Episode Transcript
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0:00
Are you trying to do like a vision pro layout
0:02
or what? Just don't worry about it.
0:04
I needed John to be here. I waited longer
0:06
than normal expecting Captain Late to be here and
0:08
I'm wrong. Oh my god, it's you. Wait,
0:12
what is behind me? I don't even
0:14
know what that background is. Maybe, does Zoom
0:16
add that or does Apple add that? I
0:18
think Zoom's doing it. I don't even know if
0:21
there's a way to change what's behind me. So
0:24
I am currently using AirPods. I am recording my real
0:26
mic and I will change as soon as I have
0:28
John freak out about how ridiculous I
0:30
look and then I will turn all this off and rejoin on
0:32
my computer. Okay. But
0:35
it was worth it for the fun of it. Oh look, there's
0:37
my, there's-ish my hand? Nope, nope, there it is. There it is.
0:40
You do the trademark Casey thumbs up. I mean, the problem
0:42
is your smile doesn't get big enough. What
0:46
are you gonna do? Ain't nobody perfect. Hi John. Hello. What's
0:49
going on? Last night,
0:51
it was a, did a podcast and I
0:53
did my normal Zoom recording. Hello, scary face.
0:56
And uh- That's all you get.
0:58
It didn't record anything. The
1:01
thing listeners that you have to learn about
1:04
trying to surprise or shock John
1:06
Cirecusa, you will never
1:08
get the reaction you want. We
1:10
know this from being friends with John for what, 13
1:13
years or whatever it's been? We know this.
1:15
A long time, yeah. But whatever
1:17
reaction you want to get out of John- You
1:19
will not receive it. Like
1:21
I believe you got what, about one and a
1:23
half words of a reaction? As
1:26
I said, I've seen a lot of personas now. We
1:28
hadn't seen Casey's persona. Anyway, that's
1:31
not to say that I'm not ever surprised about
1:33
things. Marco was very carefully trying to say you
1:35
won't get the reaction you expect. So maybe I'll
1:37
be way more surprised than you expected or way
1:39
less. There you go. We
1:43
have some follow-up. Apparently John does not
1:45
know how to do calculations. I presume
1:47
mental calculations or perhaps arithmetic beforehand. But
1:50
one way or another, you screwed up
1:52
your PPD. So tell
1:54
me what PPD is and how'd you screw it up, sir? The
1:57
problem wasn't with calculations because I wasn't doing these calculations.
2:00
It was with the little PPD calculator,
2:02
which is pixels per degree. We linked
2:04
the calculator in last episode show notes
2:06
and had a bunch of sliders and
2:08
text fields. Apparently, I messed up
2:10
one of the sliders or text fields when I
2:12
was doing the iPad Pro PPD because last episode
2:14
I said it was 28 PPD. If
2:17
I have my iPad, my 11-inch iPad
2:19
Pro sitting on a pillow on my
2:21
lap in the bed, measure the distance,
2:24
size of screen, resolution, enter it all in,
2:26
and I got 28 PPD, I had one
2:28
of the sliders just incorrectly set. The
2:31
correct number is 67 PPD. So
2:34
that kind of changes things because last episode I
2:36
was like, wow, the Vision Pro is 34 PPD,
2:38
which is pretty good for a headset. And
2:41
the iPad that I watch my TV shows on is only 28,
2:44
and that's less than the Vision Pro. Turns out,
2:46
not so much. Turns out, the Vision Pro is 34-ish, iPad Pro
2:48
11-inch, 67, 4K TV, 5 feet away, 76, Pro display
2:54
XDR, 2 feet, 100. So
2:56
it's making me feel a little bit better
2:58
about my future OLED iPad Pro purchase. Tell
3:01
me about Field of View and eye movement, if you don't
3:03
mind. This was something that occurred
3:06
to me after recording last week's episode.
3:08
We were talking about the Field of
3:10
View, the Vision Pro, and how
3:12
it compares to the headsets, and so on. And
3:15
also, Marco mentioned, like, sometimes
3:18
when he was looking at targets to like
3:20
the left and right side of the Field of
3:22
View, it was having trouble with the eye tracking,
3:24
whatever, at the extremities. And
3:26
it occurred to me that those two things combined,
3:28
that when we talk about Field
3:31
of View and how narrow it is in the headset,
3:33
as opposed to like, you know, just your eyes out
3:35
in the world or even some other headsets, it's
3:38
compounded by the fact that when you do what
3:40
Marco was describing, which is like, keep your head
3:42
still, but turn your eyes to like, you know,
3:44
in the Vision Pro, target button that's in the
3:46
upper left corner of your Field of View. When
3:50
you do that, you know, it kind of
3:52
makes sense. It's at the extremes of the edges
3:54
of the screen. You're looking through the
3:56
edges of the lenses that are in the Vision Pro.
3:59
I can understand how... eye tracking might be more difficult
4:01
there. But when you do that in real life,
4:03
and you have your head staying still, and you
4:05
move your eyes to the left to see something
4:07
in the upper left corner of your monitor without
4:09
moving your head, guess what? Your
4:12
field of view moves with your eyeballs, but
4:14
this does not happen in the Vision Pro.
4:18
So you see what I'm saying? When you shift
4:20
your eyes to the left, your whole field of
4:22
view is always centered on where your eyes are
4:24
pointed. But when you shift your eyes to the
4:26
left in Vision Pro, the field of view does
4:28
not move with your eyeballs. If
4:30
you're not moving your head, the screens are
4:32
in the same place. And
4:34
that's obvious if you think
4:37
about it, but it really does make the narrow
4:39
field of view feel more
4:41
narrow because as you shift your eyes, the field of
4:43
view doesn't shift with them. And I'm not saying it's
4:45
easy to do that. What are they gonna do to
4:47
have a little motorized? The screens that travel around would
4:49
be very difficult to do that, but it does make
4:52
the field of view feel even narrower. And it is
4:54
also why a lot of people who have used Vision
4:56
Pro for a longer time now get
4:59
into the habit of, or suggest that other people
5:01
get into the habit of moving their head more,
5:04
both to avoid Marco's issue, which is like, you know, the eye
5:06
tracking seems like it's the best kind of around the middle-ish of
5:08
the screen. And also because if
5:11
you do want to, for example, take in a
5:13
window that you have floating to your left, merely
5:15
glancing your eyes over there is not going to
5:17
reveal any more of that window. It would in
5:19
real life because the center of your field of
5:21
view would shift, but in Vision Pro, you actually
5:23
have to turn your head to move
5:25
the little screen so they know if you change what they're
5:27
displaying. That's a good point. And I also wanted
5:30
to bring up, I was talking to somebody about this, and
5:32
I think I know who it is, but they all remain
5:34
nameless, but I was talking
5:36
to somebody about this, and I believe it
5:38
was that last episode that you seemed very
5:40
disgruntled about the idea of moving your head
5:43
really in any direction, but I think particularly
5:45
laterally, in order to use
5:47
my fantasy, which is actually kind of
5:49
reality, magical world where
5:51
you've got panels of windows all around
5:53
you, and you seemed, don't
5:55
let me put words in your mouth, if
5:58
I'm mischaracterizing what you said, I apologize. It
6:00
seemed like, John, you were very perturbed about the idea of moving your
6:02
head a lot. And I was thinking about this and talking to somebody
6:05
that we know. Do you not move
6:07
your head when you're looking at that humongous
6:09
XDR? Like, do you really keep your head
6:11
dead center, locked in straight ahead? Because I've
6:13
got three 5K displays here because I'm a
6:16
weirdo and because Marco sent me one.
6:19
I'm pitching my head laterally constantly,
6:21
like all the time. Granted, not up and down,
6:23
but it's only
6:25
laterally. But I am always moving my head. Do you
6:28
not do that with your XDR? I mean, I'm sure
6:30
I do move my head, but considerably less. I'm definitely
6:32
a one monitor in front of me kind of person
6:34
because if I feel like, oh, I
6:36
have to look over there, which I guess there's some
6:38
minimum amount of head moving that makes me feel like
6:40
that. What I want to feel like is that everything
6:42
is there in front of me. Now, obviously, the bigger
6:44
the monitor gets, it's not all in front of you.
6:46
And the part of your vision that is in focus
6:48
is very small anyway. But I can
6:51
flick my eyes over to various... I
6:53
feel like I can take in my whole XDR. Obviously, I can't
6:55
because of the way human vision works. But I feel like I
6:57
can very easily flick my eyes to any corner. And
7:00
when I do that, I'm sure my head moves, but
7:02
doesn't move a lot. Whereas if you have
7:04
a second monitor, you have to make that choice that you've
7:06
made in one way and not be able to pull it
7:08
out otherwise, which is like, do I make it so the
7:10
seam between the two monitors is directly in front of me?
7:12
Or do I put one monitor directly in front of me
7:14
and then one monitor to the side? And if you have
7:17
a big monitor in front of you, the monitor to the
7:19
side is in head turning zone because you really have to
7:21
rotate. Especially if you want to see the
7:23
upper left corner of the monitor that is to the
7:25
left of the large monitor that's directly in front of
7:27
you, you're turning your head a lot and you'll feel
7:29
it. So I prefer obviously the one
7:32
big monitor. I don't know what the limit is. It's
7:35
not 32 inch, right? I'll tell you when I
7:37
get to it. I bet if I put my 65 inch
7:39
television on my desk, that would be past the limit and
7:41
I'd be turning my head just to look at the Apple
7:43
menu. But so far, from
7:45
anything that Apple has shipped that I've used with my computer,
7:48
32 inch fits within my field of view.
7:50
So when people are trying to compare
7:53
the Vision Pro and how it
7:55
might compare to regular computer
7:58
screens like this or how you might be able to... use
8:00
it as a virtual computer screen. The
8:03
sharpness and density, like John was saying
8:05
a minute ago about the PPD, the
8:07
density of a good computer monitor
8:09
is just way higher and it's
8:12
way sharper than the virtualized windows
8:14
that you create within the Vision
8:16
Pro environment. And so what
8:18
it feels like when you're making Vision
8:20
Pro windows, everything feels like
8:22
it is larger and further away usually than
8:24
how you would normally set up a computer
8:26
monitor. You can pull the windows virtually closer
8:28
to you in Vision Pro and you can
8:30
shrink them down so they match the size
8:32
and the position and the scale, but
8:35
the resolution is just not there. The displays
8:37
in the Vision Pro are not yet high
8:39
resolution enough to be able to simulate the
8:41
same density we get from computer displays that
8:43
are right there in front of us in
8:45
the real world. So you
8:48
kind of can't directly compare. So if
8:50
you wanted, for instance, if you wanted
8:52
to have the resolution of the 32
8:54
inch Pro Display XDR be
8:56
reasonably usable in the Vision Pro,
8:58
you would have to make the
9:01
window much larger than the
9:03
XDR actually appears in real life. And
9:05
you probably then either push it back from you a
9:08
little bit further in the distance, which then of course
9:10
shrinks resolution kind of even further because there's only
9:13
so many pixels on the physical displays, so that's
9:15
not really gaining any resolution, it's just changing the
9:17
perspective. Or you bring it really
9:19
close to you, in which case it's really
9:21
big and you have to turn your head
9:23
more. If you actually want to minimize head
9:25
turning as you're using a computer display, the
9:27
best way to do that is not in the
9:30
Vision Pro, it's by using a regular high
9:32
DPI external monitor. Yeah, you know, I
9:34
think another, like not bone
9:36
to pick, that's very antagonistic, but another
9:38
thing that I was reflecting on after
9:40
our last episode that I
9:43
just don't think I agree is that, you know,
9:45
the Mac Virtual Display, I think
9:47
it's perfectly fine. Like I don't really argue anything you
9:49
just said, Marco, but for my eyes, which I will
9:51
be the first to tell you, my eyes are not
9:53
great. I think I have like 2025 or 2030 or
9:55
something like that
9:58
Vision with my contacts in, which is pretty good.
10:01
which is basically the only way I live, but
10:03
they're not perfect. So consider your source here. When
10:05
I say that I think the Mac Virtual Display
10:07
is pretty darn crisp, and I think part of
10:09
that may be because I can blow it up
10:12
to be hilariously large if I so desire. And
10:15
again, I'm not arguing that the
10:17
effective resolution isn't lower than an XDR or
10:19
even a 5K machine, but I don't know.
10:21
I've used Mac Virtual Display in the Vision
10:23
Pro for a couple hours at a time,
10:25
and I didn't find it off-putting
10:27
or frustrating at all. It was perfectly
10:30
serviceable, if not an
10:32
improvement in terms of my ability
10:35
to get things done over my
10:37
14-inch display. My MacBook Pro is
10:39
onboard display. It's not an improvement in
10:41
terms of fidelity, to your point, but it certainly
10:43
felt like an improvement in terms of my ability
10:45
to get things done because I had so much
10:47
more real estate than my little 14-inch
10:50
MacBook Pro has. So I
10:53
don't know how to phrase this concisely. I'm not trying
10:55
to say you're wrong by any means, but I don't
10:57
know. My experience was a little bit different, I guess,
10:59
is the best I can say. Well, but we're actually
11:01
talking about two different things, and I think this is an
11:03
important distinction. What you are saying
11:05
is you can use it as a Mac Virtual
11:07
Display, and it works perfectly fine. You
11:10
even said the word serviceable. It works. You
11:12
can do it. It'll improve your productivity over a built-in
11:14
Mac screen, maybe. You are correct. And
11:17
I've spent a little more time with it since last week's episode.
11:20
I've tried different head-sealed shapes and foam
11:23
cushion shapes, and I've tried with and
11:25
without the reading glasses. And
11:27
there was actually a tip. Somebody put this on Reddit,
11:29
and people link us to it. In
11:32
the IPD adjustment thing, like when you put it on and it has
11:34
you hold on to the crown, and it goes, vroom, and it moves
11:36
the things in. In that
11:38
screen, if you tap the other button,
11:40
like the capture button, it can scoot
11:43
them manually back out. So
11:45
as far as I can tell, this is a
11:47
single direction adjustment. But
11:49
it does allow some degree of manual IPD
11:51
changes. And this person on Reddit had said
11:53
that this made a huge difference for them
11:56
in how sharp and clear it was to
11:58
use that eye strain. Of course,
12:00
I gotta try this. I tried a little
12:02
bit, I tried a lot. It didn't really
12:04
make any noticeable difference for me. I
12:07
have gone back to not using the
12:09
Zeiss Reader inserts, to just using it straight like
12:11
the way I had it in the lab. Sorry, I
12:13
went to a lab. That's all I can say
12:15
about that. But I still find the Vision
12:17
Pro sharp enough that I'm
12:19
pretty sure I'm not having eye problems by
12:21
not seeing it sharper. But
12:24
the Mac screen sharing is still not
12:27
nearly as sharp as a real Mac monitor. Now, this
12:30
is a totally separate discussion from whether
12:33
you can use it and whether it has utility
12:35
and whether some people can be totally fine using
12:37
it for many hours at a time. That's a
12:40
separate discussion. My claim is
12:42
that it is not as sharp as a
12:44
real Mac monitor. The kind of
12:46
sizing and positioning and focus distance
12:48
issues make it less practical for
12:50
me. And if given the choice,
12:52
I would take a regular Mac monitor any
12:54
day. I also try – people have reported,
12:57
if you have the developer strap, which we'll get to in a second, it
13:00
provides, I guess, a faster connection to the Mac
13:02
that it's connected to. And that apparently, Mac screen
13:04
sharing works better with the developer strap. I
13:07
tried it and honestly, I noticed no difference. So
13:09
I don't know if that's a thing or not. I
13:11
could tell no difference. And finally,
13:14
I tried editing this podcast on it last
13:16
week. And while it was
13:18
interesting to have that Mac screen space, I
13:21
didn't notice this when just doing basic email
13:23
and web browser and stuff like that kind
13:25
of productivity. But when I
13:27
started editing the podcast in Logic, I
13:29
immediately noticed lag. Just
13:31
like moving the mouse around because I'm doing lots
13:33
of fast mouse movements and fast keyboard and everything
13:35
when I'm using stuff in Logic. So the
13:38
lag was actually kind of a deal breaker for me
13:40
in addition to the fact that it's just – Almost
13:42
like you're using screen sharing. Yeah, it's also very awkward
13:44
trying to wear studio-sized headphones while using
13:46
the Vision Pro. That also proved to
13:48
be a problem. But there are
13:51
multiple issues with the Mac screen sharing that make it
13:53
noticeably less good than using an
13:55
actual Mac screen. And
13:58
some of those are probably just inherent. to
14:00
the technology. Some of those will probably be fixed
14:02
in the future or improved in the future with
14:04
higher resolution screens. So if you're looking for something
14:06
that's going to directly replace a
14:08
Mac screen, this won't do that, but
14:11
this can serve as a Mac screen
14:13
with some compromises. And for many people,
14:15
that will be totally fine and worth
14:17
the tradeoff. But it's not
14:19
a direct replacement. I think that's
14:22
the key, the way you ended that. That,
14:24
yeah, it isn't a direct replacement. I guess
14:26
that's true. However, it is more
14:29
than serviceable, and I know I said that
14:31
before, but it to me has been pretty,
14:33
pretty good. Now, I've occasionally noticed lag. I've
14:35
actually noticed more pointer lag, where I think
14:37
it's a little confused if I'm trying to
14:39
control a Vision OS window or the Mac
14:41
window. I've noticed a little bit more pointer
14:43
lag than I've noticed display lag, but I'm
14:45
not editing stuff in Logic or whatever. But
14:47
I think your point is fair, that it
14:49
is not better than having a dedicated monitor,
14:52
but if you are ever somewhere other than
14:54
your desk and you would like to have
14:56
more screen real estate, I think that this
14:58
is more than just acceptable. I think it's
15:00
pretty darn good. Again, consider your source. My
15:02
eyes are not great. So it very well
15:05
could be that if I had Marco's eyes
15:07
that I would look at this and go,
15:09
ugh, this ain't great at all. But to
15:11
my eyes, which in general, as
15:13
much as I'm making fun of myself, generally speaking,
15:15
in day to day use of my
15:18
eyes, I can't think of a better way to
15:20
phrase this, I don't feel like things are generally
15:22
blurry. But I want
15:24
to make it plain that my eyes are
15:26
not stupendous. And so I think that the
15:28
fidelity is fine, the crispness is fine. I
15:31
think it works reasonably well. Again, I
15:34
mean lag could be an issue if you're editing in Logic, but for
15:36
the sorts of things that I do, I think the lag is fine.
15:38
I think this is really, really good. And I
15:40
was debating if I wanted to bring this up,
15:43
but I might as well do so. I actually
15:45
did take the Vision Pro to a local library.
15:47
I did this on Monday
15:49
morning. I booked
15:51
a little conference room sort of thing,
15:53
which did have a glass wall behind me, but
15:56
I booked a conference room for a couple hours, which was like
15:58
a two person study room, I guess I thought. I should call
16:00
it. And I had my back
16:02
to the outside wall. So the only thing
16:04
that anyone would be able to see is
16:06
like the weird headband behind me. And
16:09
I did work. I wrote code for a
16:11
couple of hours. And it was
16:14
great. Like it was absolutely great. I then
16:16
got booted from my conference room because my
16:18
time was up and I needed to spend
16:20
a little time in like the regular desks
16:22
and chairs and cubicles area. And I did
16:24
not have the gumption to put the vision
16:26
pro on at that point. But for
16:29
the time that I was somewhat
16:31
secluded and not completely conspicuous, I
16:33
thought it was wonderful. It was so much
16:36
better than my rinky dink, like what is
16:38
it, like 12 or 13 inch monitor that
16:40
I bring with me as like a second
16:42
display. It was so much better than that.
