Meta stops ordering new parts for Quest Pro
zdnet.com
zdnet.com
The only part based on actual information is they aren't ordering new parts. They are still producing new headsets, and continuing to sell those based on the existing stock of parts. We don't know what stock they have, it's quite possible that given the reduced rate of sales after Quest 3 is released they fully expect to be able to satisfy production requirements for the full lifetime of the device. Which may actually be an indication they are pulling forward a successor as much as that they are stopping further development.
The "stops development of Quest Pro 2" is not new information, it is based on information from months ago that said they had decided to "skip" the Quest Pro's immediate successor in favor of focusing on the one that would come after it.
To cap it all off, Andrew Bosworth directly contradicted this information today.
By VR I mean being totally cutoff from the rest of the world into this new world. It's exhausting in a way and feels like you are at a disadvantage if other people are around.
The Pro has some limited AR and it's actually really exciting. Being in both worlds at the same time feels really really interesting.
Apple is so far ahead, conceptually, that it makes sense to me for Meta/quest to recalibrate here.
I'm curious what you mean by this.
Quote "Vision Pro, on the other hand, is primarily an AR device that just happens to have a few VR features"
https://arstechnica.com/gadgets/2023/06/hands-on-with-apple-...
I'll argue that the one major difference in Apple's approach is they're going with multi-app support out of the gate. It positions the device as a low friction compute device instead of an engrossing entertainment device.
...but that's just software and I think it's within Meta's reach. It'll be interesting to see when Meta decides to make the pivot themselves and how much of Apple's custom stack will need to be replicated and how far ahead they actually are.
Consider that the Vision Pro not only runs iOS and iPadOS apps without modification, but also the fact that you can modify those apps to progressively adopt visionOS features.
To me, the killer software differentiator is that the Vision Pro will likely let you do most things you want within the headset. The quest requires you to take it off to do non gaming things or use often subpar web interfaces instead.
In theory there's a play for Meta to lean into deeper Android app compatibility. The apps do currently run on the device. The issue is the lack of Google services and app store but perhaps Meta could make it work or make a deal.
I do think Meta still lags behind on the app store front, both from a consumer and dev perspective. They've focused on gaming and they've done well to bring up a very solid game console but it's not the same thing. Their biggest gap to catch up on is the app side of the store and they have to do it through jeers that they've abandoned gamers.
I agree with you that Meta could make a deal with Google. Though at the same time, they want to own their platform and I can see their desire for that get in the way of true Android app compatibility.
And yeah, I liken the Quest to a console whereas the Vision Pro seems like a computer. It’s a good console but Meta clearly want to make it more than that but I’m doubtful they can.
I do expect Apple to rapidly implement all this though and do everything better at the same time, so it's very exciting.
[0] https://developer.oculus.com/documentation/unity/unity-share...
They’re smart to set a minimum bar for quality experience and work on future applications over time vs Meta and Google’s typical approach of developing beta products in public.
My napkin math and some googling (with the information I could find at the time of release, so probably inaccurate in multiple ways):
Quest 2= ~18PPD
Quest pro = ~20PPD
Quest 3 = ~25PPD
Apple Vision = ~36PPD
Real life vision 60-120PPD
1920x1080 27" screen from a "normal" distance is roughly 36PPD.
So I think Apple vision will feel like previous generation of screens (pre "retina"), and it makes sense why they pushed it so far. I wouldn't want to look at anything with worse quality (720p for example). And this is just talking about "pro" developers that use multiple screens.
1. No noticeable lag due to very high refresh rate
2. The viewpoint and perspective of the cameras mimics your actual view almost exactly
3. AR-first, and user-friendly VR shows other people when they approach you
4. Quick, accurate eye tracking and comfortable gesture controls
they haven't released anything yet
And they’ll have a few years more experience and refinement.
By then Meta’s similar device may not be enough, or even if the hardware is up there the lack of experience on high-end AR may end up showing.
Quest Pro doesn't seem to know what it is; its an over-priced Quest tottering about in Professional Heels, showing a leg at the productivity types as they walk by scratching their heads.
That would make the experience far smoother and relaxing.
The most basic thing is good pass through, I used to box every night on my Quest 2 and having a drink from my shake bottle was challenging and annoying.
I don’t see much point to the quest pro and eagerly await the quest 3.
