But At What Cost?!

Thinking about cost vs value, and living in a world where computers are status symbols

One thing to know about the Vision Pro headset is that it’s very expensive. If you weren’t aware of that, I’m not sure exactly how, since people will remind you of it every possible chance they get. Even though it’s been several months since the initial announcement, and everyone’s had a chance to get over the initial shock, and everybody’s had time to decide whether or not it makes sense for them to buy one1And again: even as a fan of the device, I still say it doesn’t make sense for most people to buy one, it’s still near-impossible to see or hear anyone mention it without also mentioning the price. I’d been wondering whether Apple had maybe stealth-changed the name of the thing to “The $3500 Apple Vision Pro.”

And I’m not claiming it’s inexpensive; it’s objectively not. I’m a lifelong gadget hound who’s been obsessed with AR and VR to varying degrees over the past several years. When I first tried the headset, I felt like I’d been teleported a decade or so into the future. And even I had considerable difficulty spending that much money.

But what’s been confusing to me is why this product in particular is getting singled out as beyond the pale. Camera drones have gotten pretty popular, but I can’t recall ever seeing a comment to the effect of “Glad you paid $1200-$2100 for that video of your backyard, chief!” Cell phones crossed the $1000 barrier a while ago — and that’s not even mentioning paying $1500-$2000 for an Android phone if it’s got a folding screen on it — but I don’t hear a lot of, “Nice work, boss, you spent over a thousand bucks to send text messages!” I keep seeing recommendations for this video from The Verge about a popular fixed-focal-length, point-and-shoot camera that “won’t break the bank,” and I was stunned to see that it was $1600! And some of the people who most relentlessly kvetch about the price of the Vision Pro will often, in the next sentence, casually mention that they use an Apple Studio Display, which is an Apple-branded monitor that costs $1600.2At least Apple includes the stand with that one, as far as I can tell.

I’m proficient enough in arithmetic to recognize that the headset is more expensive than any one of those examples, but it’s also got a lot more stuff in it. It’s essentially an M2 iPad Pro with a secondary processor dedicated solely to passthrough, two displays with bleeding-edge pixel density, a couple of really good speakers, and an assload of sensors and cameras. (Not to mention the polishing cloth). If it were simply a case of dollar-per-component, the math doesn’t justify the outrage.

I didn’t really get it until just recently. I was watching a video on YouTube, and the Algorithm must’ve been so pleased with itself for choosing a video so specifically suited to me, because it was about a bougie gay couple going on a Disney cruise. As they were describing the boarding process, they showed their luggage, panning over a stack of suitcases. And right there at the top of it was the unmistakable white, puffy Vision Pro case from Apple, which retails at $199.3For the record: the case I bought for mine was $20 on Amazon.

And even as somebody who’s a fan of the device, who’s a strong believer in grown-ups being able to make their own decisions about what they spend their money on, and who was able to (after some effort) come up with a justification for buying one for myself, and who’s even considered taking it on a flight and Disney cruise in the near future, I had an immediate, visceral reaction to seeing that case:

“Man, what a douche.”

Continue reading “But At What Cost?!”
  • 1
    And again: even as a fan of the device, I still say it doesn’t make sense for most people to buy one
  • 2
    At least Apple includes the stand with that one, as far as I can tell.
  • 3
    For the record: the case I bought for mine was $20 on Amazon.

Not That Many Unhappy Returns?

Reporting on whether people online have been returning their headsets says more about the state of tech journalism than anything else

Last week, The Verge and the shambling leftovers of Gizmodo were both eagerly trying to make a news story about the huge wave of unsatisfied customers returning their Vision Pro headsets to Apple stores. It was interesting to watch as it took over the corners of social media that I still follow: apparently, the feverish mass hysteria leading up to release had finally broken, and people everywhere were furious to discover that the emperor had no clothes. It’s just a VR headset. It seems magical… until it doesn’t. Damn!

As far as I could tell, the source for these stories were a couple of posts on Reddit and Twitter, and a smattering of “Apple fans” that weren’t entirely unbiased, and not necessarily the representative sample they’d have you believe. Last week, it was made to sound as if there were an epidemic of returns. This week, I’m hearing that the return rate is actually estimated to be less than 1%, which is kind of low for computing devices.

I will tell you that I am an “Apple fan” who is most definitely biased, but I still couldn’t tell you which version is correct, or even if it does or should matter to anyone outside of Apple. All it tells me is stuff I already know:

  1. VR headsets aren’t for everybody, and a lot of people will find them uncomfortable.
  2. There is not yet a use case for the Vision Pro that makes it a must-have outside of die-hard early adopters and people developing software for it.
  3. A lot of people have more credit cards than they have patience, and they wanted a take-home demo instead of the 30-minute in-store one.