16:44
So again, I'm not trying to say that
16:46
anything you've said, Marco, was incorrect, wrong or
16:48
inaccurate. All I'm trying to say is for
16:50
me and my uses, it's been great. It's
16:52
been really, really good. Yeah. And
16:54
I think what you said at the beginning of that
16:56
is pretty important. You were talking about like,
16:58
you know, your eye quality for the
17:00
lack of a better way. If
17:03
you are accustomed to not
17:06
that sharp of vision, you
17:08
might not see the difference. And that's not an
17:10
insult. Like that's just
17:12
the reality. If you are accustomed to
17:14
sharp vision and you're accustomed to the
17:16
sharpness of Mac screens, when
17:19
you see the virtual screen, like one
17:21
of the effects I get is I
17:23
almost feel like I'm getting eye strain
17:25
because my eyes are trying to focus
17:27
harder to resolve the detail they expect
17:29
to be there, but that isn't actually
17:31
there because I'm accustomed to seeing
17:33
a certain level of sharpness on the physical
17:35
Mac displays. And so when I'm using something
17:37
in vision, in vision, probably in the Mac
17:39
screen sharing mode that is a little bit
17:42
soft, my eyes think they're not
17:44
focusing correctly and they try harder to focus on
17:46
it. Similar to what I was describing last week
17:48
about like when I try to focus on stuff
17:50
that's out that's in the soft depth of field
17:52
areas of a 3D movie. Like I'm thinking I
17:54
should be able to focus on this and it
17:56
kind of hurts my eyes to look at a
17:58
defocused area of the video that I think I
18:00
should be able to focus on. So it's that same kind
18:02
of effect when looking at the max screen. If
18:05
you have pretty sharp vision
18:07
in the physical world, that,
18:09
I think, makes it more noticeable to use the
18:11
max screen this way and to see its flaws
18:13
and to potentially maybe cause some eye strain. Marco,
18:16
about your lag when
18:18
editing the podcast, you just have to wait
18:20
for the Vision OS native version of Logic,
18:22
which based on the iPad schedule should be
18:24
here in 10 short years. So hang in
18:27
there. I mean, the screens are probably a
18:29
higher resolution by now. Yeah. Just to be
18:31
clear for people, like, oh, he's saying this lag is screen
18:33
sharing with the Mac. He's using a Mac program to edit
18:35
the podcast, so he's screen sharing with his Mac. Presumably, if
18:37
it was a native Vision OS version of the thing, there
18:39
would be considerable less lag if the app would actually be
18:41
running on the Vision Pro, which has an M2 and it
18:43
would be fine. Oh, I would expect no lag if it
18:45
was native. Right. Related to what you
18:47
were all saying about screens, this is also one final
18:50
note on the whole field of view and everything. And
18:52
you were kind of both touching on it. Even
18:55
before Vision Pro came out, there was lots of people speculating
18:57
about, well, you
19:00
have such and such size monitor on your laptop
19:03
or on your desk, but once you get the
19:05
Vision Pro, imagine you could make it 100 feet
19:08
tall in front of you. We heard
19:10
a lot of that both before the Vision Pro
19:12
was in anyone's hands and now after when people
19:14
have it. They still make statements like that. And
19:17
what both of you were touching on is the edges
19:19
of that. But it made me think about, what
19:22
does it mean to have a really big screen
19:24
in front of you? Obviously,
19:27
one aspect of it that we've discussed at length is,
19:29
OK, well, how many pixels can I see? Because when
19:31
you're doing stuff with max screen sharing
19:33
or something, what it comes down to is, look,
19:36
toolbars take up a certain number of pixels. And
19:39
if I want to see more stuff on my screen, I
19:41
need to have more pixels because I don't really care if
19:43
I can make something 100 feet if it's 640 by 480
19:46
pixels because there's just not enough information density there.
19:49
But it also got me thinking about things
19:51
like watching movies. Oh, you know,
19:53
well, you could watch movies on your little laptop
19:55
on a plane. But when I'm on the plane, I
19:58
can put a 20-foot screen in front. front
20:00
of me. And there are
20:02
a couple of aspects of what does it mean to
20:04
look at a big screen, especially when thinking about things
20:06
like movie screens. When you're in a movie theater, let's
20:08
say the screen is 100 feet diagonal or something. The
20:10
screens are really big. It's a really big movie theater.
20:12
It's not a dinky movie theater. It's a big movie
20:14
theater. That screen is really
20:16
big. How that manifests in
20:19
our viewing is, one, how much of your field of view does
20:21
it take up? And if you're in the front row, it takes
20:23
up all of your field of view because you can't even see
20:25
the whole screen without turning your head. And if you're in the
20:27
back row, it takes up less, but it takes
20:29
up a certain amount of your field of view. But
20:31
field of view is not the only thing
20:33
that makes a screen big. If it was,
20:35
we could take our phones and jam them
20:37
up to our eyeballs and be like, wow,
20:39
my phone screen is huge. It's taking up
20:41
my home with my entire field of view
20:43
because it's touching the bridge of my nose,
20:45
right? Field of view is
20:48
not the only thing that determines
20:50
a screen, a big, quote unquote, big
20:52
screen. The second thing is, how far
20:54
away is it from you? And
20:56
in the movie theater, if you're watching some
20:58
gigantic IMAX screen, that's hundreds of feet, right?
21:01
Hundreds of feet diagonal. It's just a massive
21:03
screen. It's multiple stories tall. It's
21:05
also not touching the bridge of your nose. It's
21:07
probably pretty far away because if it wasn't, you
21:09
wouldn't be able to see anything. Again, if you
21:11
were sitting in the front row and you cranked
21:13
your neck and you can't even see the entire
21:15
screen, depending on how well the theater is laid
21:17
out. Inside Vision
21:20
Pro, many things conspire to make it
21:22
not a good match for anything that
21:24
I've just described. Obviously, the physical
21:26
reality is there are screens like less than an inch from
21:28
your eyeball or whatever, but that's not how it feels because
21:31
of the lenses.
21:33
So the first thing is field of view. We
21:35
know the field of view of the entire Vision
21:37
Pro is like 100 degrees. The ideal movie viewing
21:39
thing is like 40 degrees over a field of
21:41
view, you're fine. You should be able to get
21:43
something that has the same field of view as
21:45
the biggest movie theater screen you've ever seen where
21:47
you have a good seat in the theater. So
21:50
I feel like we're covered, especially for a static thing like field
21:52
of view. Pixels we already know, it's
21:55
not quite adequate to give the kind of fidelity
21:57
we expect for a Mac monitor, but it's not
21:59
awful either. Then there's distance. One
22:02
of the things that makes that 100 foot screen
22:04
feel like it's 100 feet is the fact that
22:06
it's really far away from you. That it fills
22:08
a lot of your field of view, but also
22:10
when you try to look at it, you have
22:12
to focus, I don't know, 50 feet away or
22:14
whatever, like you have to focus the distance from
22:16
the middle of the giant theater to the screen.
22:18
And that's never going to happen in the current
22:20
Vision Pro because every single thing in there is
22:22
1.3 meters from you. So
22:25
no matter how much of your field of
22:27
view you make the television screen, the
22:29
movie or whatever, no matter how big you make it, even
22:32
if you make it like I'm sitting in the front row
22:34
and I can't even see the whole screen and it's just
22:36
overwhelming me, it's still going to be 1.3
22:39
meters away as far as your eyeballs are concerned because
22:41
you'll be focusing 1.3 meters away to be able to
22:43
see what's on the screen. This
22:45
is not to say that it's bad or good
22:47
or indifferent. Sometimes having it 1.3 meters
22:49
away is probably better than having it 50 feet
22:52
or away. But it explains
22:54
why when I was in there, I experimented
22:57
with like, can I make this video really big to
22:59
make it feel like I'm watching a big screen? And
23:01
I could make it big and I could make it
23:04
fill my field of view, but it
23:06
never felt like I was watching an IMAX screen. And
23:08
it's because the IMAX screen is not 1.3 meters
23:10
from my face. So I
23:12
don't know what the solution to this other than, you know, obviously
23:14
we talked about a headset that has
23:17
a variable focal distance or whatever. But keep
23:19
this in mind when you're thinking about what
23:22
you want out of a big screen experience. When
23:24
you're talking about the Mac, you probably want more
23:26
pixels that this thing can't
23:28
really deliver comfortably for you. When
23:30
you're talking about a movie screen, if
23:32
you like the feeling of sitting in a giant movie theater, you're
23:34
not going to get that when your eyes are focusing 1.3 meters
23:36
away. But in
23:39
Casey's case, or if you're on an airplane or
23:41
whatever, you can definitely get a larger screen 1.3
23:44
meters away than you comfortably can in a
23:46
physical environment. Either whether that means that you're not carrying
23:48
your XDR with you to the library to get the
23:50
view that Casey was getting or bring it
23:52
onto a plane or whatever. How
23:55
do we turn off a Vision Pro? I don't
23:57
even remember talking about this last episode. Was this
23:59
a point? during my demo when the person was
24:01
twisting the power connector to reboot the Vision Pro.
24:03
Oh yeah yeah. So when the person did that
24:05
I teasingly said, oh you know Apple never puts
24:07
power buttons on their things because wouldn't that be
24:09
marking me into a power button. And
24:11
then I suggested to the person when they were twisting
24:14
the little thing and taking it off, I'm like why
24:16
don't you just try holding down the the the crown
24:18
and the button at the same time. And they told
24:20
me no that's not how it works. And
24:23
then as a head head to head door a
24:25
week of people sending the message is saying you
24:27
should have just told the person to hold down
24:29
these two buttons because that will show the little
24:32
shutdown slider that you see in from iOS and
24:34
let you turn down. So anyway there is an
24:36
Apple support document explaining how you can turn off
24:38
the Vision Pro. I think it's just
24:41
called how to turn off the Vision Pro and
24:43
apparently you can do any of the following. Number
24:45
one, press and hold the top button in the
24:47
digital crown and I'll show like the little shutdown
24:49
slider. Number two, go to settings general shutdown and
24:51
then drag the slider. Number three, say dingus
24:54
turn off my Apple Vision Pro. And
24:56
finally take off Amazon Pro, place it on a secure
24:59
surface like a table or desk, then disconnect the power
25:01
cable. It's amazing that they tell you that disconnecting the
25:03
power cable is one of the ways you can turn
25:05
off. I mean that's true I guess but that's kind
25:07
of a let's say ungraceful shutdown
25:09
because all the other ones give software time to
25:11
do you know and a proper clean shutdown. Disconnecting
25:14
the power does not do that. It's just gonna
25:16
power it's like oh it's the Apple TV reboot
25:18
procedure. Just yank out the power cord. Which is
25:20
kind of interesting too because like no other iOS
25:22
based device has ever had this right? Yeah just
25:25
TV. Just TV are the ones. Apple TV that
25:27
like I remember when I first got the Apple
25:29
TV is like surely this is a support document
25:31
telling me how to like you know reboot it
25:33
or shut it down and it's like just yank
25:36
the cable. Although interestingly I understand that you grabbed
25:38
this from the Apple support document not trying to argue with
25:40
you but to my recollection when
25:42
you press and hold the capture in digital
25:44
crown for a couple of seconds then that
25:46
brings up a force quit menu. So maybe
25:49
you have to mash it down for even
25:51
longer. Yeah I think both UIs
25:53
are in the same thing. Why don't you just
25:55
try it? Alright hold on I gotta strap in
25:57
again hold on. Strap in. This
26:00
is not fun to do with headphones on. I
26:02
told you. Well, in case you're doing that, I
26:04
will bring up another point, which is this document
26:06
says you can do all these things, but
26:08
I am suspicious about whether all
26:11
of them are equivalent. I
26:13
do believe that disconnecting the power will turn it
26:15
off, because there will be no more electricity, and those
26:17
capacitors will discharge eventually, and as far as we
26:19
know, there's no backup battery. So turning off, disconnecting
26:22
the power should turn the thing off.
26:25
Every other one of these things, I'm suspicious that
26:27
it's like in a deep sleep mode, and it's
26:29
not really off, you know what I mean? It
26:31
doesn't say that that's the case here, but the bottom
26:34
line is when power is still attached, I always, I
26:36
mean, Max has done it for ages, I always wonder
26:38
what it's like. I'm mostly off, but I'm kind of
26:40
a little bit on, and occasionally I'll wake up and
26:42
check for new email and stuff, which is the thing
26:44
that Max has done for ages, so
26:46
I give this a little bit of side eye.
26:48
Alright, real time follow up, real time follow up.
26:50
So I'm going to press down starting now, and
26:54
now I've got a force quit menu. And
26:56
I'm going to press down starting
26:58
now. Why
27:01
are we doing? No, no, no. Okay, there we got
27:03
slide to power off. So it was an additional one
27:05
to two seconds. I will say also like hot tip
27:07
about powering down the Vision Pro. However
27:09
you choose to do it, definitely power it down
27:11
if you're going to be not using it for
27:13
a while and it's not plugged in, because it
27:15
drains its own battery. If you just leave it
27:17
like on a countertop, not plugged in, it'll
27:20
be dead by the next morning. Mine
27:22
wasn't dead by the next morning, but it was
27:24
like half the battery. It had to be moved
27:26
up. It was like the AirPods Max, just like
27:28
the AirPods Max is downloading your photos from your
27:30
iPhoto library, so is your Vision Pro. AirPods Max
27:32
can't display them, it just likes to download them.
27:35
Photo analysis, do you have to run? I
27:38
actually do think that's one of the things that melted
27:40
my battery, because I had done this like the second
27:42
day I had it, you know, I had left it
27:44
somewhere, I forget where, and it was plugged in, or
27:46
plugged into the battery pack, but the battery pack was
27:49
not plugged into anything. When I got to it the
27:51
next morning, it was at like 50% or something like
27:53
that. Yeah, it's downloading your messages, it's thinking your notes,
27:55
it's doing all the things. If you have a long,
27:57
long time, you know, long time, you know, you can't
27:59
do it. long suffering Apple ID, let's say.
28:02
It's got a lot of data, and this thing's going
28:04
to try to download it, and yeah, it's going to
28:06
eat your battery. All right,
28:08
let's talk about the developer strap. We
28:11
all ordered, was it the day of release,
28:13
I believe, Marco? It was like the day
28:15
after. It was sometime soon afterwards, but you
28:18
could kind of tell, like, maybe they just
28:20
didn't want people to really talk about it,
28:22
because I think they kind of buried this
28:24
announcement. Yeah, I think I'm pretty sure it
28:26
was the day of release, but if not, like you
28:28
said, it was the next day. I would rather. So
28:30
to recap, this is a $300 strap. So
28:36
it's the white pieces on the
28:38
Vision Pro that connect
28:41
to the Vision Pro to the back strap,
28:43
and in certain cases, the top strap as
28:45
well. The light
28:47
seal or shield, the light shield
28:49
and the little light
28:51
shield cushion, those do not touch the strap, those
28:53
touch the Vision Pro itself, but the
28:55
back strap and top strap strap, if applicable,
28:58
connect to these white straps, and the white
29:00
straps also has the ear pods, audio pods,
29:02
whatever they're called. It's the right stick. That's
29:04
right. And so the right hand stick, if you
29:06
get the developer, the $300, did I mention $300? The
29:10
$300 developer strap. Are
29:13
you a little upset about the price, maybe? Like
29:16
I mean, honestly, I do to a degree,
29:18
I do get it, but whoa, golly. So
29:21
this is the $300 strap that in the
29:23
same spot that on the left hand side,
29:25
you plug in power to the Vision Pro,
29:27
it has a very similar design, like little
29:29
nubbin, if you will, and hanging
29:31
off of that nubbin is
29:33
a USB-C receptacle so that
29:36
you can plug USB-C in on
29:38
this and USB-C in on your computer,
29:40
and then you can do things like
29:42
have better screen sharing, allegedly. I mostly
29:44
agree with you, Marco. I haven't really
29:46
noticed a big difference on that. But
29:49
one way or another, you can have better screen
29:51
sharing, allegedly, and you can also do much easier,
29:53
faster, better, etc. development because you're not relying on
29:55
Wi-Fi. I got one of
29:57
these, I ordered it immediately because I was still worried
30:00
about it. about inventory and things like
30:02
that. It turns out that was, I think, for
30:04
naught. But nevertheless, I ordered it immediately. It came
30:06
in the Monday that I had left to go
30:08
to New York, so I didn't
30:10
get a chance to play with it until this past Monday,
30:12
when I brought it with me to the library knowing I
30:14
was going to be doing Vision Pro development, and I thought
30:16
to myself, you know what, I'm gonna leave this thing sealed,
30:18
and it was, it was actually in the shipping box at
30:21
this point, I'm gonna leave it sealed, and hopefully I won't
30:23
need it. You know, hopefully it won't be a big deal.
30:26
And I connected my Vision
30:28
Pro to my computer via Wi-Fi, and
30:31
it did the, I forget exactly what it's called,
30:33
Marco, you probably remember, but the like, downloading symbols
30:36
or preparing for development, whatever it is, dance. And
30:38
it's at 0%, at 2%, at 4%, at 6%. And
30:44
after literally like half an hour of
30:47
this, I immediately opened
30:49
the development, the $300 developer strap, and
30:51
said, the hell with this, I'm
30:54
gonna have to open this thing up. And when
30:56
I opened it, I was under the impression
30:58
that this was a USB 2.0 device, it
31:01
only, only
31:03
thing it does is apparently a little bit
31:05
of magic with screen sharing, allegedly, and
31:08
it lets you do, you know, debugging and
31:10
whatnot via the cable, and apparently, John, that's
31:12
not right. So what's going on here? Yeah,
31:15
I think there's still just people speculating, but
31:17
they're pulling it up in the system information
31:19
app in macOS, and you can see it
31:21
listed under the Thunderbolt slash USB 4 bus.
31:25
You can see the Apple Vapro listed under there
31:27
once you connect it with an actual Thunderbolt cable.
31:29
This is leading people to believe that this thing
31:31
is Thunderbolt capable, even if none of the software
31:34
that we have now is taking advantage of it.
31:36
And one of the things that lends credence to that is
31:38
if you look at the standard little
31:40
white stick that plugs in there, and you take it out,
31:43
and you see the widest lightning connector Apple has ever made,
31:45
that has 10 contacts on it, and
31:47
those contacts are only on one side,
31:49
so it's a very odd, asymmetrical, one-sided
31:52
curved lightning. The
31:54
developer strap has 14 contacts, or 28,
31:57
14 on each side. So
32:01
that's a lot more contacts. Even if it's just four
32:03
more, that's substantial. And the fact that they have
32:05
them on both sides makes me think that this developer
32:07
strap is surely equipped, electrically
32:09
speaking, to do more than USB 2.0
32:12
speeds. We'll see if that
32:14
speed is unlocked in the future, but it sure
32:17
looks like that maybe you might get more for
32:19
your money, more for your $300 than
32:21
USB 2.0 speeds if
32:23
and when new versions of Vision OS
32:26
and or Mac OS and or Xcode
32:28
are released. Can you
32:30
imagine if this thing could, and I mean
32:32
granted it's dongle town all over again, but
32:34
can you imagine if you could plug in
32:36
like an HDMI in to this thing, the
32:39
same ones that I've gotten and many people
32:41
have gotten for their iPads and for their
32:43
Macs, especially what's the name of the
32:45
app that's really good
32:47
for HDMI input on the iPad that the Halide
32:49
people do, I'm drawing a blank now. Shoot,
32:52
I'll have to try to remember to put it in the show notes, but anyways,
32:55
yeah, you imagine having an HDMI dongle and then plugging
32:57
into that HDMI dongle, I don't know, like a
32:59
Nintendo Switch or something like that. That would be neat.
33:02
Is that possible? Who knows? Probably be
33:04
an HDCP, whatever, you know, handshake violation
33:06
and you just get a black screen,
33:08
so don't worry about it. Yeah,
33:11
but I don't know, it would be cool if it
33:13
was more capable than just doing, you know, the developer
33:16
strap stuff as it is today. And I'm not, I
33:18
mean, I am grumbly obviously about the fact that it's
33:20
$300, but
33:22
nevertheless, it is very convenient. And I know
33:25
I haven't done watch development seriously, you know,
33:27
I've dabbled as we talked about many years
33:29
ago, but golly, I would pay $3,000 for
33:31
one of these for
33:34
an Apple Watch. Oh my God, I would, no question,
33:36
like if there was some kind of Apple Watch developer
33:39
strap, even if it was also $300 or more, I
33:43
would buy it in a second, because even
33:46
though the wifi debugging to the Apple Watch
33:48
has gotten way less crappy than it used
33:50
to be, it is still really crappy compared
33:52
to any kind of wired debugging like on
33:54
a phone. So yeah, no question, like, and
33:56
that's why I bought this too. It
33:58
is clunky to use. in the sense that
34:01
it is now two cables. There's a
34:03
cable coming out of each end and
34:05
that's really great. Yeah, that's not great.
