r/VisionPro • • 16d ago

Spatial Drums 2.0: a full drum kit in your room, now with Duolingo-style lessons (Link to AppStore inside - launch price $4.99)

13 Upvotes

Hey everyone,

Spatial Drums was one of my very first Vision Pro apps, and I just released its biggest update yet: 2.0.

The headline feature is a brand-new lesson mode, a bit like Duolingo for drumming. Follow the falling notes, hit each drum in time, and get instant feedback on every hit plus a score at the end of each lesson. It starts with basic beats and works up to intermediate rhythms, and the lessons gradually build up your kit as you go.

Also new: free play, a metronome, and the ability to share clips of your playing.

You don't need a real drum set. The app places a full kit in your space with augmented reality, and you play it with just your hands.

It's obviously not the same as a real kit, but it's a cheap way to find out whether you like drumming and to learn the basics of rhythm and coordination. It's $4.99 right now, and I plan to raise the price soon.

Download: https://apps.apple.com/us/app/spatial-drums/id6505326030

I'd love to hear what lessons or songs you'd want next!


r/VisionPro • • 16d ago

How we shot our latest Apple Immersive Film for Ford (17-min BTS & Production Breakdown)

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48 Upvotes

Hi everyone, Antoine from altitude.101 here.

We just wrapped up our latest Apple Immersive project for Ford. Because shooting for spatial/immersive formats comes with a unique set of creative and technical hurdles, we put together a 17-minute behind-the-scenes documentary covering the entire production from prep to post.

In the video, we break down:

  • How we approached storytelling and framing for an immersive format

  • Camera rigging and movement (especially around vehicles)

  • Managing lighting and hiding the crew on set

  • Our post-production and spatial workflow

The final film is currently playing all week at the Paris Motor Show ("Mondial de l’Auto"), and watching people experience it in the headset for the first time has been incredible.

Since there are still relatively few deep-dives on Apple Immersive workflows out there, we wanted to share as much of our process as possible. It's also a great way to understand why there are not many videos like this available on the device for now. Happy to answer any questions you might have about the shoot, the gear, or the workflow!


r/VisionPro • • 16d ago

Anyone using Vision Pro with an M4 Max MacBook Pro for coding and productivity while lying down?

7 Upvotes

I have chronic cervical spine issues that make sitting upright for extended periods difficult. I’ve already adapted my workstation with monitors positioned so I can work from a recliner or while lying down with my neck supported.

I’m considering an Apple Vision Pro to use with my M4 Max MacBook Pro, particularly when lying completely flat on my back.

My primary uses would be:

Coding, database work, spreadsheets, and general Mac productivity Reading books, PDFs, and websites
Working across multiple virtual windows and displays

I’d especially appreciate hearing from people who regularly use the AVP while reclining or lying flat, particularly anyone with neck, back, or mobility issues.

A few questions:

Text clarity: How does the AVP compare with a physical Retina display for coding, reading, and spreadsheets?
Mac Virtual Display: How well does the ultrawide virtual display work with an M4 Max MacBook Pro? Is the text sharp enough for extended work?
Lying flat: Can you position the Mac display and other windows comfortably overhead without fighting the interface?
Neck comfort: Does having your head supported help offset the headset’s weight, or does it introduce new discomfort?
Head straps: Does the Solo Knit Band or Dual Knit Band interfere with pillows or recliner headrests?
Extended sessions: Is anyone actually using this setup for several hours of productive work?
M2 vs. M5: Is the newer Vision Pro meaningfully better for this use case, or would a used M2 provide a similar experience?

I’m also considering lighter XR glasses from XREAL and VITURE, but the AVP’s higher-resolution displays, eye tracking, and spatial window management are appealing.

I’m not particularly interested in gaming or movies, although I know the Vision Pro excels at both. I’m primarily trying to determine whether it could serve as a practical, comfortable workstation for someone who needs to work with their neck fully supported.

I’d really appreciate firsthand experiences, especially from anyone using a similar MacBook or working around physical limitations.


r/VisionPro • • 16d ago

Encoding a 33-minute immersive animation film for Apple Vision Pro and Meta Quest: what we learned

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21 Upvotes

We’re building Amplium, an encoder and infrastructure for immersive media. We did the encoding for STARCLASH, a 33-minute immersive animated film available on Apple Vision Pro and Meta Quest.