Even though I’m both literally and figuratively invested in Apple, and I am the owner of an infrequently-used Vision Pro, I don’t feel like I need to go out of my way to defend it. Even die-hards like me will acknowledge that it’s not for everyone, and it will need some significant hardware revisions to get traction outside of the die-hards.

So what bugs me isn’t that people are talking trash about my shiny new toy. It’s that if I, a layperson, know enough to have a realistic idea of this device’s appeal, how come the writers and editors of tech blogs don’t?

I’ve repeatedly made fun of The Verge‘s review of the Vision Pro, but because it’s largely irrelevant to me, not because it’s inaccurate.1Earlier I did say that it was misleading, if not outright wrong, to say you can’t share your content in the headset with other people, since you can cast it over AirPlay to a TV or iOS device. But the spirit of the criticism is valid. It is an almost entirely personal and private headset. And it seriously needs to have support for multiple accounts and not just its insufficient guest mode as currently implemented. Screaming “BIAS!!!” whenever I read a review I don’t agree with is something I’ll leave for trolls on YouTube and comments sections. But I do get concerned when it seems like they’re working hard to make something a story when there’s no real story there.

I won’t claim to be entirely high-minded about it, since it’s mostly because I’m a fan of gadgets and devices and computers finally being able to do the things I imagined they’d someday be able to do when I was a teenager. And since Yahoo seems to be hell-bent on destroying Engadget, there’s not a lot of reputable, sufficiently-funded options out there.

But I think it’s worth at least mentioning that the companies that tech sites are covering are the companies that are gaining increasingly outsized influence on everything. There needs to be some real journalistic rigor happening, beyond just product reviews and attempts to turn Reddit threads into news stories.

For instance: I still don’t understand how the hype around Elon Musk every happened at all, much less was allowed to grow to the extremes it did. I’ve seen a lot of comments to the effect that he was misleadingly insightful until he suddenly went batshit insane — the phenomena of those bumper stickers on Teslas that say “we bought this car before we knew he was an asshole” — but I’m not buying it. Every time the guy opens his mouth, a flood of red flags comes pouring out. There were plenty of people writing for papers and blogs who came into frequent contact with him, years and years before he bought a social media site to prove to the world what an asshole he is. So why were they perpetuating the “real life Tony Stark” nonsense instead of calling him out?

Anyway, as I said: I’m not actually trying to draw a real connection between anecdotal stories being turned into “news,” and the rise of our corporate-ravaged cyber dystopia. I’m just saying that the audience for tech journalism is much wider and more relevant than it was even ten years ago, and we should keep that in mind.

In my opinion, a much better story than “Are People Returning Their $3500 First-Generation VR Headsets?!” is “Is Apple Committed to the Vision Pro as a Long-Term Computing Platform?” Granted, that’s a little harder to glean from Reddit posts and a few tweets, but it seems to me to be far more relevant. You’ve got a lot of people who spend a lot of time seeing every new product that comes out, dealing with companies a lot both directly and indirectly, and overall spending a lot more time immersed in consumer technology more than I’d be able to.2Or would ever want to.

It seems like they’re in a unique position to see trends, make insightful observations about how things fit into company’s overall strategies, and make predictions about where the technology might be headed. That requires making observations that go deeper than companies’ PR, not just in the vacuous gainsay “Apple doesn’t want me to call this a VR headset, but that’s what this is and you can’t stop me!!!” version of “keepin’ it real,” but in having a frame of reference that goes beyond the past six months and actually trying to put new developments into the proper context. That kind of coverage seems a lot more useful than filming a video wearing it on the subway or while cooking or skiing. I’d rather get a clear-eyed and realistic assessment — even if it’s one that I don’t agree with — of what it means for computing in its current state and how it might evolve, than a warning that it might mess up my hair.

  • 1
    Earlier I did say that it was misleading, if not outright wrong, to say you can’t share your content in the headset with other people, since you can cast it over AirPlay to a TV or iOS device. But the spirit of the criticism is valid. It is an almost entirely personal and private headset. And it seriously needs to have support for multiple accounts and not just its insufficient guest mode as currently implemented.
  • 2
    Or would ever want to.

The Uncanny Z-Axis

Furthering the case for comics in 3D

Last week I saw a post from Ron Brinkmann’s Digital Composting blog about viewing comic books on the Vision Pro. Using the iPad version of Apple’s Books app1Which I admit I kind of forgot existed, he experimented with both The Sandman, spreading multiple pages into a panorama across his space; and an older issue of Detective Comics, which could be displayed like a museum piece, letting him get close enough to see the half-tone printing in full detail.

