#apple vision pro reviews
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Apple Vision Pro: Features, Uses, Advantages & Disadvantages.
Apple vision pro is Apple’s first virtual reality headset. The Vision Pro has a completely three-dimensional interface that can be operated with your hands, voice, and eyes. It includes Apple’s first three-dimensional camera. And allowing users to record, relive, and fully immerse themselves in 3D spatial images and films. The headgear includes LiDAR + TrueDepth depth sensors, two high-resolution, one four-megapixel color camera, eye and facial tracking, and other capabilities. The gaming, media consumption, and communication-enabled visionOS software powers the gadget. The headset offers a 96Hz mode for specific usage cases and can refresh up to 90 Hz. Accessibility features for the gadget additionally include eye and hand motion control.
#apple vision pro#vision pro#apple vision pro reviews#apple vision pro reactions#apple#apple vision pro headset#apple vision#use of apple vision pro#features or apple vision pro#apple VR#virtual reality#augmented reality#apple AR#apple vision pro unboxing#apple vision pro impressions#Advantages of apple vision pro#disadvantages of apple vision pro#pros and cons of apple vision pro
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Is the iPhone 16 Pro the Ultimate Upgrade? 5G, 4K Dolby Vision & Game-Ch...
#youtube#iPhone 16 Pro review#iPhone 16 Pro features#Apple iPhone 16 Pro#iPhone 16 Pro camera#iPhone 16 Pro Dolby Vision#iPhone 16 Pro specs#AirPods with iPhone 16 Pro#iPhone 16 vs iPhone 16 Pro comparison#iPhone 16 Pro hands-on review#iPhone 16 Pro vs Samsung Galaxy S24
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Headsets, Hackers and Health Tech Busts
This month’s episode of “News You Can Use” on HealthcareNOWRadio features news from the month of March 2024 News You Can Use with your Hosts Dr Craig Joseph and Dr Nick van Terheyden The show that gives you a quick insight into the latest news, twists, turns and debacles going on in healthcare withmy friend and co-host Craig Joseph, MD (@CraigJoseph) Chief Medical Officer at Nordic Consulting…
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#apple vision pro#Ask Me Anything#book recommendation#change healthcare#diabetes management apps#Digital Health#digital health solutions#DigitalHealth#education#excel spreadsheets#Healthcare#healthcare data analytics#healthcare news#Healthcare Reform#Healthcare Security#Incremental#Incremental Healthcare#IncrementalHealth#Innovation#Medical Devices#News#ransomware attack#sci-fi novels#Security#Social Media#technology review#TheIncrementalist
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Apple Vision Pro review: Incredible Unrealized Potential
At a glance Expert’s Rating Pros Incredible fidelity Impressive technology in several respects Feels like a glimpse of the future Cons The entire ecosystem is very expensive Apps are limited in number and utility Too heavy and unbalanced App management is poor Our Verdict At times, using Apple Vision Pro feels like using an early prototype version of what everyone will have in the future.…
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Apple Vision Pro Review: Deep Dive
Is the Apple Vision Pro Worth Selling Your Kidney For? (Spoiler Alert: Probably Not)
Pros: 1. Sharpest, best-looking micro-OLED displays: 4K resolution per eye: This results in incredibly sharp visuals, surpassing even high-end TVs. Micro-OLED technology: Offers vibrant colors, deep blacks, and a wide contrast ratio. Foveated rendering: Focuses computing power on the area you’re directly looking at, improving performance and efficiency. HDR support: Creates realistic visuals…
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#App selection#Apple#Apple ecosystem#Apple vision pro#AR Headset#Battery life#Comfort#Display quality#Eye and hand tracking#Eyes on the outside#Field of view#Mac Virtual Display#Mixed Reality#Passthrough#Price#review#Technology#VR Headset
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#apple vision pro#apple vision pro review#apple vision pro features#apple vision pro price#Apple vision pro USA#vision pro