34:08
However, if you are doing like
34:10
active debugging or like a fast build and
34:12
run cycle on the Vision Pro from Xcode,
34:14
it is really nice to have that be
34:16
as fast as it can be. And
34:19
that is why I bought it because I knew,
34:22
I always, like I've
34:24
upgraded my entire Apple Watch solely
34:26
because Underscore told me it would build the Apple
34:28
a little bit faster in this build and run
34:30
cycle. That's how much it
34:32
matters when you're actually actively debugging and actively
34:35
building and running an app in like a
34:37
tight loop of, alright, change this, fix this,
34:39
run again. Every second matters
34:41
for both your productivity and honestly
34:43
your mood. And so for
34:45
me it's very high value to try to
34:48
shorten that loop and try to make sure
34:50
there's a little friction as possible when I
34:52
got to do that cycle. And even
34:54
though the cable situation is stupid, the
34:57
price is stupid. The
35:00
fact that it was not built into
35:02
the battery cable that itself has communication
35:04
protocols and the USB-C port on the
35:06
battery is the stupidest of them all.
35:09
However, I still did gladly buy
35:11
it and use it because
35:14
the debugging cycle is just that much
35:16
better and it makes that much of a difference in my
35:18
life. Yeah, I really wish
35:20
that you could optionally, and I
35:22
get why Apple doesn't do this because there's 104 reasons
35:25
why it would be clunky, but I
35:27
wish you could power this thing through
35:29
the developer strap because... Yes, somehow, give me
35:32
one cable. Right, that would be tremendous. And
35:35
I mean, USB-C can carry power. That
35:38
is a thing USB-C can do, but unfortunately not
35:40
here. But I mean, the battery, we just announced
35:42
last week that the battery puts out a voltage
35:45
that is not supported by any of
35:47
the USB power, to the respects, I believe. It's
35:50
weird because it seems like
35:53
the hardware was designed without
35:55
ever talking to the Xcode team. Designed
35:58
in a vacuum with no... No one ever
36:00
considering, hey, what about cable debugging? I mean,
36:02
I'm sure they were using
36:05
Xcode to do all the development of the Vision
36:07
Pro. That's a good – so how – like,
36:09
okay, I don't want to harp on this too
36:11
long, but just how did
36:13
this not get integrated into the main battery
36:15
cable somehow? That blows my
36:17
mind. Yeah. Real-time follow-up, the app
36:20
that you were thinking of apparently according to the chat
36:22
room is Orion. Does that ring at all, Casey? Yes,
36:24
that's it. Thank you.
36:26
Yep, yep, yep. Thank you. I
36:28
was just a little bit of a intro, asking about debugging on the
36:30
watch, like, so the rumors are that there is
36:32
and was a thing that you would connect to,
36:34
like, the little diagnostic port behind the strap for
36:36
watches internal to Apple to do essentially wired debugging
36:38
on the Apple Watch. And then the
36:40
rumor was that future Apple Watches – I don't know
36:42
if that means current or still-to-come ones – used
36:45
a sort of high-frequency wireless interface to do
36:47
that debugging that was better than Wi-Fi, but
36:49
it was kind of like a direct point-to-point
36:52
wireless interface with some really high
36:54
frequency. So what we're saying is that
36:56
we've always heard that inside Apple, the
36:58
build-and-run cycle that Marco was just complaining about for
37:01
the Apple Watch is better inside Apple, but
37:03
that betterness supposedly has not
37:05
yet trickled out to the regular developers. We
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now back to the show Matt
38:47
Rigby writes to us many quote-unquote 3d
38:49
films including the recent Star Wars trilogy are
38:51
actually 3d Conversions that is
38:53
to say the films are shot in
38:55
2d on a single camera And then
38:58
rotoscope artists individually cut out each element
39:00
of every shot frame by frame Otherwise
39:03
known as rotoscoping then map these elements
39:05
as textures onto rough 3d objects and
39:07
render those objects in 3d space Holy
39:10
fart knockers. I can't believe that that's what
39:12
people do to make these 3d movies. That
39:14
sounds terrible, but Matt links to Real
39:17
3d or fake 3d comm that is literally
39:19
the URL real 3d or fake 3d comm
39:22
Also linked in last last week's show notes
39:24
Because that's why I was trying getting at when I was
39:27
talking about the 3d movies and Margot had watched the Star
39:29
Wars ones And the 3d wasn't done very well there and
39:32
the real or fake 3d Hostname
39:34
is you know obviously? Extreme
39:37
basically saying the thing you just read Casey That's
39:39
fake fake 3d because it was like well the
39:41
movie was shot in 2d and then we make
39:43
it 3d It's also called like post conversion or
39:45
whatever and so the real or fake 3d comm
39:47
site It basically lists movies like look if you
39:50
want to know if the movie you're going to
39:52
watch is real or fake 3d Look
39:54
it up on here, and you'll know what it
39:56
is that you're getting the implication being that you would
39:58
presently want to avoid the quote-unquote about fake 3D
40:00
instead of the real one. So
40:04
I talked to our friend and
40:06
illustrious industrial light and magic special
40:08
effects artist Todd Vizzieri, who has
40:10
worked on many Star Warses and
40:13
many other Star Trekks and other movies you may have
40:15
heard of about the topic
40:17
of 3D, and in particular the whole
40:19
thing about real and fake 3D. And
40:23
he had an interesting take on it. I'm going
40:25
to try to summarize it here because I didn't
40:27
record our conversation and it was in
40:29
audio instead of email so I can't quote passages
40:31
from it. His take was that shooting
40:34
quote unquote real 3D with
40:37
two cameras sitting next to each other, you're filming stuff
40:39
with two cameras in 3D so you get a right
40:41
eye and a left eye thing of it, is
40:44
kind of a pain in the butt. Now it's pain in
40:46
the butt for some obvious reasons. You have two
40:48
cameras, they take up more room, they're heavier, it's pain to
40:50
deal with two cameras to make sure they're all working and
40:52
everything. You can't get those two cameras into the same places
40:54
that you can get one camera into, you have less flexibility
40:57
there, right? Also when you're filming
40:59
with two cameras you have to make a bunch
41:01
of decisions when you're
41:03
filming that you don't have to, when
41:06
you're post converting you can change your
41:08
mind about stuff like that. So for
41:10
example, what we were just saying, the
41:12
IPD, the interpupillary distance, it's called the
41:14
interaxial distance in the realm of 3D
41:16
filming. When you film with two
41:18
cameras you pick that distance by putting the cameras that
41:20
distance apart from each other. And
41:22
it's not easy to change that after the fact,
41:25
whereas when you film in 2D and they do
41:27
that 3D conversion, you're choosing when
41:29
you do the conversion what
41:32
you want that distance to be. When
41:34
you do the conversion, like later after the entire
41:36
film is put together, but when you're shooting in
41:38
3D you're kind of baking in that distance in
41:40
every one of your shots that you make. And
41:43
that's important because there's a whole bunch of guidelines
41:45
for doing 3D filming that you want to try
41:48
to not violate which is like don't
41:50
change that interaxial distance massively from one
41:53
shot to the next. Because if you're
41:55
cutting between them it'll make people's eyes
41:57
bug out. It's like, whoa! now
42:00
my eyes are three feet apart, now they're two inches apart,
42:02
now they're three feet apart, now they're one inch apart. You
42:05
don't want to bounce that back and forth in the
42:07
same way that you wouldn't want to bounce back and
42:09
forth lots of things in the 2D world. So you
42:11
have to have a lot of planning and be careful
42:13
and be precise. You do
42:15
have a lot of repair to do when you
42:17
film in 3D because you have to sort
42:19
of make the image from each of
42:21
the cameras match up in a pleasing way when
42:23
viewed in 3D, which involves unwarping the lens distortion
42:26
and making it so that when you actually watch
42:28
it with 3D glasses or in a headset or
42:30
something that it doesn't look weird.
42:33
If you get lens flares, you'll get different
42:35
lens flares in each camera because they're in
42:37
different positions and trying to reconcile two different
42:40
lens flares that you're showing in 3D is
42:42
weird because we're all used to
42:44
seeing one lens flare because the lens flares actually
42:46
happen inside the lens. I mean you're shooting
42:48
with one camera, you get one lens flare and that's
42:50
what we're all used to seeing in movies. But
42:52
when you shoot with two cameras, you get two lens flares
42:55
or maybe one but not in the other one depending on
42:57
where the lights are and we're not
42:59
used to seeing that so it's weird. That's
43:02
very, it makes
43:04
filming very difficult and it makes you have to sort
43:06
of do like a Hitchcock style where you have everything
43:08
planned out, you know exactly what you want, you shoot
43:11
only what you need and you can't
43:13
change your mind easily by all this stuff. Whereas
43:15
post conversion, you shoot it in 2D using all
43:17
the techniques and technologies that we've always had for
43:19
2D and then later someone comes along and says
43:21
now I have to figure out how to make
43:24
this into 3D and they can slice and dice
43:26
it and you know it sounds like a lot
43:28
of work and it is a big pain but
43:30
you can choose each individual
43:33
frame of film how you want things to look so
43:35
you'll know that okay we know that shot A comes
43:37
after shot B comes after shot C so I'll make
43:40
sure I don't bounce around the interact field distance there
43:42
because the film is done, it's already
43:44
put together you don't have to guess. The people who
43:46
are filming it have to, not guess
43:48
but like say well I hope this shot comes after this shot
43:50
comes after this shot but if we decide to change it around
43:52
it might be jarring because that shot we shot yesterday and the
43:54
cameras are closer together than they are now, it's
43:57
kind of a pain in the butt. And as
43:59
for the movie that I saw in my demo, I
44:01
was asking like, why
44:04
would that look like bad
44:06
3D or fake looking 3D to me?
44:09
It's a CG rendered movie and I kept saying they
44:11
have all the depth information and people thought what I
44:13
was saying is that somehow that there was like that
44:15
I was going to get infinite depth information in
44:17
the like in the movie itself
44:20
as opposed to just a right eye and a left
44:22
eye thing. What I'm saying is like when you're 3D
44:24
rendering it, the rendering software when it's generating the image
44:26
knows the distance of all the pixels. So
44:28
there's no reason that it would, that things should
44:30
look like they are 2D cutouts. Todd
44:33
didn't know any details about the Mario movie but he
44:36
said it's completely plausible that someone could have a CG
44:38
movie and to save money or time they
44:40
would render out either the whole thing
44:43
in 2D and then slice it up and add
44:45
fake 3D to a CG movie or render it
44:47
out in layers and have those be composited together
44:49
and part of that is again for cost and
44:51
annoyance reasons. If you're doing a computer
44:54
animated movie like a Pixar movie, you
44:56
can do it the quote unquote real
44:59
way where you render two different perspectives.
45:01
You have two virtual cameras in your
45:03
virtual world and you render from two
45:05
different perspectives but when you do
45:07
that you quickly find oh it turns
45:09
out that now one of the cameras can see
45:11
around back behind a piece of geometry that I
45:13
thought was hidden in the 2D version of the
45:15
movie and now I can see some place where
45:17
we didn't fill in a texture or like Todd's
45:20
example was like there's a walk animation of someone doing
45:22
a walk thing and they go out of view and
45:24
once they go out of view the walk animation stops
45:26
because you don't need to animate it when they're not
45:29
in view but the other camera spots when their legs
45:31
stop moving and they just start sliding along right so
45:34
you have it's harder to it's like building
45:36
a set right oh now your set's going
45:38
to be viewed from two slightly different perspectives
45:40
so be careful you're not basically messing
45:43
up your movie by trying to do it with two
45:45
virtual cameras and of course two virtual cameras means twice
45:47
the rendering time because you're not just rendering from one
45:49
camera you need twice the CPU power or twice the
45:51
amount of time to render each frame this
45:54
is why tons of quote-unquote fake
45:57
3D happens in movies in it it
46:00
makes sense, but it also kind of explains the
46:02
thing that I don't like about a lot of
46:04
those is it does look like someone
46:07
cut out through pieces of paper, the foreground,
46:09
the mid-ground, and the background, and they're sliding
46:11
past each other in a way that doesn't
46:14
look convincingly 3D to me in the way
46:16
that the cameras in the
46:18
Alicia Keys studio look convincingly 3D as if I
46:20
was there because the cameras were similar to
46:22
some of my eyes and they
46:25
were shooting a real thing that was really there and that's all there
46:27
was to it. Friend of the show,
46:29
Joe Rosenstiel, wrote on Six
46:31
Colors and it's a members-only post that we're
46:33
going to apparently steal some of, so I
46:35
hope we have permission. I'm blaming John. These
46:38
are excerpts from Joe's summary of his own
46:40
post, so I would recommend subscribing to Six
46:42
Colors and read the entire article, which is
46:44
much longer, but here is Joe, he sent
46:46
this through email. It's him trying to condense
46:48
and summarize some of the major points. A
46:50
couple of important definitions off the top. Interaxial
46:52
is the distance between two stereo
46:55
cameras. The distance between the human
46:57
eyes is fixed at about 65 millimeters, but
46:59
the distance between cameras can be anything.
47:02
And secondly, convergence. This is
47:04
where the two
47:06
images converge. When they have positive parallax,
47:09
they recede into the screen and when
47:11
they have negative parallax, they stick out
47:13
of the screen. So
47:15
Joe writes with that in mind, everything you
47:18
see with stereoscopic media, 3D stuff, is going
47:20
to be different because you can't just set
47:22
up two cameras 65 millimeters apart and call
47:24
it a day. When I used to work
47:27
on stereoscopic movies, we would define interaxial and
47:29
convergence values, not just per shot, but per
47:31
element of a shot. Because where the objects
47:33
really were would have been boring to look
47:36
at. Films are about directing the audience's view.
47:38
A big part of depicting
47:40
depth and directing the viewer's eye in 2D
47:42
requires adjusting focal distance and aperture. Elements that
47:45
are extremely out of focus imply depth in
47:47
2D and direct the eye. In stereoscopic films,
47:49
the more something is out of focus, the
47:51
more it loses any detail that your brain
47:53
can use to see disparity between the different
47:55
images shown to each eye. And thus, positive
47:57
or negative parallax. Extremely out of focus elements.
48:00
Mush themselves back toward the depth of the
48:02
screen regardless of them being far away or
48:04
extremely close. service be to point that we
48:06
just weather here are fascinating. So the first
48:09
is. Defining. Different
48:11
so I interact. Oh, and convergence values
48:13
for multiple things in the same size?
48:15
of basically, it's almost as a fight.
48:17
Okay, when we sought the foreground characters,
48:19
the cameras were two feet apart. But
48:21
then the table. There's the that's behind
48:23
them. The cameras were six inches apart,
48:26
like adjusting the parents for the individual
48:28
things. which is. Obviously.
48:30
Not how eyes work. Our eyes on Sunday moved to
48:32
feet apart when we look at one thing and a
48:34
movie together. When we look at another thing, they're always
48:36
the same distance apart. Only thing is you can't just
48:39
take two. Cameras are rather he. Threw
48:41
the way through. These are movies have been done, hasn't
48:43
just been to take two cameras for them human eye
48:45
with the bar and stick them and point them. It's
48:47
something because that is deemed. either.
48:49
Not interesting. Or. As he
48:52
notes like the they're they're using those
48:54
two tools the interests of the since
48:56
I'm a convergence. To. Direct the
48:58
audience of eye toward something which is
49:00
nothing. I think. I distinguishes three movies
49:02
which I tend not to like. From
49:04
the Alicia Keys and Shark Swing towards
49:06
you think those are straight up to
49:08
cameras the with of your eyes and
49:10
so it feels like you're there. right?
49:12
Where is the three? The movie. The.
49:16
Hand of the artist to the director
49:18
is more prominent because they are directing
49:20
your i am to directly your eyes.
49:22
They're doing things that. Don't.
49:25
Exist when you're looking at something like again
49:27
and multiple items in the sought using different
49:29
camera distances apart. Whether it's real three, the
49:32
to deal with the you do in real
49:34
Thirty Two shot them separately in a composite
49:36
of them later or if it's fake three
49:38
days they just you know separated them differently
49:40
when they were slicing elements up. And
49:42
that to me looks weird on the a thing
49:45
as oh what about focal distance? Well things that
49:47
are out of focus tend to just look like
49:49
center like your eyes can't tell the difference between
49:51
them so they just sort of. Converge.
49:54
on the the center of the screen like said just
49:56
as it up the screen even as you may be
49:58
interactive this is huge and the They're
50:00
supposed to be way far back in the screen. As soon
50:02
as you blur them, people start to perceive them as being
50:05
exactly at screen level, which is not
50:08
what you want. And I also kind of feel that when I
50:10
watch 3D movies where it's like, okay, well, they use a shallow
50:12
depth of field here and the
50:15
3D things look 3D, but that blurry
50:17
thing, it's blurry in the film because,
50:19
you know, it was out of focus
50:21
when they filmed it, but it should
50:23
feel like it's 10 feet back, but it feels to
50:25
me like it's right next to the foreground characters because
50:27
it feels like it's at the depth of the screen.
50:30
So Joe continues, the 3D method used
50:32
animated, post converted, or native stereo doesn't
50:34
really make a film good or bad.
50:37
There's a tendency to say that all post converted films
50:39
are bad or fake, but that's
50:41
not universally true because post conversion can allow
50:43
for a greater degree of control over the
50:45
end result if it's done well. Isn't that
50:47
what Todd just said? Conversely, native stereo and
50:49
animated films are not universally more 3D because
50:51
they captured full left and right eye views,
50:54
like if they just set it near to human
50:56
vision, pushed everything behind the screen plane, and didn't
50:58
dial in the depth of field to increase what's
51:00
in focus, etc. So these came in
51:02
independently, and I don't know exactly when
51:04
you had your conversation with Todd, but
51:06
I think pretty much concurrently Joe and
51:08
Todd said basically the same stuff. Yeah,
51:10
Joe also works in the VFX industry,
51:12
and it really clarified for me why
51:14
I don't like 3D movies because, I
51:17
mean, I guess they could be done well or not
51:19
well, but first of all, the Star Wars ones and
51:21
the fake 3D, that always bothers me for like the
51:23
paper cutout thing, like the foreground characters feel like they're
51:26
closer, but they feel like they're being projected onto a
51:28
flat screen and they're close to me, and I actually
51:30
asked about that. I'm like, did they ever, especially
51:32
for the foreground characters, does he ever
51:34
do anything to make it so like when they're
51:36
post converting a 2D thing, the foreground characters don't
51:39
look like the paper dolls, right? And
51:41
apparently sometimes they take like a rough 3D model
51:43
of a head and they
51:45
map the essentially texture of the
51:47
2D filmed guy's head onto
51:49
that, so his ear is closer to you
51:51
than his nose when he's side, you know
51:53
what I mean? But that, I
51:56
just look at that, I'm like, just shoot it with two
51:58
cameras, man, but again, all the complexity.
52:00
And the second thing is, I think
52:02
there has to be a distinction between what looks good in a headset and
52:04
what looks good on a movie screen. The reason
52:06
I'm so wowed by the stuff in the headset is
52:08
because I'm looking at screens, two
52:10
screens that are eye-width apart, and
52:13
the video I'm looking at was shot with a
52:15
camera, where the two cameras were basically two eye-width
52:17
apart. So it's straight, it feels like I'm in
52:19
the water with the shark, feels like I'm in
52:21
the studio with Leisha Keys. That is very different
52:23
than sitting in a theater season looking at a
52:26
screen and then having the people
52:28
who made the movie decide where they
52:30
want to direct your attention with. So
52:32
I'm extremely unrealistic, but hopefully pleasing and
52:34
interesting and exciting 3D work. And I
52:36
personally really don't like that second thing,
52:38
but I really like the shark. Fair
52:40
enough. All right, we've gotten a
52:43
little bit of news with regard to the European
52:45
Union's Digital Markets Act. This
52:48
is the genesis of all the oddness that's going
52:50
on with the App Store in the EU, but
52:52
we're not talking about the App Store right now.
