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Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Some of the topics I touch on: Why I believe Vision Pro may be an over-engineered “devkit” The genius & audacity behind some of Apple’s hardware decisions Gaze & pinch is an incredible UI superpower and major industry ah-ha moment Why the Vision Pro software/content story is so dull and unimaginative Why most people won’t use Vision Pro for watching TV/movies Apple’s bet in immersive video is a total game-changer for live sports Why I returned my Vision Pro… and my Top 10 wishlist to reconsider Apple’s VR debut is the best thing that ever happened to Oculus/Meta My unsolicited product advice to Meta for Quest Pro 2 and beyond
Apple really played it safe in the design of this first VR product by over-engineering it. For starters, Vision Pro ships with more sensors than what’s likely necessary to deliver Apple’s intended experience. This is typical in a first-generation product that’s been under development for so many years. It makes Vision Pro start to feel like a devkit.
A sensor party: 6 tracking cameras, 2 passthrough cameras, 2 depth sensors(plus 4 eye-tracking cameras not shown)
it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: Designing an incredible in-store Vision Pro demo experience, with the primary goal of getting as many people as possible to experience the magic of VR through Apple’s lenses — most of whom have no intention to even consider a $4,000 purchase. The demo is only secondarily focused on actually selling Vision Pro headsets. Launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough for the vast majority of head shapes. It’s easy to conclude that this decision paid off because nearly every bit of media coverage (including and especially third-party reviews on YouTube) uses the woven strap despite the fact that it’s less comfortable than the dual loop strap that’s “hidden in the box”.
Apple’s relentless and uncompromising hardware insanity is largely what made it possible for such a high-res display to exist in a VR headset, and it’s clear that this product couldn’t possibly have launched much sooner than 2024 for one simple limiting factor — the maturity of micro-OLED displays plus the existence of power-efficient chipsets that can deliver the heavy compute required to drive this kind of display (i.e. the M2).
·hugo.blog·
Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Vision Pro — Benedict Evans
Vision Pro — Benedict Evans
Meta, today, has roughly the right price and is working forward to the right device: Apple has started with the right device and will work back to the right price. Meta is trying to catalyse an ecosystem while we wait for the right hardware - Apple is trying to catalyse an ecosystem while we wait for the right price.
one of the things I wondered before the event was how Apple would show a 3D experience in 2D. Meta shows either screenshots from within the system (with the low visual quality inherent in the spec you can make and sell for $500) or shots of someone wearing the headset and grinning - neither are satisfactory. Apple shows the person in the room, with the virtual stuff as though it was really there, because it looks as though it is.
For Meta, the device places you in ‘the metaverse’ and there could be many experiences within that. For Apple, this device itself doesn’t take you anywhere - it’s a screen and there could be five different ‘metaverse’ apps. This iPhone was a piece of glass that could be anything - this is trying to be a piece of glass that can show anything.
A lot of what Apple shows is possibility and experiment - it could be this, this or that, just as when Apple launched the watch it suggested it as fitness, social or fashion, and it turn out to work best for fitness (and is now a huge business).
Mark Zuckerberg, speaking to a Meta all-hands after Apple’s event, made the perfectly reasonable point that Apple hasn’t shown much that no-one had thought of before - there’s no ‘magic’ invention. Everyone already knows we need better screens, eye-tracking and hand-tracking, in a thin and light device.
It’s worth remembering that Meta isn’t in this to make a games device, nor really to sell devices per se - rather, the thesis is that if VR is the next platform, Meta has to make sure it isn’t controlled by a platform owner who can screw them, as Apple did with IDFA in 2021.
On the other hand, the Vision Pro is an argument that current devices just aren’t good enough to break out of the enthusiast and gaming market, incremental improvement isn’t good enough either, and you need a step change in capability.
Apple’s privacy positioning, of course, has new strategic value now that it’s selling a device you wear that’s covered in cameras
the genesis of the current wave of VR was the realisation a decade ago that the VR concepts of the 1990s would work now, and with nothing more than off-the-shelf smartphone components and gaming PCs, plus a bit more work. But ‘a bit more work’ turned out to be thirty or forty billion dollars from Meta and God only knows how much more from Apple - something over $100bn combined, almost certainly.
So it might be that a wearable screen of any kind, no matter how good, is just a staging post - the summit of a foothill on the way to the top of Everest. Maybe the real Reality device is glasses, or contact lenses projecting onto your retina, or some kind of neural connection, all of which might be a decade or decades away again, and the piece of glass in our pocket remains the right device all the way through.