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#apple vision pro#spatial computing#apple vision pro review#apple#vision pro#apple vision pro hands on#vision pro apple#apple vision pro features#apple vision pro impressions#apple vision pro price#apple vr headset#apple vision pro spatial computing#apple vision pro demo#unveiling apple vision pro: the future of spatial computing#apple vision pro eye tracking#apple vr#spatial computer#apple vision pro release date#apple vision#apple spatial computer
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Apple Vision Pro: A Revolution in Spatial Computing
Apple Vision Pro: A Revolution in Spatial Computing ALL PLEASUER Introduction to Apple Vision Pro Apple has stepped into the new era of spatial computing with the introduction of the Apple Vision Pro. This device seamlessly blends digital content with your physical space, navigated simply by using your eyes, hands, and voice. It opens up possibilities for doing things you love in ways never…
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#3D Objects Interaction#3D 개체 상호 작용#Apple Immersive Videos#Apple Vision Pro#Apple Vision Pro Features#Apple Vision Pro Review#Apple 몰입형 비디오#Bluetooth Accessories Compatibility#Digital Experience Transformation#FaceTime Video Calls#FaceTime 화상 통화#Future of Computing#Immersive Technology#Personal Theater Experience#Spatial Computing#Spatial Photos and Videos#Virtual Display#Vision Pro Apps#Vision Pro Battery Life#Vision Pro Communication#Vision Pro Compatibility#Vision Pro Design#Vision Pro Gaming#가상 디스플레이#개인 극장 경험#공간 사진 및 동영상#공간 컴퓨팅#디지털 경험 혁신#몰입형 기술#블루투스 액세서리 호환성
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we've entered the stage of late capitalism where we're gonna be forced to interact with advertisements no matter what and what we look at will be as curated as ever and ive only seen 01 tech bro making this point while reviewing apples vision pro
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I'm beginning to suspect that the dudes reviewing the Apple Vision Pro don't do a lot of actual cooking.
"You can set a timer to run over each pot"
So, the timer stays over the pot which means to see it, I have to be standing where I can see the pot. In general, the point of a timer is for me to be able to go do something else and be notified when the timed items needs attention. If I have to stay within view of the pot to see the timer, then I can see the food in the pot and judge it's doneness by looking at it.
From a cooking perspective, the ol' Trojan Room Coffee pot was a better application of technology. (early 90s - first live webcam was in Cambridge University to show if there was coffee in the coffee pot.) To walk away from the kitchen and be able to still see how my soup is simmering seems more useful than a timer that requires me to go back to the kitchen and look at the soup.
(Which is perhaps why I am amused at how many of these videos also want to show me sponsored ads for some sort of meal product.)
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apple vision pro reviews are really funny cus
1 - you can tell when a tech youtuber hasnt used a vr headset much or ever at all cus theyre like overenthused about the product and cant draw comparisons beyond perhaps a meta quest 3
2 - the front glass reflection distorts their faces and it looks really silly (not talking about the eye "pass-through", but it also looks ridiculous. Nobody seems to mention how low res that screen looks on camera btw)
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VR observations, 10 months in
I've been a game dev for 10 months now. It's pretty great, I'm enjoying it a lot, I get to spend my days doing crazy shader shit and animations and voxels and visual effects. Hopefully the game that will come out of all this will be one people enjoy, and in any case I'm learning so much that will eventually come back to the personal ~artistic~ side of things. I can't talk about that game just yet though (but soon it will be announced, I'm pretty sure). So this is a post about other games.
Mind you, I don't actually play very many VR games, or games in general these days, because I'm too busy developing the dang things. but sometimes I do! And I think it's interesting to talk about them.
These aren't really reviews as such. You could project all sorts of ulterior motives if it was. Like my livelihood does sorta depend on people buying VR headsets and then games on them. This is more just like things I observe.