Static pages wouldn’t require any effort from comics publishers or artists. It’d give you the opportunity to turn a comic into a kind of museum exhibition, walking around the layouts and seeing them unbound by the restrictions of a page or a screen. It’s basically a no-brainer.

And because it’s a straightforward idea with no real downsides, I filed it away as “would be nice, but probably will never happen.” Or gain enough traction for anyone to pay attention to it, at least. The Marvel Unlimited app doesn’t show up as a compatible iPad app on the Vision Pro, for instance. And ever since Amazon acquired Comixology, it’s been nothing but repeated demonstrations of how we can’t have nice things.

So if it were just publishers and comics creators saying, “Okay, sure, you can look at PDFs on your headset. Knock yourselves out, nerds,” I’d be inclined to think of it just as the most niche of niche applications. But the more I think about what could happen if publishers and creators made a real effort to adapt comics to 3D, the more I think it could be one of those rare cases where minimal investment results in a big win for everyone.

Continue reading “The Uncanny Z-Axis”
  • 1
    Which I admit I kind of forgot existed

One Hundred Twenty-Eight Gigabytes of Solitude

I TOLD you not to bother me while I’m jacked into the Matrix! (Thoughts about isolation and VR headsets)

As a chronicler of the hottest tech trends and their impact on our society, I have to warn you that Apple has released a device that threatens to rip apart our social fabric as we know it, forcing humans to keep their eyes locked on screens instead of engaging in meaningful contact. They did this in 2007, and it was called the iPhone.

I was initially pleased to see that reaction to Apple’s Vision Pro wasn’t just concentrating on technical specs and feature comparisons, and instead seemed to have more high-minded thoughts about the social impact of technology, the future of computing platforms, etc.

But I’d been optimistically assuming that those conversations would be based on a realistic look at the technology we have today, and how we use it. Not on some late-1990s screenwriter’s notion of jacking into cyberspace.

I’m not objecting to the notion that technology is isolating. I just object to the claim that the problem is somehow unique to a head-mounted display, or that it’s significantly more ominous than what we’ve got now, or what we’ve had forever. It’s a social problem, not (strictly) a technology one.

Continue reading “One Hundred Twenty-Eight Gigabytes of Solitude”

My Passthrough Era

I have an absolute ton of barely-organized thoughts about the Vision Pro after using it for a couple of days

Well, the good news is that nobody has to listen to my constant debating whether I should get a Vision Pro headset anymore. The bad news, of course, is that now I’m going to be constantly talking about what it’s like to use the Vision Pro headset.

By the time I’d ordered one, it wasn’t scheduled to arrive until the end of February. But as early as the day after launch, I heard that there were plenty of opportunities to make a same-day order, or even to just walk in and buy one. I’m not sure whether that means demand for the device was overstated, or whether Apple had anticipated the rush of early adopters, and I don’t think that it actually matters that much. I doubt that anyone realistically expected this to be flying off the shelves, and anyone outside of Apple who declares this a flop or a hit within the first year and a half (at the earliest) is being foolish.

So far I’ve only used it for about 10 or so hours, and only half of that with the correct lenses (see below). And my early impressions (spoiler) don’t differ all that much from the non-Verge reviews that I’ve seen so far. The stuff that it does well is amazing, it’s easy to imagine1And, obviously, probably much harder to implement all the ways that future versions are going to improve on it, and it really does feel like the start of a new platform, instead of just a failed experiment. With the emphasis on start of a new platform; it’s still absurd to call this a “developer kit,” but it’s also not yet something that will be useful to more than a fairly niche audience.

For context, if you’re stumbling onto this post somehow: I’ve used the Oculus Rift 2, the HTC Vive, the HTC Vive Focus, PSVR, the Quest, and the Quest 2. And I’ve worked on a couple of VR and AR projects. This is my “first few hours impressions” post. (There are many like it, but this one is mine).

Continue reading “My Passthrough Era”
  • 1
    And, obviously, probably much harder to implement

The Design of Everyday Obsolete Things

In honor of the Mac’s anniversary, a new appreciation for things that have outlived their usefulness

Two things that I do a lot on this blog (and elsewhere on the internet): reminiscing about getting my first Mac, and desperately trying to justify expensive purchases. With the Macintosh’s 40th anniversary, and last week’s pre-orders for the Apple Vision Pro, I’ve spent a lot of time over the past few days doing both.

A few days ago, I replied to a Mastodon post in honor of the Mac’s anniversary, listing my first Mac, my favorite Mac, and so on. For my favorite, I picked my current one, a 14″ M3 MacBook Pro. And I chose it without hesitation, which kind of surprised me.