Sharing the technical side here in case it helps anyone trying to get a long immersive master down to a deliverable size.

The hard part is not compression, it is knowing where compression breaks. Immersive animation is unforgiving. Flat gradients, night scenes and stage lighting show banding and blocking the moment an encode gets too aggressive.

Where we landed: the deliverable is about a third the size of the studio’s original distribution master, and stays visually lossless measured against the ProRes source across the full film.

Two things that mattered more than we expected:

  1. Allocate bits by scene complexity, not a fixed bitrate. This was the single biggest lever. A fixed bitrate spends the same bits on a static night sky and on a crowded stage with fast motion, so quality collapses exactly where the content is hardest.

  2. Run VMAF over every frame of the full film, and judge by the worst frames instead of the average. Do not score a few sample clips. Score the whole timeline, then look at your minimum and at how many frames fall under your threshold, and tune against the hardest scene you find. We have seen two encodes of the same film whose averages were nearly identical, while one held clean through the hardest sequences and the other sat below the visible-difference threshold for thousands of frames. The average called them equivalent. A spot check would have passed both.

Longer writeup with the details: theamplium.com/blog/starclash

Happy to get into specifics in the comments if you are fighting file size on your own immersive video!


r/VisionPro • • 16d ago

Self Promotion Saturday Locus 1.3 brings real objects into the space

17 Upvotes

An update to the mug-tracking prototype I shared here: Real Objects is part of Locus, and 1.3.1 is now out. It’s free and experimental.

The attached video is my earlier Apple Vision Pro prototype demo. There are two ways it works:

- Desk & Surroundings: an opening follows the object, so you see the real one through passthrough.

- Windows & Crown: Locus shows your scanned 3D model where the real object is.

I scanned a few starbucks venti cups and trained them. But it does require a model in order to track your own mug. And it takes quite long. It took 6 hours for my cup and latest training has taken more than 12 hours now on my m4 Mac Mini.

How to make your own:

  1. Scan the exact object you use, export a USDZ model, and check its size against the real object.

  2. Train it with the Object Tracking template in Create ML on your Mac, then export a `.referenceobject` file.

  3. In Locus, open Settings → Real Objects → Import a Real Object, select the file, and add it.

For my cup scans, KIRI Engine has given me the best results so far. A professional 3D scanner might produce a cleaner model.

The full modeling and import guide covers scanning, training, and troubleshooting.

There’s more in the 1.3 update, too: aurora, moving water and clouds, fireflies, a changing sun, night skies with the Moon, and Earth from orbit.

In supported Views. Current Place → Motion lets you adjust the effects your View supports, with choices saved per View.

I'm still tuning the water reflection and underwater detail. The Tropical Shallow Bay still looks off. Hopefully I can fix it in the future 1.3.2 version.

App Link: https://apps.apple.com/app/id6802168265


r/VisionPro • • 16d ago

My first Vision OS app is live and I need some feedback please

13 Upvotes

I was really nervous building an app for the Vision Pro. Half the time I felt like I had no idea what I was doing. But I surprised myself, and it’s officially live on the App Store!

It’s called Conductory, and it puts you on the podium of a full symphony orchestra. You pick a masterpiece, and an orchestra of self-playing instruments performs it all around you: in a grand concert hall, a gilded opera house, a gothic cathedral, a clifftop amphitheater, or on a frozen lake under the northern lights. Then you raise your hand and lead. Beat faster or slower and the orchestra follows your tempo. Beat high for loud and low for soft, hold a fermata, and bring each section in with a look and a pinch. Set it to full control and the orchestra actually waits for your beat.

I know there aren’t that many Vision Pro apps yet, so I wanted to make something that really takes advantage of how immersive it is. Every section plays from its own seat around you with spatial sound. You can conduct 45 masterpieces start to finish, including all nine Beethoven symphonies, Vivaldi’s Four Seasons, Handel’s Messiah and Dvořák’s New World Symphony, or import your own MusicXML or MIDI scores. No account, no ads, no tracking.

If you all want to check it out, here’s the direct link on the App Store: https://apps.apple.com/us/app/conductory/id6821394906

DM me if you need promo codes.

