again, the issue is development dollars. Its great that its high resolution displays, the question is if your company wants to dump hundreds of thousands of development dollars making something for the vision pro when its not clear there's a consumer market for them, or who the target market is.
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.
Of course, it's possible the product targeting will change. I certainly agree that "it's for business" is how the execs responsible for HoloLens and Google Glass have kept them on life support to delay pulling the plug.
<< The Vision Pro, as announced, clearly isn’t much of a consumer product. The price is too high. But that’s not surprising,
I would absolutely buy this argument were it not for Apple's own portrayal of it during unveiling that shown a person watching movies, which is not commonly a professional role ( as in, it is intended as a consumer product ).
That is not to say that I think it is a bad idea. I am not an apple fanboy and I want to get my hands on it if I can convince wife it is not a waste.
Apple recently released Logic Pro and Final Cut for the iPad. It wouldn’t surprise me if that work was done in part to support those apps on the headset at release.
It may have looked like that person in the demo was watching a movie, but maybe they were making a movie…
Who will be uploading gigabytes of videos to a headset to edit movies with a heavy device on your face instead of to a workstation where you have actual monitors and don't have to keep something heavy on you. Apple already sells machines that are good and comfortable for doing those things. Doing them in VR doesn't automatically make them better.
I think video editing would be done by having it connected wirelessly to your Mac with its storage and apps, and to use this as your display and input device.
If you are doing quick edits you don't need a really big workspace. If you don't want to haul things around you probably don't want to also haul around a vision pro carrying case.
To be clear, I don’t think any of this will be driven by need, especially at first. It’s going to be something people want to use. If the virtual screens are just barely usable, they are going to sell a bunch of these things to people who want to work on virtual screens. I can’t seem myself ever doing it, but I know there’s some demand for it.
The person wasn't exactly living in subsidised housing and living on food stamps.
People who have the money WILL buy these as early adopters, but it's not a mass-market product.
Like the comment above said, the real game changer will be the Vision and Vision Air or whatever they're called. Either the tech gets cheaper or Apple will pare down the sensors and features to a point that satisfies the applications devs have built for the Pro and shown that they are viable.
The pass-through eye display for example is just 100% Apple flexing, not something a "normal" user will ever need. That's a few hundred off the price.
I have a 3500 EUR MacBook pro for the only reason because my company bought it for me for work. There is no way in hell that I would spend that much for a MacBook, and I don't think my company would buy me a 4000eur vision pro.
I have a gaming PC that I bought for 2000 EUR pc that I built for entertainment and some work. 4000 EUR is so much out there that I cannot imagine who is buying it with his own money
I think you are underestimating how much disposable income some people have.
People buy skiing equipment for 2000€ Euros just to go skiing a few times a year. They buy mountain bikes or road bikes for 5000€. They buy brake upgrades on their sports car for 7000€.
I think Apple will easily find a few people willing to spend 4000€ on a toy.
Whether the market will be big enough for 3rd party developers to be sustainable is another question.
Agreed that the price of the tool can be justified by the value it helps create. I'm always bemused to know that most giant movies are not made with Apple tech, though? Seems render farms in custom linux toolchains are the norm, more than the tools that we so often see in marketing.
Or has that changed? I'd be lying if I said I keep up to date on this stuff.
I think it has largely been the artists in non movie firms, though? Prosumer and journalistic endeavors, at large. Wacom and similar setups dominate the asset creation industry.
I was specifically thinking of the movie industry, as I know they’ll spend outrageous sums on computers because the tab nothing and they need the best.
You’re right, Apple stuff is certainly used in tons of other industries by people who either need them for a specific reason or just prefer them.
Right, I could tell your quote was about the movie industry. I don't know how accurate that actually is, though. Seems every time I've gotten a dive about what tools are used by movie editing groups, it has not been Mac.
Do you have quotes showing otherwise? I wouldn't be shocked to be wrong here, mind you.
Apple's Final Cut Pro used to hold 60% market share.
Movies are not just rendered on rendering farms. There's a ton of other stuff that gets done. Rendering the final movies is the smallest, most boring and trivial part of the whole process.
> 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.
Exactly. And Apple showed exactly zero use cases for "vision pro" that would be useful to these people.
Apple has been smart to present it as a desktop replacement (as opposed to some ar/vr/metaverse device), which is something they can deliver that will let users bring their existing apps to the new medium without adaption.
Ideally yes apps should update themselves, tailor the experience. But the main focus so far has been pretty conventional app like experiences, which happen to be hovering in space. Where-as most headsets have tried to create entirely new ecosystems from nothing, and that would have been a huge mountain to climb.
I don't think presenting it as a desktop replacement was "smart" so much "the only possible way to justify the asking price", but I don't think its going to work out that way personally. Having tried many VR headsets I can't think of any I want to wear all day.
They can sell 100k of them and crow about being sold out, but I don't think even apple has figured out who this is for - thats what I got from their presentation on it. The only answer they have so far is "people who will spend $3500 on a vr headset" which isn't a use case.
For the most part we got marketing level "watch people emote joy as they do things with this device" and all the use cases sucked.
>Apple has been smart to present it as a desktop replacement
It means that now you are competing against desktops which have been iterated upon for decades and have a lot of value already. Instead of standing out by having apps that are only possible in VR people will way if they would rather use the app outside of VR.
