Apple Vision Pro Is Apple's New VR Headset
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They've started with: here's how you would use this device to round off all the rough edges of work / travel / productivity etc.
Whereas Meta: why don't you try to replicate all the most meaningful human interactions here with Mark.
On price: it's a lot, but as they say toward the end: relative to a home entertainment system with a powerful screen + surround sound, it's less ridiculous, plus it's portable.
My prediction: people who have the money to spare will buy it in very good numbers. In fact, I don't think they'll be able to meet demand. If you're already the kind of person who takes flights a lot for work, and who would consider upgrading to the latest Macbook Pro, it will be appealing.
Agreed. But this is because Apple can leverage their existing ecosystem. They’re clearly leaning into that heavily, which is an excellent strategy. Zuck has no existing platform, so they need to reinvent 1p experiences (which feels like talking to Zuck), or rely on 3p devs (that are awkwardly constrained by lack of content and the app-silo model).
> relative to a home entertainment system with a powerful screen + surround sound, it's less ridiculous
This was a lie, and they knew it. A headset can only be used by one person at a time, and I suspect sharing it with others will suck because of the single iCloud account hegemony (this has been a huge problem with iPad already). Home entertainment systems is not targeting overpaid lonely tech workers, it’s for family and friends in the same space. Headsets are 100% isolating yourself from others and will continue to do so for the foreseeable future. So this is a solo device for now.
> If you're already the kind of person who takes flights a lot for work, and who would consider upgrading to the latest Macbook Pro, it will be appealing.
I don’t doubt that there are enough tech enthusiasts to saturate demand, but I also don’t think an iOS-like platform is enough, currently, to replace Mac Pro use cases. I think if this was a pro workstation replacer they would have sold that story heavily. Apple has struggled for years to roll out sandboxed apps on macOS but most “pro” apps are still stragglers. But why bother? They make much more $ on the iPhones anyway.
I'll give it a few years/generations but doing nothing for me.
Loving pretty much everything else Apple currently.
Even so I am not sure if we will see electronic prices dropping over time the way they have in the past. Probably the most important scaling in semiconductors was the price coming down from shrink to shrink and that seems to be over. That’s why the 40-series cards from NVIDIA don’t improve on the 30-series for performance per dollar.
Apple leads the world in powerful ARM SoC but they make high end parts that sell at high end prices and compete with Meta who is very concerned about selling price and sometimes willing to subsidize hardware in the hope they make it back on services.
And I mean it in the most positive way: if it ever works out Apple will come out with a better headset year over year, and build a community around it, XR will have made it to the mainstream. If it doesn't pan out will have a data point on what fails, and get other products that skirt around these issues while providing compelling features on the parts that matter, we have enough competition to have the concept survive.
Either way it's a win, and I salute Apple for jumping in the pool.
Or maybe it dies an early death, like the Apple Newton. :shrug:
Perhaps the only time I actually felt like getting one was when I got hooked into Elite Dangerous, but these days I don't have time for it anyway... so, yeah.
1. Boot to Windows (Mac bootcamp)
2. Microsoft: It's been 6 months since you ran Windows. I need to force an update for 20 minutes!
3. Steam: LOL you need to update me too!
4. Find the device, the motion sensor/cameras in my cabinet, plug them in and position them in the room.
5. Display driver: Barf! Reboot computer.
6. Unplug/replug everything.
7. Oculus: Hahah new drivers, sucker!
8. Launch Elite Dangerous. Oops, somehow it's not in VR mode. Figure out how to change it in graphics settings...
By the time I got around to playing, I was already exhausted.
Most of it really feels like unforced errors though. As much as I am not at all excited about a $3500 device that's completely locked into Apple's restricted ecosystem, they are the kind of company to actually pay attention to those things and smooth out all the rough edges.
I'm really just hoping it brings more attention and effort into the wider VR ecosystem and we start getting better products and software support.
It's just, not worth it. The discomfort of the headset (in a number of ways) coupled with mostly underwhelming and/or limited experiences.
