And I'm not sure it's a solvable problem! A coding environment native inside AR/VR might help, but that doesn't change the fact that at its core holding up an AR device or putting on a VR headset is just a huge pain compared to looking at a monitor!
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Maybe Apple releases some glasses one day that makes this less annoying but until then I suspect this is why there is so little truly compelling content in either medium
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Hobbyists don't want to spend time on projects that aren't fun to build -> "cool" small projects that convince people the medium is worthwhile don't exist -> companies aren't interested in developing for the medium
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You didn't have this problem with mobile apps because phone screens are similar enough to computer monitors that you can mimic most basic interactions on your computer
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This is also a reason why most mobile apps don't innovate with crazy touch controls or camera sensor capabilities. The innovations are mostly constrained to things you can test without building to device
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I'm coming around to the idea that developer tooling is maybe the most important thing for AR/VR, and it seems like no one has figured out how to make it work yet.
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to their credit - I've been very happy with how easy it is to build/deploy for magic leap. And for testing smaller stuff they have a mode they call 'zero iteration' that works on device when you hit play in unity or ue4
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(and the glass tint is light enough that I'll often just keep the headset on while working, so I just hit play and then look off to part of my room where stuff is)
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(I read the whole thread, but am responding here) what specifically is it that's slow about the iteration loop? is it the compilation? or the delta between "it's compiled" and "I'm running it" (so, "pushing to device" + "putting on headset" + "boot time")?
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Yeah the whole thing. Building, pushing to device, picking up device, adjusting position to use device (and in AR's case, going through room detection initialization process)
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