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Yeah but you probably said that the iPhone would never replace the iPod

No I didn’t. I had the iPod Touch on release day and was waiting for the iPhone 3G to replace it.

I am early adopter on every technology since 1980. Never rejected or hated on anything until I tried it. Had Oculus beta headset and then the released one too.

So when I say something about VR sucking at many things that’s not an ignorant guess.
 
This is a rude question. I’m not you MF secretary. I read tech news and finance news every hour every day and if you did too then you won’t need to ask and you can find it yourself.
Asking for a source for a claim is rude? LOL.
There aren’t a lot of good statistics about VR sales and usage. Meta/Oculus sells the most headsets, but they keep numbers confidential. But every statistic I can find shows yearly growth of VR revenues and usage.
https://vrlfg.net/Charts (this is for Steam only)
I won’t claim these are great numbers, but I can find no evidence of any fall of sales.
 
Asking for a source for a claim is rude? LOL.
There aren’t a lot of good statistics about VR sales and usage. Meta/Oculus sells the most headsets, but they keep numbers confidential. But every statistic I can find shows yearly growth of VR revenues and usage.
https://vrlfg.net/Charts (this is for Steam only)
I won’t claim these are great numbers, but I can find no evidence of any fall of sales.

If this guy knew what he was talking about he would have read the financial news and saw the massive crash to under $90 Meta suffered last month because sales and user numbers were well under expectations.

It’s true what others have said in this talk. VR fanatics are already isolated and lost in another world. They just don’t want to accept reality anymore and think we should all be like them. Nah thanks.
 
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If you understand this subject from a technical and engineering viewpoint, a user shouldn’t have to change their behavior in an unnatural or uncomfortable way to suit the device or application.

A well designed application or device should allow a user to continue their life normally without an my friction or discomfort.

This is why VR always becomes boring to most people. They cannot be arsed to deal with the shenanigans of wearing something and being closed inside something for too long.
Agreed. People who think we’ll strap VR goggles to our faces and spend our workdays in VR are crazy. I like seeing what’s around me. I have things on my desk. I like looking up from the screen and looking out the window. Etc. VR isolates. It is useful for certain tasks, no doubt, but it will never be the default way we engage with technology for precisely the reasons you state. It creates too much friction and it feels unnatural.
 
No I didn’t. I had the iPod Touch on release day and was waiting for the iPhone 3G to replace it.

I am early adopter on every technology since 1980. Never rejected or hated on anything until I tried it. Had Oculus beta headset and then the released one too.

So when I say something about VR sucking at many things that’s not an ignorant guess.

Well you are clearly quite ignorant about this topic. Being an early adopter and having tried the oculus and declaring that VR sucks doesn’t mean a thing. That’s like saying you had the first smartphone in the 90s but the experience wasn’t good so it’ll never catch on

Anyone who has any awareness of trends in technology can see that wearables incorporating AR/VR/MR is the likely successor to the smartphone form factor
 
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If this guy knew what he was talking about he would have read the financial news and saw the massive crash to under $90 Meta suffered last month because sales and user numbers were well under expectations.
Below expectations ≠ falling sales.
Massive crash to under $90 ≠ falling sales.
Tesla sold 42% more cars in 3rd quarter 2022 than it did in 3rd quarter 2021, and their stock has also tanked in that time period.

If you had claimed that VR hardware has largely been financially unsuccessful, I would agree with you.
I have a friend who made a good chunk of money from a VR game he created, so there are some successes in VR software.
You claimed sales were down. That is the claim for which I was asking evidence, and which you have not yet provided.

VR isolates
It can isolate or connect, depending on your preferences and how you use it. More of my VR playtime is in multi-user experiences than my traditional game playing and movie watching is.

It creates too much friction
There is too much friction with VR use. One reason I'm excited about the Apple headset is to see how they help reduce that friction, and maybe get other competitors to reduce friction as well.
 
