Or the rumors surrounding the device are true regarding issues and manufacturing.Introducing it in January means a lack of confidence it is ready for prime time at holiday season.
Or the rumors surrounding the device are true regarding issues and manufacturing.Introducing it in January means a lack of confidence it is ready for prime time at holiday season.
Likely this device isn't even geared for that. Granted it could be used for it. I doubt that's the intention.Well it is kinda baffling considering all Apple's latest hardware could run any AAA game if only the games were ported to them.
Developers will certainly need time to create content and games for this. I like this timing.Announced in January and released in June anyone?
Or it will be released to developers only un June.Developers will certainly need time to create content and games for this. I like this timing.
They've had nearly 5 years to do that - that's how long ARKit has been available. Tim Cook in the interview in which he told us to stay tuned also mentioned that there are more than 14,000 AR apps already. Presumably they'd run unchanged on whatever new headset will come out - especially if that headset will simply act as a display and sensor for an AR app running inside the iPhone.Developers will certainly need time to create content and games for this. I like this timing.
I know there are a lot of naysayers for this product but this is a potential iPhone moment.
I’m going respectfully disagree that the product is DOA if it is released as a combined AR/VR product.Well I think you are absolutely right. There is a “good” sizable marked for gaming/education VR (and AR for that matter).
But a combined VR/AR product immidiately disqualifies itself from the mass consumer/daily usage marked because the VR part makes them huge, unhandy and with all the drawbacks you listed.
A pure AR product ala. Googles glasses likely has a very big potential - If that is what Apple is bringing to marked, then we might be in for quite a game changer. But a VR capable product is niche simply because of what they does: Isolate you physically from other people/the world, and therefore is only really usable in a confined space or sitting/lying on some furnature. Even if it does AR too, it still no good, because the VR part makes them big and by default “isolates” your view and interaction freedom with your surroundings - even if they are see through looking when straight ahead (in AR mode).
So I stand by my argument. If it’s a VR/AR device its likely waporware. If not it will only be a niche product.
If it’s a pure AR device, then Apple has my interest….
But not really, right? Not at $3,000. Maybe a pro-level equivalent?
Well, you're kind of taking away the wrong conclusion from what I was implying: I don't think the technology is there to implement VR "headsets" in the way Kuo described - at least not in a form that potential Apple customers would be willing to wear them. They'd have to be stylish and be comfortably wearable for prolonged periods of time. I'm not talking about content creators (developers) wearing these headsets for prolonged periods of time - I'm talking about the end user! Apple and Tim Cook have said, time and again, that their goal is AR, not VR. Understandable, since Apple wants to create a market the size of iPhone if not bigger. That is not going to happen with VR.I agree. While the community has produced a lot of VR content, and those targeting AR capable devices have also created some amazing experiences, wide-spread adoption can't happen till content creators can comfortably and productively spend more time creating within the devices. The first iteration of next-gen VR/AR/MR hardware needs to be comfortable and have remarkable clarity for hours of prolonged use. With that in place as a tool for content creators, iterative progression of the hardware will ultimately lead to form-factors that can be most widely used by everyone. But, just like phones, I don't think anyone is going to be using these devices 100% of the time, no matter what form they are in. Heck, even wearing lightweight sunglasses 100% of the time isn't normal. The only way that immersive hardware would be used 100% of the time is if it was in the form of contact lenses, and that is surely decades away.
There is of course truth here and Apple will show their hand in time but it also doesn't have to be an exact retread of the iPhone pattern. Despite global/economic turbulence people do buy luxury items and Apple's barrier to entry continues to climb for a lot of people.But not really, right? Not at $3,000. Maybe a pro-level equivalent?
Unlike the mobile phone space in 2007, there’s barely an existing market to revolutionize. Neither is there a broad perception of such a device being a near necessity. And at the price point, Apple is very unlikely to create consumer-level enthusiasm, particularly if inflation continues to force belt-tightening.
