Apple Vision Pro Development With Unreal Engine 5 & Why I Cant Develop Content For It.

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  • Опубликовано: 4 янв 2025

Комментарии • 25

  • @unreal_archviz
    @unreal_archviz 2 месяца назад +2

    Jonathan, if you really want to do it, set up a fundraiser for an Apple Vision Pro kit. I'm sure many people will support it.

    • @GDXR
      @GDXR  2 месяца назад +2

      Thats a good idea but morraly i cant justify doing something like that. Asking the community to donate that much money just to buy a headset which is barely supported already, is not developer friendly and is locked in an eco system thats so locked down and is not in production anymore feels like a really, really crappy thing to do. Indie devs should not have to pay another indie dev to make something for a device. It's not right.

  • @Septix
    @Septix 2 месяца назад

    Wow, was not expecting a video thank you so much for the clarification. Sadly, the bar for entry truly is insane. Thankfully I'm an iOS Dev so I was already hooked into the ecosystem. But the tools are so limited for native dev, its absurd so trying to venture into Unreal which is far too early as the default launcher does not support Vision OS yet. Furthermore only a couple of people have got hand tracking to work but those people have direct contacts with Apple and Unreal. Sadly the MetaXR videos are of no help with OpenXR at least from my exp thus far tinkering for the AVP. I'll keep following you and hope we can work something out in the future. Again many thanks!!

    • @GDXR
      @GDXR  2 месяца назад

      Its all good. It's been a popular question which seamed fitting for a video. Regarding the hardware it's crazy. The fact that it is around 5.3k (Not including the developer licence you also need). From what i understand, the default launcher is getting there but the source build is still the version you need. The problem is, it's getting the same treatment as the Hololense, it took quite some time for that to be integrated and then once it was added. It was shut down by microsoft. All the content from my videos should work apart from the hand pose video.

  • @sb-knight
    @sb-knight 2 месяца назад +1

    I would not doubt this is stopping a lot of people from making Vision Pro apps. I have thought about the idea of porting some of the work I have been doing for the Quest to Vision Pro, but, barrier to entry is too high. I don't want to publish things on a device I cant test in person. Apple really does need to make some better dev tools for Windows and Linux, its too bad they are so committed to their walled garden approach. Not to mention I don't use Apple products so this would all just be for dev purposes which makes it even harder to justtiy.

    • @blenderalien
      @blenderalien 2 месяца назад +1

      Yeah I feel this. Any kind of linux should be officially supported I think.
      All the XR devs so far have been on windows and a few on linux developing for x86 and android, so where are all the experienced XR devs who are also
      commited to the Apple ecosystem supposed to come from right?

    • @GDXR
      @GDXR  2 месяца назад +1

      It's absolutely crazy how walled off the eco system is. You can see how benificial it is to have indie devs access to a platform. The Quest is only as popular as it has been due to the avalibility for indie devs creating games for side quest and such. It just sucks that it is so difficult for quest devs to port there content over.

    • @GDXR
      @GDXR  2 месяца назад +1

      Yeah, it makes absolutely no sence. As you said, were all on windows or linux so building content for such a locked down platform is pretty much impossible even if they lower the HMD price. We need easy tools to access the device.

    • @sb-knight
      @sb-knight 2 месяца назад

      @@GDXR Exactly, The reason Apple has so much success during the early 2010s is because Microsoft made a huge mistake with Vista and people switched over to the new Intel Mac that could also run Windows. That is not the case now, and also due to the chip design changes I doubt will be a thing much longer. They don't have that same advantage these days on desktops and that is their bread and butter when it comes to making things with their ecosystem. Its a really big oversight and one you would think Apple would be aware of.

  • @ChrixB
    @ChrixB 2 месяца назад

    You're doing amazing work with your VR tutorials! It’s a shame the Apple Vision Pro is so pricey-maybe we can all pitch in through a special Patreon or something else to help you get the gear you deserve!

    • @GDXR
      @GDXR  2 месяца назад +1

      Thank you. Yeah it's pretty crazy. If you could build from a windows machine then that would be a benifit but having to invest in an entire echo system to create a small app for a "Spatial computer" is crazy. Regarding a special Patreon (Thats not going to happen), There is no reason you guys should have to give me money for a eco system that, 1. Cost so much and, 2. is already discontinued by the manufacturer.
      If someone from a large company who wont miss that money wants to sponsor content then sure. But im not having the already struggling indie devs give me more money for what maybe a paper waight with the promise of a couple of RUclips video tutorials.

