Apple forced to make major cuts to Vision Pro headset production plans
ft.com
ft.com
1) Apple taking a stab at it, because it’s the kind of thing where UX really matters and Apple does UX well.
2) Apple not being trapped in the “if we can’t sell a billion of them then why even bother?” mindset that so many other companies get trapped in, often because they’re not bursting at the seams with cash, talent, and runway.
I hear people say this often enough to question my own sanity, because I don't find Apple's UX to be very good at all. I find it confusing and it makes things difficult to figure out.
This is even worse on Apple smartphones, because a lot of stuff is done using mystery gestures that you have to already have memorized.
Skeuomorphism used to provide a small amount of relief, but since that's gone out of fashion, it eliminated even those clues.
In short, I find Apple's user interfaces to be very opaque. In fairness to Apple, this is also true of Android, Windows, and Gnome. But in the case of Android, it feels intuitive to me simply because I've internalized how to do the stuff that it gives no hint as to how to do.
Alt-Tab (erm... Cmd-Tab) switching through applications instead of windows (and then having a separate hotkey to tab through windows, but only within one application), and that mess combined with the fact that there can be UI applications that just have a menu bar but no open windows is just incredibly bizarre (and even though I'm now a primary Mac user for more than a decade it still feels incredibly clunky - at least there's this gesture-controlled 'exploded-desktop-view' as a workaround).
...and when it comes to the new stuff:
- hiding the scroll bar, what a completely non-sensical decision from a UX point of view, I now need to wiggle the touchpad to see where I am in a document, and how much of the document I'm currently viewing (yes I know that this can be disabled, and that's the first thing I do on a new Mac, along with inverting the scrolling direction)
- arranging buttons vertically in popup dialogs on macOS devices with landscape display orientation (arguably it makes sense on an iPhone with portrait display orientation, but in either case the vertical arrangement makes it a lot more likely to accidentally hit the wrong button)
- the new settings panel is just a massive step back from the old one (which wasn't all that great either)
- don't even get me started on iOS, if you don't know the 'magic gestures' nothing makes sense (same shit on Android though)
I have many examples, but I'll just pick one. When having multiple instances of an app, the doc adds a "dot" by the app icon. This dot is present no matter whether I have 2 instances or 10 instances. Oftentimes I forget instances there (which can open due to many reasons, including for instance private browsing) because it's not easy to tell that I have 3, instead of my usual 2 instances.
Additionally, switching instances is unnecessary slow and requires more clicks than the older Windows taskbar (which is hopefully coming back as MSFT imitated Apple's terrible UX). Maybe you love this but I objectively lose productivity with this UX decision.
Those 9 sections are all unlabeled for some insane reason (I suppose maybe this type of plain table view thing has never had a UI element to make headings?), so even the intent of the designer is unknown. If you want a certain setting, you just have to keep scrolling. There is Search in here, though the search is mediocre and it’s still hard to find things.
Oh, and Settings has a junk drawer too called General, which seems to mostly mean “someone was forced to pull 15 or so items into a subfolder, and it also uses the “random groups without headings” method of organization.
All of this seems low-effort and like the designers didn’t learn even basic lessons from 40 years of GUI design (or like the ones calling the shots are fine art majors more concerned with words like “uncluttered” and “elegant” than “usability” and “discoverable.”
Or why don't we have Copy and Paste keys on our keyboards. Or Undo and Redo keys?
Or why is the USB drive in the back of an Apple monitor?
Or why is everything so opinionated?
Or that mouse that could only be charged with the cable plugged into the bottom so you couldn't use it?
Or in earlier versions of OSX, you had to upgrade the OS by starting iTunes (wtf?) ...
For the life of him he can't he can't look at a text message while in a phone call and then get back to the call menu.
He unknowingly mutes notifications for contacts and has no chance of figuring out how to unmute them.
He accidentally calls his contacts all the time.
Also Apple just killed some of my app notifs with the update and despite all of my settings being proper some apps like Instagram just don’t work.