Well you are clearly quite ignorant about this topic. Being an early adopter and having tried the oculus and declaring that VR sucks doesn’t mean a thing. That’s like saying you had the first smartphone in the 90s but the experience wasn’t good so it’ll never catch on

Anyone who has any awareness of trends in technology can see that wearables incorporating AR/VR/MR is the likely successor to the smartphone form factor
I think you’re totally wrong about that. Look at how much time people spend on their cell phones. They aren’t going to wear goggles or glasses for the equivalent amount of time. I don’t wear glasses. I’m not going to replace the phone I can slip in and out of my pocket when needed with glasses. No chance. Nor am I going to use some VR desktop to do my work. A lot of what I do is done in the real world, with real world objects. I’m not going to virtualize everything. I don’t doubt that as VR improves it will become more useful and more people will use it. But they will use it for specific tasks. They won’t spend hours and hours a day, like they do now with their phones, wearing VR goggles or glasses waving their hands around.

Furthermore, I think you’re totally ignoring just how important a touch UI has been in bringing the masses into the tech fold. Remember the iPhone launch and all the time spent talking about how touch makes the device more personal, the interaction more meaningful? There’s a lot to that. Multi-Touch is the reason the masses bought into mobile. Touch made devices more accessible and intuitive. My niece was swiping and pinching and zooming before she could walk. The touch experience can’t be replicated in VR.
 
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It can isolate or connect, depending on your preferences and how you use it. More of my VR playtime is in multi-user experiences than my traditional game playing and movie watching is.
Fair enough. However, I ultimately see it as more isolating, or perhaps better put, siloing, than connective. One big problem I see is that VR allows us to create the “reality” we want. Take today’s social media echo chambers and pour a tanker full of gasoline on that fire. I also think this siloing behavior leads to more isolation in the real world, even if one feels connected virtually.

Personally I think VR is a bridge too far for most people alive on Earth today. That may change in a generation or two. I don’t see most of the non-techie masses buying into VR the way they bought into multi-touch mobile devices.

There is too much friction with VR use. One reason I'm excited about the Apple headset is to see how they help reduce that friction, and maybe get other competitors to reduce friction as well.
I have zero interest in buying the Apple headset, but I’m definitely excited to see what they do with it.
 
Touch made devices more accessible and intuitive. My niece was swiping and pinching and zooming before she could walk. The touch experience can’t be replicated in VR.
And I've let young nieces and nephews who have almost no video game experience play VR games like Job Simulator and Beat Saber, and they need no help with the controls because of how intuitive it is, the former only needs one button, and the latter needs no buttons.
(current VR headsets aren't really optimized for use by young children... this is a once or twice a year for 30 minutes kind of thing.)

The primary issue with phones is the very limited space for UI. A lot of functionality is hidden away in unintuitive places. VR will have a lot more breathing room to place relevant controls.
 
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And I've let young nieces and nephews who have almost no video game experience play VR games like Job Simulator and Beat Saber, and they need no help with the controls because of how intuitive it is, the former only needs one button, and the latter needs no buttons.
(current VR headsets aren't really optimized for use by young children... this is a once or twice a year for 30 minutes kind of thing.)
No doubt kids take to anything new a lot faster and more easily than us grown-ups, which is why I don't see VR appealing to most adults in general. Maybe the babies of today will use VR interfaces when they are adults. Personally I doubt it. I'm more inclined to believe the Star Trek vision of the future where we use a conversational AI and technology meshes seamlessly and discreetly into one's life versus the William Gibson/Neil Stephenson VR future where VR is a whole other reality unto itself.

I also think a lot depends on how society evolves in general. If the dystopian, overpopulated, environmentally devastated view of the future becomes our reality, I think a lot of people will use VR to escape, to enjoy a better reality from the one they must endure day to day.

The primary issue with phones is the very limited space for UI. A lot of functionality is hidden away in unintuitive places. VR will have a lot more breathing room to place relevant controls.
While I don't disagree, do people want a lot of controls? The masses didn't really embrace technology until the mobile era. That was the tipping point. In my mind there are a few reasons why this happened. The top two are multi-touch and the simplification of the UI in general. Complex VR/AR UIs look great in movies but I don't believe most people will embrace those kinds of UIs.
 
Yet AR-assisted cardiac surgery has been used for at least five years.
That's a specious comparison. Sure, AR and VR are used today in a variety of professions, but you can't compare an AR-assisted surgery setup to a consumer VR/AR headset. I doubt those surgeries used an Oculus. You're comparing a complex purpose-built system to general consumer tech. No hospital is going to buy the Apple headset for AR-assisted surgeries.
 