…in the consumer space. There have been some really incredible tools I've seen in industrial or medical spaces, and I think that's unlikely to change in the near term.
I've heard of it used in e.g. surgeries, for visualizing data like MRI scans, or building schematics for electrical/steam/wastewater/etc but don't know of specific instances where products are used.
This looks like a good overview of efforts in the medical space: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8455774/
And this looks like an okay high-level survey of use in manufacturing and construction: https://www.sciencedirect.com/science/article/pii/S240589631...
Like when the fellow walks up in frame perfectly between two windows and hands the viewer something.
Or the FaceTime call where the woman was talking to 3 other people – why weren't they wearing the goggles?
But these would be great on an airplane and probably other circumstances. I doubt I will be buying any time soon though.
Vision Pro uses an ML model to present you without the googles if you are using FaceTime.
The first FaceTime demo had actual people.
The second FaceTime demo showed the ML model and it lacked multiple people.
To me it wasn’t amazing.
I wondered about that too, but if you watch the whole announcement, they explain it. They create a 3D avatar of you for FaceTime.
Obviously I don't buy every product Apple launches but up to now I could see me using every one of their products, even if I don't think it would make sense buying one because it's too expensive or I don't need it. The Vision Pro however is something I have doubts could be useful even if it works perfectly and despite its price tag.
The Index is $1000. Then some people get extra base stations which are $200 a pop. Then if you dance with full body tracking most people get Vive Tracker 3.0 which you need 3 for feet and waist. Add the $2000 gaming desktop I use for powering it and you're already at the price of the Vision Pro.
Except the Vision Pro is stand alone and has some really nice quality of life hacks that I haven't seen before in the VR space.
Also dancing in a VR rave is a pretty good workout and you get to meet tons of cool people. It sort of self selects for cool tech nerds. So far I've met a ton of amazing people through it.
As incredible as Apple's hardware looks, you are absolutely not going to have the kind of freedom you have with a piece of Valve hardware connected to your own PC. We'll be lucky if they even allow VR Chat on the platform.
It would be weird if they totally blocked VRChat cause it's the top VR app on Steam.
I suppose this is good for those people you see walking around texting as they wander into traffic. They might be able to like some Instagram posts AND look both ways before crossing the street. A $3500 headset is cheaper than a $100k spine replacement or whatever. (I just ... stop if I need to text someone while I'm out walking, and do my Internet shitposting when I'm not out and about. But I guess that's only me.)
That's fairly easily overcome—you just need to have a local facial recognition database, specific to your contacts, rather than querying some centralized one.
I used a Quest 2 as virtual monitors for a week or so of real work and it was uncomfortable and sweaty and I was isolated and had to keyboard and mouse by touch, but the viewing experience was amazing. And I do use my Quest 2 frequently for games and “workouts” and entertainment. So I’m solidly in the market for this.
But the main thing is that I want to try it, mostly for the AR. I’ll reserve any fanboy comments until I’ve tried it.
Someday, someone is going to get AR/VR right. This isn’t it, but it seems to be moving in the right direction.
I don’t have high hopes for free space holographic displays, a la Star Wars or Minority Report, but augmented reality fills the same niche (with many of the same drawbacks and benefits).
If I had to bet between Meta and Apple getting it right first, I'd probably bet on Meta now, with apple playing catchup as they usually do, and really well. But so far, if Metaverse was a mistake, this is an even larger mistake.
Honestly perplexed why this has seen multiple downvotes. The device features 23 million pixels, or 3x 4K screens. That's 3X the Sony VR2. Over 2X the Vive Pro 2. And of course it's 120x the resolution of an Apple Watch Series 7. The angular resolution approaches the limits of the human eye.
"No wireless. Less space than a nomad. Lame." :)
* https://slashdot.org/story/01/10/23/1816257/apple-releases-i...
The price is not low, but note the "Pro" in the name. I think that the first two versions will be high-end, and in the third generation they will release a Pro and non-Pro variant.