If that price or even $2k turns out to be correct, this won’t be an iPhone (existing market) or iPad (creating a need) moment. And I doubt even Apple believes it could be. As predicted, this is a enterprise-level device with productivity software and a defined market. Perhaps there’s a small chance it will provide so fantastic an entertainment experience that average consumers will feel compelled to go into multi-period long debt to have it, but when has that ever happened?
What is the source of the $3,000 price many people here insist on clinging to? Apple? An "analyst?" MR? Someone's guess?
It's as if people are grasping onto that price in order to have a ready-made argument as to why the device won't be successful.
Google search for Apple VR Headset Price. How were you not aware of the rumors? Time will tell if they are true or not, but that's the information we have.
Not very much, for one thing we already had the Sony Walkman which had been a huge success. The only people who were downbeat about digital music were the ones heavily invested in vinyl and CD's.The exact same thing was said about digital music and MP3 players.
But, what (and who) is it for exactly?
ha haprom videos will maybe look super amazingI can’t imagine and also other things like Grand Theft Auto 6.
Those cost what, $400,000?As a replacement of F35 Helmet it's quite cheap and interesting. For anything else I don't see the point.
What is the source of the $3,000 price many people here insist on clinging to? Apple? An "analyst?" MR? Someone's guess?
It's as if people are grasping onto that price in order to have a ready-made argument as to why the device won't be successful.
A couple of factors.
From the story at the start of this thread.
"... The headset is rumored to feature a lightweight design, two 4K micro-OLED displays, 15 optical modules, two main processors, Wi-Fi 6E connectivity, eye tracking, object tracking, and hand gesture controls, and more. ..."
1. Micosoft Hololens is higher than the current mainstream VR headsets. It uses a unique chip for part of the rendering computation ( not just solely an off-the-shelf Qualcomm VR SoC. ). Apple is also focused more on AR than VR. They are also rumors to be using multiple "compute" chips in the headset (and definitely will be custom. )
[ wouldn't be surprising at all if needed TSMC N3 (or better) fab process. So not cheapest SoC dies either. ]
2. Some early rumors had this at two 8K displays. Now 'merely' two 4K display. If make those two micro-LEDs 4K at bleeding edge fabrication/manufacturing processes then they will be expensive. Likely also really not high volume production either ( if the amount can make is limited , then lowering the price will produce an even deeper shortage).
3. Weight. Similarly the lens are reported to be optimized to be lighter weight. And anything else that trades lower weight for higher cost.
4. Displays on the outside also. ( Reportedly some at Apple thought it would be more interactive for folks looking tat the wearer to still see the "eyes"/expression of the wearer). [ Somewhat likely also that the settings user interace could use the front display so that the device is fully independent. Again an edict of no tethering that also doesn't really defray costs. ]
Most VR Headsets on market are not near 4K/eye. Nor using micro-LEDs. 15 sensor modules/cameras. Eye tracking/foveal rendering? barely.
WWDC 2022 introduced Apple's upscaling so 4K probably is going to be weaved into foveal rendering( eye tracking) so not hyper reality focus , but more on removing eye discomfort and perception glitches with just "cheaper" screens that hit lower price points.
The other major factor is that Apple is also reportedly working on a AR only headset. So the AR/VR headset does not have to achieve high volume. That's is one of the baked in presumptions when comparing to Quest 2 or PSVR 2. "Apple won't sell as many as the existing VR headsets". That isn't what they are out to do. If they want to sell high volume AR glasses then the VR headsets are not the primary competition.
The AR/VR headset arrives a couple years earlier because can't shrink the tech into the AR glasses yet. Bigger headset would allow development on earlier tech to mature so that would be ready to merge later when the AR glasses can hit high volume hardware production. (e.g. use a Mac to developer iPhone apps. There doesn't have to be a 1:1 ratio of Macs sold to iPhones. )
If Apple's objective is to create something that drives more human interaction as opposed to an escapist world , then they are on a different path the the "metaverse" folks.
They've had nearly 5 years to do that - that's how long ARKit has been available. Tim Cook in the interview in which he told us to stay tuned also mentioned that there are more than 14,000 AR apps already. Presumably they'd run unchanged on whatever new headset will come out
- especially if that headset will simply act as a display and sensor for an AR app running inside the iPhone.