#apple vision pro reviews
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ronelgomes · 2 years ago
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Apple Vision Pro: Features, Uses, Advantages & Disadvantages.
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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.
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teckwiser · 18 days ago
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Apple Vision Pro Family Sharing: Enhancing Your Shared Experience
A new mixed reality device breaking new grounds is Apple’s Vision Pro and it lacks no boundaries with its motif. As the device stands out amongst its contemporaries with its interactive design accompanied by multiple other features, it certainly is going to be an essential gadget in the tech giant’s arsenal. However, with the many highlights suitable for their device users, one tends to catch our eye, and that’s Family Sharing – A first of its kind feature that allows family members to enjoy the same device by switching accounts without having to deal with the hassle of endless account switching.
In this article, we will cover: how Apple Vision Pro’s Family Sharing works, what the features it has to offer, and how it can improve the device usage for everyone in the given household.
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What Is Apple Vision Pro?
With the previous context of this device in mind, let’s briefly what Apple Vision Pro is, before moving into the details of Family Sharing. The Vision Pro on its official website describes the device as a mixed-reality headset where the idea is to connect the world around the user with the digital world in a simple and integrated manner. The device being augmented and virtual reality focused comes equipped with state-of-the-art display technology as a default making the immersion experience on all ends an unmatched reality.
The Vision Pro seems to be a device that would be best suited for Apple’s AR. It seems that whether the user wishes to view videos, or simply wishes to play games, the AR would surely enhance the experience. Coming to one of the best things about AR is that it connects seamlessly with other Apple devices allowing better sharing options.
What is Family Sharing in Apple Vision Pro?
Family Sharing from Apple is a feature that allows eligible accounts such as parent’s Apple ID and children’s ID and joint share features such as content, apps, etc., without having to merge them into one. With the Vision Pro, this feature is extended into mixed reality, allowing multiple people to share and enjoy content with other members who don’t have the device.
In a sense, all the alone devices become a part of the same unit. Family sharing in a way allows all family members to have virtual devices that are integrated into one allowing them to enjoy the apps together. All in all, this creates a more physical interaction.
Family Sharing with Apple Vision Pro: Main Characteristics
1. One Device, More Users
The Vision Pro’s Family Sharing feature accommodates up to six family members each with unique configurations. Its settings ensure that even if a member adjusts the display or content they want to engage with, the rest do not get affected, resulting in each of them enjoying a customized experience.
2. Content That Everyone Loves
Family Using the Family sharing feature for the Vision Pro allows families to share their purchased apps, games, and even media such as movies and music. This feature comes in handy in the modern family where the different family members have different tastes. Every member can consume the content they desire without the need for more than one purchase.
3. Emotion That Everyone Seeks
One of the best features of the Vision Pro is how interactive it is. It allows users to share experiences like watching a film in a virtual cinema with their relatives, even if they are physically apart, and participate in active games. With Family Sharing, you can watch a movie, use the Vision Pro, and have an amazing time even when you are not together.
4. Parental Locks
For Families who have kids, Apple Vision Pro allows a good amount of supervision for the younger users. These are meant to understand the level of control that can be exercised over what children can watch, how long they can be watching something, and even features that are restricted to them. This allows parents to be comfortable while offering their children some of the best experiences in the world of mixed reality.
5. Family Sharing through Apple Vision Pro
Establishing Family Sharing on the Apple Vision Pro is a simple and efficient task. The only thing that the family unit needs to do is link their Apple IDs with the device of the primary user and turn on the sharing feature. After doing this, every member will be able to access the content members have already accessed and be able to enjoy the experience as a whole family.
How to Set Up Family Sharing on Apple Vision Pro
Configuring Family Sharing on Apple Vision Pro is fairly easy and can be done from the device directly or from the Apple ID settings. The subsequent section will provide an overview of the process.
1. Turn on the Family Sharing Feature on Your Apple ID
Start by opening the Settings application of your Vision Pro and tap on Wireless & Networks. Scroll down until you see Family Sharing, you can send an email or text invitation and start inviting family members.