It took until the third-gen iPhone 3G for that product to really hit its stride. Took a few revs for the iWatch as well (IIRC).
I also don't see Apple taking the world by storm with this device, but it probably could fit into the same niche as the AirPod Max, a device that provides what a specific audience wants and won't care that much about what it costs. Which is arguably a sizeable amount of people when it comes to the Apple ecosystem, allowing niche products to survive.
Adjusted for inflation it's actually cheaper than most early computers (Apple II ~6500 to start at launch).
Also - this paves the way to Mac Laptops (and desktops) without displays, which to me is the big win here.
The interesting part is the input side. It uses voice, eye tracking, and cameras watching the user's hands rather than a hand controller. Apple has advanced the user interface again.
“Gargoyles represent the embarrassing side of the Central Intelligence Corporation. Instead of using laptops, they wear their computers on their bodies, broken up into separate modules that hang on the waist, on the back, on the headset. They serve as human surveillance devices, recording everything that happens around them. Nothing looks stupider; these getups are the modern-day equivalent of the slide-rule scabbard or the calculator pouch on the belt, marking the user as belonging to a class that is at once above and far below human society. They are a boon to Hiro because they embody the worst stereotype of the CIC stringer. They draw all the attention. The payoff for this self-imposed ostracism is that you can be in the Metaverse all the time, and gather intelligence all the time.”
Remains to be seen. Even if it is 100% accurate in tracking, the lack of physical feedback on inputs is a big tradeoff.
Given that headset literally controls your vision I think it might be possible to create visual effects that feel as satisfying as a click... Having said that, human experience OS is weird and real world testing is needed.
If you're upgrading your workstation to that new Mac Pro, do you get one big 5k display? Or get this headset, and have an array of displays in high resolution with built-in spatial 3D that follow you anywhere and don't take up any physical space.
No, this screenless laptop [1] is a device that could kill the monitor. Conventional keyboard, AR goggles for the monitor.
This Apple headgear is intended to kill the smartphone, but the hardware isn't there yet. As Carmack said after leaving Oculus, the headgear needs to get down to swim goggle size to get any traction, and down to eyeglass size to become pervasive.
This thing is bulkier than expected. Since it's tethered to a box on your belt, it's surprising that more of the electronics isn't down with the battery. Others are shipping smaller, lighter headgear. You'd expect something like this [2] from Apple.
Despite this, we'll probably see iBorgs on University Avenue in Palo Alto within days after this ships.
[1] https://www.tomshardware.com/news/this-ar-laptop-promises-a-...
In particular, the speed and quality of the feedback loop between the camera capturing your surroundings and the rendering to your eyes could be enough to kill the experience.
If it's not up to the task, we're back to the full shutdown VR experience, and this device will have to compete with the other next-gen devices (especially up to 3500 bucks)
At this point it's still vaporware, but I'll be excited to read the first actual impressions of the device in real world settings.
Having something strapped to your face is a different beast.
It’s cool. I’d rather buy something else.
The last major new product was the Apple Watch. The launch strategy for that was flawed. Many may have forgotten it was launched as a luxury product including a $10,000 version (which was ridiculous). This was when the former Burberry CEO was (briefly) at the helm of Apple Retail.
From the 2nd generation it pivoted to health and fitness, which has a market. But the market is still tiny. I'd still call it an eventual success.
But nobody wants VR. Like, literally nobody. It is and will remain a niche, at this or any other price point. Many see it as a stepping stone to AR. I remain skeptical that AR will be technically possible at all. If it is it will takes years if not decades for the tech to get there and there are fundamental problems (eg dealing with focus, rendering true blacks). It's one of these things that is a popular idea in sci-fi without considering the barriers.
I can actually see Apple pulling this within a few years, if it even takes that long. Maybe they'll hang onto it for the promise of AR but I'm skeptical.
It's hard to tell at this point if this will be a success - even with their financing options, $3500 is a big price, especially a first gen product.
They have definitely taken an existing market (Oculus - that has sold as much as modern consoles) and ramped up the quality of it, while polishing the UI/UX.