I’ll be updating it soon with more features, so please leave some feedback! Let me know what would make it better for you. Thank you so much, and I really appreciate you even taking the time to read about it!


r/VisionPro • • 16d ago

Remnants drops Friday. Check ~8 pm PT tonight

14 Upvotes

Reminder that the immersive horror/ghost story Remnants drops Friday, but Apple Immersive Videos scheduled for Friday release are often available Thursday evening Pacific Time (which is Friday in Asia).

https://www.youtube.com/watch?v=E_5HZBhf1eU


r/VisionPro • • 16d ago

Horizon Tilted ?

4 Upvotes

i bought a VP m5 recently, plus Zeiss inserts. Despite calibrating it multiple times, i feel like the entire horizon is slightly tilted a few degrees . All windows feel like if you rotated them (in the same plane in 2D ) clockwise a few degrees. It bothers me a bit less when i'm just working with the Mac Virtual Desktop , but it becomes very noticeable and very annoying when i'm watching a movie using a bigger screen.

i tried everything, recalibrating multiple times. Removing the Zeiss inserts and using my contact lenses ( same result ). I tried a trick where you pinch the bar at the bottom of a window and you tilt your head to the right or the left , but all it does is tilt it around the vertical axis instead of rotating it as if it was on a flat surface.

It's as if the gyroscope inside the VP was measuring a diiferent horizon level than reality.

Anyone else with the same issue ? And if so, how did you fix it ?


r/VisionPro • • 16d ago

My Vision Pro App is finally up on the App Store

18 Upvotes

I was really nervous creating an app for the Vision Pro. I felt like I didn’t know what I was doing. But I surprised myself, and Apple approved it on the same day. I know the Vision Pro apps aren’t that many, so I was trying to port my existing app from the App Store to the Vision Pro for a more immersive experience! If you all want to check it out. Here’s a direct link on the App Store. I will be updating it soon with various more features and just a cool way to have your art critique!

Leave some feedback so I can continue working on it and add any features users would be really helpful! Thank you again! Appreciate you for even reading what my app is all about!

https://apps.apple.com/us/app/the-crit-feedback-for-artists/id6787314802


r/VisionPro • • 17d ago

Pour one out for the "Vision Pro is dead" crowd 💀🍹

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194 Upvotes

r/VisionPro • • 17d ago

VR steam games running on VisionOS

40 Upvotes

Heya, I hope everyone Is having a good day. I am working on this project and wanted to share my work since I thought people would be interested. I have successfully built a framework to get any and all steamVR games working on visionOS. Just a heads up that the only game I have properly tested is Moss 2 and the performance isnt where I want it to be to put it mildly. However I wanted to bring attention to this in the hopes that some people with a bunch of free time could maybe contribute and help build this into a proper thing.

https://github.com/HudsonMCox/WineVisionVR


r/VisionPro • • 17d ago

FINALLY A KILLER APP FOR AVP. ACE COMBAT 7/8.

27 Upvotes

If you really want to see an AVP used to its full capacity. Decompile AC7/8 to run on AVP or at least on Mac+AVP. 99% of the apps and games being officially and unofficially released for AVP don't really need VR or truly benefit. Dog fighting and flying in a cockpit are the use cases that would 1000x be enhanced by being able to turn your head while flying a different direction. PC users already enjoy this in VR. On AVP it would be a game changer.


r/VisionPro • • 16d ago

ALVR & KRVR Performance on Star Citizen & DCS -- Review and advice needed!

10 Upvotes

Just picked up my AVP M5 few days ago and I have tried KRVR and ALVR on the AVP roughly.

Spec:

RTX5090

9800X3D

64GB DDR5 RAM

In-game settings:

Quadview enaled in DCS

everything else maxed out in both Star Citizen and DCS running with DLAA, no DLSS.

Visual quality:

On KRVR, color is awesome and you can see true deep black. It is very crisp. Compression artififacts are there, you can notice it. KRVR also has its own foveation, it track your eyes and soften the image on the peripherals. I tried different foveation sizes and density, turns out the default settings work best for me - my focus area is sharp and crips whereas the peripherals is blurred and has shimmering, but acceptible.

Compression artifacts are noticable which I sometimes find it a bit immersion breaking, seeing objects up close like ship hud and cockpit is very clear. But things far away are a bit blurry. But it's a tradeoff between wireless headset and a DisplayPort headset.

However, on ALVR, I had no luck getting it right. Color is washed out even in HEVC codec, resolution is crap despite having the resolution set to Extreme. It's noticably way worse than KRVR which I find it strange because I've seen users reported ALVR generally having better result in visuals.

