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…It’s a prosumer product: The audience are devs themselves and known prosumer audiences such as enterprise users.

Citation needed.
Judging by the social media presence, the only audience seems to be annoying techbros with enough disposable income.

If it's a prosumer device, why did all of Apple's marketing make it seem like it's something to wear at home, doing CAD work while playing ball with your kid? Why is the only use case with any sort of traction "watching movies"?
Something doesn't add up with your claim.
 
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this is what has made me tempted to pick one up. seen some at 1950 and that would be tempting. will wait until M5 is out to see if price gets lower.
 
Citation needed.
Judging by the social media presence, the only audience seems to be annoying techbros with enough disposable income.

If it's a prosumer device, why did all of Apple's marketing make it seem like it's something to wear at home, doing CAD work while playing ball with your kid? Why is the only use case with any sort of traction "watching movies"?
Something doesn't add up with your claim.
…What non-prosumers use CAD software? That scene demonstrated the usefulness of doiig Need-To-Know work privately and able to create high-end spatial media at home.

Mainstream users have superficial and modest use cases for powerful hardware.

If movies is what mainstream folk only think of, that’s not Apple’s problem like the many who scoff their many flagship prosumer products for not being good at playing AAA games or not willing to compromise various specs to accommodate AAA gaming.

When open markets play itself out, products all the time get used in ways that the manufacturer does not need to micromanage, have any control over, and maybe did not even design or anticipate.

Apple provided Dolby Vision + HLG HDR for professional quality creation and consumption. Movies is a very reasonable use of the hardware and intended.

Your traction bit is speculative for a personal product for audiences that aren't bothered whether most can afford or use it as well as telling people about it.

It's a good thing it isn't for most and does not compromise attemptiing to finally providing baselines firmly established by Apple’s other flagship prosumer devices for meaningful computing by no coincidence.

Vision Pro’s PR release and Tim Cook’s own words validate this.

It’s arbitrary and imaginary goals to think the Vision Pro was ever for most/mainstream people which isn't the case for essentially all of Apple’s Prosumer products the Vision Pro explicitly complements in their ecosystem.

The Pro Display XDR, Macbook Pro, iPad Pro, Mac Studio, and so on
 
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You should probably look up the definition of the word "prosumer"; your sentence doesn't make sense.
…It’s you who don't know the definition of prosumer by the person who coined it (Alvin Toffler). You seem benignly ignorant of the definition firmly established in human-computer-interaction (HCI) computer science, UX, and business (marketing) academia.


The Vision Pro allows you to create and consume work at professional and ideal quality as well as being suitable for professional spatial computing. Aligning with Apple’s other prosumer flagship products it absolutely does.

That fits the very definition of prosumer coined by Toffler!


How does its HDR capabilities, seamless integration for optimal productivity on-the-go via its virtual display tech, and its professional/enteprise features such as MDM profiles not meet this bar?
 
What would make me buy the AVP would be virtual reality AAA games, and/or travel experiences. Imagine visiting modern Japan, ancient Rome, other planets, etc. in 180°, 8K, 3D audio. That kind of top-class experience. For that, yes, I would pay $3,000 right away.
 
…It’s you who don't know the definition of prosumer by the person who coined it (Alvin Toffler). You seem benignly ignorant of the definition firmly established in human-computer-interaction (HCI) computer science, UX, and business (marketing) academia.


The Vision Pro allows you to create and consume work at professional and ideal quality as well as being suitable for professional spatial computing. Aligning with Apple’s other prosumer flagship products it absolutely does.

That fits the very definition of prosumer coined by Toffler!


How does its HDR capabilities, seamless integration for optimal productivity on-the-go via its virtual display tech, and its professional/enteprise features such as MDM profiles not meet this bar?
Fair enough, but in the context of consumer technology, I’d say it usually means:
an amateur who purchases equipment with quality or features suitable for professional use.
And an enterprise customer is, by that definition, not a prosumer.
I'd say that your bolded portion actually matches my definition, a portmanteau of professional and consumer, not of producer and consumer.
When describing a product, prosumer can mean that it's suitable for both professionals and amateurs, but when describing a person buying said equipment for professional use, I'd just call them professionals.
 
