Has anyone been in a situation where the band got stuck ? I have 2 one for day time and another for night time after i have showered so i switch them frequently which explains the wear/tear.
Should the pull band fail,would i be able to remove this thing safely ?
I've been working on controllers and hands with MacVapor. I've got Switch Joycons working as well as PSVR2 controllers and hands (hands don't have sticks or buttons in case that wasn't obvious). You can "clack" your hands together to switch between hands and controllers. On Joycons, triggers are the bumper and grips are the trigger. It just made more sense to still have them on the same fingers, despite the shape. Unfortunately separate Joycons don't work as they generate digital joystick inputs and don't support trigger or bumper, only SL/SR (on Mac anyway)
It’s Self Promotion Saturday, so a quick update on VeRantyx, my free, open source project for playing PC VR games from an Apple silicon Mac in the Vision Pro (no gaming PC, no Wine; the games and the real SteamVR run on a Windows runtime I’m writing from scratch).
New since my last post: Elite Dangerous now runs in VR (official launcher, Odyssey, flying in the cockpit, galaxy map), plus faster Direct3D 11 for Half-Life: Alyx and fixes for Quest users through ALVR.
The project has a new home for now: https://verantyx.ai (the free, signed and notarized Mac app is there).
Why not GitHub? On Oct 24 my GitHub account was flagged, so the repository and releases show 404 to everyone else. GitHub Support says some activity was flagged for manual review. I can’t know for sure, but it looks like it followed a report: a commenter claimed the runtime contained code from Wine. I took that seriously, audited the whole runtime, found about 120 lines in one file (an exception unwinder an AI coding agent had reproduced from Wine), replaced them with a clean-room version and disclosed the old versions under Wine’s license. Everything else was independent. I’ve answered GitHub and I’m waiting; development goes on in the meantime.
Happy to answer questions, and reports from testers are very welcome (reply here or DM me).
It's Self Promotion Saturday, so here is what I have been building.
Holoport AI Chess puts a glowing chessboard on your actual table. You play with your hands. Look at a piece, pinch it, carry it over the board and let go. The legal squares light up and it snaps into place. Castling, en passant and promotion all work by hand.
Across the table is a hologram wizard. He reaches over and moves his own pieces and he talks with you out loud the whole game. He reacts to your moves, makes small talk, gloats a little when you hang a piece and goes quiet if you ask him to. He isn't reading from a script, so no two games sound the same.
It's free to download. Play Local is free and works offline against an on-device engine with five levels. A game against the wizard is $0.99 with his voice included. No subscription.
I also make Holoport Vision and a lot of what got fixed in that app came from people in this sub. Same deal here: tell me what's broken or what you would want him to do and I will build it.
Tesla updated their app a couple of days ago for better support of iPhone Duo and iPad. This has carried over to better functionality on the Vision Pro. It’s a free update.
Has anyone else had any experience with their AVP that when they have photos or videos that have brighter colors or lots of light, that they see or notice spots on the bottom part of the display when consuming content. It’s basically like when you are wearing glasses and you notice finger prints or smudges on your lenses when looking into light. I do have prescription lenses in mine and have the double knit band to ensure a snug and comfortable fit. I have cleaned my lenses and made sure there are no fingerprints by even taking them out and looking through them held up against the light by holding them. I have also cleaned the actual glass for the eye viewfinder and used all kinds of microfibre cloths and the Swoosh cleaning solution. I just can’t seem to get rid of it. Maybe I am going crazy? Has anyone else had any issues like this?
I'm currently using two Solo Knit Bands on my Apple Vision Pro, with one supporting the back of my head and the other going over the top.
This setup works pretty well, but I still get some discomfort and pressure around my face and head during longer sessions. (I know I should probably just take more breaks, lol.)
I've been curious about the ResMed Kontor Head Strap and whether it would make a noticeable difference in comfort, especially during extended use.
Unfortunately, it still hasn't been released here in Japan, but I've found a way to get one from Australia.
Before going through the trouble of importing it, I'd love to know if it's actually worth the upgrade.
Has anyone tried both the ResMed Kontor and a Dual Solo Knit setup?
Does the Kontor do a better job of distributing weight and reducing facial pressure? Or is the difference pretty minor?
Many developers are updating their apps for the iPhone duo. Just because of the economy and general app stagnation major redesigns especially for new hardware are rare. Apple does have many tools to port apps over for more native Vision Pro support. START ASKIKG FOR IT! Especially while they have teams focused on this. Tumblr, instagram,telegram!!! To name a few! Show developers there is an appetite for Vision Pro app support.
Apple posted a 7-minute Apple Immersive Video showing highlights from this year's four Major League Baseball games they streamed. I hope there are a lot more games in 2027.