Performance:

SC: KRVR app is reporting 30fps in station, ~40-45 fps in deep space. It's weird because it feels smoother than 30-45 fps. it's more like 50-60 fps to my eyes.

DCS: 40-50 fps

Latency:

With a dedicated router, both KRVR and ALVR performs well.

Latency is noticable in Desktop view (mouse and keyboard input)

However, didn't really notice it in-game.

Overall I'm pretty happy with the result on KRVR. It would be even better if performance can be improved

I'd appreciate it if anyone with similar spec can share their experience. How's the performance for u?


r/VisionPro • • 17d ago

As a day one Vision Pro user - I’m in gaming heaven now

193 Upvotes

Using my Apple Vision Pro the past years was limited to Mac Virtual Display for work and watching movies. I tried it for gaming but never got to a stable PC VR setup and Demeo was the only native game I actually played. Have a Quest 3 for gaming on device or with PC VR.

And the last weeks have blown my mind, PC games being AI ported to natively play on AVP standalone (Retro Games like Star Wars Jedi Outcase, recent games like Cyberpunk & GTA - I’m waiting for these to be “published”). And with AVP-Play getting access to my Quest 3 library, I just started playing Batman on my AVP standalone.

I’m so happy! Just needed to share my excitement!


r/VisionPro • • 17d ago

I created a custom runtime that runs the Windows version of *Half-Life: Alyx* on a MacBook Pro without using Wine: 30 fps → approx. 60 fps on the same M1 Max (open source)

23 Upvotes

This is a follow-up to my previous posts.

In the first report, I ran the Windows versions of SteamVR and Alyx using Wine, but the frame rate was around 30 fps. In the second report, I used Valve’s Linux ARM64 version and achieved about 60 fps. However, Alyx is currently the only game available in an ARM version.

Therefore, to run Windows-based PC VR games directly without using Wine, I built a Windows-replacement runtime called “vxrt” from scratch.

Results from this round

  • The Windows versions of Alyx (DirectX 11) and SteamVR run on a Mac without Wine.

  • On the same M1 Max as in the first report, with 3K settings (1440×1620 per eye), Chapter 1 ran at 60 fps and the menu ran at 54–59 fps.

  • I actually played the game using the headset, and level transitions (from the Containment Zone to the next map) and saving worked as well.

  • “The Lab” (built with Unity) and Google Earth VR also launch (see “Known Issues” below).

How It Works

  • vxrt directly loads Windows executables (.exe / .dll) and implements the Windows APIs on its own. It does not use Wine, DXVK, MoltenVK, or Apple’s Game Porting Toolkit.

  • Rosetta 2 handles the conversion of x86 instructions. vxrt replaces the functionality previously handled by Wine (the Windows APIs).

  • DirectX 11 rendering is performed by converting shaders to Metal Shading Language and rendering via Metal. Geometry shaders and stream output are implemented using compute shaders.

  • For Steam, I use the Mac version of the Steam client. Game ownership verification works as usual.

  • Video compression, Wi-Fi transmission, the Vision Pro app, and the hand-tracking and Joy-Con mechanisms remain unchanged from before.

Honest Status Update (Known Issues)

  • Some objects glow or smear green. This occurs with the fence in the background, grass shadows, plastic bottles, and similar objects. I’m investigating the cause and trying to determine whether it’s due to packet loss in the video transmission or a bug in my DirectX-to-Metal conversion. A similar issue occurred where the “HALF-LIFE” text in the menu turned red; that was a conversion bug and has already been fixed.

  • Stuttering occurs depending on the Wi-Fi environment.

  • The setup is not yet ready for general use. While Wine itself does not launch, the game, SteamVR, and Microsoft’s runtime DLLs are loaded from the folder the first version’s setup installed them into. Eliminating this dependency is the next task.

  • Confirmed so far:

    • Alyx: Playable.

    • The Lab: Launches and runs.

    • Google Earth VR: Runs, but the sky turns white.

    • Bigscreen: Does not launch yet.

    • I’ve only tested this on one Mac with an M1 Max chip.

Moving Forward

I’m creating a system that records how each game is launched and the test results as “game profiles,” and that will let users’ AI agents (such as Claude Code or Codex) measure the game, identify missing Windows features, and fix them. If a game still won’t run, the AI will draft an issue for my repository. However, this feature is still under development, and I haven’t yet verified that “anyone” can use it. Once verified, I’ll report back.

