Nothing presented here or at the WWDC keynote makes me eager to pick this device up. The 180k+ units sold seem more tied to its status as a symbol rather than a compelling innovation. The only killer feature is the 4k per eye resolution.
What I've seen here is basically apps in a box at the same distance and size of roughly a 100" TV. What I really wanted to see out of the headset which I don't see is:
1. "pass through" mode of a physical keyboard and mouse into the virtual world
2. apps leveraging more use of the real estate provided by 180 degree+ FOV
3. apps using depth perception
For instance, a showcase of Final Cut Pro featuring the timeline prominently in focus "closer" to the user, the monitor showing the preview at far distance, in mid-range depth the scopes for color grading and to the immediate peripheries the media library and inspector.
The eye movement for UI focus and the pinch-to-interact coordination don't feel very intuitive to me. And based on what The Verge is reporting it just looks unnatural. [1]
What sold me on the Quest 3 was AR painting with Gravity Sketch. [2] Using the controllers it felt natural. There are hints that Gravity Sketch might make its way to Vision Pro. [3] However, I'm skeptical about how intuitive and precise it could be without handheld controllers like the ones on the Quest 3. It seems like Apple might be following a pattern similar to what they did with the stylus – initially dismissing its necessity, only to backtrack later on.
Nonetheless excited to test it out firsthand at an Apple Store.
Nothing presented here or at the WWDC keynote makes me eager to pick this device up. The 180k+ units sold seem more tied to its status as a symbol rather than a compelling innovation. The only killer feature is the 4k per eye resolution.
What I've seen here is basically apps in a box at the same distance and size of roughly a 100" TV. What I really wanted to see out of the headset which I don't see is:
1. "pass through" mode of a physical keyboard and mouse into the virtual world
2. apps leveraging more use of the real estate provided by 180 degree+ FOV
3. apps using depth perception
For instance, a showcase of Final Cut Pro featuring the timeline prominently in focus "closer" to the user, the monitor showing the preview at far distance, in mid-range depth the scopes for color grading and to the immediate peripheries the media library and inspector.
The eye movement for UI focus and the pinch-to-interact coordination don't feel very intuitive to me. And based on what The Verge is reporting it just looks unnatural. [1]
What sold me on the Quest 3 was AR painting with Gravity Sketch. [2] Using the controllers it felt natural. There are hints that Gravity Sketch might make its way to Vision Pro. [3] However, I'm skeptical about how intuitive and precise it could be without handheld controllers like the ones on the Quest 3. It seems like Apple might be following a pattern similar to what they did with the stylus – initially dismissing its necessity, only to backtrack later on.
Nonetheless excited to test it out firsthand at an Apple Store.
[1] https://www.theverge.com/2023/6/8/23753618/apple-vision-pro-...
[2] https://www.meta.com/experiences/1587090851394426/
[3] https://mixed-news.com/en/gravity-sketch-update-apple-vision...