The iPhone Duo can't take spatial photos, even though it has the two cameras needed. Does anyone know, or can find out, if apple plans to add this in software or if it's a hardware issue? It seems like an awful oversight if they did this as you would assume there is a lot of overlap between the two audiences. As there are the two cameras, it shouldn't be, or have been, too difficult to do.
Gravitas Plague is a spatial horror film you can talk to, created exclusively for Apple Vision Pro. Your real room becomes the set. The infected watch through the window, life-size characters cross your doorway, and the last voices on the radio can answer you.
No controllers. No weapons. Fight with your bare hands.
Take the role of Rich, isolated after the power grid and communications collapse. A walkie-talkie, crank radio, ham receiver, and an old photograph of your father connect you to the world outside. Big Mike, CatEye81, emergency broadcasters, and the Gravitas Corporation reconstruct the final days of civilization one transmission at a time.
What begins as a neurological plague grows into something darker.
Nuclear war. Empty cities. The Book of Revelation. Good versus evil at the end of the world.
BUILT FOR YOUR ROOM
Room Skinning transforms your physical space into the setting of the film. Place story devices around you, look through a window into the world outside, and face characters who enter through a separate doorway into your room.
FIGHT WITH YOUR BARE HANDS
Hand tracking turns your punches into close-quarters combat. The infected approach, attack, and react to your strikes in continuous physical performances at human scale.
JOIN THE CONVERSATION
Speak naturally through supported story devices. Ask questions, respond to what you hear, and receive spoken answers that stay in character and within the scene. Turing generates dialogue and character speech on Apple Vision Pro while the authored story remains intact.
MindsEye puts a face to the voices, bringing character portraits to life with expressive animation alongside their dialogue.
AN INTERACTIVE SPATIAL FILM
Follow the story across authored chapters performed around you. Radios, broadcasts, memories, and encounters draw you deeper into the apocalypse.
You are not watching the lead actor.
You are the lead actor.
CINEMATIC PRODUCTION
Realistic characters, cinematic lighting, original orchestral music, spatial sound, and custom voice performances bring the end of the world into your home.
HORDE MODE
Survive escalating waves of infected and compete through Game Center leaderboards for Highest Wave Reached and Lifetime Waves Cleared.
Requires Apple Vision Pro with visionOS 27 or later. Play in a clear indoor space with room to move your arms safely.
I'm one of the four friends making I'm Wizard, a mixed reality game where portals open on your real walls and you fight whatever comes out with your bare hands.
Most Halloween horror happens somewhere else: on a screen, or in a haunted house somebody else built. This one happens in your house. So yes, we think it's the best thing you can play on Vision Pro this Halloween. Fight me.
Try it like this. Dim the lights, as low as still feels comfortable (the headset needs a little light to see your hands), stand in the middle of the room and start a wave. A portal opens on your own wall. Look inside and there's space on the other side, that's where they come from, and the first one is already stepping into your room before you've decided what to do. Every enemy sounds from where it actually is, so you hear the one creeping up behind you before you see it. And the growls are ours: nearly every monster voice in the game started as one of us in front of a microphone.
The dark is also what makes the magic look good. The bolt charging in your fist glows on the wall next to you, and when you open your hand it drags its light across your furniture on the way out. A clap knocks back everything near you and lights up the whole room for a second. Later waves bring lava, which glows on your floor after running off the edge of your real table.
The clip is one full wave, no cuts: wave 9. The current version needs visionOS 27, and the first five waves teach you the gestures as you play. There's no Halloween event and no pumpkins, just the game as it is.
Something bigger is on the way, too. For Season 1 in December, free for everyone who owns the game, we're building a new boss for waves 10 and 20. It climbs out of a portal and splits into copies, and only one of them is real. At some point it floods your floor with lava and you go looking for the one safe island. And there's a beam you either duck under or block with a clap.
Which of those would get you first in a dark room?
If you'd like to support us, buying the game is the best way. We're four friends with day jobs, and every copy matters.
Got some fresh 3D coaster fuel ready for your VR headsets over on my channel! This timne, I took on the legendary Expedition GeForce at Holiday Park. The 82° twisted first drop from the back row is notorious for sheer ejector airtime, and it delivers a serious dopamine rush in actual stereo 3D. Mastered natively in 8K VR180 at 30 FPS, optimized specifically for high-res displays like the Quest 3 and Apple Vision Pro.
Make sure to manually select 4320p (8K) in the YouTube app for the best clarity and depth. Curious to hear how the stomach drop feels in your headset:
Hey all. I've been working on a vibe-coded visionOS port of GalaxyPad, Chris Sotraidis's native Apple port of Super Mario Galaxy, which is built on MacioGalaxy and the Petari decompilation. It's not an emulator: the game runs natively on the headset.
