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Apple's 3D Struggles Over the Years: Best Wishes for the Vision Pro, Tim

Apple's 3D Struggles Over the Years: Best Wishes for the Vision Pro, Tim



As we eagerly await the arrival of Apple's Vision Pro, ordered in early January, boasting the allure of 'spatial computing,' let's take a moment to consider Cupertino's journey into the third dimension. This device, marking Apple's first foray into real-time 3D graphics in its nearly 50-year history, seems like a groundbreaking step for the tech giant. However, it's not a clean slate but rather the latest chapter in a history marked by indifference, abandoned standards, and unsuccessful 3D endeavors.

Back in 1979, the Apple ][ wasn't an obvious choice for 3D software, but Microsoft Flight Simulator's debut showcased its capability with wireframes. Early Macintosh computers featured a 3D demo, reminiscent of Commodore's Amiga, a computer with robust real-time 3D capabilities. However, limited to 2D support in its Toolbox API, creating 3D graphics on a Mac demanded advanced assembly language programming skills.

Despite these hurdles, two early Mac applications hinted at the fusion of graphical interfaces and 3D interactivity. Virtus Walkthrough, prototyped by programmer David Smith, offered architectural walkthroughs, albeit at a modest frame rate on a Macintosh IIci. Another title, Spectre, created a Battlezone-like tank game, showcasing Apple's plug-and-play AppleTalk.

However, Apple's focus on 2D success, fueled by desktop publishing and Photoshop, overshadowed emerging 3D possibilities within its developer community. While Microsoft embraced 3D, Apple's attempts like QuickTime VR and OpenGL support fell short. Even the underpinnings of OS X lacked serious 3D support. Apple's half-hearted support for OpenGL ended when it became apparent that developers were not drawn to the platform.

Change began with the introduction of Metal, now a decade old, becoming the foundation for macOS, iOS, and iPadOS apps. Despite its success, Apple's long-term indifference to 3D poses challenges. Premium titles desired by Apple tend to be 'close to the metal,' talking directly to GPUs and the Windows DirectX API. Converting titles to Metal demands a significant investment, making it challenging for all but the biggest titles to recover costs.

Built on Metal, the Vision Pro promises revolutionary augmented reality through a pass-through-via-camera. However, for success, Apple needs a robust community of developers, akin to QuarkXPress and Photoshop creators.

Here's where Apple faces challenges. Unity, Apple's tools launch partner, recently laid off 25 percent of its workforce, raising concerns about the ecosystem's health. The question is, can Apple keep developers engaged while the broader tech landscape embraces AI? If history guides us, Apple lacks the experience or determination for 3D ventures, potentially consigning the Vision Pro to the graveyard of missed opportunities unless a vibrant community emerges in the coming year.

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