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With the Vive Pro the battery is providing longevity for the HMD. With the Vision Pro, the battery is providing the necessary wattage/voltage to operate the entire system, including graphics operations.
The battery pack is needed when using the wireless adapter. The wireless always not very good. I’d prefer the cable instead.
 
Are you serious? Do you know anything about how these headsets work?

Focus distance is completely divorced from actual screen distance. That's sort of the whole point in a 3D headset.
I can't believe you're harping on this point after I gave you an out. Have you ever watched a 3D film? Moreover, not everything is in 3D all the time when you use Vision Pro. You're just pulling stuff out of your behind at this point.

You think 2012 marks the start of this? I wore a video game 3d headset at an arcade in the south street seaport back around 2000. It wasn't new then. The first consumer headset (?) was the nintendo "Virtual Boy" in the early/mid-90s (it was crap). There were also amusement park rides around then.
When did I say 2012 marked the start of "this"? WTF is "this"? You're twisting my words again, which is about the only thing you do so well.
And, trust me, I'm much older and much deeper into "this" than you. I'm not interested in history lessons.

I don't think Apple (or Meta) invented this concept. I was laughing at your idea that Apple did this as a reaction to Meta. What Apple has done pushes the state of the art ahead in really significant ways. It also pushes that level of tech it into the reach of consumers for the first time, and at least as importantly enables that kind of refinement in third-party apps.
You can laugh all you want. It's a free country (at least where I live). Vision Pro's level of technological sophistication really has no bearing on the problems being discussed, which is that 1) Apple copied Meta when it comes to Spatial Personas and 2) Meta (and Oculus) got into "this" much earlier than Apple. Facts are facts.

Apple's approach to AR/VR ensures that Vision Pro will always be a niche product. Social networks and gaming are king when it comes to AR/VR, neither of which Apple is a dominant player. The price point of a product allows a company to set standards. We saw this with IBM (PC) and Microsoft (Windows). Apple doesn't have an advantage on this front either given the price tag of Vision Pro. The fact that Vision Pro is such a confusing product (being capable of AR and VR, but is good at neither) betrays the lack of leadership within its AR/VR team. Of course, Apple will be able to milk the iPhone dividends for a few years, but it's almost a certainty that Vision Pro won't replace iPhone as Apple's new cash cow. What does Apple really have going for it financially speaking? Its services? Sure. That's why I keep saying Apple will eventually turn into an entity akin to today's Sony under Tim Cook. You seem to think Apple's infallible despite its plethora of failures, e.g., AirPower, butterfly keyboard, charging port on the Magic Mouse, Siri, the Titan Project (yeah, it's a thing, not just a rumour), and the much-delayed transition to ASi. Your arguments are almost faith-based.

How much cheaper can Apple's AR/VR headset get in the next 5 years? Not very much given the constraints of Apple Silicon. The only ways for Vision Pro to get significantly cheaper are 1) bifurcating functionalities into AR or VR-only and being sold as two separate devices or 2) becoming tethered to a Mac to offload graphics-heavy tasks. The current architecture of Apple Silicon ensures that 2) won't ever happen. It's the height of idiocy to have a device capable of VR but can't tap into the graphics power of a laptop or desktop.

In short, your prediction will fail to materialize unless either Apple replaces Tim Cook and changes directions drastically or Tim Cook has an epiphany and decides to reverse most of his past decisions regarding Apple TV+, Apple Arcade, Vision Pro, the Titan Project, etc. It's possible. The fact that macOS Sonoma now has a game mode is a partial vindication of what I've been saying for years.

Okay, you enjoy yourself. I will un-ignore you after 5 years to laugh at your prediction. Right now you're just a waste of my precious time. You should really stick with something you know. Your take on focus/screen distance really reveals to me what an imposter you are (Why TF do you think so many people get headaches after using a VR headset or after watching a 3D movie?). Be brave enough to admit you're wrong all along then. I really doubt it though. The fact that you're misconstruing what others say at every term when you sense that you've met your match tells me your fragile ego is worth everything to you. 😅
 
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I'm not making a firm prediction because I recognize that there are all sorts of externalities that are unpredictable. But OK.

Assuming Apple actually stays the course, and the world economy doesn't tank, I predict that the Vision product line will be a massive success. Possibly in 3-5 years, possibly 7-10, but a massive success.

What I was actually going on about mostly is how astoundingly stupid it is for people to state with certainty that it's going to fail, or cause terrible changes in social interaction. So much hubris to think you know the future that well. Most such people act like they've never even heard of the concept of the accelerating tech curve. It's embarrassing.
7 to 10 years? With all your praise of Vision Pro, you think it will take close to a decade and in tech no less, for such a "magical product" to become a massive success. 😂

I will check back with you in 5.
 
Focus distance and actual screen distance are one and the same in most real-life cases.
This is a VR headset, so that's wrong in this case.

"The design focal distance for the Quest/Quest 2 optics is 1.3 meters. Some older headsets were 2.0 meters, and I have been saying that incorrectly for a while." —John Carmack

You're not focussing on screens that are 2cm in front of your eyes. It's not the same as a 3D movie. VR headsets have lenses that set the focal distance some feet away, which is why if you're nearsighted you generally need glasses/prescription inserts for VR, and if you're farsighted you generally don't. Even though the screens are right in front of your eyes. (At a distance human eyes can't actually focus on at all, I might add.)

It's still a fixed distance though; getting proper depth of field in VR is not that easy. But it's not "prolonged use of a screen a few inches from your eyes" either.

