After doing AR for a while I'm starting to think the main thing holding back AR and VR is that developer tooling is really bad. Building to device is just such a pain and the iteration loop is so painfully slow it kills any enjoyment
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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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Replying to @benedictfritz
i think about/deal with this every day. most of my time spent "developing" for AR is just building tools.
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Replying to @jakintosh @benedictfritz
i've found that it is impossible for me to make big moves while using hardware, so i go through phases of hardware exploration, then making assumptions in editor, then checking my work later on HW. i'll spend weeks sometimes not touching HW because of how much it slows progress.
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Totally. A lot of my frustration feels like current tools don’t make it super easy to fake an AR experience so hardware feels more mandatory
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