Headsets
The biggest problem with VR at the moment is wearing a headset for too long kinda sucks. The weight of the headset is all effectively held on a lever arm and it presses on your face. However, this is heavily dependent on the strap you use to hold it to your head. A better balanced and cushioned strap can hold the headset still with less pressure and better balance the forces.
The strap that comes with the Quest 3 is absolute dogshit. So a big part of the reason I wouldn't play VR games for fun is because after wearing the headset for 30-60 minutes in the daily meeting, the absolute last thing I'd want to do is wear it any longer. Recently I got a new strap (a ~£25 Devaso one, the low end of straps), and it's markedly improved. It would probably be even better if I got one of the high end Bobo straps. So please take it from me: if you wanna get into VR, get a decent strap.
I hear the Apple Vision Pro is a lot more comfortable to wear for long periods, though I won't have a chance to try it until later this month.
During the time I've been working at Holonautic, Meta released their Quest 3, and more recently Apple released their hyper expensive Vision Pro for much fanfare.
The Quest 3 is a decent headset and probably the one I'd recommend if you're getting into VR and can afford a new console. It's not a massive improvement over the Quest 2 - the main thing that's better is the 'passthrough' (aka 'augmented reality', the mode where the 3D objects are composited into video of what's in front of you), which is now in full colour, and feels a lot less intrusive than the blown out greyscale that the Quest 2 did. But it still has some trouble with properly taking into account depth when combining the feeds from multiple cameras, so you get weird space warping effects when something in the foreground moves over something in the background.
The Vision Pro is by all accounts the bees knees, though it costs $3500 and already sold out, so good luck getting one. It brings a new interaction mode based on eye tracking, where you look at a thing with your eyes to select it like with a mouse pointer, and hold your hands in your lap and pinch to interact. Its passthrough is apparently miles ahead, it's got a laptop tier chip, etc etc. I'm not gonna talk about that though, if you want to read product reviews there are a million places you can do it.
Instead I wanna talk about rendering, since I think this is something that only gets discussed among devs, and maybe people outside might be interested.
Right now there is only one game engine that builds to the Vision Pro, which is Unity. However, Apple have their own graphics API, and the PolySpatial API used for the mixed reality mode is pretty heavily locked down in terms of what you can do.
So what Unity does is essentially run a transpilation step to map its own constructs into PolySpatial ones. For example, say you make a shader in Shader Graph (you have to use shader graph, it won't take HLSL shaders in general) - Unity will generate a vision pro compatible shader (in MaterialX format) from that. Vertex and fragment shaders mostly work, particle systems mostly don't, you don't get any postprocessing shaders, anything that involves a compute shader is right out (which means no VFX graph), Entities Graphics doesn't work. I don't think you get much control over stuff like batching. It's pretty limited compared to what we're used to on other platforms.
I said fragment shaders mostly work. It's true that most Shader Graph nodes work the same. However, if you're doing custom lighting calculations in a Unity shader, a standard way to do things is to use the 'main light' property provided by Unity. On the Vision Pro, you don't get a main light.
The Vision Pro actually uses an image-based lighting model, which uses the actual room around you to provide lighting information. This is great because objects in VR look like they actually belong in the space you're in, but it would of course be a huge security issue if all programs could get realtime video of your room, and I imagine the maths involved is pretty complex. So the only light information you get is a shader graph node which does a PBR lighting calculation based on provided parameters (albedo, normal, roughness, metallicity etc.). You can then instruct it to do whatever you want with the output of that inside the shader.
The upshot of this is that we have to make different versions of all our shaders for the Vision Pro version of the game.
Once the game is announced we'll probably have a lot to write about developing interactions for the vision pro vs the quest, so I'll save that for now. It's pretty fascinating though.
Anyway, right now I've still yet to wear a Vision Pro. Apple straight up aren't handing out devkits, we only have two in the company still, so mostly I'm hearing about things second hand.