52:54
We're talking about iMessage, and iMessage was one of
52:56
those things that the DMA people were
52:58
wondering whether or not it classifies as a,
53:01
what is it, a core platform service, which
53:03
is their term of art to mean we're
53:05
gonna regulate the snot out of you. And
53:07
so reading from the Verge, Apple's
53:10
iMessage is not being designated
53:12
as a quote core platform service
53:15
quote under the European Union's Digital
53:17
Markets Act. The European Commission announced
53:19
today, this is yesterday, the decision
53:21
means the service won't be hit
53:23
with tough new obligations, including a
53:25
requirement to offer interoperability with other
53:27
messaging services. The Commission also opted
53:29
against designated Microsoft's Edge browser being
53:31
search engine and advertising businesses as
53:33
core platform services. Although iMessage
53:35
has avoided the burden of complying with rules
53:38
that come with the official DMA designation, the
53:41
period of regulatory scrutiny coincided with
53:43
Apple announcing support for the cross-platform
53:45
RCS messaging standard on iPhones. Meta,
53:47
meanwhile, has seen two of its
53:49
messaging platforms, WhatsApp and Messenger, designated
53:52
as core platform services under the DMA
53:54
and has been working to make them
53:56
interoperable with third-party services Wampano. I think
53:58
it's like your prize to like all the loot Microsoft
54:00
Edge, the search engine that nobody
54:02
uses, iMessage, you're not even big
54:05
enough to be regulated, sorry. I'm
54:07
sure Apple likes it, but it's kind of, you know.
54:09
Well, I mean, this might have also been the result
54:12
of Apple lobbying for it in some way. I mean,
54:14
because keep in mind, the DMA
54:16
is not defining these
54:18
standards in a vacuum. The DMA
54:20
targets specific companies with specific products
54:23
and services, and then rationalizes
54:25
it with how it draws the
54:27
line. Yeah, yeah, like it targets them by
54:29
picking an arbitrary number. If you
54:31
have more than this exact number of customers as of
54:34
whatever date, and they just look up who has them
54:36
on that date, and they just... Exactly.
54:38
So like, you know, so for whatever
54:40
reason, it isn't that iMessage just doesn't
54:42
qualify, it's that they drew the lines
54:44
to not include iMessage. Yeah. Which
54:47
I think is fair, actually, because it isn't as
54:49
dominant as the ones they are regulating, and
54:51
certainly Microsoft Edge is not dominant, neither is
54:54
Bing, so congratulations, and I'm sorry,
54:56
I guess. And then Riley
54:58
Testit has written into
55:00
us with regard to Apple's third-party
55:02
marketplace system for the Digital Markets
55:05
Act. So Riley is
55:07
the author, Genesis, creator of Alt
55:09
Store, and so Riley has a
55:11
lot of experience with what is
55:14
probably the most official, even though
55:16
it's very, very, very unofficial, third-party
55:19
App Store for the iPhone today. So
55:21
Riley writes, So Riley has
55:23
been pouring through the Marketplace Kit documentation for the past week and
55:25
a half, and there's some nuances I've learned from implementing this
55:27
for Alt Store. First of all, any
55:29
developer can choose to distribute their apps to alternative
55:32
app marketplaces regardless of where they live. Once they've
55:34
agreed to the new business terms, only developers building
55:36
app marketplaces need to be based in the EU,
55:39
or have legal subsidiary in the EU. To
55:41
start using marketplaces, you must first request a
55:43
security token from an alternative marketplace, which
55:46
will allow you to add that marketplace in App
55:48
Store Connect. Once you've added a marketplace, you can
55:50
then choose which apps you want to distribute with
55:52
it. You can distribute any of your apps to
55:55
any combination of marketplaces, including the App Store. Users
55:57
will have to delete an app before installing the same
56:00
app. from another marketplace though. When you're
56:02
ready to distribute your app, you submit it
56:04
to Apple through Xcode like normal and wait
56:06
until notarization finishes. Once processed, developers can automatically
56:08
submit notarized apps to marketplaces through Apple, or
56:10
they can manually download the notarized, quote, alternative
56:12
distribution package, quote, or ADP, and send it
56:14
directly to the marketplace themselves. It's up to
56:16
the marketplaces to choose how they want to
56:18
receive their apps. That's the most interesting thing
56:20
in this email because before we were saying,
56:23
oh, everything has to go through Apple and
56:26
it does have to go through Apple, but
56:28
Apple and Apple can deliver it to the third party store,
56:30
but they can also just give it back to you and
56:32
say, you know, you can do this last part. I don't
56:35
know what that buys you other than more hassle because you
56:37
do have to go through Apple. And so it's not like
56:39
you can bypass them. But if you wanted,
56:41
you can say, Apple, don't send it to the
56:43
store, send it to me. And then I'll send
56:45
it to the store. And I guess the marketplace
56:47
would have its own upload portal thing where they
56:49
accept them. I don't know what the advantages would
56:51
be, but it's interesting that that flexibility does exist.
56:54
Riley continues, I fully agree that third party
56:56
marketplaces only really make sense for apps that
56:58
can't exist on iOS right now, but not
57:01
just for the obvious content reasons. For example,
57:03
besides the fact that my app Delta isn't
57:05
allowed in the app store because it's a
57:07
Nintendo emulator, it also is entirely monetized through
57:09
Patreon by providing pre-release access to beta versions
57:11
to my patrons. This business model is forbidden
57:13
by the app store despite it being a
57:15
proven way to monetize software in other markets,
57:17
such as indie video games. For this reason,
57:19
I've actually added deep Patreon integration to Alt
57:21
Store to encourage other indie developers to monetize
57:24
apps this way, of which Alt Store
57:26
takes no commission because I
57:28
genuinely believe it's a better system for
57:30
smaller developers. Now the
57:32
other thing with the DMA is
57:34
that you are required to have
57:36
a million euro line of credit.
57:38
And what I think all of
57:40
us took that to mean was you have
57:42
to have a bank say, yeah, we will give
57:44
you up to a million euros if you ask
57:47
for it. Like we've already pre-approved you, we
57:49
will do it if necessary.
57:51
And we had a couple of pieces of feedback
57:53
about this, but Bobby Parati writes, I work in
57:56
commercial finance. Your discussion of the DMA and the
57:58
required million euro, quote, stands for the DMA. by
58:00
letter of credit quote makes me want to clarify
58:02
what that actually is. That's money that must be
58:04
held essentially in escrow by your bank. It's not
58:06
a line of credit. It's not like a line
58:08
of credit. It is more akin to a minimum
58:10
deposit. I think a lot of people assume it
58:12
means you would be okay as long as you're
58:14
approved for that amount of credit from a bank
58:16
like a home equity line. But I can get
58:18
a home equity line of credit, never draw on
58:21
it and not be inconvenienced much at all as
58:23
long as I have home equity. A standby
58:25
letter actually means that the bank is locking those
58:27
funds up so the beneficiary, in this case Apple,
58:29
can take from it if certain conditions are
58:31
met. It's your cash but held
58:33
unable to be used for anything else. A
58:36
good way to think about a standby letter of credit
58:38
is basically a check that the beneficiary, Apple, can cash
58:40
at any time. Small
58:43
consortiums of indie devs which will probably
58:45
have trouble getting that kind of money
58:47
together in order to control their own
58:49
distribution destiny. So I really wonder what
58:51
Riley is going to do about this.
58:55
Maybe Bobby's understanding is incorrect. Maybe our
58:57
understanding certainly sounds like it's incorrect. He
59:00
sounded pretty sure because I went back and forth and run a
59:02
lot of that. I asked one more clarification which is like, okay,
59:04
do you actually have to have that money? Because you can write
59:06
a check and not have the money for it and only when
59:08
the person goes to cash it do you find out, oh, you
59:11
can't actually pay for the thing. He
59:13
said, yeah, not only do you have to have that
59:15
money, and pretty much all cases that he's
59:17
aware of, the institution that gives you
59:19
that standby letter of credit demands that you give
59:22
them the same bank that's giving you that letter
59:24
of credit, you have to give them the 1
59:26
million euros. So you've got to have that money
59:28
for realsy reals, give it to them, then they
59:30
will give you that standby letter of credit and
59:33
they will hold that money and the money is
59:35
basically sitting there saying if Apple ever wants to
59:37
take this, they can take it for whatever reason
59:39
it says in their marketplace
59:41
contract or whatever. So you can't get by
59:44
saying, oh, we're good for it or whatever.
59:46
No, you've got to have that in cash
59:48
and you have to give it to the
59:50
institution who then gives you this standby letter
59:53
of credit. So I don't know, maybe
59:55
Altstar has a million euros hanging around and they're going to
59:57
sell past this, but yeah, it's a, it's a, It's
1:00:00
more of a burden than we thought it was. Much more.
1:00:03
Not even close to what we thought it was.
1:00:05
So thank you, Bobby, for writing and telling us
1:00:07
we don't clearly work in commercial finance. And
1:00:10
I think this basically tells you the
1:00:12
kind of entities that we should expect to
1:00:14
actually jump through the hoops to run an
1:00:17
alternative app store in the EU. It's
1:00:19
not going to be small companies and
1:00:22
small developers. It's going to be probably
1:00:24
a very small number
1:00:26
of pretty large entities. So
1:00:31
let's talk Vision Pro. We talked a
1:00:33
lot about this last week. Let's
1:00:35
do some more. And I think
1:00:37
we left off last week. Our heroes were
1:00:39
about to discuss what it's like to let
1:00:42
other people try the Vision Pro. So John,
1:00:45
it seemed like you had thoughts about this, or you
1:00:47
perhaps wanted to direct conversation, or am I misreading you
1:00:49
entirely? You're misreading. You were going to tell us, so
1:00:51
Mark, I want to tell a story of letting other
1:00:53
people try the Vision Pro, and you tell your story.
1:00:55
I didn't let any other people try the Vision Pro
1:00:57
because I was just an Apple store and it was just me. So
1:01:00
what's going on, Marco? Well, so I've
1:01:02
had a bunch of friends try this in
1:01:05
the last, whatever, it's been a week or two. I
1:01:08
think enough people have pointed out now, the
1:01:10
guest mode that you can put it in from
1:01:12
Control Center to let someone else put it on
1:01:14
without your optic ID, basically. It's
1:01:17
fine. I
1:01:19
would say if Apple wants to give the
1:01:21
guest users a good impression of what it's
1:01:23
like to use a Vision Pro, you
1:01:25
should probably make guest mode a little bit better.
1:01:28
It's fairly clumsy to get
1:01:30
started, and it's extremely unforgiving.
1:01:33
As many people have pointed out, if the
1:01:35
wearer in guest mode lists
1:01:37
the Vision Pro off their face for even a
1:01:39
split second, it resets it completely and kicks it
1:01:41
back into your mode. So even if they list
1:01:43
up, rub their eye, or adjust the fit a
1:01:46
little bit too much or something, once
1:01:48
it's off their eyes, they're out. You
1:01:50
have to put it back on as you relog
1:01:52
in with either optic ID or the passcode, go
1:01:54
back into guest mode and Control Center and turn
1:01:56
it back on for them to put it back
1:01:58
on. This is made especially
1:02:01
inconvenient because every time someone
1:02:03
puts it on in guest mode, they have to
1:02:05
go through the entire eye setup. So first it
1:02:07
has them hold the crown to align the display
1:02:10
as we discussed earlier. Then it has
1:02:12
them go through the whole intro of like, look at the dots
1:02:14
and pinch your fingers and then make it brighter. Look
1:02:16
at the dots again and pinch your fingers. So it
1:02:18
takes a while and it's kind of repetitive
1:02:21
and cumbersome. So the
1:02:23
guest mode experience is not something
1:02:26
that you're going to want to do frequently and
1:02:28
I think it's important that if you're demoing for somebody else
1:02:30
that you warn them, don't take it
1:02:32
off your face in the middle because it will reset
1:02:35
it and have them have to start all over again.
1:02:37
I wonder if that's related to, so Optic
1:02:39
ID is like essentially it's like a touch
1:02:41
ID or face ID, but for your eyeball.
1:02:44
And I know from experience using a shared Mac
1:02:47
in our house, and you probably know if you've
1:02:49
done this on any kind of shared Mac, even
1:02:51
a laptop, there's a limit to how many touch
1:02:54
ID fingerprinty things you can store on a Mac.
1:02:56
And that limit I believe is determined by essentially
1:02:58
the secure enclave and the hardware. So it doesn't
1:03:00
matter how big your SSD is, doesn't matter what
1:03:02
version of the OS you're using, whatever
1:03:04
number of fingerprints it is, it's like seven or eight,
1:03:06
I don't know how many it is. That's it for
1:03:09
the whole system. And
1:03:11
so like, for example, I want to have like my
1:03:14
fingerprint work on both my wife's account and mine
1:03:16
and vice versa, so we don't have to type
1:03:18
in each other's passwords. But
1:03:20
you run out real quickly because if the kids have their
1:03:22
own fingerprints on their accounts, you run out. So
1:03:24
they're not even saving the optic ID for guests so that
1:03:26
if you give it to a guest and they try it
1:03:28
and they take it off and the next day they want
1:03:30
to try it again, it doesn't
1:03:32
like recognize them as a guest that had seen before and
1:03:34
boot them back into their guest mode or anything like that.
1:03:37
It just doesn't even save their optic ID. So
1:03:39
I wonder if A, they're storing the optic
1:03:41
ID in the secure enclave because it
1:03:43
is biometric data presumably, and B, apparently
1:03:45
they're only storing your optic
1:03:47
ID. One, you know, or two,
1:03:49
I don't know, one for each eyeball, whatever. And
1:03:52
that's it. Guests don't get anything
1:03:54
saved about them. Every time the Vision Pro sees
1:03:56
this person, it's like, I have no idea who
1:03:58
you are. You're a guest. The
1:04:00
other major limitation I've run into
1:04:02
is that one of the best
1:04:05
assistive tools for if you're going to be
1:04:07
showing someone how to use Vision Pro is
1:04:10
you can airplay what they are seeing to a
1:04:12
nearby Mac or other screen. So you can, I
1:04:14
have my laptop nearby, so I will say, alright,
1:04:16
mirror the screen of what they're seeing to my
1:04:18
Mac and then I can see what they see
1:04:20
and I can kind of guide them. Okay, go
1:04:23
to this section of the Apple TV app to
1:04:25
go find the 3D videos or whatever, you can
1:04:27
kind of walk them through what they're seeing and
1:04:29
what you want to show them. The
1:04:31
problem is that breaks the
1:04:33
DRM assumptions of the video
1:04:35
player. So
1:04:38
if you have screen sharing enabled,
1:04:41
they cannot watch any video content that
1:04:43
is DRM protected, which is all video
1:04:45
content basically that you would want to
1:04:48
show them. Everything from Apple TV+, everything
1:04:50
from Disney, it's all DRM locked and
1:04:52
so if it's air
1:04:54
playing, it basically breaks
1:04:57
whatever DRM requirement is that you're copying the
1:04:59
screen and so not only can you not
1:05:01
see it on the Mac, they
1:05:03
can't see it on the internal displays either.
1:05:05
So they can't watch 3D video content in
1:05:07
the demo mode if you can see what
1:05:09
they can see and that is
1:05:11
a huge limitation in part because it just kind of
1:05:13
sucks. Also because as far
1:05:16
as I could tell when I did these demos, you
1:05:18
can't turn off the screen mirroring because
1:05:20
they don't have access to control center.
1:05:23
In guest mode, there's no control center. So
1:05:26
if you want to show them, the only way you can find was
1:05:28
to take it off, reset
1:05:30
guest mode, turn off screen sharing, go through
1:05:32
the whole process again. What you
1:05:34
could do is like when I was demoing for some
1:05:36
friends, we were airplane to the
1:05:38
TV, like to the Apple TV I guess I
1:05:40
should say that was in the living room and
1:05:43
when you're on an Apple TV anyway, you can
1:05:45
hit the back or menu or what have you
1:05:48
button to effectively cancel screen sharing. Now if you're
1:05:50
screen sharing to a Mac, I don't know how
1:05:52
that would work. I've only ever done that like
1:05:54
once or twice, but so you may not have
1:05:57
the same option, but it does work
1:05:59
pretty well with an Apple TV. Apple TV where you can just
1:06:01
basically cancel the screen sharing. Oh, I should try
1:06:03
that. I didn't think to try that. But
1:06:05
anyway, so that's, it just, it shows the like,
1:06:07
you know, like this is Apple
1:06:10
TV showing Apple's content on
1:06:12
two Apple devices. It
1:06:15
totally breaks. Yeah, that's because
1:06:17
of the stupid, like I said, the HCCP,
1:06:19
whatever it is. Yeah. High definition
1:06:21
copy protection. I'm going to put a link to it earlier.
1:06:24
That standard has all these things about like, you
1:06:26
know, what it looks like is when it don't
1:06:28
siphon off the video off a side channel so
1:06:30
you can record it secretly only, it can only
1:06:32
be displayed on the screen that it is handshake
1:06:35
through through the stupid secure DRM protocol. Again, there
1:06:37
was a reminder all this is to make sure
1:06:39
no one ever ever is able to pirate
1:06:41
video. And we know of course, this
1:06:43
solved the problem of video piracy and now it is impossible
1:06:45
to private pirate video. Thank you. Copy
1:06:48
protection. You did your job great. No, what
1:06:50
it actually means is that A, everything is available for pirating
1:06:52
and B, you're going to want to pirate it because the
1:06:54
legit copy you bought, you can't even watch because it blacks
1:06:57
out all your screens. And
1:06:59
the thing is, I really wish, I don't
1:07:01
know, maybe I'm missing the point of how,
1:07:03
you know, copy protection works, but I
1:07:06
really wish that perhaps it would
1:07:08
be impossible to see the black
1:07:11
square of content that the user
1:07:13
was seeing on AirPlay. So in
1:07:15
the device, in the goggles, then
1:07:17
they're seeing everything you would expect
1:07:19
to see. But the AirPlay
1:07:21
mirroring, you're getting blackness for the, you know,
1:07:24
the square of content or if you're doing
1:07:26
something immersive, perhaps the entire display is black
1:07:28
or it's like a checkerboard pattern or something
1:07:30
like that. I really wish you could
1:07:32
at least do that because what you've said Marco
1:07:34
is exactly accurate, like leaving aside whether or not
1:07:37
you can turn off AirPlay. The first time I
1:07:39
did this with somebody, you know,
1:07:41
they go to go into, I think
1:07:43
it was Disney Plus we were trying at the time and they
1:07:45
were like, well, it's not working. What are you talking about? And
1:07:47
then I look at the TV and I'm like, oh, you're right,
1:07:50
it's not working. And it took me a few beats before I
1:07:52
realized, oh, I bet you
1:07:54
anything, this is DRM. And so then,
1:07:56
you know, canceling AirPlay seemed to do
1:07:58
the trick if memory serves. And only
1:08:00
nerds would know that because there's no error message. It just shows
1:08:02
it as black, just black screen. Yeah, the same thing as when
1:08:04
you take a screenshot on your iPad trying to take a screenshot
1:08:06
of a TV show, which I do all the time. And I
1:08:09
always have reminded, oh, yeah, this doesn't work. And I think the
1:08:11
reason why you can't do it, you were suggesting Casey, it's like,
1:08:13
oh, why don't they just show it to the person but not
1:08:15
show it to me? Then you got your
1:08:17
copper protection. I'm assuming it has to do with the
1:08:19
fact that essentially once you do
1:08:21
the mirroring, you have broken the chain of trust.
1:08:23
There's no way to do a three-way chain of
1:08:26
trust. So now nothing is trusted.
1:08:28
You have this weird forking scenario,
1:08:30
and you have this. This
1:08:33
is not on Apple insofar as Apple is just
1:08:35
following these stupid industry standards that we have. That
1:08:37
Apple kind of has to follow to work with
1:08:39
all of the other. Even if Apple
1:08:42
didn't want to do this with its own streaming service, which
1:08:44
it does. But even if it didn't want to, it has
1:08:46
to work with all the other streaming. So they have to
1:08:48
essentially implement this in your hardware, and everything has to be
1:08:50
certified. So this is all just so you can watch
1:08:53
content that's out there. And it infects
1:08:56
every part of their system as well because their
1:08:58
whole video chain and system is built on it.
1:09:00
And it's so incredibly dumb. So
1:09:02
hopefully they'll do something to fix this. I
1:09:04
mean, again, especially with Apple's own apps and
1:09:06
own streaming platforms, and own OS and device,
1:09:09
they should be able to fix it for that. Fixing
1:09:12
it for any other streaming apps. If they ever
1:09:14
exist on Vision Pro, ha ha, will
1:09:16
be more tricky. Yeah,
1:09:19
so anyway, showing people the
1:09:21
3D video proved to be tough because
1:09:23
the DRM thing is annoying. And
1:09:26
again, it's Apple's content on
1:09:28
their own streaming service, on their devices.
