I agree. Calling it Virtual Reality isn't even accurate. It won't be Virtual Reality until it's a neural implant and all senses can be manipulated. Until then, it's goggles strapped to your face that manipulate what you see and hear. That's all. No touch, no taste, no smell, no hot, no cold, no wind on the skin, etc.
What do you think a better term would be? (preferably a term that wouldn't include video glasses, but may include something like a
CAVE)
I don't see many people paying $3K for a solo TV/movie watching experience unless they're super rich. No doubt those customers exist, but are there enough of them to make the product successful? I doubt it.
I wouldn‘t have expected many people to be spending $1000 on a portable phone, plus a $1000 fee each year to use it. But today's "phones" are multipurpose computers that are able to reproduce and usually exceed the capability of over a dozen electronic devices from the 90's.
I don't see many people buying a $3000 headset
just for a big screen experience, but as one capability among many.
Multiple monitors. Another great niche use case. Creatives and coders will no doubt appreciate this feature. Will it be a selling point for the general public, many of whom are perfectly happy with their 13" laptop screens? I doubt it.
And many people were perfectly happy with a computer that is fixed to one location. I think most people would have a use for a screen that is at least
sometimes bigger than 13", even if they don't always need it, or they think the weight and portability advantage of a 13" screen is worth the tradeoff. What people think they need changes with the availability of technology.
For there to be any serious consumer interest, I think the product has to sell for under $500. It needs to be an accessory, like the Watch. Many people would buy them at that price point. I also think a lot of features will likely be wasted on such customers. There's probably a good market for just the screen part of the product. No cameras, no movement tracking, none of the AR stuff. Just a high-quality virtual big screen to enjoy movies on go, use a big virtual monitor on a plane, etc.
Apple can use the first headset to analyze how people use it, and inform their decisions on what to compromise on when making a cheaper device.
Most people aren't going to pay $3K for that. Most people don't buy Apple's Studio Display, much less their pro display. It all sounds great until you think about the price tag. What is a family of four supposed to do? Buy four goggles so they can all watch a movie together? The average person doesn't use multiple monitors and certainly isn't going to pay thousands of dollars for a headset for that purpose.
I don't expect that many families of 4 would buy four $3000 headsets instead of a TV. But it could be like the transition from desktop computers to smartphones. Families used to share a single computer, but now most of them have a phone for each member of the family.
I don't know that it will need to be tethered to operate, but I imagine it will require an iOS device or Mac to setup, install apps, media, etc. In short, I think it's another "ecosystem" product, like the Watch, not a standalone device. I'll be quite shocked if it can operate completely independent of an iOS device or Mac.
Quest headsets require a phone for initial setup, but not beyond that. You can use it to browse the app store while not using the headset, in the same way I often browse the Steam store on my iPad, even though it can’t be used to play the games, except through streaming.
I don’t expect the Apple headset to be any more dependent on an external device than the Quest is, and I expect that it won’t require any other Apple hardware to set up or operate.
A watch simply has many physical constraints that don’t apply to a headset.