The introduction of the M1 got Apple back on track, and they’re once again on a streak where every new Mac is the best computer I’ve ever owned. This one has everything I want, and it’s powerful enough to run docked but light enough to take just about anywhere I’d need a computer. The screen, keyboard, trackpad, and speakers have gone through enough revisions to be just about perfect. And — the best part after being burned, literally, by the last few Intel models — it runs cool and silent.

But my favorite? When the classic Mac is so innately appealing that just seeing a photo of one has me back on eBay looking to get a used one in good working condition? When there’ve been so many unique designs that instantly provoke nostalgia for the exact time in your life when you had it? I like this computer for its functionality, and for the fact that the design has been iterated to the point that it does exactly what it needs to without drawing any attention to itself. But in 10 years or so, I’m unlikely to have many fond memories of this (space) black slab itself.

Continue reading “The Design of Everyday Obsolete Things”

Infinite Blank Canvas

Yet another episode in my ongoing struggles to make sense of the Vision Pro (and make sense of why I want one)

I wish I could be one of those people who could embrace being an early adopter, be grateful to be in a position to be able to even consider spending money on consumer tech, and be done with it.1Also known in some circles as “a functioning adult.”

But I’ve been plagued with indecision about the Vision Pro headset, kind of hoping that the demand would outstrip supply to the point the decision is made for me, or grateful that I can’t just make an impulse purchase without first scheduling a long-overdue appointment with an optometrist.

I’ve even been harboring a pretzel-twist of logic to think of it as being like a ticket to the Star Wars Galactic Starcruiser that I never booked: the people who were able to go saw it as a once-in-a-lifetime chance2Even though every one I know of who went on it ended up going more than once, somehow. Again I suspect I picked the wrong career by not going into YouTube. to be in at the start of something that felt huge and revolutionary. Except this is even more suited to me, because I wouldn’t have to talk to strangers.

The obvious question with the Vision Pro is one that I touched on in another blog post: What does it do? The utility and longevity of it are far from certain. That’s why there’ve been complaints that it’s essentially a dev kit being marketed as a consumer device. And the more sensible and rational take, which is to wait for the inevitable future version that will be faster, lighter, more capable, and have a better-defined (if not completely-defined) use case.

This morning I listened to an episode of the Upgrade podcast that addressed that whole question of whether this is a glorified developer kit. In it, Jason Snell described the same feeling that I’ve had about it, but have never been able to articulate. Apparently I just needed to hear from another nerd around my age, because he compared it to the early adoption of personal computers in the mid-1980s.

Continue reading “Infinite Blank Canvas”
  • 1
    Also known in some circles as “a functioning adult.”
  • 2
    Even though every one I know of who went on it ended up going more than once, somehow. Again I suspect I picked the wrong career by not going into YouTube.

If you see a virtual joystick, they blew it

Killer apps, creativity, and how bad things happen to good computer platforms

This is a tangent off of my previous post about Apple’s apparent plans for the Vision Pro, and some of the follow-up comments.

Back when Apple released the iPhone, it was quickly apparent that it had tons more potential than was realized in its first iteration. The company had nailed the design, and now millions of people had portable touch screens packed full of sensors, a camera, and an internet connection. As a game developer, I was excited at the prospect of entirely new types of games that would be made possible by the technology in this device.

And there were a few games that took full advantage of it. Flight Control is still the standout; it felt as if it would only work on a touch screen, and only on a touch screen of that size.1Which I think is still the case. I tried the VR version, which seemed like a no-brainer until I actually played it, and discovered that the magic wasn’t there for me. Before the Match 3 genre got milked dry and became synonymous with exploitative monetization strategies, it was pretty novel: Bejeweled was a lot of fun, and it still works best with touch input. Device 6 doesn’t depend on tech demo-like game mechanics, but it’s a story-driven game that feels as if it can only work on a smartphone.

But it also didn’t take long for developers to fall back to one of my most hated things in mobile games: the virtual joystick. Whenever I see one2Or worse, have had to implement one, it just feels like the devs have shrugged and said, “that’s it, we’re out of ideas.” It’s not just that it throws out everything that makes the platform unique, in favor of a much older and more familiar interface; it’s that it’s a shittier version of that interface as well.3I should mention that the screenshot attached to this post is from an Apple developer presentation explaining how virtual joysticks can be a fallback for players with accessibility issues, or if a physical bluetooth controller isn’t available. So I’m not necessarily complaining about that presentation in particular.

And yet, using the Apple Pencil with an iPad feels so natural and just plain enjoyable that it’s become my preferred way of interacting with it. Even though the company had repeatedly insisted that the device was specifically designed for touch input, which is why iOS and MacOS were kept separate, and why the company had never developed its own stylus among all of the third-party options.