2. Start Accepting Invitations
All Families who ask to join your Family Sharing group will get an invitation to do so. After accepting, they will be able to access the shared content.
3. Define User Profiles
When everybody logs in, family members can determine their user’s profile. This entails defining how the display will look like, creating content, and which apps and experiences are preferred.
4. Begin to Share
Right now, however, all families can use apps, media, and experiences that are shared among them after they have been set up. Have fun with games, movies, or apps together or separately while all these features are covered under Family Sharing.
What’s the Future for Family Sharing and Apple Vision Pro?
The Ability to add and modify features has to be the critical component of Apple’s ability to sustain its trend of growth and vision Pro would not make an exception. New family-sharing features and better options for vision could be incorporated in future enhancements.
Each one Has a fair equal chance of experiencing both activities alone or with family and family sharing will change the game, transforming this device from being personal only to one capable of providing shared enjoyment for families.
Conclusion
The Family Sharing feature of Apple Vision Pro has great potential for families looking to experience mixed reality. By making it possible to directly upload settings and policies to devices that allow users to share memories, have common experiences, and have customized preferences, it certainly makes these sophisticated technologies more fun and workable for more people. Family Sharing makes it more convenient to use the Vision Pro whether it is for watching a virtual movie, gaming, or creating mixed reality with family, making it perfect for a family to own.
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labrone1475 · 3 months ago
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Is the iPhone 16 Pro the Ultimate Upgrade? 5G, 4K Dolby Vision & Game-Ch...
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drnic1 · 9 months ago
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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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dailynewskit · 11 months ago
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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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abhi-views · 11 months ago
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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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usanewsnow247 · 11 months ago
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ahlablog · 11 months ago
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allpleasuer · 2 years ago
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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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997 · 10 months ago
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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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teawitch · 11 months ago
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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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floatingcatacombs · 7 days ago
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Tech So Bad It Sounds Like The Reviewers Are Just Plain Depressed
12 Days of Aniblogging 2024, Day 8
I really do try to stay away from armchair cultural criticism, especially when it's this far removed from my weaboo wheelhouse, but this one’s been eating away at me for the entire year. What are we doing here?
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2024 has been full of downright bad consumer tech! The Apple Vision Pro, the Rabbit and Humane AI pins, the PS5 Pro… those are just the big ones, and that’s not even getting started on vaporware like Horizon Worlds and Microsoft’s Copilot+ PC initiative. Sure, there are Juiceros every year, but this recent batch of flops feels indicative of a larger trend, which is shipping products that are both overengineered and conceptually half-baked. Of course, there’s plenty of decent tech coming out too – Apple’s recent laptops and desktops have been strong and competitively priced, at least the base models. The Steam Deck created a whole new product category that seems to be thriving. And electric cars… exist, which is better than nothing. But it’s been much more fun to read about of the bad stuff, of course. These days it feels like most of the tech reviews I read these days have the journalists asking “what’s the point?” halfway through, or asserting in advance that it will fail, like this useless product with a bad value proposition is prompting an existential crisis for them. Maybe it is!
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yeah yeah journalists don't write their own headlines. I can assure you that the article content carries the same tone for these though.
What did a negative tech review look like before the 2020s? Maybe there wasn’t one, really. The 2000s and the 2010s were drenched in techno-optimism. Even if skepticism towards social media emerged over time, hardware itself was generally received well, mixed at worst, because journalists were happy to extrapolate out what a product and its platform could do. Nowadays, everyone takes everything at face value! As they should –the things we buy rarely get meaningfully better over time, and the support window for flops is getting shorter and shorter with each passing year. On the games side of things, look how quickly Concord ended! With that out of the way, I’m going to start zeroing in on the hardware I saw a “why does this exist” type review for this year.
