Takeaways From the Vision Pro After 6 Months
The Vision Pro is arguably the highest-profile and most important device debuted by Apple since the iPhone in January 2007. The company spent more time (eight years versus the iPhone’s three) and money (see point #2) developing the device than any other in its history. The Vision Pro is clearly the most ambitious of their product launches since the iPhone, the first to be wholly developed under the purview of CEO Tim Cook (though various head-mounted display prototypes were underway as early as 2006), and reporting suggests that its viability was controversial internally (with some employees arguing that Head-Mounted Displays (“HMDs”) impart harm by isolating its wearers from other people and, ultimately, the world around them).
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The very sentence before Apple announced the price of the Vision Pro at WWDC23, Rockwell explained—rationalized—that “If you purchased a new state-of-the-art TV, surround sound system, powerful computer with multiple high-definition displays, high-end camera, and more, you still would not have come close to what Vision Pro delivers.” Given this, we have to evaluate the Vision Pro with the fullest of expectations. And to that end…
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A few months later, there is a wider understanding that while Apple has built some brilliant technology (inclusive of software and hardware), much of its relative spectacle stemmed from the high-end components Apple chose to use and which Meta has thus far opted against.
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EyeSight was not a wholly unique—Meta had even publicly demonstrated a similarly minded prototype in 2021—but culturally, it seemed uniquely Apple. When marketing the Apple Watch, for example, Cook had emphasized the way it reduced digital isolation by keeping users from pulling out their phones and tilting their heads down to it. In time, we may come to consider EyeSight (or similar technologies) essential to the mainstream adoption (and, further, use of) HMDs. Thus far, however, the feature seems like a costly mistake.
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The Vision Pro is best-in-class when it comes to “spatial mapping” of real-world environments. It’s passthrough functionality is also best-in-class in latency, precision, and image quality. It was also important to Apple that the device be seen as a “mixed-reality” or “spatial computing” device, not a virtual reality one. At the same time, the device is, functionally speaking, a virtual reality device.
Sylvia Varnham O’Regan and Wayne Ma (via Slashdot, MacRumors, Hacker News):
Meta Platforms has canceled plans for a premium mixed-reality headset intended to compete with Apple’s Vision Pro, according to two Meta employees.
Meta told employees at the company’s Reality Labs division to stop work on the device this week after a product review meeting attended by Meta CEO Mark Zuckerberg, Chief Technology Officer Andrew Bosworth and other Meta executives, the employees said.
Apple’s Vision Pro seems to have scared Meta off from entering the premium headset market. But in this case, that’s not exactly a win.
Previously:
- Apple’s Q3 2024 Results
- visionOS 2 Announced
- Where iPad Fits In
- Launch Day Apple Vision Pro Apps
- Apple Vision Pro Reviews
- Netflix and the Initial Apple Vision Pro Apps
Update (2024-09-13): Adam Engst:
Nothing I’ve read about the Vision Pro, nor my in-person demo at an Apple Store several months ago, has made me wish I had bought one. The hardware is impressive, and it works largely as advertised, though I was highly perturbed by several of the spatial photos and videos that put me too close to their subjects, making me feel like I was invading their personal space. I’m sure others have different opinions and experiences, but I still can’t see where a Vision Pro would fit into my current world of computing and media consumption.
It’s too early to call the Vision Pro a success or flop, but to mark six months, I’d like to explore what the device’s success ultimately hinges on. And I think it all comes down to Apple’s own words: ‘spatial computer.’
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Apple needs to prove that the Vision Pro is actually a computer. And one that does computer-y things better than traditional alternatives.
Update (2024-09-23): Michael Love:
I’ve become convinced that the original sin of Vision Pro was not allowing developers access to the camera, not even with, say, a permission dialog every time the app starts using it.
I’m skeptical that the Vision Pro would have become a rousing success even if that wasn’t the case, but to the extent that the project was relying on developers giving it a reason to exist, a whole lot of potential reasons were closed off by that decision.
Previously:
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A lot of the assumptions about Meta cancelling their new high end headset, and hot takes on the Apple Vision Pro seem to be based on a pure faith belief that the Apple Vision Pro is a good product paradigm.
As someone who has worked in VR, using it for construction, engineering, design and visualisation of large three dimensional objects, where sight lines and aesthetics were primary considerations, and thus having actually used it for tasks that were defined by the need to have stereoscopically three dimensional tools to do those tasks which couldn't be done on a 2D screen, let me just say...
...It's not. The Apple Vision Pro the single stupidest device Apple has ever made.
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There are two markets for computing that require the effort and comfort cost of wearing a headset:
- Consumer: Cheap, disposable, low-end optics: self contained headsets (Quest, Vive XR Elite), and,
- Professional: Expensive, durable, high end optics: tethered peripheral headsets for high end graphics cards (Varjo, Pimax).
What Apple made is a refrigatoaster; a "Nuts & Gum, Together At Last" act of hubris, combining the cost of a professional headset like the Varjo XR4, with the rapid built-in obsolescence of the Quest, and the laughably low-end graphics capabilities of the M2 iPad Pro, all in a giant bulky headset whose primary use case is either 2D iPad apps floating in space (which includes movie watching), OR a single highly compressed VNC connection to a Mac. Most importantly, what it can't do, is act as a 6 degrees of freedom 3d tracked display for another device (A VNC stream is not "being a display").