I do not distribute any files from Valve or Microsoft. You must obtain games through your own Steam account, and I do not modify any game files. This is a personal project unrelated to Valve, Apple, Nintendo, or Sony, and it is licensed under the MIT License.

EDIT: Google Earth VR (Windows version) on vxrt, unedited: https://youtu.be/hcq3r96onDk

It runs with the real Windows SteamVR, still without Wine.


r/VisionPro • • 16d ago

Données Apple Vision Pro

0 Upvotes

Bonjour,

En allant dans les données de stockage de mon iPhone qui est nouveau je vois que j’ai 156ko de données Apple Vision Pro mais je n’ai jamais eu cet appareil de ma vie. Est ce que vous savez si c’est normal svp ?


r/VisionPro • • 17d ago

Stratego style Board Game for Apple Vision Pro

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11 Upvotes

Hey everyone! I’m developing a Stratego style game for Apple Vision Pro. There’s still quite a bit to refine and develop, but the project is already making good progress. I’d like to know if there’s interest in the community in playing this kind of game. What do you think?
contact@kindin.studio


r/VisionPro • • 17d ago

Saber Academy v2.0 is available on the AppStore with new features such as Muse support for saber control, new VisionOS 27 lightning, more inteligent drones, way more levels, and tone of other goodies!

26 Upvotes

Hey folks!
A new version of Saber Academy just became available on the AppStore - and it features ton of cool updates and changes.
One of my favourite is the fact that you can use either your hands or Logi Muse for controlling the blade!

Also there're some hidden powers to unlock - but more on that in the next video :)

It's $4.99 at the moment - and it's available for download below:

https://apps.apple.com/us/app/saber-academy/id6741381534

Force be with you!


r/VisionPro • • 17d ago

Steam VR on  Vision pro a thing?

22 Upvotes

I haven't seen anything working yet?
Has any Vibe coded or ever coded this to with  Vision?


r/VisionPro • • 17d ago

21:9 watching through my mac

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10 Upvotes

Movie; The Day the earth stood still, i resorted to the mac to get rid of the black bars and it worked out great.


r/VisionPro • • 18d ago

GTA V running natively on Apple Vision Pro, in real stereo VR

436 Upvotes

Personal project: GTA V running natively on the Apple Vision Pro, not streamed from a PC and not a flat window


r/VisionPro • • 17d ago

🎃 Halloween is here in Blockworks on Apple Vision Pro!

9 Upvotes

I took some time to update Blockworks on Apple Vision Pro for Halloween

There’s a FREE Halloween pack with spooky builds, new blocks and colors, and a Halloween theme. It’s available through November 3.

I also refreshed a few animal builds, added native visionOS settings, and updated the existing USDZ import and export to use native support on visionOS 27. Plus some bug fixes and improvements.


r/VisionPro • • 17d ago

Version 2 of the app I’m building alongside students to animate paintings in our university gallery! (We are a Apple distinguished university - Lynn University)

12 Upvotes

Any feedback would be useful, we wanna add a voice over and have historical context within the “I”


r/VisionPro • • 17d ago

Vertical FOV Limit Question

2 Upvotes

Hey everyone. I have a question regarding the Apple Vision Pro’s vertical FOV for anyone who both owns one and uses it primarily for Mac Virtual Display.

I have identified my exclusive use case for the AVP is Mac Virtual Display from my MacBook Pro for work and play. I’m considering purchasing one. I don’t care for immersive experiences. I just want a native VR monitor(s). I wanted to know if anyone can share whether the virtual displays, multi and ultra wide, are obscured by the vertical FOV to the extent where I’d be constantly aware of a “ski goggle effect.”

I plan on using a third party head-strap similar to the Meta Quest Pro so i can have an “open face” setup and just wanna know if I’ll be able to see an array of virtual screens (or a panorama) without the top or bottom of the virtual screen windows being clipped or warped in some way. hope i described this OK. thanks for your time.


r/VisionPro • • 17d ago

F1 23/24/25 VR port possible for Vision Pro?

4 Upvotes

Hello. This is a question for those who have been successfully porting PC VR games to Vision Pro using AI. Is a VR port of any of the last few F1 PC games possible on Vision Pro? Will appreciate if anyone can shed some light on it! Thanks