1:09:31
They know someone. Maybe they can talk to and work
1:09:33
this out. Otherwise, and
1:09:36
I do suggest for Apple, the immersive
1:09:38
3D video should be easier to find
1:09:40
in the TV app in the Vision
1:09:42
Pro. Oh my gosh, yes. Well, I mean,
1:09:44
it's true. Anything in any kind of
1:09:46
streaming service where it's like, what about the
1:09:48
thing I want to find? It's like,
1:09:50
never mind that. Have you seen these giant
1:09:52
things that we're advertising for the first
1:09:54
two full screen folds until you get
1:09:56
down to... Ugh, so... And in effects Vision
1:09:59
Pro too. Like anytime you're like, hey, here's
1:10:01
a video playing app, surely it will be easy
1:10:03
to find the things that I watch frequently. No,
1:10:05
exact opposite. It will be intentionally hard to find
1:10:08
the things that you want because they always want
1:10:10
to shove something new in your face. Never mind
1:10:12
what you constantly watch. Never mind anything about what
1:10:14
you want or your favorites or your frequency. It's
1:10:16
all about what do we have to push on
1:10:19
you, which is so dumb for Vision Pro where
1:10:21
they should be allowing, they're so little content anyway.
1:10:23
They should just be making the same point. But
1:10:25
again, it's based on the same code base as
1:10:27
the TV app and all their other platforms and
1:10:30
it sucks everywhere. Also, you
1:10:32
said a second, there's so little content. That
1:10:35
part has kind of surprised me. I
1:10:38
would have expected with the
1:10:40
launch of Vision Pro, I would have expected there
1:10:42
to be more of Apple's 3D and
1:10:45
immersive content than there actually is. There's actually very
1:10:47
little of it. It's like a few demos basically,
1:10:49
or like one episode of something. It's like 12
1:10:51
minutes here and there. There's
1:10:54
not much content yet. Obviously,
1:10:56
I'm sure Apple is gonna stage it out over the
1:10:59
course of the year as they sell more Vision Pros
1:11:01
and whatever else. But Apple has
1:11:03
a lot of power here because they
1:11:05
are a video producer
1:11:07
and they have shown that
1:11:09
they will make custom recording
1:11:12
gear and record perfectly immersive
1:11:14
stuff that's custom tailored to Vision Pro. That's
1:11:17
great. They need to be doing
1:11:19
a lot more of that because I think
1:11:21
it's going to be a while, if ever,
1:11:23
before they get large support from other producers
1:11:25
of video. Therefore, they should step
1:11:27
up more and produce a lot more stuff
1:11:29
for this than what we're seeing so far.
1:11:31
Hopefully, that's in the pipeline. But I was
1:11:33
kind of surprised and a
1:11:35
little bit disappointed that there wasn't more
1:11:37
immersive content available at launch. Well,
1:11:40
it's a chicken egg thing because even Apple's
1:11:42
own creative wing is saying, wait
1:11:44
a second, you want us to spend how many
1:11:46
millions to make a show that is only possible
1:11:48
to be watched by 500,000 people on the planet?
1:11:52
There's only people who have the capability of watching it.
1:11:55
Let me show you how much money this is per person that
1:11:57
you're asking us to spend. Oh, you don't understand.
1:12:00
to drive people who want people to buy the thing.
1:12:02
I'm like, yeah, but right now they haven't bought it
1:12:04
and you can't make more than this many per year.
1:12:06
And so I can see that conversation being difficult. They're
1:12:08
not going to make a for all mankind in
1:12:11
headset 3D that can be
1:12:13
watched by you and 200,000 of your
1:12:15
closest friends. Because that is not, and
1:12:17
they're like, oh, it's for the future, it's for the future when
1:12:19
we sell 10 million of these things. Like, yeah, but you want
1:12:21
us to make it today. And I
1:12:23
can imagine that being difficult for them to square.
1:12:27
I think they should make more of it, because I think it's
1:12:29
the most compelling thing in the entire headset. But I bet what
1:12:31
Apple is thinking is instead of
1:12:33
that, instead of like doing
1:12:36
what I think would be unprecedented, like
1:12:38
trying to essentially make Alicia Keys swimming
1:12:40
shark caliber of content that I don't think
1:12:42
has ever been made before and sort of
1:12:45
like a long form full television thing, like
1:12:47
with that resolution and those cameras for like
1:12:49
a regular TV show, and
1:12:52
figuring out how to do that, because I don't think anyone
1:12:54
knows how to do that well at this point. That
1:12:57
is much more experimental than the easier thing,
1:12:59
which is we should just do sports like this. We need
1:13:01
to get a good sports contract. And as Gruber said in
1:13:04
those things, when Apple lost out for the bid for the
1:13:06
NFL thing, he was kind of disappointed.
1:13:08
But now that he has Vish and Pro, he's
1:13:10
angry about it. Because that is a gimme. You
1:13:13
saw in the demos how good sports looks, and you don't
1:13:15
have to make that content. They run around in the field
1:13:17
and they make it all for you. You just need to
1:13:19
point cameras at it. And you can have the cameras be
1:13:21
eye-width apart, and you have 17 of those cameras,
1:13:23
and you put them in weird places, and that is
1:13:25
a winner, and that is a big draw, and you
1:13:27
have to pay, well, you have to
1:13:29
pay way less money to make it. You just have to pay
1:13:31
money up front to get the rights to be the one who
1:13:34
has the cameras there. So I think
1:13:36
that is an easier first path for Apple to go
1:13:38
with this. Like, how do I make compelling content for
1:13:40
Vish and Pro? Kind
1:13:42
of popular sport. Film it in
1:13:44
3D, whether it's the NBA, or Major
1:13:46
League Soccer, or whatever. That
1:13:48
seems like an easy first move. And I bet Apple wants
1:13:51
to do that and is going to do that. Yeah,
1:13:53
also concerts, other events. It seems
1:13:55
like live events in 3D, that
1:13:59
seems like a big... market, including
1:14:01
sports and other things. Honestly, anything
1:14:03
is creepy. Hey,
1:14:06
sharks swimming in water, real popular. We're
1:14:09
all kind of snarking, but we're all
1:14:11
serious. We're all also serious. I cannot
1:14:13
overstate, I haven't done a
1:14:15
demo of the Vision Pro since the first weekend I
1:14:17
had it because we've been just exceedingly busy the last
1:14:19
week and a half, whatever it's been,
1:14:22
but I think it was the first day that I had it
1:14:24
that I did a handful of demos for a couple of friends.
1:14:27
The thing that unquestionably sold everyone
1:14:29
the most was that sizzle reel,
1:14:32
which I think we talked about quite a bit last
1:14:34
week, of all the different immersive stuff. The
1:14:37
tightrope walking lady, the sharks,
1:14:39
the soccer game, the rhinoceros,
1:14:41
the Alicia Keys. I
1:14:45
know you can imagine what
1:14:48
it would be like to be
1:14:50
watching something, but as you
1:14:52
twist your head, your perspective changes. It's
1:14:55
obvious and easy thing to
1:14:57
imagine, but when you're
1:14:59
actually doing it and when you're
1:15:02
seeing the incredible fidelity of the
1:15:04
thing that you're watching, this isn't
1:15:06
some 480p crappy
1:15:09
recording because it just can't handle anything
1:15:11
more. It's not flickery and dim and
1:15:14
weird 3D movies with the glasses that
1:15:16
you watch. I cannot
1:15:18
overstate how incredibly impressive this
1:15:20
stuff is. Naturally,
1:15:23
anything that they want to put in
1:15:25
this immersive environment, I'm game
1:15:27
to at least try it. Yeah, the Alicia Keys,
1:15:29
as Mike had said, singing at
1:15:32
you is a little bit weird,
1:15:34
but it was also freaking cool.
1:15:36
It was so cool. I
1:15:38
actually have to go back and watch the whole thing, but I think
1:15:40
I had said last week, I skipped through several minutes of it and
1:15:42
I just kind of zig-zagged
1:15:44
around. It was phenomenally cool.
1:15:46
To build on what Marco was saying a minute ago,
1:15:48
I would pay all the
1:15:50
money to have a really good Dave
1:15:52
Matthews or Mute Math or whatever concert
1:15:55
that's been recorded with these white
1:15:59
obelisks of three 3D cameras, I
1:16:01
would give all the money. And I
1:16:04
just cannot overstate how impressive this is.
1:16:06
As impressive as you imagine it might
1:16:08
be, like double or triple that,
1:16:10
because that's how good it is. So
1:16:13
the video demos, again, if we get past the
1:16:16
DRM and having them navigate to the
1:16:18
Apple TV app, it is a
1:16:20
very impressive thing. I will also say before I
1:16:22
forget that the, of the
1:16:24
two straps that come with the Vision Pro, the
1:16:27
fancy one with the crank and the single
1:16:29
headband around the back, the Solo Knitband, is
1:16:32
far better for demo purposes than
1:16:35
the nice comfortable dual loop band, because it's
1:16:37
so much faster and easier to adjust it.
1:16:39
You know, the dual loop band is like,
1:16:41
all right, you get these two Velcroed straps,
1:16:43
you got to, you know, strap, pull it, strap it down.
1:16:45
Like, that's very impractical for
1:16:47
demo purposes. The hastily assembled one is
1:16:50
less practical than the one that they
1:16:52
clearly designed from the beginning. Surprise.
1:16:55
Yeah, yeah, so you want to be using the Solo Knitband,
1:16:57
with the single loop that goes around the back. You want
1:16:59
to use that for demos if you have it. First, I
1:17:02
had Tiff try it. She
1:17:05
could not possibly be less
1:17:07
interested. And
1:17:10
you know, nerds out there,
1:17:12
many of you have people
1:17:14
in your life that you try to demo
1:17:16
technology for, and maybe they
1:17:19
will humor you and support you in
1:17:21
your love for technology, but
1:17:23
you can kind of tell they're kind
1:17:25
of doing you a favor. Their
1:17:27
heart's not really in it. That's
1:17:29
how this scenario was. You
1:17:34
know, she was not impressed by the
1:17:37
fit, was not impressed by the
1:17:39
weird, what she called the nose cape.
1:17:43
I didn't notice that until like, I don't
1:17:45
know, the second or third day I had
1:17:47
it when it accidentally flipped downwards. So what
1:17:49
Marco's talking about is, there's like
1:17:51
this very thin, completely like
1:17:53
flapping in the breeze material that
1:17:56
sits directly on top of your nose, which
1:17:59
by default, It's kind of like flipped upwards.
1:18:01
So it's it's black against the black inside of the
1:18:03
of the vision Pro So you don't really notice it
1:18:05
but then it can't it has give to it because
1:18:08
it's just a piece of fabric And so flip down
1:18:10
once and I was like what the hell? Oh Oh,
1:18:13
I didn't even know that thing was there like it
1:18:15
took me a day or two before I even realized
1:18:17
what the heck that was But yes nose cape is
1:18:19
a very good word for it or term for it.
1:18:21
Yeah Yeah, so she wasn't
1:18:23
super pleased with the physical side of it. It was
1:18:26
you know heavy on her I mean, it's not fitted
1:18:28
to her. Did you get her a different light
1:18:30
shield? No, it's and that's and that's a fair thing
1:18:32
Like, you know, obviously like everyone that I'm having try
1:18:34
this is trying my size to everything on it. So
1:18:37
anyway she Hated
1:18:40
having to go through the the
1:18:42
eye tracking dot pinching introductory
1:18:45
thing that was not fun I
1:18:48
have found also many people who tried on
1:18:50
do not intuitively get the IPD adjustment thing
1:18:52
where you have to like double tap the
1:18:54
crown to confirm like you it's like hold
1:18:56
it down and then double tap it Like
1:18:58
that especially since the instructions are presented to
1:19:00
you Probably in double vision
1:19:02
because it hasn't adjusted yet And
1:19:04
so it wants you to look at like a diagram and
1:19:06
understand what it wants you to do But you're seeing double
1:19:08
at that point Well, actually for whatever maybe
1:19:10
it's just me even when it's in
1:19:13
it's like unset state I find it
1:19:15
fairly clear in in that mode. I mean you can
1:19:17
close one eye obviously Yeah, anyway,
1:19:19
the funny thing is also like she's
1:19:21
an amazing tester of my app. She has
1:19:23
a special talent I can
1:19:26
hand her something that works perfectly and within
1:19:28
a second She will find a way to
1:19:30
break it which is actually wonderful as a
1:19:32
software developer Like that's a great quality for
1:19:34
your spouse to have because it's a wonderful
1:19:36
first stage of QA She puts on
1:19:38
the vision Pro and this is this is still when I had the 1.0
1:19:42
Software and I now have the 1.1 beta on it. So
1:19:44
I don't know if this is fixed yet, but she put
1:19:46
it on and It
1:19:48
basically immediately locked up and had to be rebooted.
1:19:50
Oh cool This
1:19:52
is still very you know, very 1.0 kind of
1:19:55
days Anyway,
1:19:57
so she gets through it she
1:19:59
basically basically said, okay, yeah, it's cool, but why would
1:20:01
I want this? Wait, wait, wait.
1:20:04
Even after she saw the shark? She
1:20:06
actually bailed out pretty quickly.
1:20:10
So I had all
1:20:12
the testers try the encounter dinosaurs quote
1:20:15
app, which is more of like a brief 3D
1:20:17
demo. This is the thing you've heard
1:20:19
about on other podcasts where like you hold your finger out
1:20:21
and the butterfly lands on it. So I had five different
1:20:24
people try this. All five of them
1:20:26
put their finger out to have the butterfly land on it. It doesn't
1:20:28
tell you to do that, but it kind of looks like you can.
1:20:30
And so you try it and oh look, the butterfly land on my
1:20:32
finger. All five people did that. At
1:20:34
some point, a large dinosaur comes into your
1:20:36
field of view, which can look somewhat intimidating.
1:20:39
Two people that I had tried, including Tiff,
1:20:42
as soon as the big dinosaur showed up, they were just
1:20:44
like, no, I'm out. And just like took my head off.
1:20:47
That was the end of the demo. I'm done.
1:20:50
Did you show them the dinosaur before you showed
1:20:52
them Alicia Keys and the tiger walker? Yes. I
1:20:55
know. I know, I'd have been a mistake. I couldn't find them in the Apple TV. Anyway,
1:21:00
so yeah, two people like noped right out
1:21:02
of the headset. As soon as the big
1:21:04
dinosaur showed up and the other three all
1:21:06
tried to pet the big dinosaur. And
1:21:10
you pressed the dinosaur.com, yeah. Yeah,
1:21:13
so anyway, that's roughly how it went.
1:21:16
Everybody was fairly impressed with the 3D
1:21:18
video content. Everybody was impressed by the
1:21:20
dinosaur thing. I do wish there was
1:21:22
like a little bit more, like one
1:21:24
more 3D like interactive experience to show
1:21:26
people. Again, this will probably come with
1:21:29
time I assume. But it is kind
1:21:31
of, again, I wish there was
1:21:33
a little bit more of a demo because after you watched
1:21:35
a couple of sample things and it's like, okay, well that's
1:21:37
kind of it. Like you can open up notes
1:21:39
or my email if you want to see how that
1:21:41
kind of stuff works. It's a little bit awkward though.
1:21:44
You open up photos, oh, here's a panorama. You can
1:21:46
do that kind of stuff but I
1:21:48
do wish there was a little bit more demo content
1:21:50
available. But again, this will probably go over time. Did
1:21:52
you, you could have taken some spatial video of Adam
1:21:54
with your phone and put it in there. Like I
1:21:56
said, I did. I'm kind of surprised that Tiff wasn't.
1:22:00
convinced by like the birthday scene
1:22:02
and like the spatial
1:22:04
video of people, like seeing the
1:22:06
possibilities for your own content like that? Not
1:22:09
really. Maybe
1:22:13
she was upset with the eye tracking and the nose
1:22:16
cape, but it didn't
1:22:18
really sell her. And then finally I got some
1:22:21
interesting input from Adam. So this is my 11
1:22:23
year old son. He is a heavy
1:22:26
user of the Quest series of VR devices,
1:22:28
had a Quest 2 for a while, recently
1:22:30
got a Quest 3. He barely cared first
1:22:33
of all about using the Vision Pro because
1:22:36
there's no games. Like for him, VR
1:22:38
means games. Obviously not a
1:22:41
lot of people are gonna be buying a
1:22:43
nearly $4,000 VR headset to play games on
1:22:45
it as the primary purpose, but
1:22:47
it's interesting like you know from a kid's point of
1:22:49
view how this is totally irrelevant. It's like a Mac Pro to a
1:22:51
kid like why would I want that? He barely
1:22:53
cared. However he did try it on,
1:22:55
he did a dinosaur demo and everything.
1:22:57
He instantly noticed that the pass-through is
1:23:00
better than the Quest 3's pass-through only
1:23:04
when stationary, but it's actually
1:23:06
worse in motion. I have
1:23:08
since tried his Quest 3 and
1:23:10
he's exactly right, he nailed it. Motion
1:23:13
in the Vision Pro in general gets
1:23:15
very blurry. I've even noticed that like
1:23:17
even when using the virtual Mac screen,
1:23:19
even when just doing computing in Vision
1:23:22
Pro, if I move my
1:23:24
head a little tiny bit, I notice
1:23:26
the motion blur and it's not
1:23:29
ideal. It's not like a massive deal killer, but it
1:23:31
is something that you notice and it is yet again
1:23:33
one of the ways that I
1:23:35
kind of felt a little eye-straining when trying to
1:23:37
use the Mac Monitor mode over
1:23:40
just using a real Mac Monitor. There
1:23:42
is that motion blur. Yeah, I heard a lot of
1:23:44
people talking about that and I do wonder could you
1:23:46
tell whether it is like manually
1:23:48
created motion blur? So for example
1:23:50
Destiny has a
1:23:53
setting in the settings menu that says do you
1:23:55
want us to do motion blur and if you
1:23:57
have it checked they will, whenever the camera moves,
1:23:59
they will artificially created motion
1:24:01
blur by blending together frames because that's what
1:24:03
you're used to seeing from like You know
1:24:05
cameras like film cameras or video cameras or
1:24:08
whatever when you move them around But
1:24:10
you can turn that off and say no don't
1:24:12
pretend you're a film camera Don't artificially create motion
1:24:15
blur just show me the frames which looks Less
1:24:18
like we expect from our life of watching
1:24:20
films content, but if you're playing an FPS
1:24:22
game I find it you
1:24:24
can see things better. So I turn it
1:24:26
off So I do wonder is Apple adding
1:24:28
motion blur intentionally Computationally
1:24:30
by blending frames together to make it look
1:24:32
more Like how
1:24:34
we expect it to look because
1:24:37
or is it just like I can't imagine that
1:24:39
it's anything else because they're OLED screens I imagine
1:24:41
the response rate has to be insanely fast like
1:24:43
every OLED So it's a little bit mysterious to
1:24:45
me, but I heard this exact same complaint in
1:24:47
many different reviews I'm just wondering if
1:24:49
if it's on purpose or not. Yeah, I
1:24:51
don't know And I mean like the fact
1:24:53
that it isn't just motion blurring your pass-through
1:24:56
content, but it's also motion blurring the content
1:24:58
of Windows Yeah, well, Tom Vazurio would tell
1:25:00
you check your motion blur. Everything has motion
1:25:02
blur even lens flares So yeah They would
1:25:04
motion blur the pass-through the video like the
1:25:06
windows that ever they would motion blur everything
1:25:08
because that's again The expectation of how would
1:25:10
it look how when you see a TV
1:25:12
show and they pan the camera you get
1:25:14
motion blur? Yeah, also for whatever it's worth
1:25:16
one of the reasons why I never really
1:25:18
spent a lot of time with the Quest
1:25:21
2 Is that I would get
1:25:23
a little bit motion sick after a fairly short time
1:25:25
and I when I tried the Quest 3
1:25:27
fairly briefly I
1:25:30
had the exact same problem It is
1:25:32
obviously a huge upgrade over the Quest 2 But
1:25:34
it is not good enough for for me to avoid motion
1:25:37
problems, which I again I don't usually have in the rest
1:25:39
of life But for some reason
1:25:41
Quest 2 VR was not good for me Quest
1:25:43
3 VR is also not good for me vision
1:25:45
Pro I do not have that problem at all. I
1:25:47
have I feel zero motion problems division
1:25:49
Pro So a lot of might have to do with
1:25:51
the whatever was called There was just a podcast
1:25:54
that will remember to link in the show so you
1:25:56
can find it We're talking about the talking to
1:25:58
the CEO of the company that Apple bought bought
1:26:00
back in 2017 and they made an
1:26:02
AR thing with pass-through and their whole
1:26:04
stick was like like the cameras
1:26:06
in Vision Pro and most headsets are not where
1:26:08
your eyeballs are so their perspective is different than
1:26:11
your eyeballs so they have to do computational stuff
1:26:13
to sort of remap the camera's
1:26:15
view with like an awareness of what
1:26:17
shape the world is so that
1:26:20
it looks like you're looking through your eyeballs and
1:26:22
not like your cheeks which is where the actual
1:26:24
cameras are in Vision Pro and that mapping I
1:26:26
think is either not done as
1:26:28
well or maybe even not done at all on
1:26:31
things like the Quest because pass-through is not their
1:26:33
emphasis you know it's more of a game-playing machine
1:26:35
and that could be making you sick because imagine
1:26:38
if your eyes saw out of the center of your cheeks
1:26:40
and you moved your head around your brain would be like
1:26:42
I'm not seeing what I expect to see and you know
1:26:44
get the disconnect between what you see and what you feel.