The Apple Vision Pro
People have been burnt time and time again by nearly every VR headset ecosystem to release (other than mayyybe Oculus, but Facebook’s tendrils sinking in don’t feel great either). The PSVR was a mild success at best and the PSVR2 was an expensive and unmitigated disaster that lost support in a matter of months. Meanwhile, the Valve Index couldn’t cut it with its price, and Microsoft actively blew up their own HoloLens infrastructure earlier this year. It’s at this point it's clear that VR is a niche, and one that’s expensive to develop for and profit off of.  Surely Apple will save us!
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completely isolate yourself from your family for the low, low price of multiple paychecks
With most of the competition focusing on gaming, Apple attempted a blue ocean strategy with the Vision Pro by instead making their target audience… nobody! It’s hard to tell what anyone was ever supposed to do with these things, and reading long-form reviews, it became very clear that the reviewers were trying to come up with viable use-cases and largely failing, because it’s just not very practical tech. There’s no physical input devices, so you’re instead using mix of hand-tracking, eye-tracking, and voice commands to control the thing. That’s pretty cool, but it means that the one niche that VR has been proven in, gaming, is effectively impossible. Things like office software can also be hard to use without a keyboard and mouse, and even when there’s tailor-made headset applications for existing software, it’s still usually not better than just doing it on your desktop!
The tech is real, and that’s the saddest part. Looking at teardowns, I fully believe that the hardware had to cost multiple thousands of dollars to break even, and as someone who suffers from VR motion sickness, I’d be really curious to see if all the stabilization tech from their extra onboard chips helps with that as much as the press releases claim. It’s like a more drastic version of the iPad problem, where the hardware is amazing on paper, but interfacing limits with the form factor itself combined with a subpar operating system mean that you can’t actually do as much as you’d hope to with all that power.
Of course, the Vision Pro is also full of prototype hacks and hard design problems – that battery pack is a nightmare! If it’s a productivity device, how are you supposed to share content with other people when the headset has to be custom-fit every time and there’s only one profile? Apple still has no good answer. That leaves the only available niche for this device as white-collar productivity done in isolation, and most people fundamentally do not live in that world. It feels lonely and dystopic, even.
If I had to guess what happened, the VR division at Apple was working on this for the better part of a decade, and facing headwinds, Apple decided to cut their losses and force them to deliver a project, doomed as it may be. There’s a potent business fantasy of a bad version 1.0 leading to a successful 2.0 and beyond, but Apple has not pulled of that kind of situation in the twenty-first century. It’s either a success or it is a proven failure, and this is so, so, obviously the latter. I do hope that the stabilization tech makes it into other headsets eventually though, so that I can play Blade and Sorcery at my friend’s house without throwing up. Everyone else, please copy Apple’s homework or steal their patents, preferably to the tune of under $3500.
Rabbit R1 and Humane AI Pins
The current AI paradigm has been around for two years now, and since we've all heard way too many arguments already, I will try to keep my own takes brief. The LLM results we have right now are real (even if everyone is trying to dress them up as superintelligent snake oil when they’re just cool computer synthesis), but from everything I read, it seems like the era of drastic improvement is over. It would take exponentially more text and images and video than we already have to get more linear improvements, and a good chunk of the world has already been scraped, and the lawsuits are already pouring in, further slowing down data ingestion. The tech is slowing down, and the industry won’t be able to grow its way out of the hard social problems it’s invoked. If there are gains to be made, it's in more fine-tuned and curated LLMs, and that's far harder work than most of these companies want to get up to right now.
With that out of the way, are you interested in wearing an LLM on your shirt?
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The video that notoriously tanked a company. Of course, now I'm also supposed to make fun of this guy for using b-roll of himself speeding in a school zone . Nobody wins.
Not one, but two separate startups pushed this idea to market this year. Humane’s AI pin launched for seven hundred dollars plus a twenty-five dollars per month subscription, all for the privilege of getting to ask a little square on your chest questions and getting GPT answers spoken back to you. But what about like… ChatGPT’s own phone app? Or hell, even Siri! Apple and Android’s voice assistants are both are over a decade old– do you really have that many ungoogleable queries? And specifically, ones that voice responses make the most sense for, and not text? To make things worse, this thing has serious overheating issues and a battery that can’t even last a day. The Rabbit R1 at least has a cute design, and actually has a screen, and is much cheaper, but it requires a data tether to your phone, so like…why not just use your phone. Reverse-engineering has confirmed that its app can just run on a normal Android phone, so there’s really nothing special other than the little orange square that it’s hosted in.
