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Joined 1 year ago
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Cake day: June 13th, 2023

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  • Helping with complex Terminal commands/shell scripts is basically my #1 practical use-case for AI right now… especially if you use tools like JQ a lot. Saving keystrokes is a lifestyle, after all.

    I am also a really big fan of Warp, and was even before they added the AI feature (the editor-style functionality is wonderful). For the record, the AI isn’t always running in Warp, to use it you start a prompt with hash (#) and then ask for what you want and it presents options.






  • Right now, it doesn’t mean much. The WebXR implementation is disabled by default and turning it on requires digging deep into system settings… and when enabled, it’s very buggy, incomplete, and annoying (you have to respond to 2-4 consent popups every time it activates, and it won’t save or remember your prior approvals).

    Sure, WebXR has stagnated for the last few years, but the Vision Pro absolutely demonstrates the necessity of a mature web-based XR ecosystem… especially given how aggressive Apple is at maintaining their app distribution monopoly.


  • Exercise Equipment:

    • Hop on a treadmill/stationary bike/stair-stepper and you are now hiking in a scenic outdoor location, but still aware of the equipment.
    • Hop on a rowing machine and you are in a boat on a river.
    • Or just put your PC/PS5/etc screen on a wall above your equipment and do some gaming while you work out.

    Productivity:

    • Infinite monitor space. You can place any window anywhere, not confined to a physical monitor.
    • The above, but you can do it anywhere at any time.

    Privacy:

    • Nobody can see what you are doing. Get sensitive tasks done on the train, in a coffee shop, wherever without worrying about spying eyes.

    Immersive Entertainment:

    • Desktop class real-time graphics in extremely high resolution running natively on-device.
    • 3D movies, photos, and home videos.

    Improved Reality:

    • Use environments to replace your physical surroundings with something more zen and conducive to productivity.
    • Overlay reality with whatever you want - replace ceilings, walls, anything with something virtual that is INDISTINGUISHABLE from reality. Cater your physical reality - no matter where you are - to your own tastes.

    Mind you, Vision Pro is 100% a first-gen, early-access, janky product and nobody without long-term plans to invest in the technology should buy one (unless you are rich and just want it as a new pricey toy). But mark my words, in 5-7 years this tech is going to be every bit as ubiquitous as smart phones are right now. Apple just happened to be the first to put the pieces together into something useful and meaningful… and even this version barely scratches the surface of what is possible.


  • Both straps are horrible for anything but short-term use (under 1hr). I wore mine for almost every waking hour this weekend, and it proved my fears were well-founded.

    While the light seal and cushion ARE very comfy, there is still a significant amount of pressure on your face at all times, no matter which strap you use. The dual-loop strap helps prevent slippage, but it is NOT any more comfortable than the default strap… because both rely on facial pressure to keep the thing in place.

    Secondly, because none of the straps have any kind of counterweight, there is the constant pull of gravity on the front of your head. Over time, this results in SIGNIFICANT neck strain. The back of my neck still aches.

    I’ve since dug out my homemade battery pouch strap from the Quest days and attached that to the back of the dual loop. It originally held an Anker battery and the AVP battery fits perfectly. That makes a world of difference in comfort since you no longer have all this front weight forcing your neck muscles to hold it up.

    It’s obvious Apple chose aesthetics over comfort here. The “weight” of the headset is less important than it’s distribution… and having all the weight on the front of your head was a huge mistake.










  • As an Early Access, it has a LOT of jank; but it’s unlike anything else that has ever existed. It really is a no-compromises, persistent, open, seamless sci-fi universe. It gets massive updates every 3 months, and those updates have been getting gradually bigger and more meaningful over the last 2 years. We’ve seen huge amounts of progress, so the developers are actually delivering. And regardless of how you feel about their business model as an outsider, it’s successfully ensuring that progress can continue in perpetuity, which is exactly what all of us regular players want.

    I skipped the original Kickstarter because even the smaller scope of that pitch seemed impossible on the budget they were asking. Then I watched the project for years as it seemed like it was falling apart. I didn’t actually buy in until they showed off planet tech, and it was obvious that (1) they had finally gotten their development problems fixed and (2) their business model was capable of funding the project indefinitely (no matter how long it took to realize the vision). As of now, I have well over 1,000 hours in the game… probably more than anything else I’ve ever played.


  • Only about half of those vehicles are actually in the game right now, too.

    The thing is, with only one exception that I can think of, everything can be acquired in-game. The only reason you’d buy one of these ship packages is to have immediate access to those specific types of gameplay and, eventually, free in-game insurance (which otherwise also uses in-game currency). Sometimes these things make sense for player Orgs, but I can’t imagine any Org needing all vehicles at all times… especially at that price.



  • Daggerfall remains, to this day, one of the best games ever made. I still have my original boxed copy, and several pre-patched CDs that Bethesda would mail out back in the day. I replay it a few times a year, because it’s held up so well and there is nothing else that scratches the same itch.

    I frequently wonder what Bethesda would be like today if Peterson, Lakshman, and Lefay had stayed at the company and Todd had been chased out, instead. Those three created The Elder Scrolls from scratch - lore, gameplay concepts, all of it. They had a TES Bible covering the story from Arena to Oblivion… and one by one, Todd excised all their influence from the franchise.

    I miss the oppressive, grimdark atmosphere and lore, the complex world simulation, the unprecedented freedom, the unflinching maturity, and the epic, massive dungeon crawls.

    I don’t see anyone trying to make a game like that again, ever. Certainly not Todd Howard’s Bethesda.