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by ladberg
1106 days ago
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1. I don't really know of any feature like this but can't say for certain. I'd highly recommend investing in a bluetooth keyboard for work in the headset (or keep your cable keyboard plugged into your computer and mirror the screen into the headset). 2. Honestly no clue how the public will react to Apple's avatars, but keep in mind that third party apps are free to create experiences like that and I'm sure you'll see a dozen VRChat clones taking off. 3. Not sure! I never ran into any issues but I also don't need glasses. 4. I personally am a VR gaming enthusiast and despite gaming not being the core use case of the Vision Pro, I'm very excited to see what people do with it. If you've played Half Life Alyx you know how fun gravity gloves are, so imagine having games that have graphics and physics that can seamlessly blend with real life. Use your hands to toss around virtual objects that bounce off walls in the real environment! The cool thing is that this is all super easy to develop for now: all the scene understanding, rendering, hand tracking, physics, etc. is all handled by the device so you can probably whip up a gravity gloves prototype in a few lines of code. |
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Apart from that, I really hope Apple will work with more game engines in the future. I rented an HTC Vive Pro 2 last year just to play through Half Life Alyx and everything about this experience was so, so good (especially Jeff). Would be incredible if it ran on the Vision Pro eventually but I guess Source 2 is probably not on the engine list :)
One last question I actually had if you don't mind. How do you think gestures will evolve once the headset releases? I understand there are a few basic gestures defined already, like clicking, dragging, zooming, but what about cmd + Z or deleting something. I'm sure eventually people will expect the same gestures for those actions across apps but I didn't see any mention on them so far. Any thoughts on how those might emerge?