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The standard bearer in this market right now is the Meta Quest 2. It has one of the highest resolution displays out there, and it has on-board processing to be able to do a lot of stuff without having to be tethered to a computer. But if you want a higher fidelity experience than the onboard processor can provide, there is a USB-C jack that allows you to connect the headset with a computer to drive it from, say, steam VR, or other higher powered creative apps.

A multi-thousand dollar AR/VR headset is just silly. I honestly don't know what experience they are going to be able to deliver that would demand that kind of price tag.
You would lose fidelity since you would need to playback compressed video to drive two 4K screens at 120Hz over a single cable. They don't make a USB-C cable that can handle that. The quality loss is likely higher then a Quest because the screens are much higher resolution.
 
AR glasses could be but a VR headset will not be because it’s too large and cumbersome. You aren’t going to be leaving the house or office with it.
The whole point of the device is to provide a room-level AR experience and it will be a game changer when it reaches a certain point. We'll see how close it gets for the first gen, but I imagine it will at least satisfy enthusiasts and those that need a headset for their job. Even the second generation will probably just target budget enthusiasts. I imagine it will take to at least the 3rd or 4th generation before it gets more mainstream, but it is hard to predict these things. It isn't going to support leaving the house, but no device in this class will support that. This is like a MacBook Pro. You are not going to use that while walking down the street either. It will be for professional visualizations, modeling/art, working with a large virtual desktop, games (diorama-like holograms or full immersion), light-field movies, AR "websites", watching traditional movies/games on a large virtual screen, etc. This is probably the first headset where text will be clear enough that it can start to be useful for more than previous headsets could pull off.

It will never give you turn-by-turn directions while going down a street. Apple will probably make that later "Apple Glass" device, but it will be very limited due to its form-factor. I imagine such a device in its first generations will likely be very low resolution to support a thin and light device. In other words, you might get arrows and breadcrumb trails in maps, but you will need to look at the paired device to read most text since the display just won't be capable of more then blurry text. I doubt you would be able to play more than simple games and nothing would look realistic. Apple headset will be like the Holodeck, while Apple Glass will be Star Wars holograms all the way.
 
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Cheapness matters to a point. I tried to like my Quest 2, I actually purchased it twice and resold it twice, but I really tried to get into it. At the end of the day I just didn't like wearing a hot, heavy, and socially isolating device that either had to be tethered or only lasted a couple of hours. If it's just playing games, I suppose I found I am much lazier than I thought, preferring to sit down at a monitor versus flailing my arms wildly about. And I think that's what a lot of consumers realize, hey it's awesome that my avatar can climb a mountain, but do I really want to climb a mountain myself? What I realized was that it didn't matter if it was $299, or $2299, it just wasn't something I was going to enjoy, at least with today's level of technology.

For the other social stuff I can see a case being made, especially if the tech is designed to let you see someone else like they are in front of you. Avatars seem more like something kids and teens would like, but maybe I'm just getting old. I mean worst case just use your own images at your best instead of some cartoon avatar.
 
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Cheapness matters to a point. I tried to like my Quest 2, I actually purchased it twice and resold it twice, but I really tried to get into it. At the end of the day I just didn't like wearing a hot, heavy, and socially isolating device that either had to be tethered or only lasted a couple of hours. If it's just playing games, I suppose I found I am much lazier than I thought, preferring to sit down at a monitor versus flailing my arms wildly about. And I think that's what a lot of consumers realize, hey it's awesome that my avatar can climb a mountain, but do I really want to climb a mountain myself? What I realized was that it didn't matter if it was $299, or $2299, it just wasn't something I was going to enjoy, at least with today's level of technology.

For the other social stuff I can see a case being made, especially if the tech is designed to let you see someone else like they are in front of you. Avatars seem more like something kids and teens would like, but maybe I'm just getting old. I mean worst case just use your own images at your best instead of some cartoon avatar.
A lot of people don't want to be jumping around when they relax. I think VR/XR games will need to adapt to that at some point. Maybe we will see more seated diorama-like games to keep lazy gamers interested.

If you want to experience full immersion, something like a 3D treadmill might help. I often don't want to move the furniture to play that often on my Quest 2. I'm curious what accessories might come out for Apple's headset.
 
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Still find it too gimmicky. 😖

Call it AR/VR Headset SE model.

Why not find out if people are even interested in that $3,000 (without tax) Apple AR/VR headset first?
I think if this thing even appears it will be in the professional market - likely medical and industrial.

If this is purely for consumers, I think it will fail at a price point of $3K- less than $599 for consumers, please!!:cool:
 
Still pretty expensive for something most don't have much interest in. What can Apple do to differentiate from existing AR/VR devices to make it more desirable?
when apple releases it there will be plenty of interest I'm sure.
 
with how apple does things I can imagine it will be tied with the ecosystem and people will certainly have interest in this. maybe in for 3k but people may want it with a cheaper version. it has a lot of potential on how it will work with other apple apps.

it could be apple's future and maybe how they see it given how much time and money they putting in this
 
I think if this thing even appears it will be in the professional market - likely medical and industrial.

If this is purely for consumers, I think it will fail at a price point of $3K- less than $599 for consumers, please!!:cool:
I don't think it is possible to hit that price point for years. Certainly a Quest-like headset could be built for that, but I don't think Apple wants to sacrifice on resolution or frame rate to get in to Quest-headset territory since this device needs to be comfortable for it to not end up a gimmick. Extremely fast UI responsiveness was already important on iPad since stalls during multi-touch is uncomfortable. This is one of the main reasons Apple didn't want the iPad to be anything-goes like the Mac. This headset needs to take that to the next level since any graphical issues and limitations will be even more uncomfortable.
 
