InspiredCode
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Three things Apple got wrong with the Vision Pro launch
Apple needs to do more to get developers onboard. There is very little in the way of apps that benefit from spatial computing. Even apps like Shapr3D, that should be shining examples that help define the platform have decided to release for enterprise customers only. Lack of motion controllers feels like a major omission. Hand and eye tracking work until you need more precision, the ability to focus your eyes separately from input, or haptic feedback– all areas that benefit from motion controllers. The Vision Pro can get further than other headsets without motion controllers, but they are still required for a large number of applications.
Apple probably needs a gaming-oriented headset to help create a market for content. Maybe Apple will just ride on it being a device for movies and the rare enterprise apps until it becomes more polished, but the device as-is doesn't really match how it is marketed. -
Cancelling the Apple Car is a good move, says Morgan Stanley
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Apple defends its controversial EU App Store plans
PauloSeraa said:InspiredCode said:They basically don't want to contribute to Apple R&D and profits. After profit, Apple essentially uses the device revenue to fund hardware R&D and the App Store revenue to fund R&D for the operating system and built-in apps. I doubt Apple will return to paying for operating systems, so the cost needs to be factored in somewhere.
I can see where makers of free apps, freemium apps, and one-time-purchase apps might think the alternative stores are not fair for them. The marketplace rules certainly seem more geared to apps with subscription revenue. However, they are not complaining about that, they just don't want to pay Apple anything and that will never happen.I don't think Apple's store is a bad deal for most types of apps. My criticism over the years has always been that some store restrictions go too far in the name of protecting the platform, there is no way to follow GPL licensing for apps on the store (ability to remove DRM etc.), and certain types of digital content just fundamentally doesn't work with App Store pricing. If alternative markets have any effect, I would prefer it to address these areas. Better, that Apple will just resolve these issues on their App Store. -
Apple defends its controversial EU App Store plans
They basically don't want to contribute to Apple R&D and profits. After profit, Apple essentially uses the device revenue to fund hardware R&D and the App Store revenue to fund R&D for the operating system and built-in apps. I doubt Apple will return to paying for operating systems, so the cost needs to be factored in somewhere.
I can see where makers of free apps, freemium apps, and one-time-purchase apps might think the alternative stores are not fair for them. The marketplace rules certainly seem more geared to apps with subscription revenue. However, they are not complaining about that, they just don't want to pay Apple anything and that will never happen.I don't think Apple's store is a bad deal for most types of apps. My criticism over the years has always been that some store restrictions go too far in the name of protecting the platform, there is no way to follow GPL licensing for apps on the store (ability to remove DRM etc.), and certain types of digital content just fundamentally doesn't work with App Store pricing. If alternative markets have any effect, I would prefer it to address these areas. Better, that Apple will just resolve these issues on their App Store.
Apple has made recent changes removing some App Store rules that went too far to protect the platform. I really hope they give developers the ability to opt out of DRM next. That is the major (maybe only) barrier to using the GPL on iOS/visionOS. Remember that Steve Jobs led the way to removing DRM on music you own during the iPod era. Let’s allow that for apps too. It is the right choice for some business models. -
Hands on with Apple Vision Pro ZEISS optical inserts