When seeing the Apple goggles, it clicked for me that this was basically a mac environment, and I started thinking how amazing it would be to run terminals in it, then I started googling for any options that were available now..
Because yes those features have been available on other devices but what's important and different is how those features have been implemented.
And those that have used other headsets and the Vision Pro all say that there is a jump in the quality of experience that hasn't existed before.
As a reference, the standard resolution for web pages is 47 pixels per degree.
The extremely low latency in rendering courtesy of the dedicated R1 chip is going to take some time for other companies to replicate.
To me, the question is whether Apple has actually made this work.
If they've got it crisp, how big a deal do feel that would be? For yourself, and for others who've been interested?
So, the Quest Pro is unusable to them, due to PPD. If the Vision Pro is actually retina, then that's good, but I don't think that's the only reason they wouldn't want to use it. I think comfort/bulk is a huge concern, especially since it appears to use the flesh of your face to support the weight, rather than a top strap. My Quest Pro is unusable without a top strop, for more than 30 minutes. With, I can easily do 6 hours. But still, the bulk makes me hesitantly put it on, sometimes.
BTW I read somewhere they are adding a top strap.
SimulaVR, a competitor with roughly half the number of pixels (2x2448x2448 = 11,985,408 vs 23 million), claims to go from 24.48 PPD naively calculated to 35.5 PPD near the centre of the display using this.
1. Eye tracking for interaction vs hand tracking. If the UX works out, the amount of precision that can be reached is just far higher with less effort - just seems to be an easier technical problem.
2. Resolution and lensing. Most VR headsets have fairly low quality fresnel lenses which cause distortion near the edges (basically - if you want to see something in good detail, you have to tilt your whole head to look at it), and in general the resolution is not good enough to see things that are 'far away' (those who play games like DCS have to use the 'binoculars' feature with headsets to accurately see targets). With a device like an HP Reverb, the resolution is probably close to good enough, the lensing is not - the Meta Quest Pro has a good enough lens, but not resolution. I'd expect the lensing on the Apple device to be top of market, and we know the resolution is ~2.5x more dense than the Meta Quest Pro - which should be closer to going from SD to HD TV rather than HD to 4k. Essentially, if you try to code on a Meta Quest Pro, the text looks a bit blurry. With the Vision Pro, it won't.
3. Custom face cushion + prescription lenses. Comfort is everything with these devices and nothing is worse than a headset putting pressure in the wrong places. It'll cost much more, but be totally worth it.
4. People claim common nausea when using VR. I've felt it too, but only on certain headsets. My money is other companies know what causes folks to feel bad, but have had to make technical tradeoffs which mean that nausea remains a problem. I'd put money on Apple having done serious research into 'what causes nausea when using headsets' which causes this to minimised on their headsets.
5. Software stack and usability. VR stacks are typically fairly clunky, usually Android derived, usually behaving a bit like a dodgy phone. iOS/MacOS are usually not most feature-ful, but a core usually works very very well. Will likely push bar a lot higher, change the shape of industry (e.g. samsungs are so good because of the iPhone competition).
Basically, having used some of these devices - the complaints I have with these right now, are the same things that Apple has real, technical solutions for. And the price isn't even _that_ high compared to other players in the market. Pimax Crystal is $1600 for what right now is a fairly buggy user experience. Their vapourware Pimax 12k is listed as starting at $2400 for the most basic model, though it's been in that state for well over a year.
(1) The HoloLens used eye tracking. It was tough to get used to but it was interesting. I didn't feel that I ever got to the point where it was more precise than moving my hand to a 3d point in space.
(4) I doubt it's the headset. It's almost certainly the application the headset is running.