20 years later, given an Android and an iPhone, they were equally difficult (or easy) to use. Furthermore, after having used Android for years finding stuff on an iPhone was definitely difficult. Probably the other way around is true.
It's probably invisible to most Apple users but it's a bit puzzling to anybody coming from anywhere else.
I too thought Apple UIs were confoundingly bad, but one day I decided to take a step back and approach it as any ordinary man would. I pretended I knew nothing and cared nothing about computers.
You know what happened? It was intuitive. It was consistent. It was harmonious. My mind was blown.
Apple UIs are made for the ordinary man, not for tech nerds and professionals like us. Forget alt-tabbing and window managing, the vast majority of people on the planet don't know and don't care about computers; and it's those people Apple caters to.
I feel like the iPhone mini being only two years long is a strong counterpoint to this. There's a small hope for an iPhone 15 mini, but with no 14 mini, it's a long shot. It accounted for 6% of all iPhone sales in it's first quarter, after a delayed and rocky launch.[1] There is a small but somewhat vocal minority that want smaller screens, which Linus Tech Tips' sub-channel Mac Address covered recently. [2]
[1] https://www.tomsguide.com/news/iphone-12-mini-sales-a-disast... [2] https://youtu.be/BjhiYa0KsSM
Apple also doesn’t update the SE every year.
I use an iPhone 12 mini that I ordered on launch day and love it. Finally a worthy successor to the 5S/SE1.
Also, the 12 mini was released 6 months after the 2020 SE, and the 2020 SE was released ~4 years after the previous SE. it stands to reason that many people who wanted a smaller phone jumped on the 2020 SE, and then had no reason to buy a 12 mini.
Also, the 12 mini battery life sucked. The 13 mini is perfectly usable though.
It seems to be the opposite with folding phones. A lot of Android manufacturers releasing them, despite low sales numbers, while Apple apparently thinks: if we can’t sell a billion of them then why even bother?
That being said I feel like this is almost the obverse, they have a product that sells well so they don't need to follow each trend that comes out. So they can pick and choose which way they run with things.
https://store.apple.com/xc/product/IPHONE13_MAIN
Any source that they stopped making it?
I'm a really avid mountain biker, road cyclist and snowboarder, and I'd love some basic telemetry displayed in the goggles or glasses I'm already wearing. Nothing kills a ride faster than having to stop to pull out your phone to see if you missed a turn or to figure out which unmarked trail you're supposed to take. (Not to mention all of the information we current have to look down at our cycling computers to see: HR, watts, cadence, etc.)
I know that's not the problem Apple's solving here, but I'm hopeful that anything they can do to push AR will filter down quickly.
If they are 100% certain this is the final form factor they would take one path. If they think we need to get this out in the world and see how it is useful they would take the other.
For context, Oculus sold only 56,334 of their DK1 devkits.
https://www.wsj.com/articles/tiktok-parent-bytedance-battles...
I suspect that gets back to the space / isolation problem: if you don’t live alone there’s probably just not enough time where you’re using VR to be worth the purchase price to most people. That doesn’t get better until they’re cheap enough that the entire household can have their own or people find professional reasons to own one.
I feel like the major cuts are because of lack of hype. I don't think anybody understands if there is a market for this, so nobody is sure how much money to put into developing for it.
To me this feels like the first apple product in a long time without a compelling use case and no solid idea of who the potential customer is.
For some, maybe, but not for everybody. I certainly would never use them for this, no matter how good they were at it.
Sure apple could sell 100,000 anything. The question is are you going to be able to make any money developing for apple's $3500 VR headset or not. I don't think that these can be used for desktop replacements makes them worth it as desktop replacements. $3500 is an "out there" price with no ecosystem level market, in my opinion.
Apple has customers who will buy multiple $15,000 configuration Mac Pros without batting an eye. That’s the price of the tool and for what they’re working on (perhaps a $250,000,000 movie) it’s justified.
The Vision Pro, as announced, clearly isn’t much of a consumer product. The price is too high. But that’s not surprising, it does have ‘Pro’ in the name.
