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Thoughts on Vision Pro

161 点作者 AndrewHart大约 1 年前

24 条评论

leetharris大约 1 年前
I owned one and this article is perfectly accurate. This guy hit the nail on the head on everything.<p>Passthrough is massively oversold, even if it&#x27;s technically impressive. They set expectations way too high.<p>The comfort is the #1 reason I don&#x27;t own a Vision Pro anymore. I feel exactly as the author put it, &quot;relieved,&quot; when I take it off.<p>I feel significantly more disconnected from my family when I have it on because I have no easy way to share my content with them. A massively improved guest mode, better casting, or something else would go a long way here.<p>The eye tracking + tap is incredible, but Apple tried to shoehorn this into everything. It should have been the primary mode of interaction with a detailed&#x2F;precision interaction when needed. Eye tracking + tap is simply not good enough for power user use cases. It was such a relief to go back to my Quest after Vision Pro because the controllers were so precise and easy to use.<p>And finally, I&#x27;ll mention that the OS + standardization of UX is HUGE. The Quest feels like a crappy Chinese clone in comparison. Every single window has a completely different way of moving, adjusting, etc. Sometimes you click in the center, sometimes you click under, sometimes you can&#x27;t move it at all. On the Vision Pro, everything is standardized. I&#x27;d love to see Meta fix this.
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bookofjoe大约 1 年前
I bought Vision Pro and used it as is for three weeks, then put it away for a couple weeks because of degree of difficulty for me, definitely NOT a techie.<p>On a whim I went to the optometrist, got examined and a prescription for glasses (I use over-the-counter 1.25x readers from CVS), then uploaded the Rx to Zeiss using their iPhone app, and ponied up $149 for their optical inserts.<p>Since the inserts arrived and I put them in, my experience overall with VP has been better: still way too difficult and confusing, but movies and TV shows, which were the only redeeming factors in my initial three weeks of use, seem really, really crisp and vivid, more so than initially.<p>Take these observations with a grain of salt, after all, it&#x27;s a series of one 75-year-old retired neurosurgical anesthesiologist&#x27;s experiences.<p>But if you&#x27;ve already dropped 4k, well, that&#x27;s a lot of sunk cost to write off without trying everything possible to make it work.<p>At least that was my thinking.
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bsimpson大约 1 年前
&gt; The only way to check progress over slow hotel wifi was to look at the progress circle, which is also the cancel button. I was aware that every time I checked progress, I was one finger-spasm away from cancelling the whole download.<p>oooof<p>&gt; Every app on Quest has to reinvent how buttons work, how a scroll view works, how far away from the user the content should be etc.. and every app works differently.<p>kinda shocked there&#x27;s not a Material Components equivalent for Quest. I guess it&#x27;s designed like a game system (where custom menus are standard), but that&#x27;s a reinforcing loop. As long as there&#x27;s no standard component system, it&#x27;ll continue to be game-centric.
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wpm大约 1 年前
&gt; I was downloading Star Wars for my flight back to London. The only way to check progress over slow hotel wifi was to look at the progress circle, which is also the cancel button. I was aware that every time I checked progress, I was one finger-spasm away from cancelling the whole download<p>Oh god this.<p>The last 10 years of UX trends where everything has to be two or three different actions behind a single tap or tap and hold does NOT translate well onto AVP. Most iPad apps are nigh unusable, esp those with high information density. Vision is not quite as precise as a mouse cursor but it definitely not as imprecise as a tap, but only when the UI is predictable. Because where you are looking is also how you read, every informational field also needs to include either both the information and the action, or they need to be separated out.<p>So far there is no bigger culprit than the native Music app. The bottom of the player has like three nested buttons that all do different shit. The same place you look to see what song is playing is also a hidden progress&#x2F;playback scrubber and also a shortcut to switch to the miniplayer if you happen to look at the eye catching album art icon <i>directly next to the title of the song</i>. It’s maddening.
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FumblingBear大约 1 年前
One of the most important and key points I hope Apple iterates on in an upcoming version is some type of universal undo action.<p>It&#x27;s immensely frustrating to be watching a video in the photos app and swipe a tiny bit wrong only to lose all current progress in the video even after you swipe back. Even scrubbing controls for long videos (1+ hours) can be super finnicky and it&#x27;s tough to select accurately. The traditional scrubbing method of holding while moving vertically to scrub at slower speeds doesn&#x27;t seem to work either.<p>As a result, I&#x27;m often catching myself in frustrating situations where I&#x27;d like to just __UNDO__ whatever action I previously took was. Either jumping around a video to the previous timestamp, or undoing the close safari tab button I didn&#x27;t mean to select, or any number of other things I accidentally press due to the options being just a little too close to each other.<p>It&#x27;s just a mild annoyance, but it&#x27;s something that would massively improve my experience with using the device, as someone who has spent a LOT of time in it nearly every day since release.