1:26:47
That's possible I mean I so I tried
1:26:49
I was used I used the Quest 3
1:26:51
for about maybe 20 minutes and part of
1:26:53
that was I tried like
1:26:55
a full-screen game and it didn't seem to
1:26:57
be any different it was bad there too
1:26:59
so I don't know yeah anyway
1:27:02
so but speaking of eyes and eye placement
1:27:04
this leads me to my last point about
1:27:06
the demo experience which was eyesight the
1:27:08
display of my eyes on the outside I
1:27:12
have now used it enough around my family that they have
1:27:14
seen this to to
1:27:16
most people who have seen this it
1:27:18
is creepy as hell and
1:27:22
so that's that's interesting what's also interesting
1:27:24
is once I during one
1:27:26
of the demos I hand it to a
1:27:28
friend and somehow it stayed logged
1:27:30
in as me I don't know how this happened
1:27:33
but somehow it's like accidentally
1:27:35
displayed my eyes on
1:27:38
their head actually using it and I got
1:27:40
to see my own eyes oh that's actually
1:27:42
kind of convenient I'll be at the weird
1:27:44
security violation yeah so I gonna see my
1:27:46
own eyes on someone else's head as they
1:27:48
use it let me tell you that is
1:27:50
a strange experience to see I
1:27:53
do not recommend that experience
1:27:55
anyway the eyesight though so I was I was
1:27:57
sitting at my kitchen island using
1:28:00
the Vision Pro for a while with my MacBook Air, testing
1:28:03
that out for a while, getting some computational stuff
1:28:06
done over the weekend. And Adam was hanging
1:28:09
out nearby in his computer, down the island
1:28:11
further, and he looks over and he's like,
1:28:14
"'Daddy, how are they doing that with your eyes?'
1:28:17
I was like, "'What do you mean?' He
1:28:19
said, "'How can I see your eyes? I thought you were
1:28:21
looking at the screens?' He
1:28:23
was totally fooled. He
1:28:26
thought that was action, so it
1:28:28
worked in the sense that it fooled
1:28:31
another person who didn't
1:28:33
realize that it was a simulation
1:28:35
from screens. So- It's
1:28:37
only 11. Yeah, so it didn't fool any
1:28:39
of the adults, but it
1:28:42
did fool someone. And so I feel like it
1:28:45
is possible to make this feature better enough
1:28:47
in the future if they want to, to
1:28:50
maybe fool adults on a regular basis, but
1:28:53
I still don't like it. I
1:28:55
see why they did it. We'll
1:28:58
be talking this to death over the next three
1:29:01
years before they finally kill it, but I see
1:29:03
why they did it to try
1:29:05
to make this product less antisocial than it
1:29:07
really clearly is, but I
1:29:09
still don't think it's going to be great. But
1:29:13
there does seem to be enough room for improvement that
1:29:15
maybe they can make it passable
1:29:17
so the adults won't think it's
1:29:19
too creepy, and then they can
1:29:21
just get rid of it in a few years when they realize
1:29:23
it's not worth the weight and battery savings. Well, so here's the
1:29:25
thing about getting rid of it. Obviously the end goal is how
1:29:28
about just make clear glasses where they can see your actual eyeballs.
1:29:30
Like that's what they would like to make, but we don't have
1:29:32
technology for it. But we do have transparent OLED screens, but we
1:29:35
don't have the confluence of technology to be available
1:29:37
to make something that light, that high fidelity with
1:29:39
that bright of screens, yada, yada, yada, but the
1:29:42
end stage will presumably be, they
1:29:44
see your actual eyes, and you don't have to do all
1:29:46
these trickery, right? Getting rid of it, we
1:29:48
obviously think for weight and cost reasons, if you have
1:29:50
to make a low cost version of this, that's an
1:29:52
easy way to save money. But, as
1:29:56
weird as eyesight is, and as janky as it is,
1:29:58
and I do think it's pretty janky. because I saw
1:30:00
a lot of people doing it in the Apple store. And
1:30:03
it's dim. The
1:30:05
lenticular lenses only show a couple different images from
1:30:07
different angles, so they can't cover them all. So
1:30:09
sometimes your eyes don't look like they're in the
1:30:11
right place, depending on what angle you're on. But
1:30:15
it serves an important function, to
1:30:17
make it so other people are aware when you
1:30:19
can see them. That's
1:30:22
important. That's important for the how socially
1:30:24
acceptable is this, because we don't like
1:30:27
seeing people with their eyes totally blacked out the same way
1:30:29
it's considered kind of rude if someone's wearing really dark glasses
1:30:31
all the time. And when you're talking to them and you
1:30:33
want to have a serious conversation, you just want to say,
1:30:36
take off the sunglasses. You can see their eyes. It's just
1:30:38
an instinctive thing that we have. It's not the end of
1:30:40
the world. Sunglasses exist, and we don't hate everybody who wears
1:30:42
them. But wearing dark sunglasses
1:30:44
during an important conversation is considered
1:30:46
rude for a reason, right? Or
1:30:49
wearing dark sunglasses indoors, or at night, as the
1:30:51
song goes. So the
1:30:54
function, I think, they
1:30:56
can never really, the need for it
1:30:58
will always be there. Until we can see your eyes, the need
1:31:00
for it will always be there. How it's
1:31:03
implemented, there is some flexibility.
1:31:05
So even if they
1:31:07
don't ditch it entirely for a cheaper and
1:31:09
lighter model, you can imagine a
1:31:12
much, much simpler version of eyesight that shows two
1:31:14
big cartoon eyeballs. In fact, Apple has patents related
1:31:16
to this exact thing, and maybe they even prototyped
1:31:19
it and thought it was dumb. But
1:31:21
boy, you can make that way lighter if you do
1:31:23
two monochrome E ink screens on the outside of the
1:31:25
goggles that look like googly eyes that don't even pretend
1:31:27
to look like your eyes. Or even, I
1:31:29
think it was in their patent, like a
1:31:32
text display that says, I can currently see you,
1:31:34
or whatever. You know what I mean? Why not
1:31:36
just put actually googly eyes on there? They're much
1:31:38
lighter and cheaper. Yeah, but the thing is, you
1:31:41
want it to be switchable, because it's
1:31:43
trying to communicate to people, when can you see me and
1:31:45
when can you not see me? I
1:31:47
kind of wish they had this for AirPods, where they can tell
1:31:49
when audio is playing in them and when audio is not playing
1:31:51
in them. And so I think that
1:31:54
the utility of that feature will always exist. So that's the question
1:31:56
of how important is it. Is it important enough for you to
1:31:58
pay X amount more for it? is important for you to add
1:32:01
the Y amount of weight. But I
1:32:03
don't think we'll ever get to a point where we say there
1:32:05
is no utility being able to tell when people can
1:32:07
see me. There's always utility in it. It's just a
1:32:09
question of what is the correct trade
1:32:11
off to get that functionality? And I think you
1:32:13
can get a lot of the benefit. Not the
1:32:16
emotional, I can see your eyes benefit, but at
1:32:18
the very least the binary, can this person see
1:32:20
me or not benefit? You
1:32:22
can get that with way less weight and way
1:32:24
less cost than they're currently doing. And I do
1:32:26
wonder every time I see this, are
1:32:29
these CGI's that much
1:32:31
better than monochrome googly eyes? I mean,
1:32:33
they're a little bit better, but I think monochrome
1:32:35
googly eyes would be easier to see at a
1:32:37
glance. When I was seeing people do their demos
1:32:39
in the Apple store and you get close enough
1:32:41
to them to be like in the person range
1:32:43
or whatever, so you can see their eyeballs and
1:32:45
they can see you when they're doing the pass
1:32:47
through. Sometimes if you're not
1:32:49
at the right angle and there's so many like specular
1:32:52
highlights on that stupid shiny thing, you can't even see
1:32:54
what the heck, you
1:32:56
can't see the dim image on the screen through
1:32:58
the lenticular stuff, whereas if
1:33:00
they were monochrome, high contrast googly eyeballs,
1:33:03
or at least I could see them from every
1:33:05
angle and know when they're totally immersed with the
1:33:07
blue wavy stuff now and when they can actually
1:33:09
see me. So I think unlike
1:33:11
the touch bar, which is my opinion, needed to
1:33:13
die and be rethought, I think
1:33:15
the things that EyeSight is trying to do
1:33:18
are worth continuing to try to do
1:33:20
until we can see your actual eyeballs.
1:33:23
I'm just not convinced that the way they're trying to
1:33:25
do it in the very first Division Pro is
1:33:29
the right path to be traveling down with the lenticular
1:33:31
lenses and the really dim eyes and stuff like that.
1:33:33
So we'll see what they do for version two and
1:33:35
if they drop it from one of them, we'll see
1:33:37
how much that model is frowned
1:33:40
upon because it doesn't have that feature,
1:33:44
but I'm not as anti-EyeSight as other
1:33:46
people because I definitely see the
1:33:48
point of this feature and I think that point is always
1:33:51
going to be relevant. Yeah, I'd actually like
1:33:53
to build on what you said. I am
1:33:55
pro EyeSight. It's not perfect by any stretch
1:33:57
of the imagination, but for all the reasons
1:33:59
you knew... I think it's
1:34:01
absolutely worth it. Like I think it is
1:34:03
useful to get that visual cue whether
1:34:06
or not the other person is paying any attention to you
1:34:08
and Get that visual cue whether
1:34:10
or not that person is in an immersive environment.
1:34:12
Like I think these are all really useful things
1:34:14
Yeah, it looks janky as the both of you
1:34:17
have said. Yeah, it's not as bright as it
1:34:19
should be Yeah, occasionally it looks like your eyes
1:34:21
are not where they're supposed to be But I
1:34:24
think this is the best that we can
1:34:26
do right now And I don't think if
1:34:29
Apple can make this better. I don't think that this is a
1:34:31
bad path to go down No, maybe there's
1:34:33
other better paths. I'm not saying that this
1:34:35
is definitely the winner But
1:34:37
I do think that they've gone down the
1:34:40
right path I do think this juice was
1:34:42
worth the squeeze and I do think that
1:34:44
it makes the device that much more appealing
1:34:47
for Regular people
1:34:49
and that includes me like I think I would
1:34:51
like this device less if it didn't have eyesight
1:34:54
Even knowing that eyesight is janky and weird In fact,
1:34:56
I would argue in some ways it's almost better that
1:34:58
it's drinking weird because then we can all have a
1:35:00
good laugh about How janky weird it is. Well, if
1:35:02
you think about this is another sad reality of some
1:35:05
Apple today with its Restrictive policies
1:35:07
and what can and can't be produced In fact, I
1:35:09
just saw someone get division pro app rejected because what
1:35:12
they made look too much like the Mac OS dock
1:35:14
or something So of course Apple rejected it anyway,
1:35:18
if if vision Pro We
1:35:20
travel back in time and it's the Mac of
1:35:22
the late 80s and early 90s There
1:35:25
would be APIs that people would either
1:35:27
discover or Apple would publish most likely
1:35:29
people would discover for controlling that front
1:35:31
screen and we would have Talking
1:35:34
loose eyeballs out on the front Yoda
1:35:36
eyes like because they would
1:35:38
hack the they would hack the you know They
1:35:40
would find the APS or finding where your eyes
1:35:43
are pointing and peep and people would figure out
1:35:45
how to use that screen And we would have
1:35:47
tons of fun third-party apps doing different kinds of
1:35:49
cartoon eyeballs and guess what? All those silly apps
1:35:51
made by indie developers prevent distributed for free address
1:35:53
for fun Would be a
1:35:56
perfect lab for us collectively as a
1:35:58
community to figure out How
1:36:00
does it work? Are cartoon eyeballs good? Should we
1:36:03
try photo-realistic? How do these screens work, right? That
1:36:05
kind of sort of laboratory of allowing people to
1:36:07
try things and then Apple gets to watch it
1:36:09
all happen and then pick the winners and incorporate
1:36:11
them into the OS is how the Mac got
1:36:14
to where it is today. And all
1:36:16
of Apple's post-Mac platforms have been essentially
1:36:18
denied the opportunity to allow that to happen. And
1:36:20
the only people who can come up with ideas
1:36:22
are Apple because they keep all those APIs to
1:36:24
themselves. And if you try to submit an app
1:36:26
with private APIs they'll reject it. And even if
1:36:28
you try to submit an app that doesn't use
1:36:30
private APIs but looks kind of like the doc that
1:36:32
reject that but they're like we haven't thought of that
1:36:34
yet so no we don't want you third-party developer to
1:36:36
ever try anything like that. And that really annoys me
1:36:39
because I would like to
1:36:41
see fun things on that front screen even if it is
1:36:43
a scrolling text message that says I can currently see you.
1:36:45
I can currently see you know like who knows what the
1:36:47
right choice is. Obviously Apple prototypes a whole bunch of them
1:36:49
because again you look at those patents which means they did
1:36:52
all that stuff internally. What they shipped is
1:36:54
the current eyeballs but I'm willing to believe
1:36:56
that there are other
1:36:58
ways to communicate some or all
1:37:00
that information better and more cheaply and
1:37:02
with less weight. Do you think though
1:37:05
like you know you mentioned AirPods earlier and how nice
1:37:07
it would be if people could tell whether you could
1:37:09
hear them or not. But I think
1:37:11
that also is a kind of interesting counterpoint
1:37:13
to this even being an achievable
1:37:15
goal because we've had AirPods now for
1:37:17
a while. I think
1:37:20
people still don't know when
1:37:22
and whether you can hear them with
1:37:25
AirPods and it still makes people feel
1:37:27
weird and what we learn is that
1:37:29
the correct kind of societally
1:37:31
polite social interaction model is if
1:37:34
you're going to stop and talk to somebody
1:37:36
while wearing AirPods you should take them out.
1:37:39
Even if you could hear them you should
1:37:41
take them out just so that there's no
1:37:43
ambiguity so they know you can
1:37:45
hear them and that you're not listening to something else.
1:37:47
I think the same thing is going to be true
1:37:49
of Vision Pro. Maybe you know
1:37:51
some people might be aware of this
1:37:54
weird eye display on the outside and
1:37:56
what this indicates versus not indicating but
1:37:58
for most people... If someone's
1:38:00
coming up to you and wanting your attention
1:38:02
or to have a conversation with you, the
1:38:05
right move is to take off Division Pro,
1:38:07
not to try to teach society, oh, this
1:38:09
means I can see you. Well,
1:38:12
but I think there's a big difference between the ears and the
1:38:14
eyes because there's nothing to indicate
1:38:16
whether ears are accepting sound or not, other than like
1:38:18
you say, oh, I see things in your ears, that
1:38:20
means you can't hear me. But we all know that's
1:38:22
not true because especially if you're not wearing our parts
1:38:25
pro, having earbuds doesn't mean you can't hear anything. But
1:38:27
we all know when someone's looking at us because we
1:38:29
can see their eyes pointing at us. That's why Apple's
1:38:32
choice to try to do for realistic eyes removes
1:38:34
the need for you to understand what the
1:38:36
googly eyes mean or know that a green
1:38:38
light means that the camera is on, right?
1:38:40
Like they don't require any of that. They
1:38:42
just require what your son did, which is
1:38:44
like, hey, I see your eyes. That probably means you
1:38:47
can see me. That requires
1:38:49
no kind of training. But there's no
1:38:51
expectation that you can ever look at somebody and
1:38:53
know by looking at their ears whether they can
1:38:55
hear you. That's just not that. But the eyeballs
1:38:57
tell you. So with the eyeballs, there's a clear
1:38:59
solution. So like just show the
1:39:01
eyeballs. And again, the solution being how about
1:39:03
having clear glasses where they can literally see
1:39:05
your eyeballs. Just show the eyeballs. Cartoon eyeballs
1:39:07
may be a little bit higher learning curve.
1:39:11
And as for the AirPods, I think what society
1:39:13
has determined based on my experience with AirPods is
1:39:15
that everyone assumes that you can always hear them.
1:39:18
That's my experience both in and out of my house.
1:39:21
I have AirPods on my ear every time I
1:39:23
take a dog walk. And not a single time
1:39:25
has anyone even considered the fact that there might
1:39:27
be a podcast playing. They just start talking to
1:39:29
me. And this also happens inside my house, but my
1:39:32
family's here. And
1:39:34
I'm amazed. I'm like, these are not small white
1:39:36
earbuds. You can see them. There's no hat covering
1:39:38
them. And they're like, I just assume
1:39:40
you can hear everything I can say. And then I have to
1:39:42
quickly go up and pinch the thing so I can actually hear
1:39:44
what they're saying and pause the podcast or whatever. Ears
1:39:48
is a much more difficult situation because there
1:39:51
is no sort of obvious way
1:39:53
to indicate anything. It would have to
1:39:55
be learned. But eyeballs, there's
1:39:57
an obvious way. We just haven't been able
1:39:59
to. pull it off that well. And I think
1:40:01
that's probably why Apple didn't do text or
1:40:04
funny symbols
1:40:06
or cartoon things. And ideally,
1:40:09
Apple would like to make that image as
1:40:11
realistic as possible so that someone thinks, I
1:40:14
can faintly see your eyes through the really
1:40:16
dark ski goggles you're wearing outside for some
1:40:18
reason, weirdo. By the
1:40:20
way, there is totally a way they could do it with AirPods.
1:40:22
They just have it. What they need to do is put
1:40:25
an OLED color screen on the outside of
1:40:27
each AirPod. When
1:40:30
you're in transparency mode, just have it show
1:40:32
a simulated image of an ear. And so
1:40:34
it just disappears. Of the inside of your
1:40:36
ear. I guess
1:40:40
the problem is even just seeing someone's ear, you don't
1:40:42
know whether they can actually hear you or not because
1:40:44
they have those earplugs that are shoved away down in
1:40:46
your ear canal. Or you could be
1:40:48
hard of hearing. And it's another thing
1:40:50
with like, you can kind of
1:40:52
tell that with people who can't see you because if
1:40:55
they can't see you, they're not going to point their
1:40:57
eyes at you. Which is like the sign that if
1:40:59
you see someone's eyes move to you and they're looking
1:41:01
at you, you assume they can see you because if
1:41:03
they couldn't see you, they wouldn't know where to point
1:41:05
their eyes. You know what I'm saying? It's just like,
1:41:07
there's much less to learn there. Whereas
1:41:09
seeing the gross waxy inside of people's ears, I'm
1:41:12
not sure if that's much of an indicator of
1:41:14
anything. But it would be good if
1:41:16
you had like, if you did a earwax problem, they could
1:41:18
put a little camera in there and you could use the
1:41:20
AirPods. It's one of those, what are the doctor tool
1:41:22
call? Where they stick in your ear? Is that
1:41:24
something a scope? Yeah, probably. It's a something a
1:41:26
scope for sure. All
1:41:30
right, so do we want to talk about Fitts' Law? Yeah,
1:41:33
this is something that came up on Dithering,
1:41:36
John Gruber, Ben Thompson's podcast. And
1:41:38
they were talking about Fitts' Law, which they
1:41:40
insisted on pronouncing Fitts' Law because the person's
1:41:43
name is F-I-T-T-S. And the correct
1:41:45
way to possess a size that is F-I-T-T-S, apostrophe
1:41:50
S, which you pronounce as Fitts' Law. But
1:41:52
I'm sorry, I'm old and I've been saying
1:41:54
Fitts' Law for my entire life and the
1:41:57
Wikipedia page even says that it's often cited
1:41:59
as Fitts' Law. That's how I'm gonna say it.
