6'4” cutie with a booty turned VR researcher. Founder of @NormalVR (Creator of Nock), @RelativeWave (acq by @Google). Previously collab'd w/ @LadyGaga & @Bjork.

Brooklyn, NY
Joined October 2007
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yeah, the fact that meta’s VR Glasses will go a similar direction kind of kills me. what a waste.
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Replying to @Izzard
worth noting, every VR idea I had for Vision Pro was dead on arrival because Apple's APIs wouldn't allow it... No access to avatars (outside of a FaceTime call), no way to do an unbounded volume app that can run while other apps are running (I wanted to make a pet dog in VR), etc
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Replying to @Izzard
Thanks for the kind words 🙏🏻 It's still one of my favorite VR games. I hope we can do a Nock 2 in the future.
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yes but the whole OS was not designed for it. they've already painted themselves into a corner by basing all of the UI design around look and tap.
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Replying to @barrsm
the eye tracking works great, it's just not natural for me to use my eyes as a pointing device. With a computer my eyes move onto the next thing I need to look at before I have clicked on a button. With visionOS I'm forced to hold my gaze until I've confirmed the tap went through
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Replying to @maxweisel @Izzard
imo you /have/ to validate "what will people use this thing for" before you can actually design the UI for a product. If you do the UI/UX design beforehand, you paint yourself into a corner and create a UI paradigm that fights you every step of the way. That's what happened here.
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Replying to @Izzard
I got the dual knit band and it's a minor improvement but it didn't change anything for me. Honestly, even if it weighed 100g, I think the software UX is still just awful. Looks great in ads but clearly designed by people who have never used AR/VR for any serious purpose.
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Replying to @mflux
my needs are being able to open Unity projects
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Replying to @mjmurdoc
I think you’d need true Unity compatibility to be a strong enough bridge for most studios to use it. I don’t think the yaml format would be a blocker.
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Replying to @Azadux
I expect the architecture and performance characteristics are different enough that it would be easier to try to make a Unity compatible engine.
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Out of curiosity, has anyone started a project like PhotoCraft for Unity? I would be down to fund an open source, clean room engineered Unity alternative that's Unity project compatible. PhotoCraft starts up /instantly/. Imagine UnityCraft with instant domain reloads.
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Replying to @saniul
Stay tuned :)
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I haven't seen any Quest store games go the full no-game-engine route yet, but I've seen indies make some amazing Quest games with Godot. It feels like it's pretty close to being the Blender of game engines.
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Replying to @RenjiBijoy @visor
That bottom headset is the Gravity XR M1 reference design, not anything made by Visor/Immersed. xitter.cf/maxweisel/status/20898…
That bottom headset is the Gravity XR M1 reference design, not anything made by Visor/Immersed. (photo from @skarredghost's post about it)
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That bottom headset is the Gravity XR M1 reference design, not anything made by Visor/Immersed. (photo from @skarredghost's post about it)
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Replying to @jmdagdelen
I'll believe it when they can fold a fitted sheet ;P
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Replying to @cyannick
doing god’s work. I would /kill/ to be able to enter play mode in the unity editor on mac and use my Quest directly. nice work!
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Replying to @maxweisel @UAudio
I've already disassembled the kext and I know exactly where the bug is. Please, I am begging you, let me come fix it for free. I have lost countless hours to this bug.
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Replying to @UAudio
I already did that 3+ years ago and was told to "disable sleep on your mac in the meantime" Please let me join @UAudio for 3 weeks. I will personally fix this bug for you for free. I'm sure it erodes your brand. I certainly will never buy another @UAudio interface ever again.
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