That's a specious comparison. Sure, AR and VR are used today in a variety of professions, but you can't compare an AR-assisted surgery setup to a consumer VR/AR headset. I doubt those surgeries used an Oculus. You're comparing a complex purpose-built system to general consumer tech. No hospital is going to buy the Apple headset for AR-assisted surgeries.

Yes those systems they use in hospitals are close to bare metal to reduce latency and don’t have some full fat consumer operating systems gobbling up resources and becoming laggy after a few OS updates. 😂

And that happens to all consumer VR headsets. After two years the battery will last something like 45 minutes and the OS updates will make them become slower and when the graphics start to jerk and throttle then you’ll get worse nausea and maybe pull a neck muscle 🤣
 
That's a specious comparison. Sure, AR and VR are used today in a variety of professions, but you can't compare an AR-assisted surgery setup to a consumer VR/AR headset. I doubt those surgeries used an Oculus. You're comparing a complex purpose-built system to general consumer tech. No hospital is going to buy the Apple headset for AR-assisted surgeries.

Huh? I wan't making a comparison.
 
Huh? I wan't making a comparison.
We’re talking about consumer AR/VR hardware. The fact that AR-assisted surgery exists has no bearing on whether or not Apple can get consumers interested in VR, something everyone else has failed to do. Bringing up super expensive purpose-built systems is just a distraction.
 
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We’re talking about consumer AR/VR hardware. The fact that AR-assisted surgery exists has no bearing on whether or not Apple can get consumers interested in VR, something everyone else has failed to do. Bringing up super expensive purpose-built systems is just a distraction.

Hardly a distraction. Going back the conversation was about AR having many applications in both commercial and personal markets.

Apple will be heavily marketing to both.

"The fact that AR-assisted surgery exists has no bearing on whether or not Apple can get consumers interested in VR, something everyone else has failed to do."

What other companies have been marketing AR to consumers? As I said earlier here, Apple is targeting AR, and that VR will come along for the ride as there is overlap.
 
Hardly a distraction. Going back the conversation was about AR having many applications in both commercial and personal markets.

Apple will be heavily marketing to both.
Probably, but I don’t think you can compare whatever Apple releases to a very expensive purpose-built system. When it comes to the commercial market, Apple’s main competitor is Microsoft‘s HoloLens. But yes, I agree that Apple will target commercial customers, although I think the headset will primarily be marketed as a consumer device. Apple doesn’t generally market to commercial customers. When it launches, the pitch will be all about the consumer.
 
Probably, but I don’t think you can compare whatever Apple releases to a very expensive purpose-built system. When it comes to the commercial market, Apple’s main competitor is Microsoft‘s HoloLens. But yes, I agree that Apple will target commercial customers, although I think the headset will primarily be marketed as a consumer device. Apple doesn’t generally market to commercial customers. When it launches, the pitch will be all about the consumer.

I believe Apple will have a very robust professional and commercial AR market. Architects, interior designers, museums, industrial plant inspections, property inspections, insurance adjusters, public safety training, vacation planners, auto mechanics, and on and on. Working with Stanford University's AR/VR laboratory for 7 years I suspect Apple will have a suite of modifiable apps available on release day.

As an aside, I'm looking forward to removing my own appendix via AR.
 
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Sounds like an excellent year ahead. I’m excited to see what the AR/VR headset looks like. The periscope lens on the new Pro Max will be excellent. I’m hoping to get the refreshed Apple Watch Ultra this year. I’ve been holding off on getting a new HomePod Mini in case there is a refresh this year.
 
Hardly a distraction. Going back the conversation was about AR having many applications in both commercial and personal markets.

Apple will be heavily marketing to both.

"The fact that AR-assisted surgery exists has no bearing on whether or not Apple can get consumers interested in VR, something everyone else has failed to do."

What other companies have been marketing AR to consumers? As I said earlier here, Apple is targeting AR, and that VR will come along for the ride as there is overlap.

