| ▲ | The coolest use for the Vision Pro(christianselig.com) |
| 166 points by robbiet480 2 hours ago | 79 comments |
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| ▲ | dmrivers a few seconds ago | parent | next [-] |
| Having experienced augmented reality glasses, I have to say that integration with the external world feels much more powerful than the VR experience ever did. AR is exhilerating, while VR is mostly bland and nauseating. I had the experience of interacting with an entity in AR while in the space I was in, it tickles your brain in a way VR somehow can't. |
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| ▲ | marcogarces 24 minutes ago | parent | prev | next [-] |
| Christian is a brilliant developer, that made simply the best experience for reddit that ever existed; after the ban, and when Apollo was dead, I simply stopped consuming reddit (other than an occasional kagi search that takes me there). I hope he knows that a lot of iOS users really appreciate his work, (I even convinced one hardcore Android user to get an iPhone just for this one app, it was that good). For that, thank you Christian! |
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| ▲ | websap 22 minutes ago | parent | next [-] | | Bars! My friends and I constantly talk about how good Apollo was. I've tried side loading with alt store as well, but I can't seem to keep it stable, it crashes, fails, etc. All the best to him on his future endeavors! | |
| ▲ | Barbing 17 minutes ago | parent | prev | next [-] | | Thankful for its spiritual success, Voyager for Lemmy. The new reddit, the not old.reddit, is hideous and offensive, and it's hard to believe they didn't acquire Apollo. Good for me though, no more reddit. | | |
| ▲ | embedding-shape 6 minutes ago | parent [-] | | Apollo was for users, reddit main purpose isn't for the user anymore. How would they get rid of r/all with all the 3rd party clients around? Much harder when you don't control the full experience. |
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| ▲ | dionian 9 minutes ago | parent | prev [-] | | Similar story here. Great software |
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| ▲ | vanviegen 35 minutes ago | parent | prev | next [-] |
| Yeah, we did the same thing when designing our house almost ten years ago now, using a HTC Vive running https://irisvr.com/prospect/ Just like the article says: Within a second after putting on the headset you just know if things are proportioned right, or need some fine tuning. That's really valuable! Also, when the house was actually (partially) built, it felt exactly like the simulations we knew pretty well by that point. |
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| ▲ | embedding-shape 4 minutes ago | parent [-] | | > Yeah, we did the same thing when designing our house almost ten years ago now, using a HTC Vive running https://irisvr.com/prospect/ Coincidentally enough, author of the submission ended up calling their thing "Prospector" > After some intense typing with a combination of Claude and Codex over the course of a morning I had something I was pretty happy with. I named it Prospector (can’t remember why) and I’ve been really happy with it. I can't help but think that the author asked the LLM for suggestions and Prospector/Prospect was recommended as it was so similar to an existing thing, but I might be reading too much into it. |
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| ▲ | jondiggsit 15 minutes ago | parent | prev | next [-] |
| My team uses this technology on a daily basis at my company. I run a design / build firm in the Hamptons, USA. We start all of our design projects with a 3d-first approach. Schematic design starts in 3D using Rhino3D or Revit. We use visualization plugins, like Enscape, to render the models and stream to a Quest 3 headset. So when clients come in, and feels adventurous, we'll setup the headset, set the display height to their actual, and let them walk around their beautiful new home. The response has been powerful. My clients are able to truly understand the scale, the proportion of rooms, ceiling heights, and the smallest details. We're able to make real-time changes to the model (within reason) and provide instant design feedback. I've been using this technology for years and I'm surprised it's not being adopted faster - good for us right now though! |
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| ▲ | seemaze 3 minutes ago | parent [-] | | Do you find the value of VR/AR to be in the communication of design intent to clients unfamiliar with traditional 2D representations, or do your designers leverage VR/AR during the design development process as well? |
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| ▲ | ChuckMcM 4 minutes ago | parent | prev | next [-] |