So it would seem that it’s a good thing for a company to insist that its products be used the way they’re designed and intended to be used, where the unique abilities and constraints of the platform encourage new ways to solve problems and sometimes invent entirely new categories. Except for the cases where it’s not a good thing.

Continue reading “If you see a virtual joystick, they blew it”
  • 1
    Which I think is still the case. I tried the VR version, which seemed like a no-brainer until I actually played it, and discovered that the magic wasn’t there for me.
  • 2
    Or worse, have had to implement one
  • 3
    I should mention that the screenshot attached to this post is from an Apple developer presentation explaining how virtual joysticks can be a fallback for players with accessibility issues, or if a physical bluetooth controller isn’t available. So I’m not necessarily complaining about that presentation in particular.

Read the Room, Apple

Trying to make sense of Apple’s plans for the Vision Pro, while simultaneously trying to talk myself out of wanting one

I was innocently watching YouTube when I happened upon a clickbaity video warning that Apple Vision Pro has a PROBLEM, and I was powerless not to click on it. Inside, a man was furiously screaming that the company had limited the VR experience to ten feet by teen feet and you had to be sitting on an [expletive deleted]1I promised my mom I’d stop swearing so much in public. couch.

My third response (after “why did I click on that?” and “take it down a few notches my dude”) was that he must be mistaken. He must’ve been taken in by a rumor, or maybe misinterpreted the public documentation.

But then I found an article by Samuel Axon on Ars Technica from last June, confirming that the documentation explicitly says that a VR experience (“fully immersive experience” in Apple’s retina-means-high-resolutionspeak) will be interrupted if the user moves more than 1.5 meters away from their starting point. In other words: the Apple Vision Pro won’t support room-scale VR.

Quick aside for anybody who’s unfamiliar with the terminology: “room-scale VR” just means that you can walk around your own space to move around the virtual space. Other types are seated (on your #@$%&! couch or otherwise) or stationary (standing but not moving from your starting position). All of the current major consumer-level VR headsets support room-scale tracking.

It’s entirely likely that I’d already heard this, and either misinterpreted it myself, or understood it and completely forgot about it. I’ve spent the time since then assuming that of course it must support room-scale tracking, since the device seems entirely capable from a technological standpoint. AR tracking on the last few models of iPhone — which aren’t purpose-built AR devices — is excellent, and you can place a virtual object in space, walk around the room a bit, and return to find it still sitting where you left it.

That Ars Technica article says, correctly, that the “limitation” shouldn’t come as any surprise to anyone who’s been paying attention to how the company is trying to position the device2No pun intended. Apple’s been insistent that this isn’t a VR headset; in fact, they refuse to use the industry standard terms like “augmented reality,” “virtual reality,” or even “mixed” or “extended” reality, in favor of their own “spatial computing.”

The general idea is that the Vision Pro is meant to enhance and extend the way you use Macs and iPads already — watching TV and movies, looking through photos and video, browsing the web, telecommunications, and I guess making keynote presentations? They’re emphasizing that this isn’t some entirely unfamiliar type of computer; it’s the same stuff you’re already doing, but bigger and in 3D.

Continue reading “Read the Room, Apple”
  • 1
    I promised my mom I’d stop swearing so much in public.
  • 2
    No pun intended

The Magic of Being Quiet for Once

Balancing a healthy skepticism about marketing with the humility to keep your mouth shut when you don’t know what you’re talking about.

Today there was an Apple marketing event to announce the new iPhone 15 and Apple Watch Series 9. I don’t want to tell Apple their business, but there was one big disappointment for me:

In the section where they show how two of the cameras on the new phones can be used together to record spatial (3D) video for the Apple Vision Pro headset, they show a woman on the beach somewhat awkwardly squatting to keep her musical family in frame. Then they say “spatial video lets you feel like you’re right back in that moment in time,” while cutting to the woman lounging comfortably on her living room couch wearing the Vision Pro headset. And all I’m saying is that it would’ve been one billion times funnier if they’d cut to her in the middle of her living room, squatting awkwardly.

Apart from that, I’ve got no complaints. I even thought the Octavia Spencer-as-Mother-Nature bit was fine.1Incidentally, was one of the Apple execs played by the Flight of Passage “you can… uh… fly” guy? Everything shown seemed like a worthy-if-not-jaw-dropping successor to the previous generation, and set the stage for future updates. I’ve spent the past few years developing for iPhones, so I’m on the update plan, personally, and am pretty much fated to get the new model every year until there’s absolutely zero reason to upgrade.2For me, the camera updates always justify the upgrade. And the guaranteed resale-ability of previous year’s models justify the environmental impact.