Having said that, perhaps this move indicates that Meta are finally acknowledging that’s where they should have been focusing their efforts all along?
I just wished that was available in other apps too.
They didn’t show any native games.
Seems pretty clear to me they are explicitly trying NOT to be painted as a game device.
My friends and I watch a movie in VR every week and it's the highlight of my week. It's all I use my Quest 2 for. Just sitting in a fake theater, not moving, talking over movies in spatial audio.
There is a problem with VR games. They eventually make you feel sick if you move around. They can make you sweat. Most people sit on their couch to watch T.V. to relax because they don't want to move around or sweat. VR/AR gaming is gimmicky as hell.
AR is going to kick start a revolution as soon as people discover they no longer need to go to a movie theater, deal with Ticket Master's fees, or buy a TV again. As soon as they realize they never need to buy another monitor -- or multiple monitors.
OTOH if you just want to sit and watch a movie, a modern decently large 4K TV offers much better visuals. The only reason I see for doing that in VR is when you don't have room for a large TV - say, when travelling - but even then you don't really need a full-fledged VR for that, you just need a simple headset that can work as a secondary display (and I have such a device that connects to my phone using USB-C).
Apple definitely has brand strength here, and I think Meta is even counting on it, but the utility of their device is underwhelming.
It's been over a decade, with three out of five the FAANG letters trying their luck with VR/AR and honestly I still havent seen a use case that would justify pumping in billions in the tech.
Edit: copies-> devices
I’m not really helpful here: I buy the hardware but only use a couple of apps (FirXR and BestSaber), I use them a lot, but I haven’t found anything else that I really want to buy into yet (I’ve bought other apps but they just sit unused). Whatever loss they are taking on hardware for me they aren’t making back. (But At least FitXR is a subscription now)
Anything off earth that needs exploring can be dome remotely.
It feels like there should be better applications for it, and the reason there isn't is because the FAANGs are somehow sucking the fun out.
I mean, keep it real -- the fact that the biggest public push we saw on VR was for people doing labor in a fake office is literally beyond hilarious; it's something you wouldn't write for an SNL skit because it's so on the nose and not funny enough.
2. If Apple is going to mainstream the AR/VR market, it's not bad to position as the de facto low-cost alternative (see also Android/iPhone).
The Quest 2 is doing great (as VR sales go). Does anyone know how well the Pro did? I imagine very poorly.
Quest 3 has a next gen chipset that is rumored to outperform the Quest 2/Pro significantly.
These are primarily standalone devices, and graphics quality is important. The graphics quality is fairly abysmal for the vast majority of games available right now. I have a Quest 2 and Quest Pro.
Apple controls the full stack. Processor, operating system, optical system and user facing software.
Meta doesn’t really control much. They’re bound by Qualcomm so can’t optimize the firmware and signal handling, wasting CPU cycles on things that Apple can offload to custom silicon.
They’re bound by Android which doesn’t have a progressive app system like Apple does. So apps are bespoke at the moment or run in a window with hacks. You can’t really do a hybrid app.
They don’t have the ecosystem of apps that keep a user in the headset once the game session is over.
So even though Apple is newer to the field, they can leapfrog metas capabilities for a pro device.
The other aspect is that this market segment has fewer cost considerations. So they’re fighting an uphill battle for a segment that doesn’t care about the only thing they really win on: cost.
1. It's recognition that in a match up of "Pro v. Pro" products, Apple Vision Pro trounces Quest Pro
Uh, Vision Pro hasn't been released yet. Its definitely miles ahead in concept (and priced to match); and seems to have got a better idea of the high-end possibilities. Its clearly not a consumer product at that price though.
2. If Apple is going to mainstream the AR/VR market
This is silly. Apple is way behind here. Meta has sold millions of headsets - no way is Apple mainstreaming anything in comparison. We can review the situation in a few years, but lets not get ahead of ourselves.
I'm very pro Apple's vision (ha) here, the Vision Pro is an exciting concept - but could really do without the framing that seems to not see that Apple is a laggard at the moment (possibly for sound strategic reasons though I suspect its a bit of both).
Quest Pro at $1500 is not a consumer product either.
The fairer comparison would be Quest 3 (~$500) to AVP (~$3500). Let's see how those two stack up when they are both available.
Yes. You can use Godot, I have played some great games on the Quest 2 made in Godot.
GDScript is very similar to python, and there is ways to work with cpp as well.