Sure, here we go:
So, at WWDC, yeah, that thing Apple does, we found out something kinda wild. They’re hooking up the Vision Pro headset with PSVR 2 motion controllers and something called a Logitech motion stylus. Like, when did this turn into a gaming console? Anyway, with the new visionOS 26, that’s all the rage now.
But here’s the twist: developers can make their apps either require or just, you know, optionally support these motion controllers. It caught me off guard because Apple initially pushed this whole hand-tracking vibe. Guess they’re switching lanes now or something.
There was this recorded session, like a secret dossier, revealing more about it. Developers, it turns out, can tag their Vision Pro apps as needing these fancy controllers – or not. It’s like choosing between regular coffee and a triple-shot espresso, I suppose. Makes sense since most VR games out there live and breathe motion controllers. Whether on Quest or PC VR, hand-tracking sounds like too much work or magic.
And speaking of work, with this new update, developers can just port their VR stuff to Vision Pro without the headache of tweaking hand-tracking. A bit wonky, huh?
Also, they’ve got these two tracking modes for apps: Predicted and Continuous. Bingo! Predicted’s like a psychic – guessing where you’re headed so it feels smooth, especially if you’re gaming. Continuous is the detailed nerd, perfect for when precision absolutely matters, like art or when you’re pulling a Bob Ross. But it might make things lag a bit, not ideal if you’re twirling around.
Yet, there’s this elephant in the room – Apple hasn’t spilled the beans on just how much latency we’re looking at. Classic, right? They love themselves a mystery. Honestly, can’t wait to see how this pans out. It’s like opening a cereal box, hoping for a toy but ending up with another spoon.
For more deets on VisionOS 26 – there’s a whole overview somewhere. It’s a rabbit hole, trust me.