Opens profile photo
Follow
Click to Follow jacobrossi
Jacob Rossi
@jacobrossi
Product manager, Music maker (🎹🎸🥁🎺), music listener (463+ concerts), Dog lover. 🏳️‍🌈 Past: ,
Seattle, WAlinkedin.com/in/jacobrossi/Joined May 2009

Jacob Rossi’s Tweets

Shoutout to for some legendary warranty support! 🙌 One of our Atrium 5 speakers had water damage. Couldn't find the receipt or remember where/when they were bought . I was just hoping to purchase repair parts, instead they replaced the speaker without hassle.
1
2
Show this thread
Looks like Apple Vision Pro supports indirect cursor-based manipulation gestures as well (similar to Quest for far field panels). This looks very promising. Gaze-assist seems like a slick touch!
Quote Tweet
For example, a dragging interaction (not scroll) is probably not easy/possible to perform with gaze+hold. Or painting/annotating interactions.
Show this thread
Embedded video
0:06
193 views
1
3
Show this thread
Apple admitting Vision Pro is a VR headset 😋 (a label they avoided during the keynote)
Quote Tweet
"Apple's WWDC keynote showed @recroom listed in a section of the visionOS App Store titled 'Apps and Games We Love', and in a WWDC developer talk Apple and Unity confirmed this refers to the full VR version of Rec Room, not just the iOS app." uploadvr.com/rec-room-apple
Embedded video
GIF
1
6
I can only image there is an Apple PM out there who knows this challenge too well. I would love to buy them a beer to appreciate their efforts! I still owe more beer for his valient efforts at 2D App/Web compat for Meta Quest.
2
Show this thread
These are all solvable problems (to a degree). But these types of ecosystem compatibility challenges on a new device paradigm are a slog to work though. OS compat shims. Developer outreach and NRE payments. UX affordances and graceful degredation. Etc.
2
Show this thread
At $3500, device volumes will be low initially. This complicates the matter as many devs simply won't see the ROI to update for a small audience and many won't have the hardware to test.
1
Show this thread
A nod to the existence of these issues is what looks like a home screen folder called "Compatible Apps", which implies not all apps will be compatible. (To be clear, Apple did not set an expectation of universal iOS app compatibility)
Image
1
Show this thread
Apple's promise of freely resizable apps likely breaks for many iPhone apps, which may not have responsive/fluid layout beyond a phone size. Even iPad apps may have issues as today they only need to support third/half/full widths at fixed height.
3
1
Show this thread
Virtual keyboard placement. Mobile apps often assume it will occupy the bottom of the viewport and they can adorn it with UI. This could lead to UI bugs when it is floating in a window. Less likely of an issue with iPad apps (better support for physical keyboards)
Image
2
Show this thread
The on screen keyboard (which wasn't demoable at WWDC as I understand it) suggests the system can support direct touch interaction as well. But as far as I saw, there was no examples of this with general 2D apps. This could be a solve, but will require bringing the app closer.
2
Show this thread
Gaze+gesture is an indirect input model (vs multitouch which is direct). This almost certainly leads to compat issues for some apps where direct manipulation is core to the interaction model.
1
2
Show this thread
I'm curious to see how iOS app compatibility plays out for Vision Pro. Apple almost certainly has a big ecosystem effort ahead of them. 🧵on some possible app compat issues they'll need to solve
1
8
Show this thread
The most important thing everyone wanted Apple to do today wrt Vision Pro didn't happen: tell us who this is for, why I need it, and how that adds up to $3500. This is not an iPhone moment (yet).
6
16
🚀 Introducing Immersive Web Emulator v1.2! Now with persistent anchor & hit-test support, leveling up your immersive web experiences. 🌐🕶️ Feature parity with Meta Quest headsets achieved! 🎉 Try it today & unlock your #WebXR potential! #AR #VR
Quote Tweet
Say hi to Immersive Web Emulator v1.2 and Reality Accelerator Toolkit Beta—two powerful tools designed to help you create amazing MR WebXR experiences. Start building with new features like anchor persistence, hit-test feature support, & more 🔗 ocul.us/3o4eXpH #MetaQuest
Embedded video
GIF
3
45
Super bummed I was feeling too under the weather to attend the Polys in person but always love watching this great community organized event celebrating the really cool stuff WebXR devs are building
5
Above Par-adowski is a really fun and technically impressive game built with WebXR - if you haven't tried it you should! Congrats on the Poly! If you're a dev that wants to learn from - check out their case study on the blog: developer.oculus.com/blog/above-par
Quote Tweet
7/ @webxrawards #WebXR Game of the Year was a Mini Golf game by @paracreative. aboveparadowski.com
Show this thread
Image
8
Hats off to for winning TWO Polys this year for Spatial Fusion - this was such a blast to build together! Spatial Fusion shows off how wide FOV devices like Quest can change the game for Mixed Reality. It really gets me excited for MR experiences to come on the web!
Quote Tweet
END/ Finally, the Experience of the Year is Spatial Fusion, a passthrough AR experience. Highly recommend firing it up in a Quest Browser on either the Quest or Quest Pro. One of the more immersive passthrough experiences I've seen: spatialfusion.io twitter.com/ben_ferns/stat
Show this thread
9
Super proud of our team that built Project Flowerbed for winning a Poly this year - we built and open sourced this to help WebXR devs build great experiences Check it out on Quest or read this in-depth dev case study that walks through what we learned developer.oculus.com/blog/project-f
Quote Tweet
4/ Project Flowerbed is a #WebXR project by Meta that won the @webxrawards Entertainment Experience of the Year. It's a gardening sandbox: flowerbed.metademolab.com/# @00davehill00 said Meta has open sourced all of the code here: github.com/meta-quest/Pro twitter.com/kentbye/status
Show this thread
Image
11