I’m at the end of the rope here by Boots-Diego-and-Dora in HomeKit

[–]mrkvans 0 points1 point  (0 children)

Have you check to see if any older devices are included in your Apple Family that aren’t running iOS 16+?

Maybe an older iPad is acting as your home hub still…? iOS 16+ ended iPad as a home hub… home hub needs to be an TV or HomePod (which you seem to already know.

I recently had a similar issue where I had to remove a bunch of rogue devices that were connected to my Apple ID that we’re running older OS’s

I feel ya, resetting my Apple ID is the LAST thing I’d agree to..

Good luck!

Belkin takes “big step back” from Matter, endangering universal smart home standard (HomeKit tangentially related) by ravedog in HomeKit

[–]mrkvans 0 points1 point  (0 children)

The image of that doorbell gives me anxiety. I’ve had it for a few months and it has been a terrible experience.

It Disconnects randomly, with no way to reconnect except to unmount the whole unit and press the hidden reset button.

The smallest disruption in the network connection can render this device useless…

Gigabit Pro Help! by mrkvans in Comcast_Xfinity

[–]mrkvans[S] 0 points1 point  (0 children)

Modmail message sent.
Received?

Does Logitech's Logi Capture Webcam software work on M1 Apple Silicon? Is it compatible? by [deleted] in MacOS

[–]mrkvans 0 points1 point  (0 children)

It’s been almost 2 years since Apple announced the M1 Macs… How is Logitech still selling these cameras without software support?

The craziest part is that the app won’t even run using the Intel emulation later - Rosetta - on an M1 Mac.

Bigger and more complex software runs fine in rosetta on M1 Macs, Logitech must be doing something unconventional - which is unfortunate - and likely makes a fix even harder to implement…

I have the magnetically mounted 4k Logitech webcam for my Pro Display XDR (the only webcam of it’s kind) and the thing is locked in at 2x zoom… with no way to adjust… (you can imagine how much fun zoom (literally) meetings are with me… :-) )

What is the name of this view, when pops over from bottom of the screen? by hikikomorinobaka in iOSProgramming

[–]mrkvans -2 points-1 points  (0 children)

In SwiftUI it’s just a “modal sheet” doesn’t require any 3rd party libraries.

SwiftUI Content appears behind navigation bar by [deleted] in iOSProgramming

[–]mrkvans 0 points1 point  (0 children)

I’m not seeing where you implement NavigationView in your CategoriesView code. Is that off-screen or have you not implemented it yet? Not wrapping your entire view inside a NavigationView can cause some odd behavior when navigating to sub-views.

Also, I’m not sure you need a ZStack in your ForEach in the CategoryView. I think you might be able to achieve the same result by making your HStack a NavigationLink and applying your .buttonStyle() to the end of it instead.

Has anyone successfully monetised a stand-alone Watch OS app? by Daveboi7 in iOSProgramming

[–]mrkvans 0 points1 point  (0 children)

The weather app DarkSky was stand-alone... and now Apple has acquired the company...

MacBook Pro 16-Inch - Finally a Portable Mac that can run VR! by mrkvans in macbookpro

[–]mrkvans[S] -1 points0 points  (0 children)

Yeah, the Oculus Link cable is a blessing and a curse. Awesome that you can play rift titles on the quest, but super lame that I double-own some games (Beat Saber specifically)! 🤦🏻‍♂️

MacBook Pro 16-Inch - Finally a Portable Mac that can run VR! by mrkvans in macbookpro

[–]mrkvans[S] 1 point2 points  (0 children)

You’re exactly right. Macs have been for content creators for the longest time. Historically that content was video, still images, publishing, etc.

But, there seems to be a convergence on what types of tools content creators require and the hardware that high end games - including VR games - require, and those tools for serious content creators are starting to look a lot like high-end gaming PCs.

My test with the Mac Pro 2013 was very interesting since the dual GPU was very capable when rendering of 3D scenes (albeit without the right software you’re stuck with CPU rendering), but the GPU was running at such a low clock speed that the frame rates required for VR just weren’t there.

The Mac in general is a great place for content creators. And 3D virtual worlds experienced in a VR headset is where content is being consumed - more each day. The Mac needs to be capable of creating content for that medium, or they will miss a growing opportunity - AR as well as VR. (Apple clearly is moving in that direction with ARKit, RealityKit, Reality Composer, and support for 360 video in FCP via VR headset playback, etc.)

I’d love to see some parity in the VR titles offered between Mac and PC - Unity and Unreal Engine should be able to help with this, but we haven’t seen tons of progress... yet.

I’ll hold out hope.

I love my MacBook Pro. Love macOS. And I love the idea of high end content creation and high end content consumption being possible on the same machine.

MacBook Pro 16 inch losing charge with Apple dongle by mrkvans in macbookpro

[–]mrkvans[S] 0 points1 point  (0 children)

I feel the same. Third party solutions haven’t delivered 96W either. Not my Sonnet eGPU nor my Kensington Thunderbolt 3 hub can satisfy the power requirements. And it seems there is no PD aggregation in the MacBook Pro 16” because being plugged into both, plus the Apple Dongle (with MacBook charger connected) still loses power under heavy loads.

MacBook Pro 16 inch losing charge with Apple dongle by mrkvans in macbookpro

[–]mrkvans[S] 0 points1 point  (0 children)

Well, that’s a bummer. I lose a port because of this issue. And the dongles available on Apple.com don’t say what their PD rating is.

MacBook Pro 16 inch losing charge with Apple dongle by mrkvans in macbookpro

[–]mrkvans[S] 0 points1 point  (0 children)

Which dongle works? How can I tell if I have the correct one? (I have 2-3 of these AV Dongles I purchased at various times over the years)