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alexpotato大约 1 年前
&gt; Every app on Quest has to reinvent how buttons work, how a scroll view works, how far away from the user the content should be etc.. and every app works differently. On visionOS, all of this is handled by Apple, and every app looks and feels the same.<p>I remember the days when EVERY application in Windows had &quot;File&quot; in the upper left hand corner. You could make a good bet that &quot;Edit&quot; was next and &quot;Preferences&quot; was somewhere in there as well.<p>Being &quot;good with computers&quot; back then had a lot to do with knowing the standard layout of applications to help guide you through where things ought to be or, at least, could plausibly be found.<p>I applaud Apple for keeping this going in this modern world we live in of SAAS websites that each do their own thing.
btown大约 1 年前
&gt; The biggest innovation with Vision Pro is visionOS. visionOS provides native app frameworks, so developers can build apps for it. That sounds ridiculously obvious, and yet its something Meta have failed to offer for years. Every app on Quest has to reinvent how buttons work, how a scroll view works, how far away from the user the content should be etc.. and every app works differently. On visionOS, all of this is handled by Apple, and every app looks and feels the same.<p>Meta does have standardized utilities for translating movement to touch&#x2F;drag&#x2F;etc. interactions on arbitrary virtual surfaces:<p><a href="https:&#x2F;&#x2F;developers.facebook.com&#x2F;blog&#x2F;post&#x2F;2022&#x2F;11&#x2F;22&#x2F;building-intuitive-interactions-vr&#x2F;" rel="nofollow">https:&#x2F;&#x2F;developers.facebook.com&#x2F;blog&#x2F;post&#x2F;2022&#x2F;11&#x2F;22&#x2F;buildin...</a><p><a href="https:&#x2F;&#x2F;developer.oculus.com&#x2F;documentation&#x2F;unity&#x2F;unity-isdk-interaction-sdk-overview&#x2F;" rel="nofollow">https:&#x2F;&#x2F;developer.oculus.com&#x2F;documentation&#x2F;unity&#x2F;unity-isdk-...</a><p>But it doesn&#x27;t seem (AFAIK) to answer the other side of this, which is the UI design system so apps have a consistent look and feel. Which is perhaps more common coming from a game development perspective, but ever since the Mac OS shareware days, Apple&#x27;s understood that it&#x27;s empowering to a certain kind of developer if you make it easy&#x2F;the default path for them to build experiences that match a standardized look and feel. I&#x27;m honestly surprised that Meta didn&#x27;t at least make an optional SDK for this.
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jdprgm大约 1 年前
That is completely psychotic blacking out single frame screenshots for copyright reasons. Copyright is truly out of control and just comically ridiculous at this point.
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ramesh31大约 1 年前
&gt;But using without the Light Seal is a massive improvement. You’re closer to the screen, so it reduces the tunnel vision and expands the effective field-of-view. And rather than a black edge, you have a frame, with outside visibility.<p>Same thoughts for Quest 3. I use mine exclusively without the light seal now. It is a huge improvement in the ability to just casually use the thing among friends and not seem like a weirdo, and having your peripheral vision massively adds to the overall comfort of the experience. I&#x27;ve found paradoxically that it <i>increases</i> the feeling of presence for passthrough when it feels like you&#x27;re just looking through a pair of glasses instead of something suction-cupped to your face. This whole idea of &quot;locking in&quot; to VR and closing out the outside world needs to go away. True AR that doesn&#x27;t remove you from the world is the only future for these devices.<p>This goes ditto for controllers. The vast majority of people have <i>never</i> held a game controller in their lives. We (as gamers and nerds) take it as second nature, but I&#x27;ve seen it as the single biggest barrier to entry with demoing VR to random folks. Sticking with hand&#x2F;finger based gesture tracking and rejecting controllers was the absolute best decision Apple made for Vision Pro.
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taeric大约 1 年前
I&#x27;m still very curious exactly what people had in mind for this. Like, from all reports, it is a very good VR headset. But... what do people think they will use a VR headset for?<p>Heck, the PS5 VR headset seems to be having trouble selling, and it is very good at what it is designed for. Anyone buying the PSVR2 knows they are getting it to play games. Solo games, at that. Yes, you can do a party mode for Beat Saber and a few other games. No, it isn&#x27;t much more compelling than any other &quot;group&quot; version of video games. It is very immersive, though.<p>So, what did the non-gamer community hope for from this? What is there to feed those hopes?
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humean1大约 1 年前
+1 on guest mode. Handing the headset to someone else is a high-friction point with the calibration that needs to be done on every swap. Oftentimes I want to show someone the current experience without needing to setup a mirror and handing over the headset is the most intuitive way to do so.
arp242大约 1 年前
U+F8FF is private use and will only display on Apple devices, FYI.