  • @Tom--Ace
    @Tom--Ace 2 месяца назад

    To be fair, I don't see how this is anyone's responsibility but the developers. Surely we do not expect developers to develop apps for a platform that they don't even own a test device for? I wouldn't want to buy an app from someone who doesn't even have an apple vision pro to test the app on.
    The requirement for an M series Mac is unfortunate, I do agree there - I would have preferred the Vision Pro to interface (both for consumers and developers) with windows machines as well, but given the architecture it is perhaps not surprising, and realistically, a used M1 Mac is not particularly expensive (even a new one isnt). These are small figures in the world of software development.
    The primary cost is the cost of the headset itself, and well... that's what the software is being developed and tested for, so I don't see any way around that!

  • @chipko
    @chipko 2 месяца назад

    Tbh, I like that you don't do apple development. We in the UK have to pay over the odds for apple products so I don't blame you spending so much just to try

    • @GDXR
      @GDXR  2 месяца назад +1

      Yeah, it's absolutely insane and to invest £5.3k in a HMD that cant be built without another device is insane, has stopped production and doesnt ahve much of a software backing is just wrong. Unless you have money to burn then it's not happening for anyone off us.

    • @chipko
      @chipko 2 месяца назад

      @@GDXR well said! I think the headset alone would be interesting but locking down development to mac only means there's less developers able to of they wanted to
      I'm using a Pico headset and may get a quest 3 or even valve deckhard when it's released. If would still have change even if I bought all 3!
      (Pico is good but now I'm learning I can't be bothered trying to get their live preview working on ue5.4) and currently just building apk each time I test! If I do get a quest 3 I'll also subscribe to you on patreon
      Thank you for all your amazing work GDXR!

  • @DesignsbyElement
    @DesignsbyElement 16 дней назад

    Would you be interested in setting up a fund for us to purchase for you and you make content then?

    • @GDXR
      @GDXR  5 дней назад

      100%. Im going to have a look for solutions to this as id want it seprate to Patreon and RUclips members so it would likely be a GoFundMe of somekind. I'll figure something out and come back as i'm getting quite a lot of people wanting to see AVP content these days.

  • @OriginRow
    @OriginRow 2 месяца назад

    I even don't know why I hopped here though I haven't owned headset

    • @GDXR
      @GDXR  2 месяца назад

      There's nothing wrong with that. Either way, welcome.

  • @beatthebag
    @beatthebag 2 месяца назад

    How does Apple expect to get software content for their headset when the barrier to it is so high? Weird.

    • @GDXR
      @GDXR  2 месяца назад +1

      I have no idea, but I dont think that we are the target audiance (Freelancers and Indie Devs) which absolutely sucks. You can see the value of that access for devs like us. With the direction of Mobile VR platforms. The progress of idie app development for Quest, Pico as the back bone for the platform same goes for the original Iphone launch.

    • @beatthebag
      @beatthebag 2 месяца назад

      @@GDXR What percentage of the software on Quest would be considered "Indie". I don't have the data but it doesn't seem unreasonable to think it's at least half.

  • @SuperMachead1
    @SuperMachead1 2 месяца назад

    You could buy the base model M4 Mac mini…for $599 and a used Vision Pro for $2,500.,,that would be $3,000 for everything…big difference

    • @GDXR
      @GDXR  2 месяца назад

      Yeah, not here in the UK. A base Mac book air with M2 (you want something fast enough to compile) is £999 not including apple Care, which you would want so another £250.
      So that's £1250 for the mac.
      Then, the apple Vision Pro default is £3,499 again, with apple Care I believe it is £250 which you would also want because they keep breaking.
      So £3750 for the AVP
      So bare minimum it will cost £5000
      Convert that to USD. It's $6,516.79
      So yeah, it costs a bomb still. And I'm not spending that much money on a headset that is also no longer I production. It's a joke.
      Edit, also AVP headsets are going for 3k on EBay pre-owned. If I'm spending that much money. It's gonna be brand new and have a warranty.

    • @joseph.cotter
      @joseph.cotter Месяц назад

      @@GDXR Supposedly the M4 Mac Mini is testing out faster than the Air M2 for almost half the price.