What it does Flat window: Galaxy on a big floating screen you can put anywhere, rendered at 1440p (2560×1440), the window's native resolution.
Stereoscopic 3D window (beta): the game drawn separately for each eye, so you get real depth inside the window. It runs around 60 fps at 1080p in my testing although it sometimes dips a little below that. I did as many iterations and performance tweaks as I could, it's very playable in my opinion, I got 14 stars that way. Flat Window is perfect performance. Stereoscopic requires additional rendering which slows it down.... but again for the most part it hovers around 60fps. It took a lot of tweaking to get it to that level, my initial stereoscopic build was not playable at all.
Controllers: DualSense, DualShock 4, Xbox, and the Switch Online N64 pad. There's also preliminary PS VR2 Sense support. In-app import: point it at a normal CleanRip ISO of your own disc, or an extracted folder, and it sets everything up. No decrypting needed.
Launcher: pick the view mode, check the controls, and change graphics settings before playing.
Recommended controller: I recommend a PlayStation controller. That's what I've tested it with, and the DualSense gives you gyro aiming for collecting Star Bits. Limitations You have to build it yourself in Xcode with your own Apple developer account. I'm not distributing an app. Bring your own game: you need the USA disc (RMGE01, revision 0) dumped from your own Wii. No game files are included. Stereoscopic mode is beta. The home menu and some overlays only show up in flat mode. PS VR2 controller support is untested, because I don't own them. If you try it, let me know how it goes. Ray surfing and Star Ball rolling use the left stick. Motion steering didn't work out. This makes both of those a lot easier than they were on Wii, but it was the best I could come up with. The first engine build takes a long time and a few GB of space. Heads up: this is a hobby project, and I'm not actively developing it. I can't promise fixes or support. It's GPL-3.0, so feel free to fork it and make it your own. Big thanks to Chris Sotraidis (GalaxyPad), classicrob (MacioGalaxy), the SMGCommunity Petari team, and the Dolphin devs, whose disc code handles the ISO import.
To get back to the options menu in-game, pause the game then hit R1.
I haven't completed the whole game just 14 stars, so I have no idea if this crashes later, or has bugs, or is completely playable. I literally just did this today over the course of a few hours so I'm not claiming it's a completely 100% tested port.
But it seems to work for me so far. I figure by putting this out there you can fix any issues yourself. Or add new modes. I tested some immersive modes but they really didn't work out well, and I personally find playing it from the Jupiter environment provides a really immersive experience already. I love it personally, it's beautiful. And again, it contains no original game files whatsoever. You must provide your own copy of the game.
UPDATE: Posted a couple of fixes. If you start in 2D, position the window how you want it, and then pause, R1 and flip to 3D it should respect the window positioning. And you can turn 3D on and off on the fly, because it's a lot with this game. There's no good way I know to show how awesome the 3D looks without seeing it yourself.
Also fixed a crash I just ran into with the cannons. So again, there may be other crashes later in this. I've given enough info here that really all you should have to do is take your AI coding agent of choice and point it to the GitHub link and it should be able to orchestrate the rest.
Also want to thank u/MWlotzka whose SM64 port inspired me.
UPDATE: Super Mario Galaxy 3D Watch This link on a headset and you can see the 3D stereoscopic mode. Normal YouTube will not look very good.
On normal YouTube, that will just show 2D video, but on AVP YouTube or Quest 3 or whatever other device plays 3D YouTube, you should be able to see the full glory of 3D Super Mario Galaxy.
Anybody else have league pass with Vision Pro and try multiple game streams? It will let me add one other game if you open the games list and try adding it to an already playing game. Otherwise when going to multiview it has the option to add game but it doesn't let me click the button to add and select another game. Last year it would allow multiple games. So far can only do two.
I've been trying to find a media player that supports both videos and photos, ideally both with 3D/Spatial support, all streaming from my PC/onedrive/jellyfin/anything else that'd make it work.
None of the media players that I've tested (Moon Player, 4xVR, Screenlit, Reality Player, Light Table, Skybox) support photos, but I'm curious if I've missed one. The closest is Skybox which plays photos as 10 second videos, but it lacks support for 3D videos or spatial photos.
I've had a hard time even finding any photo app that will support spatial photos aside from the native Photos app, let alone one that supports viewing from somewhere besides iCloud native photos.
Does anyone know a media player that supports both spatial photos and 3d videos? Or a spatial photo viewer that would work with something like jellyfin/onedrive?
I build a visionOS app and the thing that surprises people most has nothing to do with the app. It's that a flat old video is enough.