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willemlaurentz大约 1 年前
Fellow Vision Pro owner here, I recognise many of the articles critiques, yet I do still enjoy working in augmented reality. Like he says, it is a impressive &quot;v1&quot; product.<p>I know that I might be a little biased as I really organised my work flow around using iPad, selecting apps that work for me.<p>The transition to VisionOS is much easier then, as most of the apps are simply there in 3D space. I have tried to connect my MacBook, but then you have this weird mix of UX concepts (mouse, keyboard, look+tap), that&#x27;s not for me.<p>In my experience I find it comfortable enough that I forget sometimes that I am looking at digital content. Here on X I added a few photos to give you a little extra context of how I work: <a href="https:&#x2F;&#x2F;x.com&#x2F;wlmiddelkoop&#x2F;status&#x2F;1769765197948850463?s=20" rel="nofollow">https:&#x2F;&#x2F;x.com&#x2F;wlmiddelkoop&#x2F;status&#x2F;1769765197948850463?s=20</a>
riwsky大约 1 年前
I know something’s off about the visionOS keyboard—but I can’t put my finger on it.
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roody15大约 1 年前
“ The most practical solution is to use a physical keyboard, via Mac Virtual Screen or connecting one directly, but this is a bandaid solution. ”<p>Just silly. If you cannot easily input data without and extra accessory than it’s just a fail in this case. Imagine building the headset and then booking up a keyboard and then sitting next to an outlet because it doesn’t hold a charge very long…… almost like using a laptop may be more efficient.<p>Honestly looks like we are still a few years away from cool cyberpunk level VR&#x2F;AR.
carefish大约 1 年前
I would love to hear from people that have tried to use this headset whilst wearing prescription glasses. Is Apple&#x27;s own statement &quot;You cannot wear Apple Vision Pro while wearing eyeglasses.&quot; accurate?
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satvikpendem大约 1 年前
As long as I cannot install applications of my own choosing onto a headset, the entire thing is dead to me. Imagine macOS having such a restriction, for a supposed future of computing.
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whywhywhywhy大约 1 年前
I was surprised the video playing over water which seems to be one of the best demos of the device, the reflection is running a frame behind the video above the water so when a cut happens theres an obvious mismatch in the reflection.<p>Doesn&#x27;t feel it would be difficult to fix this with video playback, sorta thing I&#x27;d expect Apple to solve.
pipeline_peak大约 1 年前
The delusion of tv scuba goggles is exactly why big tech has no taste, it’s out of touch. All you Raspberry Pi guys, no non techie person is looking at these toys like the first iPhone back in 2007.<p>We really need a new Steve Jobs to shake things up. Someone to say “this is stupid, show me again in 15 years”. When they’re actual glasses and cost less than $1000
brentm大约 1 年前
Agree with his assessment on passthrough. I think it&#x27;s the #1 disappointment I&#x27;ve found with the Vision Pro. It&#x27;s good, def better than other devices I&#x27;ve used but it&#x27;s no where near as good as it has been described.<p>That being said, video experience, other graphics are a lot better than I expected.
junon大约 1 年前
This article is 100% accurate. I found myself agreeing with everything written here.<p>Hopefully someone at Apple reads this and takes it to heart when deciding what to improve for a V2. I might actually buy one if they address some of these problems, despite having been avoiding the hype until a coworker bought one and let us try it.<p>Passthrough was really disappointing. That part actually kind of shocked me, so many reviews online stating they forgot they were wearing the headset. I can&#x27;t imagine how, though - it&#x27;s like looking through drunk goggles. The rendered content was unbelievable though.<p>I own a Valve Index and the Vision Pro blew it out of the water for pixel density. Mind-blowing.
matt3210大约 1 年前
It needs a vertical top strap to not need it extra tight
Freedom2大约 1 年前
The Vision Pro has been a massive disappointment for me and my colleagues. I was ready for the flood of Hacker News articles praising its capabilities as well as tips and tricks, including &quot;look what I did today with it!&quot;. This discourse was promised to me by many regular HN commenters and I can&#x27;t believe we&#x27;re at a state where the general feeling is that the Vision Pro doesn&#x27;t live up to the HN hype.
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wongarsu大约 1 年前
The pervasive blocking of copyrighted content in screenshots and screen sharing sounds mildly dystopian. The article lists several examples where this actually hurts the Vision Pro (in terms of ability to share cool moments or being able to demo it), so I wonder why the feature made it in? Is it a move by Apple to make sure immersive videos don&#x27;t get pirated and made available to Quest and Vive users, or is there external pressure from studios?
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