I had Mastodon open during the video. It’s blissfully much less of a “<tap tap> is this thing on?” type of venue than other social media, so the ratio of people being earnest to people trying to be funny to get attention is mercifully low.3On the other hand, the ratio of genuinely funny people to… not as much… is also lower than other social media. Still worth it. That plus the fact that I mostly follow game developers or tech journalists who are already mostly pro-Apple means that it was a reasonably pleasant, conversational experience.

And it reminded me of the announcement of the Apple Vision Pro earlier in the year, a special event where Mastodon was somehow graced with hundreds of posters who were all experts in AR and VR software and hardware, along with marketing, engineering, distribution, and sociological impact. You’d think it would be rare to find even one person who knows everything there is to know, and even if you could, their expertise would be at a premium — and yet that day, the internet was lousy with HMD gurus willing to share their enlightenment for free.

Continue reading “The Magic of Being Quiet for Once”
  • 1
    Incidentally, was one of the Apple execs played by the Flight of Passage “you can… uh… fly” guy?
  • 2
    For me, the camera updates always justify the upgrade. And the guaranteed resale-ability of previous year’s models justify the environmental impact.
  • 3
    On the other hand, the ratio of genuinely funny people to… not as much… is also lower than other social media. Still worth it.

Card Tables of the 21st Century

Some of the most exciting applications of AR in gaming have nothing to do with having Kratos in your kitchen

I read a column by Brendan Sinclair where he suggests that AR for gaming doesn’t have much of a future beyond the novelty factor. On Mastodon, he was even more blunt, suggesting that AR is good at attracting venture capital but will inevitably run the same course of underwhelming reality as current-day VR has.

My overall take on that column is that Sinclair makes short-term observations that I entirely agree with, and then he makes conclusions that I think are myopic and unimaginative. To be fair: the column is about games as business, which is all about analysis of existing product more than speculation about the future, and Sinclair acknowledges as much in the column.

For instance: it’s tempting to point to Pokemon Go’s success as a sign that AR is a potential gold mine, but as Sinclair points out, that game was successful because of its IP and its geolocation more than its AR functionality. We’re in agreement there, but I disagree that you can extrapolate much about the viability of AR games from that.

Pokemon Go’s AR element was doomed to be uninspiring (in my opinion at least) for two reasons: first, it had to be compatible with a broad range of devices, which limited it to the lowest-common-denominator in terms of AR functionality. Second, it had to work with a game that was literally designed to be played anywhere on earth, with zero predictability in terms of environment.

The main takeaway I got from Sinclair’s column is that most people’s thinking about the realistic potential of AR and VR — including my own! — has been both defined by the limitations of existing implementations, and also set to an impossibly high standard.

The devices — and by extension, experiences — that we’re familiar with have all been limited by necessary compromises: some of them because the tech just isn’t there yet; some of them because companies rushed products to market before they were fully baked; and some of them because the devices were intended to be prototypes, to generate ideas about what the future of VR or AR could be instead of presenting any finished and polished technology.

And to be clear, when I talk about products being rushed to market before they’re “ready,” I don’t think it’s entirely sinister. I fundamentally disagree with Meta’s overall take on VR, for instance, but I do think it was a reasonable decision to emphasize lower cost, wider adoption of headsets over the absolute best and most expensive technology.1In retrospect, I don’t agree with Google’s versions, though, even though I thought they made sense at the time. Sure, technically Google Cardboard and Daydream brought the potential of VR to more people who otherwise wouldn’t be able to afford it or be interested in it, but it also set expectations impossibly low for what VR could be.

But it’s also put us in a weird position in which current implementations of VR haven’t lowered the bar, but raised it. In other words, for some reason, it’s not enough just to fix the problems with the existing technology. Supposedly, we have to make it perfect, or it’s not worth pursuing at all.

Continue reading “Card Tables of the 21st Century”
  • 1
    In retrospect, I don’t agree with Google’s versions, though, even though I thought they made sense at the time. Sure, technically Google Cardboard and Daydream brought the potential of VR to more people who otherwise wouldn’t be able to afford it or be interested in it, but it also set expectations impossibly low for what VR could be.

Extremely Personal Computers

Other people’s speculation about the Apple Vision headset and platform, and what we can learn from M3GAN.

I like Mastodon quite a bit, but for whatever reason, the bad takes on there do triple psychic damage on me compared to other places. Monday during the WWDC presentation felt like a cavalcade of performative anti-capitalism, and it was exhausting being reminded so forcefully and so frequently how I was a corporate shill for not thinking that everything on display at Apple was complete bullshit.1I have no doubt that there were a tiresome number of ride-or-die Apple fans gasping at the wonders on display, but I feel like it’s a lot easier to just shrug and let them have their thing.

