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It seems Developers need to be more creative. Perhaps they first need to fully understand what this thing is capable of doing. And immersive game where you are inside the house and you get ot interact with the characters would be a much better experience.
Don't expect too much. Most developers need to eat which costs money, and money is one sure thing they aren't going to make from supporting a device with so few users :(.
 
I don’t know since I haven’t tried it personally but looking at reviews of games like synth rider it seems like the hand tracking can be quite good if implemented well.
Form Upload VR:
It's a great porting effort for Apple Vision Pro, and out of all the spatial gaming experiences currently available, I'd consider Synth Riders the most replayable. However, the faster-paced gameplay means playing on hard difficulty struggles with Apple Vision Pro's low update-rate hand tracking skeleton. So, while it's still a fun time, it's hard to recommend playing this version over the others.
And Beat Saber is more complex, because it requires tracking of hand/controller position and rotation, while Synth Riders only requires position.
 
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Don't expect too much. Most developers need to eat which costs money, and money is one sure thing they aren't going to make from supporting a device with so few users :(.
Bring up app support. It's great that Most Devs give support and eat the cost when needed. However, some fail to support problems related to issues with their work. They ignored and banned users from remarks about their apps. That's where people complain most. That can't take criticism
 
This makes the Vision Pro seem comparable to a 3DS, except it's 15x as expensive and it has to be strapped to your face (so maybe it should be compared to the Virtual Boy instead.)

The 3DS showed pretty well that 3D displays are nothing but a gimmicky fad. No game on the system depended on the 3D feature, and there was an option to disable it at any point. Nintendo's mid-generation cheaper variant of the 3DS dropped the 3D feature entirely because it was so unnecessary.
This specific app looks like it's equivalent to the 3D on a 3DS, but that's not true for 3D in VR in general.

3D from a fixed perspective (unrelated to your physical head position) on a display that is (usually) in a fixed position isn't really comparable to 3D in VR, where you have a free perspective that follows your head movement.

Think about playing a 3d-rendered mini golf game in a traditional 2D display. You indirectly control a character you see on the screen. Adding stereoscopy may make the character appear slightly in front of or behind the screen, but you are still controlling it indirectly. With VR, you are holding the club and standing on the putting green.

You say that no 3DS game depended on the 3D, and that may be true, but stereoscopy doesn't really open up many possibilities unless you intentionally remove other depth cues. There were a few bonus areas in Mario 3D Land that did that, but yeah, it that was mostly a gimmick. Virtual Boy had a fixed position as well... it wasn't strapped to the user's face.

I'd say that the stereoscopy aspect of VR gaming is less important than how it shows you a realistic position based on your head position.
 
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Didn’t realize I was witnessing the Spatial revolution when I was playing Mario 64 back in the day.
 
It is nice for the younger generations to be able to feel and understand the pain of the failure of the Newton. Though Newton was a bit more successful. Both in concept and sales.
 
It is nice for the younger generations to be able to feel and understand the pain of the failure of the Newton. Though Newton was a bit more successful. Both in concept and sales.
Apple Newton sales were 200,000 over its lifetime. AVP had sold more than that during preorder.
 
This specific app looks like it's equivalent to the 3D on a 3DS, but that's not true for 3D in VR in general.

3D from a fixed perspective (unrelated to your physical head position) on a display that is (usually) in a fixed position isn't really comparable to 3D in VR, where you have a free perspective that follows your head movement.

Think about playing a 3d-rendered mini golf game in a traditional 2D display. You indirectly control a character you see on the screen. Adding stereoscopy may make the character appear slightly in front of or behind the screen, but you are still controlling it indirectly. With VR, you are holding the club and standing on the putting green.

You say that no 3DS game depended on the 3D, and that may be true, but stereoscopy doesn't really open up many possibilities unless you intentionally remove other depth queues. There were a few bonus areas in Mario 3D Land that did that, but yeah, it that was mostly a gimmick. Virtual Boy had a fixed position as well... it wasn't strapped to the user's face.

I'd say that the stereoscopy aspect of VR gaming is less important than how it shows you a realistic position based on your head position.
I agree. I've experienced a few VR demos. I see how there's some games that are improved by it. There are some games that might not be possible without it.

But there's nowhere near enough of them to justify a purchase of any VR headset. We need such games to come out at least 4-5 times per year. Instead it seems like they're coming 3 times per decade at best. The only killer app for VR that people ever seem to mention is Beat Saber. I'll mention another one - Keep Talking and Nobody Explodes.

IDK, maybe the proper way to really get VR out into the world is by following an arcade model? Don't make people buy the hardware themselves for now, and have developers just focus on making games that are amazing to play for a few minutes at a time and that people are willing to spend $1 for a 5-10 minute experience. The focus for hardware developers would be on making the hardware easily sharable, so that a human doesn't have to constantly be on hand to manually clean it.
 
Actually this port is pretty impressive. The game is in a window, but everything is rendered in 3D with the camera angle allowing for a greater sense of depth. It is a bit 3DS-y but it looks nice. Even more impressive is the accuracy of the vision based input; look where you want to go, tap your fingers together and you go to that exact spot. The controls alone make you want to keep playing. All-in-all a pretty good addition to the Apple Arcade offerings and rounds out one of the biggest weeks for games for the Vision Pro to date. We all agree things aren’t where they need to be with AVP and games but there have been some meaningful additions over the past week. Hopefully there is some momentum.
 
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