Fair enough, but in the context of consumer technology, I’d say it usually means:

And an enterprise customer is, by that definition, not a prosumer.
I'd say that your bolded portion actually matches my definition, a portmanteau of professional and consumer, not of producer and consumer.
When describing a product, prosumer can mean that it's suitable for both professionals and amateurs, but when describing a person buying said equipment for professional use, I'd just call them professionals.
…Again I’m using the word as coined by its originator; your term is an alternate and often cynical / slang usage of the word.

Words have many meanings over time among subcultures that occasionally clash, contextual, and even contradictory. That's been the case throughout time (social sciences 101).

Your definition doesn't align nor match how tech blog writers, designers, engineers, and manufacturers use the term.


Prosumer products are consumer products as well as professionals also want to consume each other’s work at professional or ideal quality (future-forward/oriented doing so even)…

That's a near or industry-leading zero compromise product for work and play which is EXACTLY what the Vision Pro is for stand-alone spatial headsets besides native VR AAA games (better than any stand-alone headset to use for traditional AAA games thanks to its premium HDR support and sharpness).

Other prosumer items include Nvidia’s 5090 which is among the most notable to achieve this for its device category
 
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…Again I’m using the word as coined by its originator; your term is an alternate and often cynical / slang usage of the word.

Words have many meanings over time among subcultures that occasionally clash, contextual, and even contradictory. That's been the case throughout time (social sciences 101).
Yes, I acknowledged that.

Your definition doesn't align nor match how tech blog writers, designers, engineers, and manufacturers use the term.
Can you show me an example of a consumer tech blog (such as macrumors, dpreview, the verge) that uses the word prosumer to describe an enterprise or other business/business user?
Prosumer products are consumer products as well as professionals also want to consume each other’s work at professional or ideal quality (future-forward/oriented doing so even)…

That's a near or industry-leading zero compromise product for work and play which is EXACTLY what the Vision Pro is for stand-alone spatial headsets besides native VR AAA games (better than any stand-alone headset to use for traditional AAA games thanks to its premium HDR support and sharpness).
Can you work on your sentence structure? I'm having a hard time parsing either of your sentences here.

What is premium HDR support? What does it matter if it's better for games when almost none of the top VR games are available for it? When you can't even buy new controllers for it without also buying a PSVR headset?

A prosumer product blends the best of consumer and professional products. The Vision Pro seems to be the opposite. It's not optimal for the biggest current use case of consumer VR (gaming), and not suitable for some professional work because it uses a locked-down OS like an iPad instead of a more open OS like MacOS.

Other prosumer items include Nvidia’s 5090 which is among the most notable to achieve this for its device category
I would say that the 5090 is a gaming product that can also be used by non-gaming professionals. NVidia also has a pro lineup of GPUs that is not often used by gamers.
 
I would say that the 5090 is a gaming product that can also be used by non-gaming professionals. NVidia also has a pro lineup of GPUs that is not often used by gamers.
…Nvidia made it abundantly clear since the first x90 (just like the Titan-class GPUs they succeed) that it's a prosumer product having drivers for gaming (Geforce) or productivity (Creator drivers) regardless.

A x90 GPU is always to them a “'BFGPU' For Creators, Researchers and Extreme Gamers” (https://www.nvidia.com/en-us/geforce/news/rtx-3090-out-september-24/); and their description of x90 GPUs follows Toffler's definition by design:
It’s great for creators making movies and rendering cinematics. It’s sure to appeal to researchers building systems for data science and AI. And, of course, it’s ideal for extreme gamers who want to experience the new world of 8K gaming.

[x90s[ enables creators who push their creations to the limits of graphics hardware with professional creation applications and with large models, detailed scenes, and high-resolution textures.

Rendering in these types of applications not only requires a more powerful GPU. It requires more GPU memory. Creators using [x90s] will find that they can work with datasets that are more than twice as large as those that will fit into the memory of [non-x90s].
…Does that sound like a card primarily for gaming to you?

Even with what you're saying, professionals game too also supporting my point. Nvidia has always made their x90/Titan-class GPUs their best no compromises GPU for work and play.