| 3D walkthroughs are absolutely the OG[1] use for head mounted displays. I had an interesting experience of a realtor who had a couple of Vision pro headsets that they would let you use to tour properties they had for sale. Definitely faster and easier than driving around only to find you could quickly eliminate a choice. I am not sure what sort of workflow they used to capture the 3D space but I do know they had a Mac pro tower dedicated to running it. As another poster pointed out, if your building a house, having all of the wiring/plumbing/etc in '3D space' databases for your house would come in very handy later as you were doing work on the house. I'm cynical though about timeframes and having data and software for such a niche application work for more than 5 years much less the 10 to 20 you might live in a house. [1] In the early 90's VRML was going to create a Snowcrash style metaverse of 3D places you could visit. |
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| ▲ | bredren an hour ago | parent | prev | next [-] |
| That's neat. Once it is built, I think a cooler use is to trace wiring and plumbing through your walls of your existing house. Your revit model may include all of this data, or at least the plan. Things change. :) Though this is especially helpful for old homes where you have to sort of improvise ethernet wiring. I normally just use it to consume 4k hdr media though. It has not lived up to being a utility player device, but so far it is so good at media delivery that is sort of okay. |
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| ▲ | stonedivot an hour ago | parent | prev | next [-] |
| This is an absolutely standard feature of any VR headset that has ever been released in the history of VR headsets. Make a 3D world, walk through it. What am I missing? |
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| ▲ | dogscatstrees an hour ago | parent | next [-] | | You’re missing the difference between a feature and an application of that feature. | | |
| ▲ | t-writescode 20 minutes ago | parent [-] | | The most incredible tech on the planet is just a useless, Rube Goldberg machine without an application for the tech. VR has lots of uses, but it takes someone outside the field who wouldn’t have given it a go otherwise to see another use and go “hey guys, you can do THIS too!” |
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| ▲ | brikym an hour ago | parent | prev | next [-] | | One application is a toy. The other is catching mistakes before applying hundreds of thousands of dollars. | |
| ▲ | xandrius 24 minutes ago | parent | prev | next [-] | | Yep, we did hackathons with old Oculus Rift DK1 around this concept over 15 years ago or so. | |
| ▲ | leothecool 29 minutes ago | parent | prev | next [-] | | When I did this for a home remodel, the big difference was that it was AR and not just VR. Being able to experience where the virtual changes line up with the real world makes a huge difference. | | |
| ▲ | Rohansi 17 minutes ago | parent [-] | | Definitely a useful application for this but the article isn't doing AR at all, so it is just VR. The most common VR headset according to Steam can also do the same thing (but probably not as well). |
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| ▲ | parl_match an hour ago | parent | prev [-] | | "Ah yes, how hard could it be?", he confidently asks. > What am I missing? So much. > This is an absolutely standard feature of any VR headset that has ever been released in the history of VR headsets The article is describing "room scale positioning". The first consumer available headset to offer this was released in 2016. It may feel like it's been around forever if you're not familiar with the space except as a consoomer, but exploring a 3d space at room scale has only recently come into the realm of possibility for consumer grade headsets. For much of the 80s and 90s (and 00s), it was head tracking only. Real time positioning and moving around required positioning hardware that was a magnitude more expensive - and pretty much always had very specific space limitations. Sure, it existed to some degree, but it was such inexpensive addition that using an expensive and complicated treadmill was often considered the economical choice. In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive. Previously, they all had specific limitations like a 4 x 4 foot area or were massive tech demos that existed in a quantity of one in a university basement somewhere, running a very tailored demo, and they certainly weren't feasible in the 90s. > Make a 3D world, walk through it. First of all, how do you map the room? Do you set up lighthouses? Low latency positioning? To do what is in the article, you need a large space and the ability to map into it. Only recently, has "inside out" tracking become feasible. Previous generations didn't have it, and it's almost a guaranteed requirement for any large scale deployment of VR - for example, exploring multiple rooms. Second, how do you create the "3d world"? It may seem simple, but VR headsets require more than double the graphical computation, and that means that any geometry and graphics you inert of the world needs to be within the compute budget of the headset solution. The fact that the person in the article was able to just export a USDC directly out of fusion and have it render without hitting the compute budget limit is amazing and really speaks to the graphical power of the AVP. Lastly, stitching, the 3-D solution and compositing, and the real world is a very difficult problem. Again, it may feel like we've had the technology, but really we haven't had the high speed camera solutions in small packages, and the compute power to process all of that in anything approaching a consumer solution. To do what AVP is doing with the USDZ files, composing them into the real world, and even applying lighting information, previously would have required a fleet of large and expensive machines. And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize. | | |