I think the price and the challenge of category creation are tightly connected. Apple has decided that the capabilities of the Vision Pro are the minimum viable product - that it just isn’t worth making or selling a device without a screen so good you can’t see the pixels, pass-through where you can’t see any lag, perfect eye-tracking and perfect hand-tracking. Of course the rest of the industry would like to do that, and will in due course, but Apple has decided you must do that.
For VR, better screens are merely better, but for AR Apple thinks this this level of display system is a base below which you don’t have a product at all.
For Meta, the device places you in ‘the metaverse’ and there could be many experiences within that. For Apple, this device itself doesn’t take you anywhere - it’s a screen and there could be five different ‘metaverse’ apps. The iPhone was a piece of glass that could be anything - this is trying to be a piece of glass that can show anything.
This reminds me a little of when Meta tried to make a phone, and then a Home Screen for a phone, and Mark Zuckerberg said “your phone should be about people.” I thought “no, this is a computer, and there are many apps, some of which are about people and some of which are not.” Indeed there’s also an echo of telco thinking: on a feature phone, ‘internet stuff’ was one or two icons on your portable telephone, but on the iPhone the entire telephone was just one icon on your computer. On a Vision Pro, the ‘Meta Metaverse’ is one app amongst many. You have many apps and panels, which could be 2D or 3D, or could be spaces.
·ben-evans.com·
Vision Pro — Benedict Evans
Society's Technical Debt and Software's Gutenberg Moment
Society's Technical Debt and Software's Gutenberg Moment
Past innovations have made costly things become cheap enough to proliferate widely across society. He suggests LLMs will make software development vastly more accessible and productive, alleviating the "technical debt" caused by underproduction of software over decades.
Software is misunderstood. It can feel like a discrete thing, something with which we interact. But, really, it is the intrusion into our world of something very alien. It is the strange interaction of electricity, semiconductors, and instructions, all of which somehow magically control objects that range from screens to robots to phones, to medical devices, laptops, and a bewildering multitude of other things. It is almost infinitely malleable, able to slide and twist and contort itself such that, in its pliability, it pries open doorways as yet unseen.
the clearing price for software production will change. But not just because it becomes cheaper to produce software. In the limit, we think about this moment as being analogous to how previous waves of technological change took the price of underlying technologies—from CPUs, to storage and bandwidth—to a reasonable approximation of zero, unleashing a flood of speciation and innovation. In software evolutionary terms, we just went from human cycle times to that of the drosophila: everything evolves and mutates faster.
A software industry where anyone can write software, can do it for pennies, and can do it as easily as speaking or writing text, is a transformative moment. It is an exaggeration, but only a modest one, to say that it is a kind of Gutenberg moment, one where previous barriers to creation—scholarly, creative, economic, etc—are going to fall away, as people are freed to do things only limited by their imagination, or, more practically, by the old costs of producing software.
We have almost certainly been producing far less software than we need. The size of this technical debt is not knowable, but it cannot be small, so subsequent growth may be geometric. This would mean that as the cost of software drops to an approximate zero, the creation of software predictably explodes in ways that have barely been previously imagined.
Entrepreneur and publisher Tim O’Reilly has a nice phrase that is applicable at this point. He argues investors and entrepreneurs should “create more value than you capture.” The technology industry started out that way, but in recent years it has too often gone for the quick win, usually by running gambits from the financial services playbook. We think that for the first time in decades, the technology industry could return to its roots, and, by unleashing a wave of software production, truly create more value than its captures.
Software production has been too complex and expensive for too long, which has caused us to underproduce software for decades, resulting in immense, society-wide technical debt.
technology has a habit of confounding economics. When it comes to technology, how do we know those supply and demand lines are right? The answer is that we don’t. And that’s where interesting things start happening. Sometimes, for example, an increased supply of something leads to more demand, shifting the curves around. This has happened many times in technology, as various core components of technology tumbled down curves of decreasing cost for increasing power (or storage, or bandwidth, etc.).
Suddenly AI has become cheap, to the point where people are “wasting” it via “do my essay” prompts to chatbots, getting help with microservice code, and so on. You could argue that the price/performance of intelligence itself is now tumbling down a curve, much like as has happened with prior generations of technology.
it’s worth reminding oneself that waves of AI enthusiasm have hit the beach of awareness once every decade or two, only to recede again as the hyperbole outpaces what can actually be done.
·skventures.substack.com·
Society's Technical Debt and Software's Gutenberg Moment
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo
Creativity As an App | Andreessen Horowitz
Creativity As an App | Andreessen Horowitz
We fully acknowledge that it’s hard to be confident in any predictions at the pace the field is moving. Right now, though, it seems we’re much more likely to see applications full of creative images created strictly by programmers than applications with human-designed art built strictly by creators.
·a16z.com·
Creativity As an App | Andreessen Horowitz