1:42:01
Anyway, Fitt's Law, for those who aren't Mac user in
1:42:03
the 80s, is a thing that
1:42:05
says that the ease of targeting something
1:42:07
with a mouse is proportional to
1:42:09
the size of the target, which kinda makes sense
1:42:11
if you have a big target. Anytime
1:42:14
people get your mouse into this area
1:42:16
and it's a big giant area, it's real easy for them
1:42:18
to get the mouse into it. And if the area is
1:42:20
like two pixels by two pixels, it takes them much longer
1:42:22
because they move the mouse over two, but then overshoot, then
1:42:24
they gotta back up and you adjust and adjust and finally
1:42:26
get it into the two little pixel target. But if it's
1:42:28
a really big area, like a quarter of a screen, real
1:42:31
fast, people can move the mouse cursor, mouse pointer into
1:42:33
it real quickly. This is research from user interface from
1:42:36
the 80s back when the Mac was new and they
1:42:38
were trying to figure out the best way to define
1:42:40
interfaces. And the reason it comes up in
1:42:42
the context of the Mac is one of the things the
1:42:44
Mac interface had from day one is the menu bar at
1:42:46
the top of the screen. And this
1:42:48
is always cited as a great example of
1:42:50
Fitt's Law because you can just jam your
1:42:52
cursor up against the top of the screen,
1:42:54
this is before multiple screens. Anyway, jam your
1:42:56
cursor up against the top of the screen
1:42:59
and you don't have to care when the mouse
1:43:01
cursor stops. It will hit the top of the
1:43:03
screen and the cursor won't go off the edge.
1:43:05
And so essentially the menu bar has infinite height
1:43:07
from a targeting perspective. When you plug the numbers
1:43:09
into the Fitt's Law, you're like, okay, the menu
1:43:11
bar is this many pixels wide. How many pixels
1:43:13
high is it? Don't put in
1:43:15
34 pixels or whatever high the menu bar is.
1:43:17
It's infinity pixels high because all the person has to
1:43:19
do is slam the mouse cursor up to the top
1:43:21
and then they just need to worry about the X
1:43:23
position because the Y position is taken care of for
1:43:25
them with one flick of the wrist. That's
1:43:28
the canonical example of Fitt's Law. And it's
1:43:32
always shown to say like, what are the value of the
1:43:34
screen edges, like the dock being on the edge and how
1:43:36
you can slam the cursor to the bottom of the dock.
1:43:38
And even though it looks like there's a tiny little gap
1:43:40
between the bottom of the screen and the dock, it's still
1:43:42
clickable area because they wanna take advantage of Fitt's Law. If
1:43:45
the dock wasn't like that and it's like the bottom
1:43:48
pixel of the screen was not clickable, that would make
1:43:50
the dock harder to target for people. So this came
1:43:52
up in the context of Vision Pro, both
1:43:55
with your eyeballs and with cursors saying, well, there's
1:43:57
no menu bar in Vision Pro. And
1:44:00
so that's maybe one of the reasons that all the
1:44:02
targets need to be a little bit larger because there
1:44:04
are no screen corners to flick a cursor into. And
1:44:08
there's no menu bar at the top to slam your cursor up
1:44:10
against. And it also came up in
1:44:12
the context of eyeballs. And
1:44:15
saying, does Fitt's law apply to eyeballs?
1:44:17
Bigger targets are easier to look at
1:44:19
or whatever. That might have to do
1:44:21
with the accuracy of
1:44:24
being able to look. There's an accessibility control
1:44:26
where you can enable a cursor that supposedly
1:44:28
shows where your eyeballs are. But I bet
1:44:31
that is also smoothed out because the uncertainty
1:44:33
about where your eyes are looking and how
1:44:35
they dart around is surely
1:44:37
even noisier than the cursor that they will show
1:44:39
you. But they have
1:44:41
to kind of guesstimate and smooth the way you're looking, right?
1:44:43
So bigger targets give you a bigger margin of error and
1:44:45
that makes sense. But
1:44:48
the key difference between your eyeballs and
1:44:50
your hands and arms when controlling a
1:44:52
mouse or a trackpad is
1:44:54
that your limbs, because of what
1:44:57
we use them for in daily life, are
1:44:59
accustomed to having something
1:45:01
that stops them. So if you're reaching
1:45:03
for a doorknob, you're going to
1:45:05
fling your hand in the direction of the doorknob and
1:45:07
you're going to start slowing your hand down as it
1:45:09
approaches where you think the doorknob is. But you also
1:45:11
know that once you start getting close to the doorknob
1:45:13
and you start to feel it, the
1:45:16
thing that will eventually stop your hand is the
1:45:18
doorknob itself. You're reaching for a light switch. You're
1:45:20
putting your hand on the wall. You kind of
1:45:22
know where the wall is. Again, you slow your
1:45:24
hand down as it approaches the wall, but you
1:45:26
have the full expectation that eventually your fingertips are
1:45:28
going to touch the wall and then you'll know
1:45:30
where the wall is and you'll complete the motion.
1:45:32
Then you'll feel the panel on the light switch
1:45:34
and you'll find that your limbs hit
1:45:37
into things. Gently, you hope, but
1:45:39
you can rely on them
1:45:42
finding something and that thing
1:45:44
stopping them. The
1:45:46
menu bar functions like that in the virtual
1:45:48
world. You drive your arms upward and it
1:45:50
doesn't actually stop your arm. Your arm goes
1:45:52
up on the mouse pad, but the cursor,
1:45:55
your virtual finger, does stop. But
1:45:57
your eyes have a different job as you wander around
1:45:59
the wall. wall. When your eyes
1:46:01
dart from one place to another, looking over
1:46:03
there, looking to see someone coming
1:46:05
up your driveway, looking back at the TV, there
1:46:08
is nothing in the physical world that is stopping
1:46:10
your eyeballs. Your eyeballs always
1:46:12
have to stop on their own. If
1:46:15
you dart your eyeballs up to the menu bar, the
1:46:18
infinite target of the menu bar does not
1:46:20
stop your eyeballs. Nothing stops them, except for
1:46:23
your skull and length of your muscles or
1:46:25
whatever. So the job your eyeballs have done
1:46:27
for the entire time, our entire species has
1:46:29
existed, and all mammals that have eyeballs and
1:46:31
everything, they have to be
1:46:34
able to move to a position and stop
1:46:36
on their own. Whereas our limbs have
1:46:38
always been able to rely on essentially
1:46:41
making contact with something, whether it's
1:46:43
the ground, the wall, the light
1:46:45
switch, pulling a fruit from
1:46:47
a tree, whatever it is that you're doing, your
1:46:50
limbs have always had something that stopped them.
1:46:52
And so it's interesting that Vision
1:46:54
OS is an environment in which
1:46:57
Fitt's Law for the primary pointing device
1:46:59
of your eyeballs is
1:47:01
essentially irrelevant because your eyeballs
1:47:03
are really, really good at
1:47:06
going somewhere quickly and stopping on their
1:47:08
own. And they don't need the help
1:47:10
of a screen edge or another thing
1:47:12
to slam against like
1:47:14
our hands and limbs do. I don't
1:47:16
know if this has any consequences for the interface. It
1:47:19
presumably has consequences for when
1:47:21
you use a mouse, for example, inside
1:47:23
Vision Pro, because then
1:47:26
you're not using your eyeballs. But now your
1:47:28
cursor needs something to slam against. I assume
1:47:30
when you do it in the virtual screen on the
1:47:32
Mac, if there is no Vision OS window above you,
1:47:35
it will stop at the top. Well, it'll stop at
1:47:37
the top. It'll stop at the top as long as
1:47:39
your gaze remains on the virtual
1:47:41
display. If I'm not mistaken, I mean, I could try this
1:47:44
out if I really care. But suffice to say, to the
1:47:46
best of my recollection, as
1:47:48
long as you are focused somewhere
1:47:50
on the Mac virtual display window,
1:47:52
you are limited to keeping your
1:47:55
mouse in that display. Now that
1:47:57
works both ways, though, in
1:47:59
that if you glance to say your left to
1:48:01
look at slack or something like that while you're still
1:48:03
mousing about well your cursor is going to try to
1:48:05
jump over to that black window even if it's a
1:48:07
native slack window that you know a native visual a
1:48:09
slack window and so that occasionally can
1:48:12
be a little bit frustrating
1:48:14
and only that's a little dramatic need to say
1:48:16
but a little bit off-putting maybe that you know
1:48:18
i'm trying to mouse to the upper right hand
1:48:20
corner of this forte screen which you know i
1:48:22
may have made quite large in my vision os
1:48:24
world but then i glance to the left to
1:48:26
look at their the writer what have you a
1:48:28
glance to the left to look at the vision
1:48:30
os native slack and next thing i know my
1:48:32
cursor is in the slack window because as far
1:48:34
as division you know vision os is concerned well
1:48:36
that is the active surface right now when it's
1:48:38
trying to use universal control to pull the mouse
1:48:40
into what i'm looking at which does make sense
1:48:43
but it's not exactly what you would expect you don't
1:48:45
expect your cursor to just jump you know i don't
1:48:48
know a thousand pixels to the left all of a
1:48:50
sudden just because you moved your head and look somewhere
1:48:52
else yeah another one of the disparities that division os
1:48:54
brings up that a lot of people have been talking
1:48:56
about in their reviews and we talked about last time
1:48:59
with like having to continue looking at something and not
1:49:01
glance off somewhere else until you've completed the click operation
1:49:03
for example and people in
1:49:05
generalizing that to the idea of taking
1:49:08
something that is traditionally input device
1:49:10
our eyeballs we use them to take in
1:49:12
the world around us they are an input
1:49:14
device and overloading
1:49:17
it and saying guess what eyeball you're now
1:49:19
also an output device you now also determine
1:49:21
the position of the cursor in a virtual
1:49:23
world our eyeballs once you superman are not
1:49:26
output devices they do not shoot lasers from
1:49:28
them you can't affect the world with them
1:49:30
and where you look with them doesn't
1:49:34
affect future operations by for example your arms it's like
1:49:36
well i looked up to the right and then i
1:49:38
snapped my fingers and the thing i was looking at
1:49:40
burst into flames no that doesn't happen anywhere but a
1:49:43
division of it does so we
1:49:45
are being asked to both use them
1:49:47
as an input device which is why we're glancing all
1:49:49
over the place to scan things or whatever but also
1:49:51
they are i wouldn't call it an output devices kind
1:49:53
of trying to use the reverse but like what we
1:49:55
call the mouse we call the mouse and input device
1:49:57
but that's from the perspective of the computer it
1:50:00
provides the computer with input. So our eyes are
1:50:02
both an input device for our brain, and
1:50:04
also they are an input device for the
1:50:06
computer and an output device for us. And
1:50:09
that is not something that we're
1:50:11
used to. Tell me about
1:50:13
Command-Tab. I don't think people were talking
1:50:15
about, oh, I'm in Vision OS and I'm hitting Command-Tab
1:50:18
and I wish it worked and maybe in the next
1:50:20
version it will and it doesn't do expected things. And
1:50:22
this made me think about window layering
1:50:24
in Vision OS. We talked about it before, our marker was like,
1:50:26
you do not want to have a bunch of overlapping windows. It's
1:50:28
a big mess. I tried it a
1:50:30
little bit when I used Vision Pro. I tried it more
1:50:32
in the simulator to get a feel for it. And
1:50:35
I was kind of surprised at how, I
1:50:37
guess I didn't notice this before, I had to use the simulator
1:50:40
for ages before, but I guess I hadn't done, I wanted to
1:50:42
talk to your test. Here I
1:50:44
am on Mac Pro, how many windows can I open? So I
1:50:46
went in the Vision OS simulator and I'm like, how
1:50:49
did the implement window layering here?
1:50:51
And so I just started opening a bunch of
1:50:53
windows. It's my core skill set apparently. And
1:50:56
I wanted to see how it would
1:50:58
handle things. And
1:51:00
so some interesting things we already know
1:51:03
about was we discussed before, many, many shows about
1:51:05
before the Vision
1:51:14
OS will try to maintain the
1:51:17
same visual size, like the field of view of the
1:51:19
window. So essentially when you push the window far away,
1:51:21
it will make it bigger as
1:51:23
you push it farther away so that it
1:51:26
fills the exact same field of view. So if it's like,
1:51:28
if it's 15 degrees of your field of view and you
1:51:30
push it back five feet, it will still be 15 degrees
1:51:32
in your field of view, which means the window will be
1:51:34
larger. You can override that, you
1:51:36
can make it not do that, right? But that's
1:51:39
one of the behaviors they suggest for your windows.
1:51:41
So right away, pushing windows farther away from you
1:51:43
and pulling them towards you, they maintain the same
1:51:45
visual size. In some ways, that's just like the
1:51:48
Mac. When I have a stack of 100 windows and
1:51:50
I bring the back one to the front, it
1:51:52
doesn't change size. It becomes quote unquote the front
1:51:54
most window, it draws in front of the other
1:51:56
windows, it gets the big drop shadow, but it
1:51:59
doesn't change size. And, ditto, if I
1:52:01
bury that window underneath 100 windows, it doesn't shrink,
1:52:03
because it's not getting farther away. This is what
1:52:05
I was getting at last time about, like, on
1:52:07
the Mac. We have
1:52:09
lots of windows, but we conceptually consider
1:52:11
them to essentially be, like, pieces of
1:52:13
paper. Like, they're all pretty much at the
1:52:16
same depth. And yeah, it's magic, because you can pull the
1:52:18
one from the bottom up to the top. But
1:52:20
if I was to look from the side, I would
1:52:22
say, this is a stack of paper. And all the paper
1:52:24
are touching each other. There's no space between them, right? Which
1:52:26
is why the magical metaphor of, like, I click on the
1:52:28
one in the back, comes forward, like, it works for us.
1:52:30
It's like, ah, it's just kind of like I took that
1:52:32
piece of paper out and flipped it in front of the
1:52:34
other ones. But I did it real quick, and you didn't
1:52:36
see it. So the metaphor works for
1:52:38
us. In Vision OS, if you make a big
1:52:41
mess and have a bunch of windows, and some of them are far away
1:52:43
and some of them are close up, and you have this huge stack of
1:52:45
windows, which is the thing that you can do, and
1:52:48
one of the windows is, like, it's way in the back.
1:52:50
Like in the simulator, I was pushing it, like, you can
1:52:52
push them through the back wall, but I was trying to
1:52:54
stay inside the room. One of them is way against the
1:52:56
back wall, and then, like, 17 windows between
1:52:58
me and that window. And I
1:53:00
want that window to, quote unquote, come to the
1:53:02
front. And I click
1:53:04
on or pop on or whatever the hell, I'm in the simulator, so
1:53:06
it's weird, activate the window
1:53:08
that's way in the back. What
1:53:11
happens kind of surprises me. What
1:53:14
doesn't happen is that window does not suddenly leap
1:53:16
to the front in 3D space. No, it stays
1:53:18
pinned against that back wall. It stays 10 feet
1:53:20
away from me, right? It
1:53:23
also doesn't just start drawing on top of
1:53:25
the other windows, which would look kind
1:53:27
of weird, but it's the thing it can do. What
1:53:30
it does is it draws in front
1:53:32
of everything, but then it fades
1:53:34
out all the windows that are ostensibly
1:53:37
in 3D space in front of
1:53:39
it, so that you can
1:53:41
see the window that's against the back wall by
1:53:44
essentially making ghosts out of all the windows
1:53:46
that would be blocking the view, which is
1:53:48
really weird. Like it doesn't move the window.
1:53:51
It doesn't make it bigger. You don't
1:53:53
see it animate forward and suddenly it's two feet
1:53:55
away from you and then it animates back, but
1:53:57
it wants to essentially bring it to
1:54:00
the front. the front and this in the context
1:54:02
of command tab like what would it mean to
1:54:04
command tab you'd be command tabbing you're like oh
1:54:06
suddenly the wind the frontmost active window is the
1:54:08
window that is currently buried behind seven windows that's
1:54:10
five feet away from me how does
1:54:12
that become frontmost and they don't
1:54:14
walk that window up to you go doo doo doo
1:54:16
doo doo here comes the window it's walking through all
1:54:18
the other windows out now that window is two feet
1:54:20
in front of you which they could do because the
1:54:22
whole size maintenance thing the window would slowly shrink as
1:54:24
it moves towards you but you wouldn't notice because it's
1:54:27
moving closer to you so maintain the same visual size
1:54:29
but you'd see like the drop shadow for example of
1:54:31
that window is now two feet in front of you
1:54:34
and sailing into the back wall but instead they draw
1:54:36
that window in front of everything else and fade everybody
1:54:38
out like they're ghosts so what it means that you
1:54:40
have a lot of windows open and you pick one
1:54:42
of them and it is not literally physically the
1:54:44
frontmost the other windows become ghosts
1:54:47
the other windows fade away and you can't see
1:54:49
them and they come up score not just the part that
1:54:51
this drawing over but even the edges of them get all
1:54:53
fuzzy or whatever and it's super weird it's kind of like
1:54:55
if you had a stack of a hundred text edit windows
1:54:58
and you pulled the one in the back
1:55:00
to the front and instead of that window
1:55:02
just drawing in front of them all the
1:55:04
other windows faded away and became ghostly and
1:55:06
that one drew in its current position in
1:55:08
the back but with the ghost windows faded
1:55:10
out in front of it I
1:55:13
don't know if this is if this is
1:55:15
the correct approach but this is apparently what
1:55:17
vision Pro does now and it explains Marco's
1:55:19
warning last time was like you don't want
1:55:21
to run a bunch of windows because that
1:55:24
metaphor and design is
1:55:27
has no precedent in the
1:55:29
2d space it's what they
1:55:31
decided to do in 3d and I guess maybe
1:55:33
they tried all the other ways and they were
1:55:35
worse but it is weird and
1:55:37
it does make it so that having lots
1:55:40
of windows open is much less tenable because
1:55:42
it won't
1:55:44
move them it won't essentially when you say
1:55:46
bring to front in Mac parlance it will
1:55:48
never actually bring that window to the front
1:55:50
it just sort of like it's
1:55:52
like plowing it's like a particle beam
1:55:55
that blows away all the other windows and fades
1:55:57
them out and disintegrates the matter so that you
1:55:59
have a clear shot at that window that
1:56:01
is five feet away from you on the back
1:56:03
wall. And then when you pick a different window,
1:56:05
all those dematerialized windows come back into being and
1:56:07
stop being ghosts and start drawing themselves again. And
1:56:10
I find it extremely weird and
1:56:13
not for me, at least in the simulator, a comfortable way
1:56:15
to manage a lot of windows. Yeah,
1:56:18
when I was at the library using this thing,
1:56:20
I put myself in the position where I had
1:56:22
a couple of windows layered on top of each other and I was seeing
1:56:24
that ghosting and whatever. And that was the first
1:56:26
time because I was using Mac Virtual Display at the same time.