When the Vision or Vision Air. come out in a few years for $1000-$1500, that will be the (higher end) consumer move. And by then software will exist.
For now it seems more for executives. Maybe travelers. On The Talk Show Gruber and Panzarino were talking about how useful it would be for working on secret designs or private financial information or HIPAA information in public. You could be in an airline seat or at Starbucks or whatever and work on the information without anyone else being able to see it, unlike a laptop screen.
And it’s not hard to imagine how it might be very useful to architects or certain other businesses that might be willing to spend the money for an expensive tool to buy expensive software if it really helped them out.
I don’t think Apple will have problems selling them, even at $3500. Is it the next iPod? No.
But right now, they have got to be 109% constrained on those insane displays. Nothing else in the headset seems anywhere near as hard to manufacture.
By the way, how do you show something inside the VR headset to somebody sitting near to you? Do you buy two headsets one for you and one for guests? One for each family member?
Anyone who is willing to pay $3500 for this device is also likely to pay a lot for apps and games. Way better than extracting pennies out of Android users.
Their Vision Pro just needs to get into enough company's hands for people to start exploring what markets might exist. The direction Apple will take things if it turns out that most of the demand is in the medical field will be a lot different than if the demand turns out to be in education. By growing where the demand is initially, they can lower the cost of entry which will make it possible to go into other fields where their is value but lower margins.
The iPod is an even better example, the first three or so versions didn't hit the mark, but with 4G they finally had the right feature set to sell them like hotcakes.
This is exactly how the Apple Watch started! Today it's the most popular wearable on the market by a huge margin.
Those also required a high-end PC costing costing thousands of dollars and lacked key technologies like eye-tracking. There simply won’t be bargains here for many years: VR is less demanding than AR but even there the low-end approach hasn’t seen popular adoption because your brain’s threshold for something seeming real is quite high and has failure modes like nausea and vomiting.
The Vision Pro is Apple’s take on that problem trying to see if they can sacrifice on pricing but actually hit a threshold where the quality is high enough to work for most people. It’s going to be interesting to see if the productivity applications they demoed are going to be as good as they looked – if that experiment doesn’t work at this price, it doesn’t bode well for the rest of the field.
Apple has the luxury of being patient, and the benefit of a developer ecosystem and bottomless funds. This release may or may not be huge (I don’t think it will), but the one after, or the one after that, probably will be.
I agree Apple doesn’t know the use cases or customers that will be big for gen 3 in a few years. So what? They didn’t know that for the Watch or iPhone either. The markets evolves, as markets do, and the developers experimented, and later-generation hardware evolved to support how people used earlier generations.
I can understand skepticism, but I really don’t understand adamance at this point.
Apple hates 3rd party developers, the ecosystem exists because there's money to be made off Apple users. If there's no users of an Apple device there will be no developers - and frankly, there's no incentive to even hack around on their devices.
You're outrageous. It seems to me you're the one outraged that someone would do anything less than praise it breathlessly.
The problem is the pricetag. It's 10x too expensive for mass adoption and 5x too expensive for developers to bother working for it.
If it were a smartphone killer maybe you could eat that market, but smartphones are commodity products at this point. You can’t compete in that space at 3.5k usd. Even if it was good, it still will be a niche product for enthusiasts. It needs a low price and a mass market killer app.
Movies - same thing, also not worth the headset price.
Remote Meetings - why do I want to wear a headset that stops a video of me being recorded? The presentation they had exactly showed that people who didn't wear the headset had video of them and people wearing the headset just had an avatar card. It was the opposite of helpful. This headset makes remote meetings worse.
Porn - its an apple device - any porn will just be web based because otherwise apple won't allow it.
None of these use cases are $3500 compelling. There's no target market, and no compelling use case. It's a brand new helicopter skidoo hybrid and as impressive as it sounds its not clear why it exists yet.
Except when you want to show the display to multiple people at the same time.
Apple's name behind it, and advertising it as a work device as well as a gaming device, would let them steal a lot of the market.
