What I like about the IPhone is that it just works. I don't have to fiddle with it, change settings, turn this off and that on, side-load what I want. Every Android I've ever had was a total mess, and a PITA. Ads, bloatware, malware, disjointed apps. At least with Apple, its only one company selling my data for texting and calling. If people wanted all of the extra stuff, they'd buy an Android.
Glad you're happy, but you literally lose nothing from having other options available on your device. Don't install other apps or turn other options on. Totally fine! Apple making the decision that other options should not be available is illegal under anti-trust law regardless and should be stopped. Android phones are an adware mess because the manufacturers install the crap. Do you really think Apple's going to start installing that crap on iPhones?
How low do we have to set the bar for this to just works?
Forget Copilot, Git support is still iffy in Xcode. So I'd expect this to work about as well as their AI autocorrect that would insert unprintable characters into your text.
To me it seems Sweeney takes everything personally. Before Epic modified Fortnite, they asked Apple to change multiple terms of service for Epic including letting Epic have their own iOS store, reducing the developer cut to 15%, using their own payment system. Apple responded to that with a no listing all the reasons they did not want to do that.
I don't know much about Tim Sweeney, he might be a real dick, but he's right about Apple. And government regulators around the world are coming around to the same point of view. Presumably not because they're "taking it personally". It's always been highly questionable if Apple's position on the App Store was sustainable. Their approach has been to rake in as much cash they could in before someone stepped in and told them to stop. Now that governments are starting to do that, Apple's suddenly making concessions left and right.. like announcing they'll allow an Xbox Cloud gaming app and reinstating Epic's developer account. It's never really been about what "Apple wants to do" and it's always been about what Apple could get away with.
The EPIC chief tricked apple int accepting an app on the store that wax in massive breach of apples t@cs, had a lawsuit prepared, so he knew what he was doing, lost nine of ten points in their court battle, has zero chance of getting their apps on the App Store _ever_, and is surely an objective observer here
The other headline today is that Apple restored Epic's developer account.
Or, could it possibly be that, as Apple Stated, Developer Interest in Web Apps, has Historically been Low; so not much effort was put into that API by Apple (chicken meet egg?). One can only wonder what the situation would be if Devs. started Pushing for Web Apps much earlier.
Possibly, sure, but of course it's not. In the past Apple has broken web app features when it made web apps too competitive with native apps. For ex. You could play music in the background through a web app on iOS up until the release before the one that launched Apple Music. Then suddenly, your phone would no longer let you lock the screen and continue to listen to music. That's not a chicken and egg problem, that's trying to knife the baby before it gets too big.
I thought it was a joke when Apple announced the Vision Pro and told developers to use Unity for games. Unity's poor performance is tolerable for a certain class of games, but when poor frame rates in VR cause motion sickness, you're telling developers to build products that are literally going to make people vomit. I always thought Epic probably tried to time their attack on the App Store close to the release of Apple's VR headset, but got the timing wrong. That gave Unity a chance to catch up, but then of course they didn't.
And of course, since Apple gave Epic the boot, serious game companies have only consolidated more around Unreal Engine, with developers like CD Projekt Red and Bungie planning to ditch developing their own engines for Unreal. It's really just been a matter of time since Apple started figuring out a way to get Epic back. Acting like they had to do it because of the EU law is a good way to save face.
Most people are keeping them but a vocal minority is amplified online and it makes it appear as if a huge number of people are sending them back.
That theory could be true, but it's just as much a theory. The question is really just "does it have a higher return rate than similar products like the Quest?" The answer is probably yes, if for no other reason than because it costs more, so people will be more sensitive to any issues.
Also worth pointing out, that "keeping it" doesn't mean "using it". I would expect that a large number of people would buy it to watch movies, then completely forget about it when the time comes to watch a movie. (Or the time comes and they want to watch a movie with other people so it's not a great option.)
one that is stylish but lacks a band across the top, and another that is more utilitarian and has the top band. I wonder how many people returning them due to the weight of the device did so without giving the utilitarian band a fair chance.
I think this neatly summarizes the problem with the whole device... What people want ("to look cool") and what the reality is (it's a computer on your face) are in direct contradiction. Like it or not, Apple dropped "computer" from their name and became a lifestyle brand, so they're going to disappoint a good chunk of their customer base with the "utilitarian band". And, again like or not, "not looking stylish" is a totally legit reason for someone to reject a stylish product from a lifestyle brand.
Apple seems to think that just slapping their logo on a product is enough to make people think it's great. No, it's only enough to make people want it before they try it. Once they have it in hand, it has to justify itself. It was true of Newton, and it's also true of Vision Pro.
I owned a Newton and loved it as a toy, but could never really figure out what to practically use it for. Looking back, the real problem was the lack of third party apps. Even the ones you could get ate up too much of the limited memory or required a PC card swap to run. My understanding was the Newton was just too different to program for and the market too small to justify writing an app for it.
This is basically the same problem with Apple's goggles. "Real games" requires tons of storage space that the devices just don't have, and developers won't commit to writing apps for a platform that has no installed base. Apple's obviously making the problem worse here, because by requiring the App Store, the size of the installed base needs to be 30% bigger for a developer to offset the Apple tax.
I think it's also good to keep in mind, all of Apple's hit products had comparable competitors' products that were hits and laid the groundwork before Apple made their version:
There is no real hit VR product. There are only flashes in the pan (like PSVR) that last for a year and then fade. I'm pretty unconvinced that Apple can create a compelling polished experience for something that people don't seem to really want.
"Why can't we ever attempt to solve a problem in this country without having a 'War' on it?" -- Rich Thomson, talk.politics.misc