by georgewsinger on 6/14/23, 2:36 PM with 148 comments
by Analemma_ on 6/14/23, 3:44 PM
by CharlesW on 6/14/23, 3:29 PM
Critique #1 is about unknown implementation details, and we'll know that soon enough. In the meantime, an article on IEEE Spectrum says, "…journalists who’ve tried the device say it’s competitive with other AR/VR headsets, which offer a FOV between 100 and 120 degrees. That should place the headset’s pixels per degree around 50 to 70 PPD."¹
Critique #2 talks about the massive ecosystem advantage of the Apple Vision Pro, but I think the thesis — that HMDs will not replace PCs/laptops — is the wrong way to think about their value.
by rubicon33 on 6/14/23, 3:11 PM
This remains the holy grail for work focussed headsets. Can I truly replace my laptop with it?
It seems the Vision Pro allows you to pair and cast screens, but not replace an entire macbook pro. A disappointment for sure but maybe it will be available in V2, V3, etc.
by dabluecaboose on 6/14/23, 3:09 PM
Given that I don't use a laptop very much anymore, I've refrained from buying a SimulaVR machine. But I'm really, really tempted to, and depending on how it evolves I might just yeet it and get one anyway.
by sircastor on 6/14/23, 3:44 PM
>Critique #2: The Vision Pro seems to be built on top of Apple's iPad/iPhone ecosystem, which could hinder it from becoming a true PC/laptop replacement.
These are both indicators and flexes of Apple's strengths. Apple doesn't want to tell users what the hard specs are on their headset. Not because they're trying to deceive the user, but because they don't want the user to care. They don't want the experience to be hampered by comparisons to other products or considerations of "how real" the experience can be. They want it to be it's own experience. An experience where the conversation isn't ever "Which programs can I run on this..." or "how fast does it go?" because it's holistic. A big confirmation of this is how often Apple compares its products to their predecessors instead of competitor products.
by samora on 6/14/23, 7:18 PM
You are also mistaken in thinking Mac OS can't work with Vision Pro, because it can. Apple has put a trojan horse in Vision Pro by giving us any number of screens we want to use with our Macs. In the future Apple will bundle Mac OS and iOS in Vision Pro. It is the ultimate evolution of computing. This is my prediction. Vision Pro will replace both the iPhone/iPad and Mac. All of it can coexist perfectly in Vision Pro.
This is what you should do. Copy Apple. Make your headset work with Android. Allow Linux and Windows to also be able to work through the headset with existing computers, by providing virtual screens. In the future you can offer a version of your headset with either Linux or Windows, but Android must definitely be in the first version of your headset. This is the only chance you have.
by neom on 6/14/23, 3:33 PM
If I was advising these founders, I'd be advising them to do some deep soul searching right now. I can't see this going well for them at all, building a niche VR system for the 40% of developers who use linux and at the same time looking for VC funding (implying this will be a scaled business not a lifestyle business) seems like a recipe for disaster.
by freedomben on 6/14/23, 5:47 PM
My advice in no particular order (I know you probably already know all this but I already typed it so I'll post it):
1. Get something shipping ASAP. This space is rocketing forward now at an electic pace and the ecosystem for the average person is going to get locked behind walled gardens if something open doesn't get out there. If it were me I would try to get beta units available soon and let the open source community and early adopters run with this thing while you stabilize/polish. Don't rush to "stable" too quickly, but also don't prevent shipping too long that competitors beat you to the release line.
2. When you market this to consumers, don't hide the "Linux" part since people like me will be very attracted by that, but don't emphasize it either because most people don't know what it means. Just describe "computer workstation on your face" rather than "linux machine on your face."
3. Provide factory images so people can hack with the hardware but still escape back to supported territory. If you do this, there will be a ton of open source interest and efforts and they will not only develop awesome apps for you, but they'll port a lot of stuff too. If I were you, I'd be making open source collaboration a huge part of my strategy.
4. I would also be looking at things Valve did with the Steam Deck for tips/guidance.
by quitit on 6/14/23, 5:43 PM
There's nothing to suggest that powerhouse apps won't be developed for visionOS. The hardware is capable and at this price point it seems that the point of apple's hardware+platform is for the Autodesk/Adobe/Avids of the world to bring 3D-first workflows to professionals.
At the moment we use flat 2D paradigms to design 3D output. The VR era provides developers the opportunity to shed 2D design paradigms and operate directly in the third dimension.
If the objective is to just run 2D macOS apps on VR hardware, then VR is nothing more than an expensive novelty. A VR headset can be so much more than an expensive alternative/second display.
What VR is missing is "Developers developers developers", and attracting developers requires significant investment and commitment to a platform, not just a product.
by pmontra on 6/14/23, 3:25 PM
by wkat4242 on 6/14/23, 3:25 PM
Ummm.. "walk"??
Reminds me of that funny Google glass parody video. https://www.youtube.com/watch?v=t3TAOYXT840
by rch on 6/14/23, 3:42 PM
This seems like a mistake. I'd be more intrigued if the vision was for seamless experience across workstations, laptops, phones, vehicles, tablets and kiosks with or without a stylus, and immersive computing with or without a headset.
by bbor on 6/14/23, 3:14 PM
I hope they're able to stick to their ambitious production schedule and they hit the shelves around the same time (early 2024). I've never rooted for any product harder than I am for SimulaVR, and that's saying a lot considering my dark days Kickstart-ing video games...
*: If you disagree and love your VR games, tell me: how often do you break it out in favor of a traditional monitor? My experience tells me not very often, unless you have a great setup or are into a seated timesink game like Elite Dangerous.
by Someone on 6/14/23, 3:15 PM
- “they didn’t give us detailed specs”
- “it seems to be tied to the iPhone/iPad ecosystem, not the macOS one”
Neither of these is certain to be a negative of the product.
That, combined with the repeated “we’re looking for investors” makes me wonder whether this company will survive.
by hirundo on 6/14/23, 3:09 PM
I'd order one right now if I could believe this was good enough for coding. But my only experience with VR is with an HTC Vive XR Elite headset with 1920x1920 per eye, and that turned out not to be nearly good enough to read comfortably at a reasonable font size. I'm quite willing to be convinced, but apparently the only way to do that now is to be a prospective angel investor in the company and wait for the single review unit to be passed around.
by quitit on 6/14/23, 5:15 PM
And on the Simula product page:
> • 35.5 PPD pixel density (higher than any other portable VR headset on the market)
Microsoft Hololens 2: 47 PPD (1)
Varjo VR-3: 70 PPD (2)
Food for thought.
by yalogin on 6/14/23, 4:25 PM
by tinus_hn on 6/14/23, 6:01 PM
Not good if you want people to throw away the old headset and buy a new one, perhaps good if your selling point can be longevity and its associated advantages of cost and environmental friendliness.
by koolala on 6/14/23, 3:41 PM
by jejeyyy77 on 6/14/23, 3:20 PM
by mouzogu on 6/14/23, 4:09 PM
but they are prohibitive. expensive and require you to operate within a corporate walled garden.
it is more about segregation.
by engcoach on 6/14/23, 5:26 PM
by rvz on 6/14/23, 3:09 PM
Another one getting pumped with VC money and inevitably going to push this project for an exit.
First Bitwarden, then GGML, and now SimulaVR.
Not again.