Imho this is the foible of many technical people in that they want to advertise unique use cases.
But the problem is:
1. The people who aren’t already engrossed in the field, don’t have a good view on how to bridge between their current world view and the new one.
2. The people who are already in the space don’t need to be sold on unique cases.
Very few post-jobs-return Apple products show dramatic new use cases even if the product then goes on to enable it, and even if Apple themselves have clearly thought of it.
Their marketing is: this is how you take what you’re already doing into this space. Unique VR experiences only matter to a fringe set of users. The every day mundane stuff is what matters to the rest.
Take the ability to run iPad apps on it natively. VR enthusiasts will scoff at it. The real trick though is that it means you aren’t having to switch devices to do a mundane task, which means more time on each device. That’s what appeals to the bigger market, and has been proven time and time again , because it’s not making them do contortions to use it.
Another issue is thinking that the demographic for sales has to be the demographic for ads.
People will reply and say: well the price isn’t for the lay person. To which I’d say, who cares? They’re not the early adopter but they’re still the demographic for who the people buying this will be developing apps and content for.
>Unique VR experiences only matter to a fringe set of users
I disagree with this. Why would someone buy a headset instead of use an ipad or desktop? If there is nothing unique to VR why should people put a heavy thing on their head for about the same experience?
>Take the ability to run iPad apps on it natively. VR enthusiasts will scoff at it
No, where have you seen this? Everyone likes the ability to run these apps, but my point is that these apps are not a draw. Most people find it more convenient to use these apps on their phones or tablets.
>To which I’d say, who cares?
Developers care. Most big developers don't care about devices unless they have a large amount of users. Their time is better spent on devices / platforms which have hundreds of millions of users.
> Why would someone buy a headset instead of use an ipad or desktop? If there is nothing unique to VR why should people put a heavy thing on their head for about the same experience?
Because the experience can still be enhanced by the form factor and be compelling. Watching a movie isn't unique, but watching it on a 100ft display while trapped in a plane is compelling. The entire pitch is progressive experiences, and has been for every product they've shown since the iPhone. Take what you're used to doing and make an experience that progressively scale to the form factors.
> No, where have you seen this?
Countless posts here on HN and in the virtual reality community (like /r/virtualreality) that bemoan the device as a glorified iPad, and hate the amount of 2D windows shown.
> Most big developers don't care about devices unless they have a large amount of users
Part of that is that the visionOS allows for progressive experiences, which is not something other HMDs allow for. Developers aren't building an app for visionOS. They're adding to their existing codebases for iOS. Their investment therefore isn't a niche new platform, but the entire ecosystem.
There's a huge first mover advantage in software on these platforms as has been shown by the iPhone where people were going ga-ga over fart apps, and beer drinking apps. Those people made bank because they delivered fun knick-knacks before the market got saturated.
Even looking at other HMDs, it's often the big players and the indie players that move first. The middle of the spectrum are the ones who move last when the ecosystem is there. The Oculus Quest launched with a Star Wars game available.
To me it comes down to which Apple can more reliably deliver, that will see regular use. I have a hard time knowing what unique VR experience would keep people coming back day after day. But we know for a fact people use screens for desktop-like concerns for many hours a day. And we have lots of experience developing those experiences.
They’ve been slowly shipping pieces of the ecosystem for a while. The iPhone has had AR for years, and tvOS has moved to 3D icons already (you can move your finger on the remote touchpad to see the parallax and material reflections.
Also, iPad has had lidar for a while, which you can use to 3d scan stuff when building out AR apps.
I hope someone will find more compelling use cases for the hardware, but it will definitely have an ecosystem on day one.
I think 3rd party developers are largely irrelevant for it’s initial success. It’s like the original iPhone, if the hardware and built in apps are compelling then people will buy it which will eventually create an ecosystem.
That’s IMO why VR has largely failed, out of the box there hasn’t been a compelling reason to get one and there isn’t enough software to keep people interested.
As someone with a VR headset that supports all the games, those headsets are already sunk. Right now, gaming is all that exists in the VR world, because all headsets currently are horrendous for any other task other than gaming. I own a Quest Pro and have attempted to use it for work, but the poor resolution horrible passthrough make it quite uncomfortable to use. For games, it’s great.
I’ll be ordering a Vision Pro primarily to use as a display for my Mac, but also for development purposes. It is definitely a niche product at launch, but I think it’ll grow into the consumer space over time - it is really only niche because of the price tag.
Games will come, but gaming is the “easy” part of VR because you control the entire environment. AR interactions are what will make this into a viable computing platform that actually moves beyond the current 2D paradigm.
Being able to work/watch a movie with great sound and effectively a 100” screen while on a long airplane/train/bus ride seem rather compelling IMO. Not worth 3,500$ alone, but it doesn’t need to solve every problem for every person just be worth using for enough people to get things rolling.
I doubt anyone is going to be using one of this in a spin class any time soon, but there’s plenty of situations where a laptop/phone/tablet don’t really work well.
If a company is risk averse or doesn’t have the resources to make a big commitment, they don’t have to. Their iOS app will probably work in the headset with fairly small changes. If they see big demand, then they have the option of developing something more tailored to the headset.
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.