Shores of Loci
A few genres of VR game have emerged by now. Shooting and climbing are two pretty well-solved problems, so a lot of games involve that. But another one is 3D puzzles. This is something that would be incredibly difficult on a flat screen, where manipulating 3D objects is quite difficult, but becomes quite natural and straightforward in VR.
I've heard about one such game that uses 3D scans of real locations, but Shores of Loci is all about very environment artist authored levels, lots of grand sweeping vistas and planets hanging in the sky and so on. Basically you go through a series of locations and assemble teetering ramshackle buildings and chunks of landscape, which then grow really big and settle into the water. You can pull the pieces towards you with your hand, and then when you rotate them into roughly the right position and orientation relative to another piece, they snap together.
It's diverting, if kinda annoying when you just can't find the place the piece should go - especially if the answer turns out to be that there's an intermediate piece that floated off somewhere. The environments are well-designed and appealing, it's cool to see the little guys appearing to inhabit them. That said it does kinda just... repeat that concept a bunch. The narrative is... there's a big stone giant who appears and gives you pieces sometimes. That's it basically.
Still, it's interesting to see the different environment concepts. Transitions have this very cool distorted sky/black hole effect.
However, the real thing that got me with this game, the thing that I'm writing about now, was the water. They got planar reflections working. On the Quest! This is something of a white whale for me. Doing anything that involves reading from a render texture is so expensive that it's usually a no-go, and yet here it's working great - planar reflections complete with natural looking distortion from ripples. There's enough meshes that I assume there must be a reasonably high number of draw calls, and yet... it's definitely realtime planar reflections, reflections move with objects, it all seems to work.
There's a plugin called Mirrors and Reflections for VR that provides an implementation, but so far my experience has been that the effect is too expensive (in terms of rendertime) to keep 72fps in a more complex scene. I kind of suspect the devs are using this plugin, but I'm really curious how they optimised the draw calls down hard enough to work with it, since there tends to be quite a bit going on...
Moss
This game's just straight up incredibly cute.
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Third person VR games, where you interact with a character moving across a diorama-like level, are a tiny minority of VR games at the moment. I think it's a shame because the concept is fantastic.
Moss is a puzzle-platformer with light combat in a Redwall/Mouse Guard-like setting. The best part of Moss is 1000% interacting with your tiny little mousegirl, who is really gorgeously animated - her ears twitch, her tail swings back and forth, she tumbles, clambers, and generally moves in a very convincing and lifelike way.
Arguably this is the kind of game that doesn't need to be made in VR - we already have strong implementations of 'platformer' for flatscreen. What I think the VR brings in this case is this wonderful sense of interacting with a tiny 3D world like a diorama. In some ways it's sorta purposefully awkward - if Quill walks behind something, you get a glowing outline, but you might need to crane your neck to see her - but having the level laid out in this way as a 3D structure you can play with is really endearing.
Mechanically, you move Quill around with the analogue stick, and make her jump with the buttons, standard stuff. Various level elements can be pushed or pulled by grabbing them with the controllers, and you can also drag enemies around to make them stand on buttons, so solving a level is a combination of moving pieces of the level and then making Quill jump as appropriate.
The fact that you're instantiated in the level, separate from Quill, also adds an interesting wrinkle in terms of 'identification with player character'. In most third person games, you tend to feel that the player character is you to some degree. In Moss, it feels much more like Quill is someone I've been made responsible for, and I feel guilty whenever I accidentally make her fall off a cliff or something.
A lot is clearly designed around fostering that protective vibe - to heal Quill, you have to reach out and hold her with your hand, causing her to glow briefly. When you complete some levels, she will stop to give you a high five or celebrate with you. Even though the player is really just here as 'puzzle solver' and 'powerful macguffin', it puts some work in to make you feel personally connected to Quill.
Since the camera is not locked to the character, the controls are instead relative to the stage, i.e. you point the stick in the direction on the 2D plane you want Moss to move. This can make certain bits of platforming, like moving along a narrow ledge or tightrope, kinda fiddly. In general it's pretty manageable though.