And I say that as someone who doesn't currently own any Apple products.
So I figured I must've left a bad user-agent string or something in my about:config. But after lots of trial and error with FF settings, curl/dig, with VPN, without VPN... turns out it was because I was using Cloudflare DNS. I forgotten I'd switched a while back when I was getting dropped packets to quad9.
My best assessment is for whatever reason Cloudflare's DNS gives a different A record pointing to a non-TLS (or broken TLS) redirect, so Chrome worked because that's allowed by default. A fresh FF profile also worked because it defaults to DoH thus bypassing the problem completely. My VPN worked because it has its own DNS. But because my daily driver FF profile is set to use system DNS with forced TLS, it'd hit the broken redirect it got from Cloudflare and die.
So as usual, it was DNS.
I switched back to Firefox Developer Edition in 2017-ish.
The site is working for me at the moment.
Similar to the iPhone 'winning' capacitive touch (or the iPod winning with Toshiba's mini HDD's), Apple plans to 'win' on SOTA hand tracking, camera-based full-color passthrough, face tracking, etc.
These are all things that Meta (and the rest) have talked about, but have not yet executed on.
It's not surprising (given this strategy) that the first runs are at low yield, the $3tn question will be can Tim Cook fix the problem fast enough (he was largely chosen as CEO because of this exact skill).
My guess is that this follows a 1/2 scale iPad trajectory - People like it, the early days are choppy but no one denigrates the product's quality, the product defines the category (and potentially becomes the category like iPad did), then over time the category becomes a utility product (e.g., iPad cash registers driving a lot of sales) rather than a 'new' iPhone.
Unlike the iPhone, this is clearly an indoor device, not an AR system to navigate around town.
It seems a much more immersive desktop experience, but are you really going to be more productive using AR than a 4k monitor or two? Maybe so, but I wouldn't take that for granted until people start actually using these for work.
It does seem like it has a lot to offer for gaming. That isn't Apple's traditional market, but it could be the direction they're going in.
Think for example of their work on virtual avatars [0]. That research is FOUR years old but looks about 1000 times better than Apple's "Personas" from visionOS. But Apple will actually ship.
[0]: https://www.wired.com/story/facebook-oculus-codec-avatars-vr...
And you'd probably be surprised to know just how capable other offerings are, too. I'm a broken record, but the PS5 VR is quite impressive. Yes, you have to have a cable to hook up to the PS5, but not having a battery is an odd benefit. Not to mention the general cost difference. And my understanding is that it isn't that far ahead of the Meta offerings.
This was also the first time I read about your FaceTime usage being an odd 3d rendered version of you.
If that were true, they’d long have an iPhone with a foldable screen, and would have shipped AR/VR glasses years ago.
I don’t think that ever was their strategy. IMO, they figure out what a good product needs and build it as soon as technology allows.
That always requires integrating technology well, and often also requires using new tech, but that’s just a consequence of wanting to build the best possible.
Beating everyone else to market certainly isn’t (high) on their list (“less space then a nomad”, “my Nokia could do that years before iPhone”, etc)
But the use-cases displayed in the demo video are just weird, not what I expected apple to come up with.. you don't buy a ski-mask to make 3D photos of your kids, or buy a ski-mask to watch 2D facetime windows of conference call participants even if they are floating in mid-air instead of on your phone..
I think you’re really confusing my point here.
There were plenty of touch screen devices before the iPhone, but only a few niche devices had capacitive touch screens.
Apple doesn’t throw too-early technologies against the wall (folding phones still have visible creases when opened, for example).
Everything about it gave off the vibe of marketing teams overhyping a product and engineering left to pick up the pieces afterwards, which is very unlike how Apple usually works.
Video of a journalist using it.
This seems like exactly what Apple would do.
If the passthrough eyes were available, clickbait journalism would also probably do things like intentionally cross their eyes and get a goofy look on it, then write and article about how the headset will make you look extra goofy.
Yes, the headset exists and it works. People wore it after the keynote and wrote about the experience.
most threads are of extremely low value. it is sad, it's significantly worse than even just five years ago.