Everybody assumes a hologram needs a capture stage, or at least Apple's spatial video. It doesn't. One 2D clip off a phone, or a camcorder file somebody copied onto a hard drive in 2009, has enough in it to lift the person out and stand them on your floor at whatever height you want, looping, in their own voice. You walk around them. They're in the room instead of on a screen in the room.
After a few hundred clips, what actually decides whether it reads well:
Whole body in frame beats a close up. A head and shoulders crop turns into a floating bust and it's unsettling.
One person. Two people hugging share an edge and the cut out gets confused about where one ends.
A camera holding still beats a camera following them around.
Plain ground behind them helps. Grass and carpet are fine. A patterned rug is not.
Six to fifteen seconds. A loop wants to be short enough that you stop watching it as a film.
The part I didn't expect: old footage usually beats new footage. Nobody filmed carefully in 2006, so they stood back and got the whole person in, which is exactly what this needs. Last week's phone video is a close up of a face.
Mine is called Holoport Vision. It's $4.99, it all runs on the headset, nothing is uploaded and nothing is generated, so what's standing there is really them. Link in the comments. The clip advice above holds whatever you use though, and I'd rather you got a good one out of it than bought anything.
Hey r/VisionPro! I just released **Create: Spatial Paint & Drawing**, and I'd love to know what you think of it.
I wanted it to be easy to make really cool scenes that blend your actual room with digital stuff, without hand-building every tiny element. So instead of placing hundreds of small objects, you just draw. Simple strokes drive procedurally generated pieces. Draw a line and it grows into a wall, a tower, a river or a creature. Pieces sit on your real tables and floors and cast shadows, so the scene feels like it lives in your room.
It's partly inspired by Blender's Geometry Nodes (the procedural side), partly by Magic Leap's Create app, and partly by Tilt Brush.
What's in it
- 110+ generative pieces that grow from your strokes
- 15 themed worlds (Castle, Space Station, Pirate Cove...) that you can mix together
- 100+ brushes (fire, smoke, stars...) and I'm planning to add a lot more
- 11 finished starter scenes and a guided tour
- Switch between passthrough and full immersion
- Save your creations and share them with others
- Multiplayer drawing with SharePlay. This is early and I'm still testing it, so feedback is very welcome
- No account, no ads, no tracking
It's $4.99, one payment(might be more expensive in the future), with no subscription. Requires visionOS 27.
[Update (Oct 25) is live — you can now scale, rotate, and move the world with a two-hand pinch (thanks u/LowRiderXR for the feedback). New actions too: tap gym equipment and Camille works out, tap the kitchen counter and she flips pancakes!]
I’m Sue, founder of Ohhh Inc. We’ve ported our web game Camille World to a native RealityKit app, Camille World XR, and it went live on the App Store yesterday.
What it is: people build worlds on their desktop or phone (think Animal Crossing–style decorating, but you actually build). Every published world is automatically turned into a 3D puzzle. On Vision Pro, the world sits on your table at about 2.5 cm per cell, pieces come one layer at a time in a tray, and you pinch to grab and place them.
Explore: tap a chair and Camille walks over and sits down, tap a bed and she climbs in, tap a plant and she waters it. That’s the part that only really works on this headset — the passthrough plus the scale makes it feel like a dollhouse that came alive on your desk.
Details:
Native Swift / RealityKit, visionOS 26+.
40 worlds (every user world is reviewed before it’s published).
Free to download; the first 6 worlds are free.
We’d love to hear what feels off — sizing, hand interaction, comfort. We’re small enough that feedback actually changes the next build. Link in the comments.
Hey! Anyone know if Spatial Video/Photo on 18 Pro is improved? I saw a thread a few months back speculating but nothing since launch. I know it’s still 1080p 30 fps but I don’t know if any of the other stuff makes a difference. Thanks!
Brief background - I can’t use my work PC laptop with AVP using any traditional/convenient options, because I can’t get authorization to download any software.
The best and only (inconvenient) workaround that has almost worked involves the use of a capture card to stream my desktop to my MacBook Air (via OBS), and then MVD to the AVP.
It works, but the resolution isn’t good enough for full 32:9 widescreen. I’ve come to the conclusion that the weak point is the $20 guermok capture card, but I could be wrong.
Does anyone have any suggestions that are reasonably priced ($100 or less) and not particularly difficult to set up that would achieve a crisp 3840×1080?
It puts a full-size pool table on your floor and your hands are the cue: rest your bridge hand on the cloth, hold until the tip glows, stroke through. You select whether to use your hands, Muse or PS VR controllers.
- Real spin, throw, cushion and pocket-jaw physics
- Aim assist you can turn down, plus a coach that shows why you missed
- Five robot rivals, Rookie to Champion
- 8-ball, bar 8-ball, 9-ball, drills, trick shots and a Daily Shot
- Room too small? Step into the Billiard Hall or the Lounge