Also I don’t know WTF that AR/VR headsets have to do with heat pumps, but one YouTuber took to Mastodon to scold all of us for being more excited about dinosaurs coming through magical portals into our living room, than efficient HVAC systems. I hope you’re all proud of yourselves for murdering our only planet Earth!

Anyway, there were a couple of takes that I thought were pretty interesting, from people who’ve actually tried out the Apple Vision Pro headset.

One was a first impressions video from Marques Brownlee, which I liked because he’s able to talk about this stuff with the healthy skepticism of somebody who’s seen a lot of devices pushed by companies as being the next big thing, but isn’t too jaded to say when a new piece of technology feels “magical.” If we can’t get excited about this stuff, and instead are doomed to just wallow in minimum-viable-product-induced cynicism, then what’s the point in following it at all? There are plenty of parks outdoors that one might enjoy.

Another was this post from Ben Thompson on his Stratechery blog, where he quotes himself from Twitter but is otherwise pretty insightful. He has some interesting observations about mimicking AR with a headset that is technically VR (instead of using actual glasses like Google Glass, for instance); and he also takes some time to guess where Apple might be positioning the Vision product line, based on what they’ve done in the past with the Mac, iPad, and iPhone.

To me, the common thing that stood out in both was the emphasis on the personal and societal implications of this device, beyond its technology.

MKBHD said he didn’t like the demo of 3D photos at all, and he thought it was too creepy to imagine a dad wearing this headset to take video of his kid’s birthday party. Thompson says that he felt that Apple’s demos seemed sad and lonely; a man looking at photos or watching videos of family events while alone on a couch suggested “a divorced dad, alone at home with his Vision Pro, perhaps because his wife was irritated at the extent to which he got lost in his own virtual experience.”

I think it’s fascinating that so much of the conversation about the device is already about questions like these, because it suggests that a dramatic shift is imminent. And that the difference between this and previous dramatic shifts in technology and society is that we can see this one coming.

A good bit of Apple’s presentation was reminiscent of Black Mirror. I think it’s telling that the reports from people who’ve used the Apple Vision headset2In a controlled demo environment, of course haven’t objected to the WWDC video as looking faked or staged. It really does look like it does in the videos and advertisements. By every account that I’ve seen, the team at Apple has actually achieved the tech shown in their demo videos, and it’s at the level of near-future sci fi concept art.

Congratulations on achieving the most cynical and dystopian vision of a bunch of clinically depressed British television writers!” is, admittedly, an odd take. But I see it as optimistic, because we’re talking about technology not just in terms of what it can do, but in terms of how it feels and how it can affect us on a societal level.

I vividly remember being in an AT&T Store and seeing the first iPhone: I was so impressed by the screen that I thought it had to be a pre-printed sticker, no color handheld display could possibly be that sharp3I ask that everyone take that as an indication of how quickly display technology has improved, not as an indication of how gullible and easily-impressed I am., and it would be amazing to have a portable touchscreen that was always connected to the internet. I had no idea how fundamentally it would change things, and how much it would creep into my everyday life.

Here, we have a better idea of the implications and ideally, we can steer it in the right direction.

And even better, the conversation is already talking about the right things. Back when the iPad was released, for instance, it was all either “lol it sounds like maxipad!!!!” or “what’s the big deal it’s just a big iPhone” dominating the conversation. I didn’t see anyone with the foresight to predict what it’d mean for increased screen time for kids, or the implications of the App Store model on a more general-purpose computing device than a smart phone4In other words: there have always been people complaining about the “walled garden,” but they always focused on principle instead of practicality. I want my primary and essential communication device to be safe from malware, even if it means I lose some control over what I can put on it..

One of the (many) frustrating things about Facebook/Meta buying themselves into the role of Stewards of VR is that they’ve controlled the messaging about what VR can be capable of, and what is and isn’t important, and they’ve often been clumsy about it. A prime example is the whole non-issue about avatars not having legs. The reality is that without a bunch of extra cameras or sensors — which would be a compete non-starter for mass adoption of an HMD — it is near-impossible to track the user’s legs in 3D space. A more patient and thoughtful company would’ve side-stepped the issue entirely, because it doesn’t matter in practice, but instead it was allowed to become a running joke.5For the record, I’m not at all convinced that Apple’s uncanny valley virtual avatars are the right answer, either. But I’m a lot more optimistic that smart people will find a way to make 3D avatars more convincing, than that they’ll find a way to let cameras strapped into your head see down and around your body and somehow map your legs in 3D space with no depth information. Or that we’ll ever live in a world in which anyone anywhere genuinely gives a damn about what you’re doing with your legs unless you’re either dancing, or you’re kicking them.