I am very excited to see where this goes in 3 years.
e: I guess eventual success isn't quite failure - but I dont think I would frame it the way you did, even with the slight stumbles.
First, where did you get $70 billion from? I see estimates of 40M Apple Watches sold per year. It starts at $249. I imagine the average selling price is pretty close to that. Let's assume $300. So that's a $12 billion business?
And no, I didn't call it a "failure". I called it a niche, which it is. To compare Apple sold 225M iPhones (at a significantly higher ASP) in 2022.
I mean, if you added up every gaming console (Sony, Microsoft, Nintendo, Meta Quest 2), Apple's wearables & accessories division is still far larger.
Nobody wants VR? Did Apple mention VR even once in today's talk? For all your skepticism around AR being technically possible, did you even watch the video? They are directly addressing all the key points around AR that everyone in that space has been trying to tackle for years.
Hopefully, this will spur more AR/VR development and open-source/open-computing options will catch up.
You want to replace your monitors, with a VR headset? What's the appeal?
The cost see very high for something that has no apparent use case, I mean, Disney+ ... that's the best use they can come up with.
I don't think this is there yet. I'd need to see performance data, and I'd really prefer SteamVR integration (though I could probably reduce a PC+headset to a pretty small if necessary). But it's a step in that direction, and even if it's not necessarily Apple that gets there I think we will see that kind of device in the future.
What's interesting is they're marketing 4K for each eyes, which I assume means that a display taking a third of the vision area would have a third a third of that resolution to display text etc. That's not unworkable, but we currently already have actual 4K monitors, only for a screen, and having two 4K monitors on a table should give an uncomparatively sharper image than what the headset is offering at best.
Basically, a 4K resolution per eye is impressive, but actually not that much to work with if we're comparing it to real world equivalents.
* $3500 price tag
* 2D / "Arcade" games support (lol)
I'm a buyer 3-4 generations in if price comes down significantly and I can replace my monitors with it. The seamless use with a mac for work will be really nice - but isn't worth $3500 to me for a gen 1 device / experience.For now, I'm probably just going to get a Quest 3 when it drops this September. In terms of a virtual work environment - immersed is _almost_ there on a Quest 2. Maybe Quest 3 will be the ticket to a compelling experience. If not, well... I still have my library of dozens of VR games to make it worth $600 (or w/e).
Still, excited to see what Apple does with this platform over the next five or so years. The "macbook air" version of this a few years down the road will probably be more my speed!
They absolutely nailed the marketing. Made the product feel like a family-friendly do-it-all device. Facebook needs to learn how to sell from Apple.
Switching to VR progressively with the dial is genius UI design imo
Maybe Quest Pro is amazing but I don't even know where (if) I can experience it.
Went there, was the only customer for the hour of demo I had.
I'm glad to see Unity at the start, and a theatre experience. That'll do gaming and media. But at work, without a keyboard solution, I think it's stuck until that gets figured out.
Sure, it'll take some time to get our hands on it and the platform to establish itself, but I'm sure that if anyone can pull it off, then it's Apple. And I'm confident that they can pull it off!
Wonderful WWDC, reminds the older times where surprising announcements blew my socks off (almost) yearly!
Unreal is owned by Fortnite maker Epic Games - they are not very friendly.
A big court case around App Store monopoly.
Intrigued to test this device out to see if it's really much different from the typical VR experiences.
https://www.youtube.com/live/GYkq9Rgoj8E?feature=share&t=693...
https://www.youtube.com/live/GYkq9Rgoj8E?feature=share&t=676...
If Apple really is going to treat the headset’s gaming story as connect a PlayStation controller and play Apple Arcade games on a virtual screen I’ll be disappointed
This is $3500
You are correct, they are not competing in the same space.
I was expecting more. It seems like an oculus but with a software team that can actually do user focused software.
iScuba is currently priced at $9999, making it the most affordable digitial Scuba mask produced by Apple in Apple's history.