You cannot maximize a 5090 purely gaming with it having tech like ECC memory and the amount of memory it has primarily for productive workflows.
What is premium HDR support? What does it matter if it's better for games when almost none of the top VR games are available for it? When you can't even buy new controllers for it without also buying a PSVR headset?
Premium/Prosumer HDR support is what creatives use to produce and also what is ideal/professional quality to consume content from peers and premium content providers.

This includes Dolby Vision HDR and HLG HDR which is by no coincidence what Apple's flagship prosumer products all support for prosumers such as creative professionals. You need those two HDR formats to be productive making content for hollywood and TV.

An overwhelming majority of helmets don't which also makes them incompatible and not ideal to mirror prosumer monitors in a meaningufl way; none of the mainstream gaming standalone headsets support such premium HDR (if have HDR at all besides Sony VRs and emerging standalone headsets finally matching and surpassing Vision Pro's sharpness).

Being good at traditional games being rendered at VR better than other standalone headsets is actually very invaluable–especially paired with Geforce Now that can maximize the Vision Pro's sharpness and HDR capabilities that other mainstream headsets cannot with again most of then not having HDR minimizing significantly the value of playing games on such headsets vs.


Apple doesn't focus on native VR gaming (gaming in general) which is well within their right primarily catering to productive spatial computer users who can consume literally everything else at professional/ideal quality better than other standalone headsets in the market which is very much falls in line with what a prosumer product is.

It can easily be argued it's too soon for native VR gaming to be a primary value proposition towards a headset with specs to be simultaneously meaningfully powerful for productive spatial computing (as well as premium/professional quality for non-gaming premium content).

That's not even unprecedented similar to initial desktop personal computers not making that a focus initially despite many trying to that was underwhelming compared to what console games offered.

In any case, there isn't a better prosumer standalone headset in the market following the primary and most academia-acknowledged definition of the word.

A prosumer product blends the best of consumer and professional products. The Vision Pro seems to be the opposite. It's not optimal for the biggest current use case of consumer VR (gaming), and not suitable for some professional work because it uses a locked-down OS like an iPad instead of a more open OS like MacOS.
No it doesn't; prosumer devices don't overly compromise for mainstream use cases at the cost of being useful for productive and professional quality work that consumer use cases can be at odds with.

Like Apple's entire flagship prosumer portfolio of hardware and software, The Vision Pro primarily accommodates productive and meaningful computing uses and does NOT overly compromise sharpness, color accuracy/performance (premium HDR), and so on for mainstream gaming.

Accordingly devs primarily developing software for AAA games and people whose primary use case for powerful computers is gaming for whatever reason have not historically primarily use Apple device for gaming.

Apple is not obligated to cater to every mainstream use case that mainstream headsets elected to push (VR gaming is at at abysal state under meta's market leadership being games AAA hardcore gamers aren't interested in vs. more casual gamers towards them losing tens of billions per year).

As far as "not suitable for some professional work because it uses a locked-down OS like an iPad instead of a more open OS like MacOS": "Some" professional work sure, but a prosumer device is not a "be-all" for all professionals. Whether it fits your professional needs or not, Apple has several prosumer devices that have similar closed platform restrictions with some preferring it with the affordnces they get for the closed ecosystem integrations.

The Apple Vision Pro's ability to run iPad Pro apps, seamlessly connect and share information with Mac devices and Apple accessories (Universal control/clipboard/switching), and its very notable 5K2K Virtual Display modes are examples of such things.

Can you show me an example of a consumer tech blog (such as macrumors, dpreview, the verge) that uses the word prosumer to describe an enterprise or other business/business user?
Search engines are your friend. Also publications you mentioned have plenty of articles that use the term as I pointed out: https://www.theverge.com/search?q=prosumers
 
Premium/Prosumer HDR support is what creatives use to produce and also what is ideal/professional quality to consume content from peers and premium content providers.

This includes Dolby Vision HDR and HLG HDR which is by no coincidence what Apple's flagship prosumer products all support for prosumers such as creative professionals. You need those two HDR formats to be productive making content for hollywood and TV.