What the AVP is not, is a headset that is good for using three dimensional tools within a three dimensional environment, because of the aforementioned tablet GPU, which simply can't sustain the geometry and texture demands of a complex virtual working space. What's most laughable about that limitation, is that is the one thing you can't do with 2D screens - it's the one use case that ONLY a stereoscopic headset can deliver, and it's arguable that it's the only use case worth the hassle of wearing a headset to be able to do the task.
And once you hit the wall of the now superseded iPad M2 processor - that's it, you've reached the end of what the device can do. With a professional VR headset, you just get a more powerful graphics card, and get back to your expanding work needs. And that comes to the core of Apple's problem - Apple doesn't like upgradable graphics, and immersive headset computing is built upon GPU-centric systems, where upgrades are necessary.
Oh, and cable tethering? Literally no one who actually uses headset comouting cares about this. The tether is something you gain a proprioceptive awareness of within about a minute, and then it's no more in the way than any other part of your body. I've put hundreds of peope, from young children, through to elderly pensioners through tethered walk around VR systems (VIve), and have never once seen someone have a problem with the tether. The people who demand VR must be wireless or untethered (or not use controllers) sound like the people who complained that smart phones wouldn't succeed without hardware keyboards. Missing the forest for the trees. Immersion is SO powerful, nothing else matters when you're working in it.
If all you want is virtual screen glasses, there are better quality options which provide more displays, cost less, & weigh a fraction of the Vision Pro's bulk - Look at Visor's upcoming device as an example of what's happening.
Let's also not forget that people generally don't like wearing glasses. People let scalpels cut into their *eyes* to avoid wearing glasses, so the entire idea there's going to be a glasses-based general computing revolution is scifi fantasists forgetting that Snowcrash was a *satire*. It's as improbable as NFTs becoming the future of art, or Cryptocurrencies becoming the future of money. Or LLMs becoming a product at all.
There is a huge future for headset computing, but it's not for the general public, in the same way that welding helmets are not for the general public (welding training being a big VR use case). A "Pro" work tool is defined by being the thing that a specific task requires, and Apple has foregone the things professional users of stereoscopic computing require, to make a product whose actual use case is an iPad that has solved (sortof) iPadOS's broken multitasking paradigm.
It's an iPad you wear on your face, and the value of an iPad, is the price of an iPad. Realistically, it's having a bunch of virtual iPads hovering in space, and frankly that's the dumbest idea Apple has ever had, especially as more people are trying to disconnect from in-your-face technology (which was the entire rationale for the Apple Watch, when it wasn't being Jony Ive's gold watch hubris).
> The Vision Pro is arguably the highest-profile and most important device debuted by Apple since the iPhone in January 2007
who's making this (preposterous) argument, other than the author of that article? the Vision Pro failed to make any sort of splash. who is even talking about it? the only times I saw it mentioned in the past few months is in articles about how an person X spent Y hours with this devices and here is the verdict. there's absolutely no buzz around this device nor this technology.
To follow on, what Apple should have made, is a lower-end, cheaper (even loss-leading), simpler transparent optics lightweight set of glasses, with no world tracking, limited arms-length lidar, whose only purpose was to recognise the geometry of the user's other device (QR tracking hidden in the refresh rate) screens, and then display around them in a grid the other apps / spaces currently running on it, so you can swipe them in to the centre on the physical screen with an air gesture.
It's a solution to multitasking / task switching, that makes your existing product more valuable, and useful.
That's a product.
An expensive underpowered iPad replacement you have to endure on your face, and scare your children with freaky Robocop 2 CG eyes, is not.
Even if I got the Vision Pro for free, I would not use it other than to try it out, then forget about it, and let it collect dust(but that's just me).
Add to it its silly price tag.
You really have to be a trillion+ dollar company to miss the obvious market demand, timing or potential; and let yourself burn that kind of cash on a product that few people need, and that will simultaneously dig a crater in their bank accounts.
Apple has spent 10+ years crapping on everyone else in the world and no one wants to work with them. Feels like that part is a bit underreported. They've created a culture where no one wants to work with them unless they're literally paying them to (see Apple TV stars).
It's not shocking that they continue to struggle launching new products that are not iPhone accessories. Even where they've had success (watches & headphones), they've hampered 3rd party access in the name of "privacy" that they end up winning by default.
It used to be the slogan "Only Apple can do this" was a mark of true wow'ing innovation. Now it's a statement of corporate interest & focus.
VR is a tough sell and I genuinely think Apple got almost everything right for mass market adoption. Which is what they should be going for, another thing they got right.
What they failed at is the price, but to get the price in the right spot they would have had to sacrifice the tech that made their goggles better suited for mass market.
A vicious circle. And since they won't see any large uptake (you can't even play simulators on the damn thing because Apple and gaming etc and simulations are where VR goggles shines albeit not in a mass market way so maybe that doesn't matter anyway)
Where was I. Yes, no large uptake in owners means even less incentive for third party devs to save apples ass. It will age like the touchbar or the butterfly keyboard or PRO laptops with only USBC on them