| ▲ | bigyabai 3 minutes ago | parent | next [-] | | > Only recently, has "inside out" tracking become feasible. And the Vision Pro was far from the first to implement it. The most popular headsets in the world all use the tech, now. It's not 2016 anymore. > The fact that the person in the article was able to just export a USDC directly [...] really speaks to the graphical power of the AVP. Is this a parody? The chip is a laptop-grade APU tethered to a power bank, and you're bragging about pixel-shading a <1000 tri mesh? Your mind will be blown when you discover what the Nintendo Switch can do with 10w. | |
| ▲ | Rohansi 31 minutes ago | parent | prev | next [-] | | > To do what is in the article, you need a large space and the ability to map into it. No, while you could do this, the article specifically mentions controller support for moving around. But sure, inside out tracking is not available on all VR headsets. > The fact that the person in the article was able to just export a USDC directly out of fusion and have it render without hitting the compute budget limit is amazing and really speaks to the graphical power of the AVP. No offense but did you look at what they exported from Fusion? Or the video demo of what they built? The only things that are not blocky are the models downloaded from IKEA. Nothing about this is impressive - AVP can render much better. Even the Meta Quest 3 can render much better. > Lastly, stitching, the 3-D solution and compositing, and the real world is a very difficult problem. Yes, but this article makes use of none of it because they are not doing AR. | |
| ▲ | KaiserPro 10 minutes ago | parent | prev [-] | | Sorry but we did all that for previs for $big_space_movie. On a shoestring budget in 2011. > In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive. Yeah there was, you mounted some markers on your headset and attached the mocap camera on marker set. Obviously as a consumer you needed to either use vive or oculus. (and wait for them to come out, but there were other HMDs around. but they were shit and expensive) > VR headsets require more than double the graphical computation, I mean yes, but rasterising two cameras isn't usually double the processing. You deffo need to be running at higher framerate all the time though. Otherwise you feel sick (ask me how I know...) but real talk here, that demo isn't a graphics stress test. its low poly simple lighting and a skybox with a 2048x2048 texture on it. You could probably do that with a mobile phone arkit/core and those shitty little len boxes that came out in 2015. > but really we haven't had the high speed camera solutions in small packages, I mean thats not really true. LG made a phone with a 120fps camera in it in 2006. (my timing might be hazy, but its deffo been almost twenty years.) Also the other thing is the cameras don't run at that higher resolution, well not the RGB ones anyway. but thats irrelevant here, as they arent used in this sim. Also, I don't think the slam on the AVP is running at 90hz, I think a lot of the work is done with sensor fusion, as its way cheaper, faster and accurate. (Again I never took apart the AVP, only oculus. but logically it makes sense as higher frame rates means less usable light, slam is also rather expensive to run.) > And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize. eh? There isn't real world lighting in this. there aren't even any pbfs its just flat textures and ambient lighting. USDZ isn't some magic new world format. its a reasonably nice scene description format. Transparency is a first class primitive in 3d since for ever. You can even do transparent coloured particles (guess what Gaussian splats are...) Im not sure what the polygon budget of the AVP is. but the quest 2 topped out at about 1million in unity. I expect the AVP has more, and fancier shader support too. |
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| ▲ | j_aime 42 minutes ago | parent | prev | next [-] |
| This can be done with any modern VR headset but pretty cool nonetheless. cheers |
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| ▲ | amelius 11 minutes ago | parent | next [-] | | I was expecting an app that works like the VR version of a laser indoor measuring tool. Where you hold a piece of wooden board and the VR tells you where it should go and then another person wearing a VR helmet attaches it to a post, also at sub-mm precision. Etc. | |
| ▲ | oh_no 35 minutes ago | parent | prev | next [-] | | reading some of the comments i was expecting something really high end and polished, but yeah, this is something you could with a headset 1/10th the cost | |