An overwhelming majority of helmets don't which also makes them incompatible and not ideal to mirror prosumer monitors in a meaningufl way; none of the mainstream gaming standalone headsets support such premium HDR (if have HDR at all besides Sony VRs and emerging standalone headsets finally matching and surpassing Vision Pro's sharpness).
The Vision Pro is not suitable for creating HDR content for anything other than the headset itself. It has a maximum brightness of around 100 nits, maybe a bit higher (I haven't been able to find an exact number). That's high enough to match just about any movie theater, including IMAX and Dolby Cinema, but only a small fraction of the peak brightness of TV HDR. It also has less than 4K resolution (width), so while it's sharper than other headsets, it's still not suitable for evaluating 4K video.
 
The Vision Pro is not suitable for creating HDR content for anything other than the headset itself. It has a maximum brightness of around 100 nits, maybe a bit higher (I haven't been able to find an exact number). That's high enough to match just about any movie theater, including IMAX and Dolby Cinema, but only a small fraction of the peak brightness of TV HDR. It also has less than 4K resolution (width), so while it's sharper than other headsets, it's still not suitable for evaluating 4K video.
…The Vision Pro’s nits and sharpness performance is MUCH more nuanced than that being a special computing device in which the distinction between actual and perceived performance is important—and that's before its inherent productivity-related advantages many traditional monitor set-up can compete with.

Regarding pixel density.
For example any spatial computing headset must use much higher resolution than 4K to have sufficient sharpness for spatial pictorial content to be comparable that also must keep in mind the factor of viewing distance of surfaces TVs exploit to get away with lower resolution than most device categories:

Even traditional panels not TVs such as monitors have always needed higher resolutons than 4K to reach sharpness parity with mobile devices using smaller resolutions on much smaller panels as well as TVs using much larger panels at viewing distances far farther than the ergonomic recommended distance for monitors (about an arm's length away).

Standard measures of sharpness (pixel density) for traditional monitors and TVs don’t adequately suffice to explain the sharpness of a spatial commuting device and what's needed to be at par and to surpass them compared to PPD (pixels per degree).

Vision Pro’s PPI (pixel density) is 3,386PPI and the PPI of Quest headsets are much higher than 4K TVs but only the Vision Pro is seriously comparable to a 4K TV (and superior in a wide myriad of ways than existing 5K2Ks in the market) explained through PPD vs 2D measures of pixel density.

4K loses its high PPI capabilities after 24"; the use of 27" and higher drastically reduces the sharpness of image. This is especially the case of 4K Ultrawide (32:9/21:0 monitors that are often used on large displays at huge sacrifice of sharpness that a Vision Pro typically beats as well as being portable, have premium HDR support, and able to allow multi-tasking that's also private (all invaluable things for a wide variety of professionals).

Regarding nits
…The Vision Pro display (supplied by Sony notable for their high-end panel manufacturing focus) actually technically goes as high as 5000nits and that capability is used in way to provide ~1000 perceived nits which is convenience it can must being so up close to eyes.

In any case, It's much, much higher nits than the Quest headsets and other mainstream gaming headsets in any case that often omitted HDR entirely that typlically are ~100-250nits in technical peak brightness accordingly.

The difference is blatantly apparent for meaningful parity with traditional panels outputting premium HDR towards why they've been major breakthroughs in premium content being created for spatial computing devices since the Vision Pro launched as the catalyst:

Prosumer creatives finally have a chance to output 2D and spatial content with premium HDR and their premium content can be viewed as originally ideally intended using premium HDR).

Even for the headset itself that's a huge deal for serious premium content being created for spatial computing considering the device ensures much needed premium HDR parity with traditional devices as well as creatives starting off in the new category without compromises with the HDR formats most trusted to represent their creative work as intended when it comes to the use of color.

OLED panel tech recently on large and micro displays can go that high when they previously didn't due to breakthroughs in tandem panel arrangements (Tandem OLED) and OLED on Silicon (Micro-OLED) manufacturing.

Nonetheless TrueBlack 500 and 400 are lower than traditional LCD HDR measures because of the inherent advantages of OLEDs not needing as high nits to still have better/superior HDR performance than most panels using other panel tech not MicroLED not yet feasible at global scale.

Using it since launch to also use for development and content production work invaluably done by it often (especially on the go compared to a Macbook Pro screen), the Vision Pro absolutely outputs HDR suitable for professional work–for meaningful, productive standalone spatial computing, it's unfortunately is the only serious option regardless.
 