> They had AT&T, the iPhone’s wireless carrier, bring in a portable cell tower, so they knew reception would be strong. > > Then, with Jobs’s approval, they preprogrammed the phone’s display to always show five bars of signal strength regardless of its true strength. > The chances of the radio’s crashing during the few minutes that Jobs would use it to make a call were small, but the chances of its crashing at some point during the 90-minute presentation were high. [1]
This mobile data hackn was among many other problems with the product at the announcement of iPhone.
iPhone sold ~1.4 million units in the first year. But arguably, the Vision Pro is easily 10x more complex of a product than iPhone was. It is also a much bigger leap in human computer interaction than a touchscreen.
I think these sales projection numbers seem reasonable for what the tech is, and if anything the system’s stability at demo was way further along than iPhone.
Once the goals were met they had to ship the product despite uncertainty on how exactly it would be used.
They could tell it could be used but have no insight if it will be used.
More seriously, if anybody launches a platform that can't weather a recession, it wasn't going to make it long-term anyway. Windows 3 launched around the 1990 recession, IBM PC launched into the 1982 recession, iPhone launched during the 2007/2008 recession. Platforms take time to take shape. A recession occurring early in a platform's life might even be beneficial, as it will make management more forgiving of "missed" sales targets in the early years.
1 - The USA
2 - Seriously, we're not in a recession and haven't been for 3 years. The economy grew at this rate most of the last decade and there were no complaints about us being in a recession. Money costs more now is the major difference.
We're in a post-vid slump growth phase.
Nvidia is, as you said, a spike. One driven by AI but will probably be irrelevant in a few years. They're still great at engineering and CUDA will almost certainly continue to dominate, but the AI boom won't last forever. Once ASICs hit the scene it will be game over for GPGPU vendors, like it was with crypto in 2021. They'll still have gaming and industry markets to cater to, but their spiking days are numbered.
For people who think they'll be designing and coding on Vision Pro virtual screens all day might be disappointed.
What's the killer app for this device which other devices on the market don't support today?
If you’re talking about additive displays like xreal , magic lens or HoloLens, then the Vision Pro has a much higher field of view of the content and the ability to display things that are darker than the real world , in exchange for looking at a screen of the world instead of directly at it. Those trade offs are subjective so I won’t focus on them because the tech is so different.
If you compare to other VR headsets with cameras feeding video to the screen, there’s a lot:
1. Clarity is higher. If you look at the footage from their product video which they said is shot from device, it’s a lot more stable and clear than anything up until you get to the $6k Varjo XR-3.
2. Latency is lower apparently. Most other headsets have more of a delay between photon in to photon out based on people who’ve tried it.
3. Better reprojection of the image. If you look at videos of pass through from the Quest Pro, as you move, things warp in the view. From videos from the vision pro, it doesn’t seem to have any of that. (Obviously I’m just taking each company at its word that videos are honest)
Supposedly the Quest 3 is significantly better passthrough than the Quest Pro but very few people have tried it and said anything in depth about it, so it’s too early to judge.
What about mRNA vaccines? Centimetre-accuracy differential GPS navigation systems that fit the palm of your hand, like the uBlox f9p? 3D printers like the Ultimaker S5 that can feed carbon fiber thread into the print? High-end cameras like the Sony A1?
What is the defining feature(s) that makes a new VR headset so much more advanced?
I’m not saying that they didn’t make something great - it does seem great. And given it’s Apple, they’ll likely have great polish and attention to detail, that make a HUGE difference.
But it’s not a best thing since sliced bread. It’s not a technological breakthrough. It’s “just” a new generation of customer electronic device, that’s better than previous one.
And of course Apple is buying the displays for their headset from Sony, so who is doing the envelope pushing there?
You mentioned some cool tech stuff, but it's all too categorically random and distantly unrelated for a fair and meaningful comparison.