| ▲ | iLoveOncall 28 minutes ago | parent | prev [-] | | This can be done with the Google Cardboard :| |
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| ▲ | nxc18 an hour ago | parent | prev | next [-] |
| It seems like everything here can also be done with any iPhone using ARKit. Obviously the headset is better, but not $3500 better than just looking through your phone. Just thought I’d raise this since it weirdly isn’t mentioned in the article. I used a similar technique the last time I moved - scan the apartment using the iPhone, then I had a 3D model for measuring and planning out the space before/during the move. It’s a big help when planning out furniture etc. And I scanned my old place before leaving so I can virtually step into it any time I want. iPhone via finder/preview handles showing 3D models in AR out of the box. |
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| ▲ | nekooooo an hour ago | parent [-] | | Arkit is the first thing i thought of and has way way more of an adressable market. |
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| ▲ | pavon 30 minutes ago | parent | prev | next [-] |
| There are apps for displaying RevIt models on the Apple Vision Pro, Oculus Rift, HTC Vive, Valve Index, iPhone ARKit, and Android AR [1], so if you are working with an architect it is worth asking them if they can provide in-progress models as you iterate to avoid having to reproduce them yourself. [1] https://www.autodesk.com/support/technical/article/caas/sfdc... |
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| ▲ | eska an hour ago | parent | prev | next [-] |
| Architecture has always been a great fit for VR. Game engines like unreal engine integrate both VR and architecture software for example. |
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| ▲ | asciimike an hour ago | parent | prev | next [-] |
| One of our engineers built a full data center walkthrough tool on an AVP (complete with data pulled from the building CAD files, as well as our internal DC operations tools): https://www.linkedin.com/posts/fluidstack_our-latest-hackath... I'm really excited to see AR take off in use cases like this, given how useful it would be to give all our technicians e.g. a legacy Google Glass (not the Intelligent Eyewear thing) and direct them to a rack, overlay information about a failed component, and walk them through the repair SOP. |
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| ▲ | androiddrew 7 minutes ago | parent | prev | next [-] |
| I wonder if this would work with the oculus pro? |
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| ▲ | Oarch 38 minutes ago | parent | prev | next [-] |
| I've done this quite a lot while working at a large architecture firm. It can be great for both small and enormous projects. Often, the more effort you put into the tiniest details, textures, etc the larger the realism payoff. I also found that immersion got better when the headset responded to the subtle head movements that we all make. |
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| ▲ | todotask2 30 minutes ago | parent | prev | next [-] |
| It is even great for those with night blindness navigating in a large space. I wish there were night vision glasses. |
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| ▲ | abirch 36 minutes ago | parent | prev | next [-] |
| Personally I think 3D sports for Apple TV would be a game changer. I used 3D glasses + special TV in 2010 to watch the world cup and it was awesome. |
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| ▲ | astro1234 35 minutes ago | parent [-] | | It is absolutely unreal the experience watching the ~10 minute sports games on the Vision Pro. The thing is 4 grand but that’s how much the first 4K TVs were. Hope the price can drop where this becomes a more widespread experience, I am a virtual daily user of my AVP | | |
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| ▲ | Almondsetat 40 minutes ago | parent | prev | next [-] |
| Here's an idea I hope someone steals: Mushroom or plant recognition training through navigatable and manipulable gaussian splatters of the speciments in their habitat |
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| ▲ | sleepybrett 6 minutes ago | parent | prev | next [-] |
| Back a billion years ago a friend of mine tried to start up a company visualizing architectural plans in unreal engine (very early, like maybe unreal 1 or 2 .. he tried it in the quake engine first), years later but still a million years ago while working for a retailer I set up a demo with the early oculus rift dev kits allowing us to visualize new department store 'pad' layouts and new fixture (shelves, seating, racks) designs... using unity (the unreal vr support wasn't in yet). I imagine at least the architectural stuff just happens now. |
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| ▲ | mjorgers an hour ago | parent | prev | next [-] |
| Apple doesn’t sell the Vision Pro in Spain yet, so acquiring one would require taking a trip to France.