Something that is much more important than avatars with legs: whether technology facilitates human interaction, or tries to replace it, or worse, obviate it. One of the things that elevated the movie M3GAN above camp into genuine social satire is that it depicted a world where people were so impressed by the potential of tech that they ignored all of the obvious problems with it.

Even as an Apple fan, I thought some of the marketing images crossed that line. “They know how weird this looks, right? Tell me that they still get how this is unnerving.” But I also feel like so much of it is from a determination to stay on-brand as a lifestyle-facilitated-by-technology company instead of just a computer company; and the need to undo years of counter-programming from other companies who’ve released VR headsets and set people’s expectations for what VR is like.

I can’t see anyone wearing this thing while packing a suitcase, for instance, but the message is that it can be a personal communication device. I don’t see anyone wearing the $3500 version while cooking — although an AR-enabled recipe and cooking instruction app for a lower-cost version is a no-brainer — but the message is that you can do other stuff while wearing it, and you can communicate with other people in the room. Consumer-grade HMDs have so far always been like diving into a sensory deprivation tank, and that’s the main idea they need to counteract for this to ever get traction.

For what it’s worth: I don’t believe that making this a “real” AR device — i.e. applying a display on top of transparent glasses instead of using opaque video screens and cameras — would’ve helped with that. After all, headphones can be isolating. I’ve never had a conversation with someone wearing a glasses-mounted camera, but I know I would’ve noped out of such a conversation as quickly as possible, because that’s hell of creepy.

I think that one of the issues with Apple’s demo videos is that it’s difficult to convey the idea of being alone but not lonely. There’s nothing inherently weird about looking through old photos or video of family gatherings when you’re by yourself, for instance, but it’s become a familiar symbol of “sad about the past” almost as much as panning over to the fireplace means “they’re doin’ it.”

The more troubling aspect of that part of the presentation is the whole question of how the 3D video of the family gathering was made in the first place. We already know the problem of people using their phones to record things instead of being in the moment, and it’s much worse when you think of the photographer wearing an opaque headset projecting unsetting video of his eyes on the front. I think that’s the image that Apple’s eager to counteract — and to be honest, it’s kind of their own fault for making the iPhone ubiquitous in the first place — and to convey that wearing this thing does not mean cutting yourself off from other people or not being in the moment.

But personally, I think that a device like the Apple Vision is something you’d most often be using while you’re alone. I don’t necessarily see that as a problem, since that’s also true of my computer, my iPad, and my phone. They often facilitate social interaction, but they’re not inherently social experiences. Writing a blog post, for instance, is completely solitary but still helps fill my “social meter” in Sims terminology.

By that standard, maybe the uncanny-valleyness of the virtual avatar and the front-facing eyes are not bugs, but features? Maybe it’s good to have a reminder that the goal isn’t to perfectly recreate or replace real human interaction, because it will never be as good as the real thing.

I predict that the biggest use case for the Apple Vision, at least initially, will be the most solitary parts of their demo presentation — the guy working at his desk with multiple large virtual screens, and the people sitting on their couch watching TV shows or movies. It’s a huge screen replacement with a built-in computer, essentially a 120-inch-or-more iMac, with any number of additional monitors, all of which are also 3D-capable displays.

That’s a lot less ambitious than what I imagined back when I first saw my first demo of a VR headset. I’m as surprised as anyone to realize that I’d be more interested in 2D gaming in a 3D headset (even though if that’s mostly because I could remain seated comfortably). But it’s also a lot more practical goal, and, I think, a lot more optimistic. If you concentrate solely on the escapist nature of VR and AR, you’re emphasizing the idea that the everyday world is something you need to escape.

  • 1
    I have no doubt that there were a tiresome number of ride-or-die Apple fans gasping at the wonders on display, but I feel like it’s a lot easier to just shrug and let them have their thing.
  • 2
    In a controlled demo environment, of course
  • 3
    I ask that everyone take that as an indication of how quickly display technology has improved, not as an indication of how gullible and easily-impressed I am.
  • 4
    In other words: there have always been people complaining about the “walled garden,” but they always focused on principle instead of practicality. I want my primary and essential communication device to be safe from malware, even if it means I lose some control over what I can put on it.
  • 5
    For the record, I’m not at all convinced that Apple’s uncanny valley virtual avatars are the right answer, either. But I’m a lot more optimistic that smart people will find a way to make 3D avatars more convincing, than that they’ll find a way to let cameras strapped into your head see down and around your body and somehow map your legs in 3D space with no depth information. Or that we’ll ever live in a world in which anyone anywhere genuinely gives a damn about what you’re doing with your legs unless you’re either dancing, or you’re kicking them.