Sure, it doesn’t alternate drawing frames between the screens, but it is drawing 180 unique frames per second.
Yes but also no. The two images are technically unique, but they share a lot of information since they're rendering the same thing where the origin is offset by a certain amount. It's not like both images have to be independently drawn from scratch, so VR rendering techniques take advantage of that and therefore reduce the GPU requirements, which means having two screens in a VR headset does not mean double the GPU workload.
 
This is a VR headset, so that's wrong in this case.

"The design focal distance for the Quest/Quest 2 optics is 1.3 meters. Some older headsets were 2.0 meters, and I have been saying that incorrectly for a while." —John Carmack

You're not focussing on screens that are 2cm in front of your eyes. It's not the same as a 3D movie. VR headsets have lenses that set the focal distance some feet away, which is why if you're nearsighted you generally need glasses/prescription inserts for VR, and if you're farsighted you generally don't. Even though the screens are right in front of your eyes. (At a distance human eyes can't actually focus on at all, I might add.)

It's still a fixed distance though; getting proper depth of field in VR is not that easy. But it's not "prolonged use of a screen a few inches from your eyes" either.
The point of "prolonged use of a screen a few inches from your eyes" is to emphasize eye (ciliary) muscle strain and fatigue. It's that other dude who brought up the issue of focal distance and actual screen distance. He made the irrelevant comment that "Eye muscle strain depends on focus distance, not actual screen distance." (screenshot below) It's irrelevant because even at 2 m, the ciliary muscle is still very contracted (the recommended distance for relaxing the ciliary muscle is 20 feet or approx. 6 m).


Capture d’écran 2023-06-10 à 04.47.23.png



Thanks for your explanation though.
 
...The fact that Vision Pro is such a confusing product (being capable of AR and VR, but is good at neither) ...

... The only ways for Vision Pro to get significantly cheaper are 1) bifurcating functionalities into AR or VR-only and being sold as two separate devices or 2) becoming tethered to a Mac to offload graphics-heavy tasks. The current architecture of Apple Silicon ensures that 2) won't ever happen. ...

Good post, and I agree with most of what you said, except for the two things cut out above. I think the Vison Pro has the potential to be a great AR device (the low latency image pass through, with phenomenal contrast will make the AR experience second to none), but given its woefully underpowered GPU, it's a terrible VR device on day 1. Those 200X200 pixel butterflies will look great in AR though!

On the second point (2), I wouldn't be so sure. There are plenty of PCIe slots on the new Mac Pro for potential GPUs, and we don't know for sure the story on GPU combability, so there is at least some hope you could have a tether setup to a Mac Pro that can actually render 3D graphics for VR on the Vision Pro.
 
Good post, and I agree with most of what you said, except for the two things cut out above. I think the Vison Pro has the potential to be a great AR device (the low latency image pass through, with phenomenal contrast will make the AR experience second to none), but given its woefully underpowered GPU, it's a terrible VR device on day 1. Those 200X200 pixel butterflies will look great in AR though!

On the second point (2), I wouldn't be so sure. There are plenty of PCIe slots on the new Mac Pro for potential GPUs, and we don't know for sure the story on GPU combability, so there is at least some hope you could have a tether setup to a Mac Pro that can actually render 3D graphics for VR on the Vision Pro.
I doubt it has an external port. No one has mentioned an external port yet. And Apple didn’t mention much about what is considered traditional VR gaming.
 
I doubt it has an external port. No one has mentioned an external port yet. And Apple didn’t mention much about what is considered traditional VR gaming.
There is a usbc port on the battery, so it’s possible, if the battery cord also allows for data back to the HMD, you could use that. Otherwise it would have to rely on a wireless protocol, which I suppose is technically possible but unlikely given the crazy bandwidth you’d need.
 
There is a usbc port on the battery, so it’s possible, if the battery cord also allows for data back to the HMD, you could use that. Otherwise it would have to rely on a wireless protocol, which I suppose is technically possible but unlikely given the crazy bandwidth you’d need.
The intel wireless module for the VIVE Pro IMO was not very good. So much that I prefer the cable.
 
That's a good point, and I'm certain that you're right that they will make a custom CPU/GPU/NPU/etc. chip for the Vision line, *once their volume is sufficient to justify it*. What volume would justify it? Well, clearly, 40M/year would do the trick as that justified a chip for the iPad (they sold 40M ipads in 2011 and came out with the first X model chip (A5X) in 2012). Who knows what the minimum is? They may well be willing to do it at 5M/year as an investment. Or even 1M. No way to know ahead of time.

In the short term, with engineering (chip design) resources constrained, the M series may be a good enough match for their needs. I doubt that we'll see such a custom chip for Vision before 2025, and wouldn't be surprised to see it take until 2027 or even later. After all, the stuff that really calls for custom work can go into the R line of chips.
I suspect the dedicated R1 chip will be merged into whatever AVP chip will be named maybe V1.

Only issue with volume between justifying a dedicated chip between the iPad and AVP is cost of device and profit margins.

iPad at that time may have had a profit margin of 30-40% on a $499 cost device that is not much however apply that to a $3499 cost device and then trickle those custom chips to a standard AppleVision device then SE sort of device.

The brand naming does seem off considering AppleWatch, AW SE and then Ultra. I suspect the Pro branding on Vision is just the standard while an SE in the future will be called Vision.
 
I used an external battery pack with a VIVE Pro. The external battery while small and providing a few hours of juice seemed to be the correct size. I bought a larger battery and it made the experience worse not better. In the end I wasn’t going to wear the headset for hours on end. The larger battery didn’t help me in the end.
Apple may very well sell battery accessories for more than 2 hrs of usage or more by daisy chain.

Apple loves em accessories $$$.
 
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