For Vision Pro owners: is it worth it? Do you use it often? The post does mention a very compelling use case, but it is quite narrow (how often are you remodelling your house?) |
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| ▲ | CameronBanga an hour ago | parent | next [-] | | It is the greatest piece of technology I have ever owned, and I have a very hard time recommending it anyone. It's clear that it is the future. But there's still some steps between where Apple is at with it today, and where it needs to be in order to be a mainstream product. I would look and see if you can find one used either in the local market, or via a short trip if possible. | | |
| ▲ | sleepybrett a minute ago | parent [-] | | The main problem being that I'm not about to pay the cost of a pretty nice macbook for a vr/ar headset. I'll be interested to see what price the steam frames comes in at. |
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| ▲ | nullishdomain an hour ago | parent | prev | next [-] | | Favorite tech product I have ever purchased. I use it as my main MacBook display for often 8+ hours per day. As long as you are willing to bump up the font size a bit, the programming experience is fantastic. I use it as a 21:9 display, but it can go up to 32:9. My wife and I watch movies together in the theater environment, and the in-room sharing experience is great. My face and neck were prepared from numerous past headsets, but my wife really hasn't had any comfort issues. Since this is her first headset, I think that just varies by person. | | |
| ▲ | apparent 8 minutes ago | parent | next [-] | | So you have two, one for you and one for your wife? What is it like watching a movie next to someone, with both of you wearing headsets? I would have been much more likely to get one when I was unmarried, but now with a family it greatly reduces my use cases since I don't watch content alone (except when doing the dishes, when I am largely focused on the real world task in front of me). | |
| ▲ | nervousvarun an hour ago | parent | prev [-] | | Interesting. Anybody out there been able to do this with a Quest 3? | | |
| ▲ | seviu 41 minutes ago | parent | next [-] | | I did it, it’s possible. It’s also a terrible experience. Pixelated. Laggy. Can’t see where the keyboard is… it’s half baked. I can work max one hour then I give up. | | |
| ▲ | t-writescode 16 minutes ago | parent [-] | | Weirdly, the experience with Virtual Desktop on the Quest 3 is fast, high resolution, clean, and all that wireless on WiFi 7. |
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| ▲ | nullishdomain 39 minutes ago | parent | prev [-] | | I tried with a Quest Pro and did not find it enjoyable at all. I have not tried the latest Galaxy headset to compare. |
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| ▲ | al_borland 26 minutes ago | parent | prev | next [-] | | I bought one and returned it within the 2 week window, well before the last day. I didn't even use it the last weekend I had it, I couldn't be bothered. When I brought it into the Apple Store to return it, the employee who processed the return seemed happy I was returning it rather than getting stuck with it, she didn't pull her punches when talking about it, which I found a bit shocking from an Apple employee. She marked down the reason for return as "not enough content", so I'm assuming that's why most people return it, but that wasn't really my issue. While the new head strap was better than the original, it still wasn't all that comfortable to wear. Some things were super sharp, while other things always looked blurry. The window system still seemed buggy and I'd describe it as finicky. The battery doesn't last long enough to feel comfortable untethered, while it also gets in the way while being plugged into the wall. It also felt like a lot of work to actively look at what needed focus all the time. It still feels like it should be in beta, maybe even the lab. I'll be willing to try again down the road, but it's hard to tell how much attention Apple is really giving it, as we haven't seen all that much progress in the last couple years. | |
| ▲ | dmarcos an hour ago | parent | prev | next [-] | | Not worth it. Get a Meta Quest 3 and can vibe code something similar in a few hours. I recommend WebXR that comes with the built-in browser. Easier to distribute, share, collect feedback and iterate than native. And can use A-Frame: open source framework, very accesible and that I help maintain :) | |
| ▲ | ahar083 an hour ago | parent | prev | next [-] | | It’s a cool use case, the same thing is achievable with other VR headsets of course. I imagine you can buy a second hand Quest 2 headset for under 100 euros | |
| ▲ | seviu 42 minutes ago | parent | prev | next [-] | | I keep on hearing it’s a flop, but where I live, Switzerland, they don’t sell it. So I can’t really say. And I am not even talking about the badly taken product decisions for such a great headset but… how can they get devs onboarded for an app ecosystem for a device that can only be bought in a handful of countries? Clearly Apple sold it and did their best so that it fails. | |
