I was interested in VR for a very long time. Recently, I got to actually try it out.
I primarily view Apple Vision Pro as a proof of concept type of device. Sales being limited both in quantity and territorially indicate that. It has brought 3 major improvements to the table, compared to other headsets:
Quality of passthrough
User interface
Display quality
When you think about it, however, it’s not that much to make it an obvious choice over other devices.
Passthough is needed for navigating through space. It does not help with productivity as your vision would be focused on the interface and not the environment. Remember warping on Quest 3? Much less noticeable than on videos for the exact same reason.
There is no buts with the user interface and display. They are simply great, best that there is.
Now, for the part that makes Vision Pro from a great productivity device on paper into a “dev kit available to masses” (I like that description, it does feel that way a lot, ty Ghostalmedia)
Eye strain is a major issue. It is very difficult to use the device for more than a couple of hours without getting tired. This goes for all of the VR headsets out there. I guess you can get used to it over time, though.
Limited usability. Quest 2/3, Pico 4, Valve Index, they all do things you wish Vision Pro could. Primarily usage of physical controllers. Imagine sculpturing without controllers because I can’t. Hand tracking is just not up to par.
Battery solution is another issue. Not being able to swap what is otherwise a Power Bank without disabling the device and being unable to use any other battery than Apple’s own is at the very least annoying. Not exactly an issue if you’re too tired by the time it runs out.
Finally, the VR space itself is unfortunately not mature enough. There’s a lot of work still to be done. Even when talking games, despite some amazing titles like Half-life Alyx, the vast majority where controls wouldn’t make you dizzy are all pretty much like arcade mini-games, where you either teleport from point to point or not move at all. Developers simply have yet to figure out an organic way of user navigating through virtual space. (Doesn’t mean they aren’t fun, though)
Overall, I believe Vision Pro isn’t really a mass consumer product, but it did do a lot by bringing more attention to VR as a whole, as well as pointing out additional user-cases for the technology. Because of Vision Pro, Meta started paying more attention to details, which ultimately will benefit the consumer (in fact, it already has yeilded results).
I was interested in VR for a very long time. Recently, I got to actually try it out.
I primarily view Apple Vision Pro as a proof of concept type of device. Sales being limited both in quantity and territorially indicate that. It has brought 3 major improvements to the table, compared to other headsets:
When you think about it, however, it’s not that much to make it an obvious choice over other devices.
Passthough is needed for navigating through space. It does not help with productivity as your vision would be focused on the interface and not the environment. Remember warping on Quest 3? Much less noticeable than on videos for the exact same reason.
There is no buts with the user interface and display. They are simply great, best that there is.
Now, for the part that makes Vision Pro from a great productivity device on paper into a “dev kit available to masses” (I like that description, it does feel that way a lot, ty Ghostalmedia)
Eye strain is a major issue. It is very difficult to use the device for more than a couple of hours without getting tired. This goes for all of the VR headsets out there. I guess you can get used to it over time, though.
Limited usability. Quest 2/3, Pico 4, Valve Index, they all do things you wish Vision Pro could. Primarily usage of physical controllers. Imagine sculpturing without controllers because I can’t. Hand tracking is just not up to par.
Battery solution is another issue. Not being able to swap what is otherwise a Power Bank without disabling the device and being unable to use any other battery than Apple’s own is at the very least annoying. Not exactly an issue if you’re too tired by the time it runs out.
Finally, the VR space itself is unfortunately not mature enough. There’s a lot of work still to be done. Even when talking games, despite some amazing titles like Half-life Alyx, the vast majority where controls wouldn’t make you dizzy are all pretty much like arcade mini-games, where you either teleport from point to point or not move at all. Developers simply have yet to figure out an organic way of user navigating through virtual space. (Doesn’t mean they aren’t fun, though)
Overall, I believe Vision Pro isn’t really a mass consumer product, but it did do a lot by bringing more attention to VR as a whole, as well as pointing out additional user-cases for the technology. Because of Vision Pro, Meta started paying more attention to details, which ultimately will benefit the consumer (in fact, it already has yeilded results).