Vision Pro's killer feature? It's a wearable Mac
computerworld.com
computerworld.com
I wonder how this will pan out. Obviously it's too early to fully ascertain its usefulness.
The first iPhone was hardly useful either without any third party apps (they only came later)
60Hz is really not great for VR as it can lead to motion sickness. Even the Meta Quest 2 launched with 72Hz and then bumped it to 90Hz-120Hz to reduce potential motion sickness and some people still feel it.
It could be also why Apple didn't market it for gaming and in most marketing shots people are using it sitting on the couch, not standing or moving with it.
This is simply a requirement for most games, there's a really tiny subset with the user in a small space where they only move naturally by actually moving. Like Beat Saber. I think this is one of the reason it's so popular. I personally don't care for this kind of game, I love exploring complex environments.
It's true that some people still get it, often due to low framerate or vergence accommodation conflict. But these issues can be avoided with high framerates and not sticking stuff too close to the user.
The remaining users that are still experiencing some nausea are really few and far between.
For me, a computer is something where you can create and run programs directly on the device, without needing to hand off anything to a cloud service, remote desktop, or require permission from an app store. No local development environment = not a computer. If your device can't do it, you have a PDA. No shame in that. I have an e-scooter; I don't call it a car.
(Been playing with it over the last day)
It's an iPad strapped to your forehead.
Noggin Pro?
The real question is how fast someone will come out with a face-hugger case for the the thing.
A Mac doesn't need Apple's content to run software.