It’s like you haven’t noticed how difficult it is to get an AR object just to remain in place accurately on an iPhone screen. They waver around a bit. You try to zoom in or spin them and sometimes the result is the object flies in your face or shoots off somewhere. Hololens had the same issues. Users have to move really slowly and deliberately to use these devices and that’s not how people like to move in our regular daily lives.

You can handle this for small doses but don’t convince yourself that you’ll do this all day. You’ll feel sick.

We can’t even get Safari and some other long standing apps to have decent consistent graphics performance on the fastest hardware. iPhone sometimes heat up and slow down. Sensors aren’t always accurate. All these issues will exist in a headset if you use them intensively or for too long, but the difference is the slow downs and graphical jerks will impact you physiologically because of head and eye tracking.

AR and VR are devices you put on to check or play something, and then you take them off to do things normally.
 
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Always need to remind everyone that at least half of users need their prescription glasses for daily activities. Juggling between prescription glasses and headsets every 5 minutes isn't something that will happen.
 
So, for all the non Remote Diagnostic, Pilot Trainers why do we need one? How does it ENTERTAIN me? Because, I only get Industrial uses, which is for a job, not sitting at home.
Lots of things! Keep in mind most of these apply to AR too:
  • Omni-Display — We already know from component rumors that the image quality will be better than most displays and will support passthrough for AR. So this device could subplant all other displays you have, even your phone/watch! I bet Apple is planning to make it easy to share this display with others, and/or cast to traditional displays. Yes the battery isn't infinite, none are and we get by.
  • Environment Filters — Most video calling platforms let you blur your background, or replace it. You could do that in 3D! Don't tell me you don't want to work on the edge of a cliff to get that adrenaline pumping, complete with suspense music! For some people, visual distraction is a big problem, so this'll be great for them.
  • Visual Mood Control — Not really that different from wearing headphones/music to 'get in the zone'. Whole new class of mood control; not necessarily distracting, I trust artists will find that balance.
  • Visual Therapy — Blue light therapy to help wake up and night shift mode to help wind down; perfect for those long dark winters. Start the day right with a quick walk on the moon or a gladiator match; I'm not judging!
  • Always Sunny — Too bright? Not bright enough? Won't matter; headset can relight your environment, perfect for driving in the dark which a heck of a lot of people do.
  • Arts & Crafts — Yeah digital is not the same, but sometimes you're just trying to express an idea and you wish you could cobble it together out of thin air. Now you can! Viva MS Paint!
Bottom line is, we'll have complete control over our visual experience for the first time. It'll take a while for all of the creative use cases to be discovered. It'll be similar to how headphones gave us control over our audio experiences.

Just because it's not 'real' or 'live' doesn't invalidate it, most entertainment is not real/live/physical and we enjoy it just fine.
 
It’s like you haven’t noticed how difficult it is to get an AR object just to remain in place accurately on an iPhone screen. They waver around a bit. You try to zoom in or spin them and sometimes the result is the object flies in your face or shoots off somewhere. Hololens had the same issues. Users have to move really slowly and deliberately to use these devices and that’s not how people like to move in our regular daily lives.

You can handle this for small doses but don’t convince yourself that you’ll do this all day. You’ll feel sick.

We can’t even get Safari and some other long standing apps to have decent consistent graphics performance on the fastest hardware. iPhone sometimes heat up and slow down. Sensors aren’t always accurate. All these issues will exist in a headset if you use them intensively or for too long, but the difference is the slow downs and graphical jerks will impact you physiologically because of head and eye tracking.

AR and VR are devices you put on to check or play something, and then you take them off to do things normally.

Apple's AR device will be a tool to help people solve problems or research information/ideas/etc. Hololens is primarily for entertainment.

Big difference. Though no doubt there will be *some* VR aspects that will come along for the ride with Apple's AR device.
 
Apple's AR device will be a tool to help people solve problems or research information/ideas/etc.

That's what a monitor is for and monitors aren't going away ever.

AR or VR is something you put on to look at an object or game in a way that you can't on a monitor. That's quite a small use case. You can play games in 3D or spin objects around on a monitor or webpage already.

A solution has to solve a problem.

So unless you need to get up and walk around an object, you probably won't need it.
 
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