1:56:29
And that was the first time that I
1:56:31
had the presence of mind
1:56:34
to hit Alt-Tab, excuse me, Command-Tab, wow,
1:56:36
my windows are showing, to hit Command-Tab
1:56:39
and try to tab
1:56:41
between the windows. And of course, that didn't
1:56:43
work for nothing. And it
1:56:45
took me a second to realize what I had just done and why
1:56:47
it was wrong. But outside of
1:56:50
a bunch of windows on top of each other
1:56:52
in 3D space and trying to move between them,
1:56:54
I can't say I've ever reached for Command-Tab for
1:56:57
any other reason. But that is the one really
1:56:59
good way and reason to use it. Unfortunately, it
1:57:01
doesn't seem to do anything. But
1:57:03
if it did, what it would do is fire
1:57:06
that particle beam and plow its way through all
1:57:08
the other windows without moving any of them so
1:57:10
you have a clear line of sight on the
1:57:12
one window that is essentially going to draw in
1:57:14
front of all the other ones, even though it
1:57:17
is still behind them. And it's literally
1:57:19
behind them. You can get up and walk over
1:57:21
and stand in the space between the windows. It's
1:57:24
spatial computing, but they
1:57:27
haven't figured out a way. The
1:57:29
fake metaphor I just said of the paper stack
1:57:32
or whatever, that's not based in
1:57:34
reality, but it's close enough. The stack
1:57:36
of paper analogy, if you had a bunch of papers out and
1:57:38
you wanted the one in the middle, you take it out from
1:57:40
the middle of the pile and you put it on top. You
1:57:43
can imagine that's what's going on with all these pieces of paper
1:57:46
that are windows on your thing. But
1:57:48
if you had a bunch of 5
1:57:50
foot by 3 foot magic glass things floating in your living room
1:57:52
and they were all stacked and some of them are against the
1:57:54
back wall and some of them are in the middle and some
1:57:56
of them are real close to you and you wanted to get
1:57:58
at the one in the middle. I
1:58:01
mean, I suppose you could have it fly
1:58:04
towards you and pass through the other ones and now that
1:58:06
one is the front post and then it could fly in
1:58:08
the back but how do you maintain those positions? Would
1:58:10
you want it to fly there? Would you want the other ones
1:58:12
to fly out of the way and part like the Red Sea
1:58:14
so you can see that one? Or do
1:58:17
I guess you want all the other ones to become
1:58:19
weird ghosts so you can see through them to the
1:58:21
one in the back? It's really weird that their spatial
1:58:24
computing thing is like, I have no respect
1:58:26
for the spatiality of this world. Yes,
1:58:29
you can position windows, but when you ask to see one
1:58:31
of them, I am not going
1:58:33
to move things spatially to make
1:58:35
your view better of that thing. I
1:58:37
am just going to dematerialize, partially
1:58:40
dematerialize the things that are blocking
1:58:42
your view so that I can
1:58:44
draw that one in front of the other windows and it
1:58:46
doesn't feel that weird to you, but honestly it's pretty weird.
1:58:50
Thank you so much to our members
1:58:52
who supported this entire episode. You can
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join us at atp.fm slash join. There's
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lots of benefits to being a member.
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Please consider joining us once again atp.fm
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slash join. Thank you so much for
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listening and we will talk to you
1:59:05
next week. Thank
1:59:20
you. Thank
1:59:49
you. So
2:00:09
a few times during the episode I mentioned that I had
2:00:11
gone to the library to do some work and I've also
2:00:13
been working on, I got a
2:00:16
little sidetracked doing some, adding some features
2:00:18
to regular or plain old call sheet
2:00:20
which just got released, which by the
2:00:23
way if you're interested in how tall actors are
2:00:25
and or your name is Merlin Mann, go get
2:00:27
the latest update because where possible I show how
2:00:29
tall actors are and Merlin seems very excited which
2:00:31
I'm very happy about. What is your data source
2:00:34
on? Wicked data actually,
2:00:36
so the same thing that Wikipedia uses
2:00:38
or I don't know the relationship between the
2:00:40
two but it's part of the Wikimedia Foundation as far as
2:00:42
I know and yeah wicked data has some
2:00:44
actors data a lot I would say but not
2:00:46
everyone but anyway that's not the point.
2:00:50
The point is outside of that distraction I've been doing
2:00:52
a lot of vision pro work because now that I
2:00:54
have the vision pro and now that I have my
2:00:56
hilarious $300 developer strap I've been
2:01:00
putting both to good use and trying to
2:01:02
work on the vision pro native version of
2:01:04
call sheet and this
2:01:07
is you know as an aside
2:01:09
we don't need to unpack this right now because it
2:01:11
could take hours already running long but running
2:01:14
a branch that you're not doing a good
2:01:16
job of keeping up to date with Maine
2:01:19
and then trying to bring it back in line
2:01:21
with Maine like a month or two later. Not
2:01:24
fun my friends, not fun to the point that
2:01:26
I actually abandoned like I still have it but
2:01:28
I abandoned my initial vision pro branch the same
2:01:31
one that I used when I went to a
2:01:33
lab. I have abandoned that
2:01:35
and basically manually replaying a lot of those changes
2:01:37
in part because I've got different opinions about what
2:01:39
I should do and in part because even
2:01:42
though it's only been a couple of months
2:01:44
there's been such a divergence between Maine and
2:01:46
this branch that it's just it's a mess
2:01:48
it's an absolute mess. Anyway
2:01:50
I keep getting myself distracted the point is what was
2:01:53
my experience like doing you know writing code and trying
2:01:55
to get work done both at the library and at
2:01:57
home because I found
2:01:59
that even when I'm at home, even though
2:02:01
I've got 15Ks,
2:02:03
if you will, of screen
2:02:05
here, it's actually much more
2:02:07
easy and there's a
2:02:10
lot less friction to
2:02:13
write code and run it in the Vision Pro when Xcode
2:02:16
is also in the Vision OS world. And so
2:02:18
I've been using Mac Virtual Display for that. The
2:02:21
developer strap, like I had said on the show, even
2:02:24
though I am not in love with the price, it is
2:02:26
worth it if you're doing any real development because it seems
2:02:28
to work much, much, much better. When
2:02:30
I was at the library, I had a very weird
2:02:33
thing though. So I have, I want to say it's
2:02:35
an anchor, it's out of reach from
2:02:37
where I'm sitting, but I have one of those chargers
2:02:40
that I use. I don't use an official Apple
2:02:42
charger. I think it's an anchor charger that has
2:02:45
one, like, I don't
2:02:47
know, maybe 100-watt USB-C port for
2:02:50
a computer, like a 30-watt
2:02:52
port or thereabouts for an iPad or phone or
2:02:54
what have you, and it also happens to have
2:02:56
a USB-A port. And what
2:02:58
I was doing at the library was I had
2:03:00
plugged MagSafe from
2:03:03
the 100-watt slot to
2:03:05
the computer, a
2:03:07
just general USB-C connection from the
2:03:09
30-watt to the battery for
2:03:11
the Vision Pro, and then of course I
2:03:13
had a different
2:03:16
USB-C cable going from the Vision Pro developer strap
2:03:18
to my computer. No hubs or anything like that,
2:03:20
that's all it was. And
2:03:22
I had my AirPods in, and when
2:03:24
I finally decided to commit to using
2:03:26
the developer strap, I
2:03:29
was getting this incredibly
2:03:31
odd feedback, like a
2:03:33
very high-pitched humming sound that I found
2:03:35
was only the case when I had
2:03:37
the computer and the battery pack plugged
2:03:39
in. And if I unplugged the MagSafe
2:03:41
or if I unplugged the battery pack, it went
2:03:43
away. I don't think this has happened since, so
2:03:45
I don't know if my library happens to have
2:03:47
a very dirty power or something like that, but
2:03:50
it was the weirdest thing, and I noticed it
2:03:52
several times at the library. That
2:03:54
was weird thing number one. Weird thing number
2:03:56
two, so I
2:03:58
really enjoyed working... in a
2:04:00
fully immersive environment in part because the
2:04:02
room I was in was wide but
2:04:04
shallow. So it was probably,
2:04:06
I don't know, 10-ish feet, so a couple of
2:04:08
meters, a little bit more than a couple of
2:04:11
meters wide and like less than a meter, less
2:04:13
than three feet deep. Or maybe it was a
2:04:15
little more than three feet. I don't know, it
2:04:17
was not a lot. It was wide but not
2:04:19
very deep. And when you're
2:04:21
trying to put windows around when you're
2:04:23
not immersed, you're running into the wall.
2:04:26
It'll do it but it just looks
2:04:28
weird. And so being immersed was
2:04:30
way, way, way better. I am
2:04:32
a pretty darn good touch typist many, many moons
2:04:34
ago. You and I did, or the three of
2:04:36
us did a typing race thing,
2:04:38
I think on the air or maybe we did it
2:04:40
off the air and compared notes after the fact. But
2:04:43
I'm a pretty good typist. I know Jason Snell but I'm
2:04:45
pretty good. I don't need to
2:04:47
look at my hands when I type. That
2:04:50
being said, when you're fully immersed, finding
2:04:52
your keyboard is harder than you think. Yes.
2:04:54
I said that last week. You've got hands and arms but
2:04:57
you don't have a keyboard. Right. It's actually
2:04:59
kind of frustrating how difficult it is to find
2:05:01
the keyboard. I don't realize how much I need
2:05:03
to glance at the keyboard until I'm trying to
2:05:05
do that and then I realize, oh man, I
2:05:08
actually do glance at it a lot. It's
2:05:10
like it was people who buy the keyboards with
2:05:12
keycaps that had nothing on them to show off.
2:05:14
Well, how about you can't even see the whole
2:05:17
keyboard? No, yeah, because that's the problem is to
2:05:19
align myself with the feel of where my fingers
2:05:21
even go. That's where I find myself when I'm
2:05:23
in Vision Pro kind of missing sometimes. Yeah, I
2:05:25
feel like that's the upgrade that like so they
2:05:27
have obviously the Vision Pro detects your hands and
2:05:29
your arms. Apple detecting its
2:05:32
own keyboards, I feel like that is a
2:05:34
solvable problem. Yeah, yeah, because this
2:05:36
was on the laptop keyboard and actually the only
2:05:38
other keyboard that I use is the whatever
2:05:41
104 key whatever it is with touch ID
2:05:43
here at home and those are the only
2:05:45
keyboards I use. So yes, it should have
2:05:47
been able to detect it like it's a
2:05:49
fine first worldiest of first world problems, but
2:05:51
I couldn't find the frigging keyboard. This happened
2:05:53
not irregularly and yes, I'm aware of the
2:05:55
little bumps on what is it the F
2:05:57
and J keys. You got to find the keyboard
2:06:00
enough to find the bumps first though.
2:06:02
Exactly, exactly. I could not have put
2:06:04
it better myself. I think you are
2:06:06
slightly kidding, but no, that's exactly right.
2:06:08
Also, quick aside, John, didn't the bumps
2:06:10
used to be on D and K
2:06:12
or something like that years ago? Yeah,
2:06:14
Apple has them in different positions than
2:06:16
other keyboards do, and I think they've
2:06:18
changed over the years, but yeah. Because
2:06:20
I vaguely remember when I was a kid using
2:06:23
Apple keyboards drove me nuts because it was under
2:06:25
my middle fingers instead of my pointer fingers, like
2:06:27
the little lumpies or whatever. Anyways, couldn't
2:06:29
find the damn keyboard. AirPods were having a little
2:06:31
bit of feedback, which again, I don't think I've
2:06:34
heard since. But one of the things is,
2:06:36
and I don't know if I ever linked to this in last week's
2:06:38
show notes, but I put up a blog post shortly. I think I
2:06:40
mentioned it last week. I don't know if I linked to it, but
2:06:42
I put up a blog post shortly before
2:06:44
the Vision Pro came out, like literally a couple of days before
2:06:46
where I was talking about how, hey, this would be really neat
2:06:48
if I could have this whole
2:06:51
array of Windows around me with native
2:06:53
Vision OS messages, native Vision OS Slack,
2:06:56
and Safari from Vision
2:06:58
OS and all that different various sundry
2:07:00
Windows all around me. And I can do
2:07:02
that, and it works pretty well. However,
2:07:06
as many people have said, and
2:07:08
I am not the only one,
2:07:11
the iPad
2:07:13
OS native apps, and in this case I'm picking
2:07:15
on Slack, but it's not just Slack, iPad
2:07:18
OS native apps kind of suck
2:07:20
on Vision OS. And the thing of it
2:07:23
is, is I don't know if it's something
2:07:25
on Apple's side or the way the apps
2:07:27
are designed or both. And again,
2:07:29
I'm not the first to say this, but finding the
2:07:31
touch targets is really difficult, particularly I
2:07:33
found on Slack in the upper left,
2:07:36
I think I mentioned this last week,
2:07:38
in the upper left where you choose
2:07:40
which workspace you're in, you know, say
2:07:42
real AFM or something else, it's
2:07:44
really hard to get Vision OS to actually
2:07:47
activate that thing with your eyes. Now, with
2:07:49
that said, with universal control, it's not so
2:07:51
terrible because you can just mouse right up
2:07:54
there. But the Slack app
2:07:56
on Vision OS, I am really looking forward to, and
2:07:58
I don't even know if they've announced anything. But I'm
2:08:00
really looking forward to getting that as vision OS native
2:08:02
because I think it'll be much better But
2:08:05
yeah overall really great experience It's
2:08:07
a little teeny bit of a bummer when
2:08:10
I'm at home when I'm losing and when I'm going
2:08:12
from 15 Ks of real estate And at least having
2:08:14
more than one window It's a
2:08:16
bummer to bring that down to one and I think we
2:08:18
talked about last week You know there's rumblings that maybe
2:08:21
Apple can do two windows on the same or
2:08:23
it's you know two Anyway,
2:08:25
it seems like especially given our the
2:08:27
supposed revelations about the developer strap and
2:08:30
the potential of higher bandwidth there that
2:08:32
it could be something That comes to
2:08:34
a later version of the OS if
2:08:36
only for people with the developer strap. Yeah.
2:08:39
Yeah, definitely But
2:08:41
yeah, I would love to have
2:08:43
a second virtual display But
2:08:45
all all that being said like you know there's
2:08:47
some things I would definitely tweak about this, but it's
2:08:50
pretty nice I've really been enjoying
2:08:52
it, and I wouldn't the to
2:08:54
Marcos point during the episode I
2:08:57
wouldn't necessarily choose to give up you know my
2:08:59
15 Ks of real estate I wouldn't necessarily choose
2:09:02
to give up my standing desk in my situation
2:09:04
at home, but I do
2:09:06
like quite a bit Going
2:09:08
somewhere else to do work, but
2:09:10
of course of course that raises the question if I'm
2:09:13
sitting on Mount Hood in the library Why
2:09:16
couldn't I sit on Mount Hood at home
2:09:18
or at my desk? And and
2:09:20
I don't really have a good answer for that
2:09:22
other than the tea ceremony if you you know
2:09:25
compared to vinyl the tea Ceremony of going somewhere.
2:09:27
I kind of miss like I'm very thankful and
2:09:29
lucky that I don't have to do that every
2:09:31
single day But I like to
2:09:33
at least once a week go somewhere
2:09:36
Wegmans Publix a library
2:09:38
whatever and This
2:09:41
it's it's in some ways It's so much
2:09:43
nicer and better now because I feel like
2:09:45
I'm bringing you know like a LG ultra
2:09:48
fine 4k display with me without having Actually
2:09:50
having to carry very much But
2:09:52
the flip side of that is it's
2:09:54
almost not even necessary anymore Which is
2:09:56
a weird and odd feeling like I'll
2:09:59
probably still do even if I do
2:10:01
use the Vision Pro wherever I'm going.
2:10:04
But it seems a lot less necessary now than
2:10:06
it has ever been before. So anyway, I just thought it
2:10:08
was interesting to discuss. It's all about getting out of the
2:10:10
house, right? Like when you're at Wegman, someone
2:10:13
can't yell your name and ask you to come do something.
2:10:16
Well, it's only Aaron, but your point is
2:10:18
still fair. And I think leaving aside who
2:10:20
is at my house, you're exactly right. For
2:10:22
me anyway, I really do like being able
2:10:25
to get out of the house and go
2:10:27
somewhere and just change my scenery and have
2:10:29
the act of going somewhere. Now, that's because
2:10:31
I believe in superior computers that you can
2:10:34
move very easily and don't need to worry
2:10:36
about carrying multiple pieces. Marco, I believe you
2:10:38
are also an enlightened individual that believes in
2:10:41
these weird, funky things. Multiple pieces? You're bringing
2:10:43
a headset with you. Ah,
2:10:45
well, yeah. But I don't have a 15-pound monitor though, thank
2:10:48
you very much. But nevertheless, I believe,
2:10:50
Marco, you are also an enlightened person that
2:10:53
believes in these funky things called laptops. No,
2:10:55
he doesn't. He's using a desktop laptop. No,
2:10:59
I mean, honestly, like, for the purposes, you
2:11:01
know, obviously, I share some
2:11:03
of your need for getting out of the house
2:11:05
sometimes because we work for ourselves in our houses. And
2:11:07
so it is nice to get out in the
2:11:09
world and work or be somewhere else, you know,
2:11:11
on some kind of regular basis just to get yourself
2:11:13
out of the house. I think
2:11:16
using the Vision Pro to do
2:11:18
that does kind of ruin the
2:11:20
point, but I think the answer is not stay
2:11:22
in your house more. I think the answer
2:11:24
is go out with a laptop and don't
2:11:26
bring the Vision Pro sometimes. Like, that's the
2:11:28
answer because, like, I'm gonna, like, you know,
2:11:30
go work in a coffee shop or something.
2:11:32
Part of the joy of it is interacting
2:11:35
with the world, being out
2:11:37
there, you know, seeing people, saying hello to people
2:11:39
when they come in, if you've seen them before.
2:11:42
Focusing your eyes on distances other than 1.3 meters. Right.
2:11:46
So, part of the appeal is to
2:11:48
be a little bit in the world.
2:11:50
Now, if you're using Vision Pro
2:11:53
out in a place like a coffee shop,
2:11:55
first of all, you're already covering your eyes
2:11:57
and immersing yourself, etc., even if you're
2:11:59
in pass-through mode. you are projecting the
2:12:01
anti-social version of yourself. As
2:12:04
we've mentioned, the Vision Pro speakers are
2:12:06
very open, and so if you
2:12:09
need any kind of audio as
2:12:11
part of your work, if you're watching or listening to something, or
2:12:14
if you are trying to edit audio or whatever, you're
2:12:16
gonna need AirPods. Now you're covering up
2:12:18
your eyes and your ears and sealing
2:12:20
yourself off even more. I
2:12:22
feel like at that point, you are not only being
2:12:24
extremely anti-social to the people around you and to the
2:12:26
business that you're in, but also you are then losing
2:12:29
quite a bit of the value of being there in
2:12:31
the first place. For me,
2:12:33
in that context, a laptop optionally
2:12:36
with headphones is much
2:12:38
better because at least then your eyesight
2:12:40
is totally unencumbered. You can see everything.
2:12:42
People can see you, they know they
2:12:44
can see you, they know you can
2:12:46
see them as discussed earlier.
2:12:48
I feel like you're getting more of the environment
2:12:51
that way, even if you have AirPods in for
2:12:53
whatever reason you need that. So again,
2:12:55
I see the appeal very much to Vision Pro
2:12:57
for things like immersive entertainment. If you're gonna watch
2:12:59
a movie, bring it on a plane, I think
2:13:01
there's a lot of arguments for that. But
2:13:04
working in a coffee shop or working
2:13:06
out in public somewhere
2:13:09
for the sake of getting out in
2:13:11
the world and getting out of your house, I
2:13:13
don't think it's working for your purposes
2:13:16
there. I think it's actually working against your purposes there.
2:13:18
Yeah, don't underestimate, like I said, don't
2:13:21
underestimate the value, especially if you're working on
2:13:23
a programming problem or whatever, of
2:13:25
looking out the window. I can look
2:13:27
out the window with Vision Pro, it's got pass through. I
2:13:30
mean, looking out the window and focusing your
2:13:32
eyes 50 feet away at
2:13:34
the tree across the street while you think about a
2:13:36
problem. I know you can do the thousand yard stare
2:13:39
inside the headset, but really, if
2:13:41
you're working on computer for a long period of time,
2:13:43
I feel like it does help to focus
2:13:45
your eyes on a different distance. Even, forget about
2:13:48
the headset, even just sitting in front of your
2:13:50
max monitor, don't just stare at the
2:13:52
monitor two feet in front of you for eight hours,
2:13:54
you will have a bad time. Get
2:13:56
up and walk around, look over your monitor. I used to do
2:13:58
this at work, look over your monitor. monitor out the
2:14:00
windows that hopefully are in your office and
2:14:03
out in the distance look down the hallway
2:14:05
look at your neighbor seven cubicles away and
2:14:07
wave like it's just good to focus your
2:14:09
eyes at different distances to relax and to
2:14:11
have an environment where you can think about
2:14:14
things and that remains one of the weaknesses
2:14:16
of a headset with a fixed focal length
2:14:19
unless you're doing the defocus your eyes and have
2:14:21
a thousand yards staring and not looking anything which
2:14:23
I suppose you can do in the headset it's
2:14:25
difficult to remind yourself to
2:14:27
focus on different distances to avoid eye
2:14:30
strain and honestly and you
2:14:32
know in my programmer head looking
2:14:35
off at something in the distance like a
2:14:37
tree across the street is somehow connected to
2:14:39
solving programming problems and some complicated wiring that
2:14:41
goes on when you've been a programmer for
2:14:43
20 something years
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