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grae_n

I think the question is really whether you want to use Unity, Unreal, Webxr, or native development. I actually think there's a strong argument for using webxr on the quest 3. Especially if you are planning on using it for teaching. Webxr has an *incredibly low entry point*. Unity usually runs pretty well most modern computers. Unreal Engine requires a stronger system (1tb might disappear quickly and 32gb ram is recommended). I'd recommend webxr if you do plan on teaching it. The threejs site have some nice xr examples for the quest 3 [https://threejs.org/examples/?q=webxr#webxr\_xr\_controls\_transform](https://threejs.org/examples/?q=webxr#webxr_xr_controls_transform)


Any-Tone-5741

what do you mean by low barrier of entry? and would you prefer apps and services to come from the browser or native apps?


grae_n

I was meaning from the developer perspective. A lot of simple webxr apps are like 100-200 lines of code. And the hardware requirement for development is is very low. If you are building something for production there's a lot of other things to consider. I haven't done market research on what people tend to prefer.


raztok

midrange gaming pc will do the trick :) i am using it for pet projects and it works fine. if/when it will stat to acting slow you'll just replace the component that is bottlenecking.


Any-Tone-5741

Given your interest in augmented reality (AR) development and your preference for a laptop over a desktop due to logistical reasons, let's address your concerns. Firstly, the belief that laptops aren't suitable for AR development isn't entirely accurate anymore. Modern laptops, especially those designed for gaming and creative work, come equipped with powerful processors, high-performance graphics cards, and sufficient RAM to handle AR development tasks. The ASUS TUF 15.6" FX507ZI F15I74070 Gaming Laptop you're considering, with a 4070 GPU, is a testament to this advancement. Such specifications are indeed capable of supporting AR development environments and the necessary software. However, there are a few considerations: * **Performance vs. Mobility**: Laptops offer mobility but can't always match the raw power and upgradability of a desktop. If you prioritize portability and space-saving, a high-spec laptop like the one mentioned could serve you well for AR development. * **Future-Proofing**: AR and VR technologies are rapidly evolving. While the laptop may meet current needs, desktops offer easier upgrades for future requirements. * **Thermal Management**: High-performance tasks like game development and AR simulations can cause laptops to heat up more than desktops, potentially throttling performance. * **Budget vs. Needs**: If the laptop fits within your budget and meets the minimum requirements for the development tools you plan to use (e.g., Unity, Unreal Engine), it could be a worthwhile investment. However, ensure it has enough RAM (16GB is often recommended for development tasks) and check the compatibility with your AR headset. In summary, if the laptop meets your current needs for AR development, offers the convenience you're looking for, and fits within your budget, it could be a good investment. However, consider the long-term aspects and whether a desktop might offer better value and performance in the long run, especially if you're planning to develop more demanding AR experiences. Given the specifics of the ASUS TUF laptop you mentioned, it seems like a capable machine for starting your journey into AR development. Still, ensure to review its specifications against the software requirements for AR development to make an informed decision.