| ▲ | pfraze an hour ago | parent | prev | next [-] | | It is not worth it. The problem is the weight. For all of the good features it has, it's so heavy that you can't use it very long. | |
| ▲ | tough an hour ago | parent | prev [-] | | Im waiting for v2/smart glasses by now , weight seems to be the most sticky issue to daily usage | | |
| ▲ | heaney-555 an hour ago | parent [-] | | The idea that Vision Pro is going to jump from a 600-gram bulky headset into smart glasses any time soon is a widespread delusion. Instead, what will happen is that it will get gradually slimmer and lighter with each generation, a few hundred grams at a time. |
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| ▲ | glitcher an hour ago | parent | prev | next [-] |
| Nice. I would love to model all my existing furniture and while in VR be able to move things to test different arrangements! |
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| ▲ | willturman an hour ago | parent | prev | next [-] |
| Vision Pro: when you're done sitting in the dark on your couch looking at photos of the family who left you, you can use AR to remodel your apartment. It even has textures. |
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| ▲ | _doctor_love an hour ago | parent | prev | next [-] |
| It would be interesting to see someone apply the principles and techniques of Christopher Alexander to this - trying to "grow" the house virtually and seeing what it might feel like before committing to building it. |
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| ▲ | throwway120385 an hour ago | parent | prev | next [-] |
| This is a killer use case, but you should also take a peek at the Human Factors Handbook -- it's got great information about how to architect buildings like homes that will help you avoid some pitfalls I've seen in custom homes that I've been the second owner of. |
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| ▲ | knowald 21 minutes ago | parent [-] | | I'm curious here but can't find that title. Do you mean the "Handbook of Human Factors and Ergonomics" by Gavriel Salvendy and Waldemar Karwowski? |
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| ▲ | diego_moita 35 minutes ago | parent | prev | next [-] |
| Nah... The coolest use I've seen is a research at the University of Alberta (Canada) that aims to use the Vision Pro to alleviate nystagmus[1]. This is a disease on the muscles that control the eyes' direction. It causes the eyes to twitch involuntarily. They use the Visio Pro to "twitch" the image along with the eye, so the patient doesn't feel the jitter. It enables them to read, watch movies, etc. Another cool one is to use them to substitute the visual field test machines in ophthalmology offices. These are machines that cost U$15 000.00 dollars. [1] https://en.wikipedia.org/wiki/Nystagmus |
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| ▲ | thrance an hour ago | parent | prev | next [-] |
| But this use isn't specific to the Vision Pro, or am I wrong? What prevents things like that from running on any other VR headset, like my half-broken Quest 2? |
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| ▲ | latchkey an hour ago | parent | prev | next [-] |
| here i was thinking this was a link to the latest wd video where he destroys a cybertruck while wearing vision pro's... |
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| ▲ | kingkawn an hour ago | parent | prev [-] |
| Do not cut down that forest to build a house. |
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| ▲ | nvme0n1p1 an hour ago | parent | next [-] | | I agree. Despite the housing shortage, no more houses should ever be built. If you're late to the party and don't like getting wet in the rain, I dunno, find a cave or something. | | |
| ▲ | rogerrogerr 6 minutes ago | parent [-] | | Shame on you for suggesting someone desecrate a cave by using it for shelter. The only acceptable options are $500k houses or refrigerator boxes in the park. |
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| ▲ | leothecool 25 minutes ago | parent | prev | next [-] | | Human experience is a part of conservation. Without a house, these trees would get clear cut once they are big enough to be worth anything. With a house, the homeowner will want to keep them. | |
| ▲ | Barbing 36 minutes ago | parent | prev | next [-] | | It's true, you should only live on top of people. (I'd say it would be sweet to plant 2x as many trees as are cut! Especially if one has the expertise to pull that off in a meaningful way... lotta big companies ran into trouble trying to do similar in carbon credit scheme contexts.) Also if the land's protected then you're right. In California, from Muir Woods to Big Sur, more segments would be countless mansions instead of redwoods w/o hard-fought battles & generous philanthropy. But not sure we're given enough data to sideeye Christian (post author and UX extraordinaire). Humans destroy to create shelter; this can be done responsibly, meeting the Earth & Maslow's needs. | |
| ▲ | buzzerbetrayed an hour ago | parent | prev [-] | | Do not tell people what to do with their land | | |
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