While calling it “the most advanced” might be a bit of a stretch, the sophistication of the hardware was something that I wouldn’t have previously thought possible. Some of your counter examples fall short of that complexity. The actual mRNA vaccines are pretty technologically simple, the complexity in differential gps is in its algorithms rather than hardware, and is that camera really groundbreaking (genuine question).
Apple vision is even more technologically simple. You get the screen, attach some sensors to it, sprinkle cameras, add CPU, battery, lenses and you’re done.
> the complexity in differential gps is in its algorithms rather than hardware,
I could somehow understand your ignorance when it comes to mRNA - it’s outside of typical software engineer field of expertise. But GPS?
Yeah, complexity is just in algorithms. Building a satellite that can survive decades in space, building and attaching extremely precise clock to, some solar panels and antennas, thrusters and few other minor details, then getting that onto the rocket and injecting into very precise orbit - that’s an easy part! And especially doing that in 1970s!
All those things are easy compared to leet code! /s
https://www.icloud.com/shortcuts/71648f5ad34f4d8f972718e5f36...
This particular headset? It is too expensive, too bulky, etc. But, I can tell you that in time any serious developer will have this. The only thing that will make me give up my ultra-wide monitor is this: an ultra-wide screen monitor that I can take anywhere.
Is this the next iphone or not? That is the question.
For this kind of money and discomfort you require mind blowing 3D experiences for it to be worth it. The problem with that is that those are impossibly hard/expensive to build by 3rd party developers.
The risk is that you'll end up with endless 2D apps projected into 3D, or poorly made 3D apps similar to today's AR apps with shitty graphics.
I’m not saying it isn’t true, but rather there is no evidence to support it. Ars Technica is also reporting on this topic this morning, and they are also missing evidence-backed sources. It’s all Wall Street analyst speculation.
Read with several large, coarse, grains of salt.
I'll be curious how they navigate the difficulties of getting this category to self-sustainability.
I haven’t looked into the SDK and what it offers, but I read it’s not full room immersive as some gaming sets are.
MacOS seems to have pretty spotty monitor settings stability, I'm regularly having to fix a setting that was forgotten for no reason.
Activating PIP mode on my 4k monitor causes OSX to shit itself as it rearranges everything, which is odd because there is no perceptible change to OSX's understanding of my monitors. This means my 4k monitor is somehow reporting PIP as a change in monitors (basically snitching on me) when I'm PIPing in an unrelated device.
Ubuntu, Debian, Garuda don't have this behavior. They remember settings better and don't shit themselves when PIP gets activated.
For reasons like this, I'm skeptical that Apple Vision Pro will do a great job at the monitor replacement angle.
However, I'll follow that closely and probably wait for a gen 2.
When they switched from PowerPC to x86 in 2005, the dev kit was a Pentium 4 motherboard in a Power Mac G5 case:
https://en.wikipedia.org/wiki/Developer_Transition_Kit
Apple never used any Pentium CPUs in Macs except for this loaner model. The first Intel Mac desktop was an iMac, so completely different form factor.
why does every thread about an Apple product end up just as a competition to see who can have the least informed but most negative take on whatever it is?
Obviously this is just one of many cases.
paywall and I'm not really interested beyond the headline anyway.
To each their own.
Same with a Rolex embedded phone case, having all the money in the world won't buy you a fancier iPhone than anybody else, so if you're intent on turning everything you own into an excessive status symbol you have to take your device that already has a built-in clock, and add an less accurate but handmade and more expensive watch to it.
I have a hard time imagining who exactly would be impressed by that, but what do I know?
I was worried my Unity Game dev contracts were dead for good, but I'm back now baby.
Apple saved my consulting biz with their Unity partnership!
The only thing that sucks is no controllers
anything happening in this space?
[1] https://www.uploadvr.com/apple-vision-pro-supports-unity/
We'll see in Q1/2024 when the Vision Pro comes out for real.
If the market likes the headset, there’s no reason it has to be limited to 100k units. Figure out how to make an average office employee 10% more effective and it pays for itself quickly.
vision pro apps need to return 1000x-10000x
Leaving only longer term options for devs