I also see the appeal for people who travel a lot for work. This is probably an amazing way to watch movies on a plane or in your hotel room at night.
I have a wife and two small kids, so I will not be buying this to watch movies at home.
I also see the appeal for people who travel a lot for work. This is probably an amazing way to watch movies on a plane or in your hotel room at night.
I have a wife and two small kids, so I will not be buying this to watch movies at home.
I feel like this entire thread has a blind spot to the fact that this device is very much a luxury item. A 55-inch TV is ~$300. A high-end laptop is ~$1000. High-end noise-cancelling headphones are ~$250. You could buy all of those and still not reach half of the cost of this device.
The only people I can see buying the device are rich people looking for another toy, not as a serious competitor to other entertainment tech.
I'm surprised at how consistently people think that a technology that is so expensive and serving such a niche will end up having adoption asides from a few wealthy enthusiasts. iPhone 2 suggested retail price was $300 (~$425 in todays dollars) and provided "smart" replacement for your cell phone matching its features 1-to-1 while also providing more than what was available.
If someone imagines themselves buying this to watch movies "on the go" or at hotels or something, they're part of an extremely exclusive club.
This was back when most phones were still carrier subsidized and required long term service contracts. Per Apple's press release, the $299 pricing required "a new two year contract with AT&T". Unsubsidized price was about double.
https://www.apple.com/newsroom/2008/06/09Apple-Introduces-th...
Meta is selling hundreds of thousands of units a month, so I don't know if I'd say no one wants it either. It seems to be selling pretty well overall, but Meta way overinvested in some of the stuff and is having a hard time making enough money.
Just because one device is from Apple doesn't make media consumption any more virtuous or productive.
Nobody is buying the Pro version of the headset just for watching movies other than the early adopters, YouTubers etc we have today.
The idea is that when a normal version launches for $999 it will be a far more compelling proposition.
Even if you have a lot of space in your apartment, it's hard to justify much of a home theater setup, as you will be really limited by sound issues.
It seems like you need to live alone and be rich enough to afford it such that you likely already have a great home theater anyway and still be interested in the Vision Pro. Or you actually don't want a TV at all for some reason but still want a home theater experience.
That seems like a quite small market?
Most people who rent also move at least every few years, so having that large of a thing to move is a bit annoying. Not even mentioning people who travel for work and obviously cannot bring such a system with them.
It isn’t just all about the money when it comes to device purchases.
Seems quite a few folks are opting to randomly binge-stream on their laptop as vegging out on the TV is a thing of the past for them, so no need to have their living space dominated by these types of electronics.
The appeal of the laptop/tablet/phone veg is the speed at which you can plop and start watching. Futzing with VR headset is kinda not that.
The "personal home theater!" angle has been tried, and failed, so many times now. It doesn't seem like the Vision Pro changes anything to suddenly make it a motivating feature on its own. Which I think is the more telling thing about Netflix's response here. They've been pushing VR movie watching since day 1. And yet now they aren't doing so for the AVP. That seems less likely to be a snub of Apple and more likely to be an admission of "this just isn't something people do or want currently"
Netflix's engineering staff is expensive and I imagine they learned some interesting lessons from experiments like Bandersnatch. No need to make bets for the sake of innovation, let things play out first. I'm sure there is some signaling involved for the sake of investors showing they're prudent here.
All I'm saying is - to your point - the market may be shifting to where personal consumption devices like this make sense. It's not replacing a TV so much as a laptop.
For some early adopters the experience may be far superior, and if so, a next generation device that cuts the cost and size in half may be the thing that launches things forward. Like the iPhone 3G.
Or it could be sort of a wash and go the way of the 3d TV craze from 15 years ago.
I have a Quest 3, and I would much rather watch movies on a laptop or iPad than it. The screen quality is not great. You can see the pixels due to the low-ish resolution. The contrast ratio is not great.
The screen quality is generally good enough for VR games and other VR-specific experiences, however.
If I was into media enough to spend $3,500 to have a great experience, it would be a bummer if I couldn't watch a movie with someone else occasionally.
