple does not mention them much. The easiest way seems to be to run RealityKit in .nonAR mode and set the deployment target to be an iPad and then there is a checkmark in Xcode to run iPad Apps as native Apps on the Mac, they run native on the Mac without the simulator. Then you just load in your Pixar Universal Scene Description (USD) file and you are good to go! USD Animation and other things like Materials and skinned bone animation all seem to work!
 
Glad to see that, but my last question stands. Is the new revolutionary input paradigm better, or are most buyers still going to run out and buy a keyboard, mouse, and/or some other controller?
I think you get what you need for what you’re trying to do. Certainly if you’re looking to replace your external monitors you’re going to pair a keyboard. If your 2D gaming, I’d buy a controller.

This device is personal, as in there is no one-size-fits-all use case or configuration of peripherals.
 
  • Like
Reactions: topdrawer
I have run RealityKit on the Mac in the past. Reality Kit even has lights even thought Apple does not mention them much. The easiest way seems to be to run RealityKit in .nonAR mode and set the deployment target to be an iPad and then there is a checkmark in Xcode to run iPad Apps as native Apps on the Mac, they run native on the Mac without the simulator. Then you just load in your Pixar Universal Scene Description (USD) file and you are good to go! USD Animation and other things like Materials and skinned bone animation all seem to work!

i was talking about reality composer pro. reality composer pro projects are only compatible with xrOS. yes i know how to make usd files, i was looking forward to use RCP shader graph for my project, but you can't author in RCP for both mac and rxOS in its current build.
 
I wonder if it kernel panics the M2 Ultra, just like every other version of Unity does….

Isn't Unity written in Windows Mono or something like that and then it runs using an open source implementation of Mono for the Mac? I could be completely wrong! Maybe it changed over time?
 
I‘m sure it is indeed relatively trivial to add support for traditional peripherals (assuming Apple provides API support for that in the SDK), but Apple purposely avoided (1) showing any such thing. My point was, Apple is not trying to push (2) traditional gaming as a use case for VP. As long as that is the case, I wouldn’t hold my breath waiting for extensive support for traditional peripherals. Their whole dog and pony show was about how this is a whole new way of computing from the user‘s perspective.

if you think about it, supporting (3) traditional peripherals invalidates the notion that this is a completely new (and better) way to interact with computers in a productive way. If this is really that much better, who would want to use traditional methods?

1. They showed someone using a game controller while playing that NBA game. They showed someone using a keyboard.

2. Spatial Computing is what they're pushing. VR can exist in it. And they're not "pushing" gaming, because they're trying to differentiate themselves from current head sets.

3. Use whatever makes the most sense for the task at hand (no pun intended) or whatever you're most comfortable with. Adding support for Sony's VR controllers isn't out of the question since they already support many other game controllers. I mean I use an Apple Pencil on my iPad, but I don't have to. It's just easier to draw, hand write and do precision work. And sometimes I like to use a keyboard and mouse on my iPad as well.
 
This still doesn't make any sense without the support of motion controllers. Most of the VR games worth playing require them. Very few games can get away with hand tracking only. Playing 2D games in VR is also incredibly ridiculous and uncomfortable. I tried it with my Quest 2 and Steam, but it was pointless. My 4k monitor is always better.

Edit: The motion controllers also add tactile feedback. Anyone who has ever played Vader Immortal on a Quest 2 will know that the vibrations from the controller make it feel like you are holding a lightsaber.
You need to re-imagine what gaming is like in Vision Pro. Forget everything you know. It doesn't have to be holding a light saber or anything. You don't hold anything at all. You touch, you pull, you push, you move things, your block, you hit, you punch, you slap, all with your hands and coordinated with your eyes.
 
Apple needs to buy a game studio.
This regularly pops up, but I'm not convinced.

If they did they'd probably do the normal Apple thing of ignoring every other platform and making it Mac exclusive. So if they owned say Call of Duty I can imagine there then being no PC version anymore, all the PC gamers no longer playing it, and it just being a few Apple gamers at a fraction of the size.

I want Mac games that are cross-platform so I can play against all my PC friends.
 
It's too bad the Vision Pro doesn't support Bluetooth, so you know, someone could build motion controllers, game controllers, keyboards, mice, etc., for it if an application/game supported it. /s :rolleyes:

Apple hit the nail on the head when it comes controlling the VP in a more natural and intuitive way. Adding support for physical controllers and other peripherals is trivial compared to what they've accomplished.

You are so full of **** , so you didn’t even watch the WWDC , and don’t even know anything about this thing

it does have Bluetooth connection so you can connect controller keyboard and stuff using the MR AR blend in virtual reality

People like you need to shut up and stop spreading misinformation
 
You are so full of **** , so you didn’t even watch the WWDC , and don’t even know anything about this thing

it does have Bluetooth connection so you can connect controller keyboard and stuff using the MR AR blend in virtual reality

People like you need to shut up and stop spreading misinformation
There’s a sarcasm tag right in the post your responding to…
 
  • Like
Reactions: seek3r
This still doesn't make any sense without the support of motion controllers. Most of the VR games worth playing require them. Very few games can get away with hand tracking only. Playing 2D games in VR is also incredibly ridiculous and uncomfortable. I tried it with my Quest 2 and Steam, but it was pointless. My 4k monitor is always better.

Edit: The motion controllers also add tactile feedback. Anyone who has ever played Vader Immortal on a Quest 2 will know that the vibrations from the controller make it feel like you are holding a lightsaber.
I was looking at an Adobe Substance 3D Modeler video, their VR based 3D DCC tool… I’m having a hard time grasping how all those touch surfaces, pressure sensitivity, etc tools (a must for the task) will translate to hand air gestures.

They already generally support PS4/5, Xbox, switch, etc controllers… I’m assuming vision pro will support them too (I wouldn’t play a VR car game with hand gestures). So MAYBE they might add support for third party made for VR controllers too or at some point make their own.
 
  • Like
Reactions: techfreak23
I was looking at an Adobe Substance 3D Modeler video, their VR based 3D DCC tool… I’m having a hard time grasping how all those touch surfaces, pressure sensitivity, etc tools (a must for the task) will translate to hand air gestures.

They already generally support PS4/5, Xbox, switch, etc controllers… I’m assuming vision pro will support them too (I wouldn’t play a VR car game with hand gestures). So MAYBE they might add support for third party made for VR controllers too or at some point make their own.
Where is this assumption that hand gestures are going to replace dedicated controllers for a given task coming from?

Vision Pro supports input peripherals. Mouse/Keyboard/Controllers.
 
  • Like
Reactions: amartinez1660
Getting some good games on the Vision Pro will be a big win.
That's unlikely without motion controller support. Very few VR games can get away with hand tracking alone and 2D games with a console controller with a headset is pointless. I keep saying Apple is missing out on a decent market with gamers. Sure, a large majority of them wouldn't buy this, but I would consider it if it had support for existing games and peripherals. Apple would definitely get more developer support had they given an actual flying f*ck about gaming instead of whatever this is supposed to be.
 
  • Like
Reactions: _Spinn_
Register on MacRumors! This sidebar will go away, and you'll see fewer ads.