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Why would you even try to roll out a product as doomed as these, instead of just going bankrupt and pocketing a year or two of salary like most startups? The AI boom, of course! After the NFT hype cycle, everyone really did convince themselves that you can just fail upwards with no real limit. Unfortunately, people have higher standards for hardware than PNG transaction platforms, as they get far more upset when they’re left physically holding the bag. I’ve been watching Deep Space 9 recently and have to ask, are these companies trying to capture the fantasy of Star Trek comms badges? Because if so, they should honestly lean more into it. It wouldn't be any more functional of a product, but if there’s one thing nerds always love, it’s themed garbage.
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welp
The PS5 Pro
This one just launched a bit ago for the holiday season. It makes some sense on paper – most PS5 games offer a choice between a performance and a fidelity mode, so why not just make a version strong enough that it can get the benefits of both? Great! That’ll be seven hundred dollars.
Okay, $700 doesn’t sound as insane in the context of that Humane pin I was just talking about. But it’s $200 more than the PS5 at launch, and it doesn’t even come with a disc drive unless you want to fork over another $80. The past few generations of gaming have been defined by heavily subsidized console prices with the goal of roping gamers into more lucrative ecosystems, but Sony here seems to be testing the waters for an unsubsidized era.
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I've heard the external disc drive install process is surprisingly user-friendly, but at this price point they should have included a little automaton who does it for you
If you can stomach PC gaming, at that price you’re halfway there to buying something that could trounce a PS5 Pro, plus a monitor close enough to your face that you might actually notice the 4K improvements. There are also only a couple of games per year being produced at high enough fidelity for there to be any noticeable quality improvements. The returns are diminishing and the AAA landscape is narrowing, and console upgrades like these only hasten the industry’s spiraling. Is all this sustainable from a development perspective? I don’t know. If Nintendo announced a Mario Odyssey sequel for the Switch 2, I’d buy it at launch regardless of the graphics, and my PS3 can play Demon's Souls and my anime blu-rays just fine. So I’m well aware that I’m not the target audience for stuff like the PS5 Pro, but I think it's going to become harder and harder to compel that audience going forward.
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The end of the low interest rates in US has drastically changed the underpinnings of its tech industry, and I think every one of these bad product launches can be traced back here one way or another. The era of running flashy ventures at a loss for years in order to corner the market is profoundly over, unless you’ve got Thiel blood money or a GPT transformer, and even then. This, combined with the end of quarantine-era user habits, has left many companies to repeatedly go all in on hype cycles like blockchain and the metaverse and AI, pretending like the last one never happened every time. This trend-chasing means, that depending on each company’s circumstances, they need to either spin something up quick, reroute an existing prototype, or risk delivering laughably late. You need a product and you need it fast. And rushed tech is always going to have load-bearing and stupid problems, no matter how long the initial development time was. Everyone loses, especially the saps who actually believe in the sales pitches enough to buy these things. And those poor, poor tech journalists who have to review it all are being consumed with eldritch madness watching this all unfold. Hey, at least they’re not trying to simp for Microsoft Copilot!
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Hopefully, this particular era of tech ends sooner rather than later, so that I don’t feel compelled to do another essay of this type. If I were more of an idealist or a doofus I’d be dreaming of a serious anticonsumerist movement and/or Xi Jinping liberating us all, but unfortunately I’m of the belief that we’re doomed to dumbass gizmos destined for the landfill until the end of the silicon era.
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canmom · 10 months ago
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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
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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.
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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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azspot · 11 months ago
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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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vague-humanoid · 6 months ago
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basically every Apple Vision Pro review
youtube
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bigguccielwopo · 11 months ago
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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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