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A lot of people don't want to be jumping around when they relax. I think VR/XR games will need to adapt to that at some point. Maybe we will see more seated diorama-like games to keep lazy gamers interested.

If you want to experience full immersion, something like a 3D treadmill might help. I often don't want to move the furniture to play that often on my Quest 2. I'm curious what accessories might come out for Apple's headset.

I've always envisioned something in the middle, something like the Nintendo Wii which had the controllers you could use similar to today's VR controllers. You could even use a gun/rifle device and slot the controls into that for real aiming. It was a very cool system that ditched the need to be socially isolated inside a headset. I get that VR is much more advanced than something like the Wii when it comes to immersion, but sometimes too much immersion can also be limiting. Don't get me wrong, the full immersion is really cool, but only as a novelty once in a while.
 
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iPhone - obvious use
iPad - reader, media consumption, great for travel and not too serious work

WATCH: fitness, health, notifications away from iphone

macbook: laptop obvioua usage

iMac/Desktop: power users usually, home office Etc.

VR headset: what’s the use of this? Who is the target market? Gamers? Or B2B like HoloLens for the pentagon? I can’t wrap my head around what the actual use case and target market is.
 
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OOOHHH!!! A 'cheaper' version of something that may or may not even exist!

AR is just not going to have that much of a market. Do you really want to spend a lot of money to look like an idiot walking around wearing goggles that show you ads?
 
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I thought this thing was going to be $500 or $600 like a game system or iPhone.

$3,000?!? No thanks.
 
iPhone - obvious use
iPad - reader, media consumption, great for travel and not too serious work

WATCH: fitness, health, notifications away from iphone

macbook: laptop obvioua usage

iMac/Desktop: power users usually, home office Etc.

VR headset: what’s the use of this? Who is the target market? Gamers? Or B2B like HoloLens for the pentagon? I can’t wrap my head around what the actual use case and target market is.
VR Headset: reader, media consumption, great for travel, laptop with infinite display size
 
It does not resolve the main issue that they can't use VR for long without feeling nausea and every time they have to take a headset off they have to wear their glasses again and then take their glasses off again to wear the headset and then repeat that process ad naseum.
The nausea issue is overblown. It’s really only an issue if the camera in the virtual world moves independently of your head. And there are plenty of ways to design experiences that don’t do that, such as teleportation in Half-Life: Alyx. And many people can acclimate to some camera movement. I am fine with most lateral movement, but smooth camera rotation is nauseating.

Watching a video feed from the headset of someone else can be nauseating, though, which can lead to a false impression of what it looks like from within VR. I was watching a speedrun of Half-Life: Alyx, and many people were commenting about how nauseating it would be to play the game. But if you strapped a go-pro to someone’s head in real life, the footage would also be nauseating.

I don’t see why anyone would be constantly donning and doffing their headset.
 
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I have tried VR a few times and yet you can wear them without glasses, but I think it’s very difficult to wear them with glasses even if they are adjustable. But I suspect it’ll be ridiculously expensive as being portrayed and remain for professional use.
The issue with designing headsets with room for glasses is that it makes the headset bulkier and thus less comfortable. The more room you leave for glasses, the further away the VR lenses are from your head, which means you need larger VR lenses for an equivalent field of view. Also, the further away from your head the weight is, the more it has a negative effect on comfort.
 
Let me
The whole point of the device is to provide a room-level AR experience and it will be a game changer when it reaches a certain point. We'll see how close it gets for the first gen, but I imagine it will at least satisfy enthusiasts and those that need a headset for their job. Even the second generation will probably just target budget enthusiasts. I imagine it will take to at least the 3rd or 4th generation before it gets more mainstream, but it is hard to predict these things. It isn't going to support leaving the house, but no device in this class will support that. This is like a MacBook Pro. You are not going to use that while walking down the street either. It will be for professional visualizations, modeling/art, working with a large virtual desktop, games (diorama-like holograms or full immersion), light-field movies, AR "websites", watching traditional movies/games on a large virtual screen, etc. This is probably the first headset where text will be clear enough that it can start to be useful for more than previous headsets could pull off.

It will never give you turn-by-turn directions while going down a street. Apple will probably make that later "Apple Glass" device, but it will be very limited due to its form-factor. I imagine such a device in its first generations will likely be very low resolution to support a thin and light device. In other words, you might get arrows and breadcrumb trails in maps, but you will need to look at the paired device to read most text since the display just won't be capable of more then blurry text. I doubt you would be able to play more than simple games and nothing would look realistic. Apple headset will be like the Holodeck, while Apple Glass will be Star Wars holograms all the way.
Let me be perfectly clear:

An AR/VR device will never change the world.

An AR only device could. The only device that will change the world is the one that is worn outside, mobile, lightweight, easy to use, and ready for anyone.

If all you can imagine are AR directions then open your mind. An AR device gives instant-translation in your view as a foreign person speaks to you in a foreign language. It shows an arrow above your car in a parking lot. It shows arrows above your friends or family in a crowd. It shows you the distance to the pin for your next golf shot. It shows you visualizations of the trajectory of your last X number of basketball shots by recording them with LIDAR and regular image sensors. It enhances night vision by utilizing the cameras and LIDAR. It displays accessibility prompts for hearing-impaired by listening for sounds and putting captions in their view anytime someone is speaking, and categorizes the speakers if there are multiple through voice recognition.

VR is extremely limited and niche whereas AR is quite expansively large in potential.
 
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A device like this is mainly used for gaming and there are no games on Mac. What could actually make it a viable product would be that other app stores are allowed like Steam. So we’ll have to thank the EU for saving it!
 
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