Or if you're both into the big screen VR experience, you can both wear headsets. Watching movies in a shared virtual movie theater is already a thing and works great. Even better is that you can be in your home and your romantic partner can be in their home (or traveling) and you can still watch together.
For the low low price of 7000$, vs 1000$ for a TV.
Obviously for the Vision we'll wait for prices to come down.
There's one use case that I do think I would actually use once it's good enough though. It's using glasses as replacement for computer monitors when doing work. But I'd prefer the Nreal/Xreal Air form factor and price point.
My inner VR enthusiast thinks the Apple Vision is cool but my inner realist wonders if anyone is really going to use anything beyond smart glasses.
My personal prediction - smart glasses as a smartphone replacement, AR/VR headsets as a poweruser workstation machine replacement.
The market segments map out nicely with your prediction as well - almost everyone has a smartphone of some kind (just like i expect almost everyone to have some sort of smart glasses in the future), while a relative minority (even though it is a large one) has poweruser workstation machines (just like with AR/VR headsets in my prediction).
That is, until at least the tech gets insane enough to allow packing full functionality of an AR/VR headset into the form factor of glasses, with an insane battery life to boot. I don’t see that happening in any foreseeable future though, sadly, barring some transformational and unexpected battery chemistry breakthroughs.
I still struggle with seeing smart glasses as a viable smartphone replacement unless paired with some sort of peripheral to perform input privately. Doing everything by voice or expressive gestures around others isn't going to work for people.
I agree, for now we have no good or even barely established UX/HCI paradigms for hypothetical standalone AR glasses.
Not that we even have those types of paradigms established for currently existing AR/VR devices, but we are getting there slowly. With each year since I first tried the original HTC Vive, every new device and update slowly but surely made the interactions better, simpler, and feel more “worked out”.
What gives me hope is seeing how the touch-only UIs have changed since the original iPhone release. At first, everyone was scoffing big time at touch-only interfaces ever becoming functional, viable, and widely used. The first third party apps on the App Store were also extremely disjointed and had almost nothing in common between each other in terms of UI/UX. Felt like everything was just spliced together and stamped with “we think this should work.” Not casting shade at devs of those apps, everyone was in that position back then, as there were no established UI/UX for touch-only interface smartphones.
In 2024? While there are still continuing changes, things slowed down overall as the general cohesive UI/UX principles for touch-only smartphones have been established. And they indeed became functional, viable, and widely used devices.
In fact, this might be a great use for Zeiss's holocam tech [0]: high resolution, low definition, grayscale "window" that waveguides some of the light passing through, down to one of the edges, where an image sensor picks it up and decides it.
Btw, pretty much every AR/VR headset I am aware of these days already supports bluetooth controllers and keyboards. For some keyboard models, you can even have them visible and physically tracked in your VR space (I tried it with Quest 2 and apple’s wireless keyboard, worked like a charm).
Keyboards in VR are really bad, and the AVP also doesn't have any ideas there (looking at keys one by one and pinching is extremely "peck and hunt").
The closest to a magic AR solution I can think of is tracking so obscenely great that you can project a touch keyboard on a screenless slab without annoyance. Maybe.
Unless you approximate smartphone typing speeds, silently, it's not going to be a smartphone replacement for any masses.
It's not that far fetched if you move most of the hardware to a fanny pack or similar. You can probably get pretty close with current smart glasses (or Bigscreen Beyond) and a (next gen) Steam Deck.
For that price you can get 3 of your friends a nice 1080p short throw projector and studio monitors which will outlive the vision pro and won't cause neck/head pain after an hour.
The AVP is vastly overpriced and overspecced for basic media consumption.
Still my wife watches her stuff on a phone.
People actually don't care about quality more often than not.
But the quest 3 should be cheap enough already for this and good enough and still is not the mass market
I'd be surprised if anyone thought the Quest 3 didn't render sharp text. I find everything very readable.
We'll have to see how people handle 1.5lbs of headgear for long periods. Maybe it'll be fine, but the Quest is already heavy enough.