The combat system is straightforward but solid enough. Quill has a three button string, and it can be cancelled into a dash using the jump button, and directed with the analogue stick. Enemies telegraph their attacks pretty clearly, so it's rarely difficult, but there's enough there to be engaging.
The game is built in Unreal, unlike most Quest games (almost all are made in Unity). It actually doesn't feel so very different though - likely because the lighting calculations that are cheap enough to run in Unity are the same ones that are cheap enough to run in Unreal. It benefits a lot from baked lighting. Some things are obvious jank - anything behind where the player is assumed to be sitting tends not to be modelled or textured - but the environments are in general very lively and I really like some of the interactions: you can slash through the grass and floating platforms rock as you jump onto them.
The story is sadly pretty standard high fantasy royalist chosen one stuff, nothing exciting really going on there. Though there are some very cute elements - the elf queen has a large frog which gives you challenges to unlock certain powers, and you can pet the frog, and even give it a high five. Basically all the small scale stuff is done really well, I just wish they'd put some more thought into what it's about. The Redwall/Mouse Guard style has a ton of potential - what sort of society would these sapient forest animals have? They just wanted a fairytale vibe though evidently.
Cutscene delivery is a weak point. You pull back into a cathedral-like space where you're paging through a large book, which is kinda cool, and listening to narration while looking at illustrations. In general I think these cutscenes would have worked better if you just stayed in the diorama world and watched the characters have animated interactions. Maybe it's a cost-saving measure. I guess having you turn the pages of the book is also a way to give you something to do, since sitting around watching NPCs talk is notoriously not fun in VR.
There are some very nice touches in the environment design though! In one area you walk across a bunch of human sized suits of armour and swords that are now rusting - nobody comments, but it definitely suggests that humans did exist in this world at some point. The actual puzzle levels tend to make less sense, they're very clearly designed as puzzles first and 'spaces people would live in' not at all, but they do tend to look pretty, and there's a clear sense of progression through different architectural areas - so far fairly standard forest, swamp, stone ruins etc. but I'll be curious to see if it goes anywhere weird with it later.
Weak story aside, I'm really impressed with Moss. Glad to see someone else giving third person VR a real shot. I'm looking forward to playing the rest of it.
...that's kinda all I played in a while huh. For example, I still haven't given Asgard's Wrath II, the swordfighting game produced internally at Meta that you get free on the Quest 3, a shot. Or Boneworks. I still haven't finished Half Life Alyx, even! Partly that's because the Quest 3 did not get on well with my long USB A to C cable - for some reason it only seems to work properly on a high quality C to C cable - and that restricts me from playing PCVR games that require too much movement. Still though...
Anyway, the game I've been working on these past 10 months should be ready to announce pretty soon. So I'm very excited for that.
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Apple, a company that redefined the computer several times over, has managed to launched a $3500 device that at its most basic level cannot let me type words on a fucking page, and it is astonishing that this company would launch a product so utterly ramshackle in its execution. It isn’t clear why, for example, I cannot simply type in this document, check my texts, and then immediately return to my document without the Vision Pro either failing to let me start typing or dropping my cursor in the middle of the page.
The Apple Vision Pro: A Review
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Mark Zuckerberg gives an honest review of the Apple Vision Pro & compares it to the Meta Quest 3
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Whether you think Apple’s new Vision Pro is the coolest or the stupidest product ever, or fall somewhere in between (hi), Nilay Patel’s excellent review at The Verge will give you more to think about.
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[Image Description:
A tweet by @joeyabanks that reads, "this was the first frame from an apple vision pro review that made me believe we're all going to be using and leaning into spacial computing soon enough. It always comes back to timers." @dannyvegito retweets it with, "for $3500 you can get shinigami eyes for pasta"
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"we're all going to be using and leaning into spatial computing" this is a telltale sign of rich techbro brainrot. "oh lets reinvent the kitchen timer but worse and connected to wifi" fucking idiot
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