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Regarding nits
…The Vision Pro display (supplied by Sony notable for their high-end panel manufacturing focus) actually technically goes as high as 5000nits and that capability is used in way to provide ~1000 perceived nits which is convenience it can must being so up close to eyes.

In any case, It's much, much higher nits than the Quest headsets and other mainstream gaming headsets in any case that often omitted HDR entirely that typlically are ~100-250nits in technical peak brightness accordingly.
We have differences in opinion on how the term "prosumer" should be used. But here, you are just flat out factually incorrect.

While the Sony micro-OLED panels in the Vision Pro can reach 5000 nits, that number is reduced to the equivalent of about 100 nits once it reaches your eyes. The duty cycle of the Vision Pro displays is about 18.4%. That means that pixels are turned off for over 80% of the time, which reduces the light output to under 1000 nits. That's before the light passes through the pancake optics, which reduce light output by almost 90%.

The Vision Pro is about 10% brighter than the Quest 3, and dimmer than most VR headsets that use standard OLED panels (HTC Vive, HTC Vive Pro, PSVR 2, Meta Quest Pro). I would rather watch a movie on the Vision Pro than on any of those devices, mind you.

This VR video producer says the Vision Pro reaches 108 nits. That's the same as the peak brightness of Dolby Cinema, which is the most technically advanced movie theater format, but is much dimmer than premium consumer HDR televisions.
 
We have differences in opinion on how the term "prosumer" should be used. But here, you are just flat out factually incorrect.

While the Sony micro-OLED panels in the Vision Pro can reach 5000 nits, that number is reduced to the equivalent of about 100 nits once it reaches your eyes. The duty cycle of the Vision Pro displays is about 18.4%. That means that pixels are turned off for over 80% of the time, which reduces the light output to under 1000 nits. That's before the light passes through the pancake optics, which reduce light output by almost 90%.

The Vision Pro is about 10% brighter than the Quest 3, and dimmer than most VR headsets that use standard OLED panels (HTC Vive, HTC Vive Pro, PSVR 2, Meta Quest Pro). I would rather watch a movie on the Vision Pro than on any of those devices, mind you.

This VR video producer says the Vision Pro reaches 108 nits. That's the same as the peak brightness of Dolby Cinema, which is the most technically advanced movie theater format, but is much dimmer than premium consumer HDR televisions.
Perceived nits outputted by the Vision Pro is indeed not equal to technical/actual nits in which I made clear the 5000 technical nits outputted by the Vision Pro (again the actual nits outputted by the panel is MUCH higher than the other headsets you mentioned) is lesser than the actual nits seen by users.

Also note OLED panels do not need to have higher nits than LCD panels to output far better HDR with the superior contrast and so on.

nits isn’t everything towards Dolby Vision being superior than HDR10 (baseline HDR) as well as other premium HDR formats such as HDR10+ (12bit vs 10bit support; Dolby Vision has higher masters standards)
 
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Perceived nits outputted by the Vision Pro is indeed not equal to technical/actual nits in which I made clear the 5000 technical nits outputted by the Vision Pro (again the actual nits outputted by the panel is MUCH higher than the other headsets you mentioned) is lesser than the actual nits seen by users.

Also note OLED panels do not need to have higher nits than LCD panels to output far better HDR with the superior contrast and so on.

nits isn’t everything towards Dolby Vision being superior than HDR10 (baseline HDR) as well as other premium HDR formats such as HDR10+ (12bit vs 10bit support; Dolby Vision has higher masters standards)
Dude, you were wrong. The nits are not "MUCH higher".
I agree that nits aren't all that matter. You are just technically wrong, and try to cover for it with a lot of word salad.
Can you explain how 100 nits is perceived as 1000 nits?
 
Lakers 3D Live Streams require the new Apple Vision Pro with the "breakthrough", "game changing", M5 chip.


(just kidding! -- I think?)
 
Make this available for the Golden State Warriors in Northern California, and I will buy an AVP and subscribe to the service.
 
The venn diagram overlap between people who have a subscription to a Spectrum internet plan or Spectrum SportsNet+, live in Southern California, Southern Nevada, or Hawaii, are a Lakers fan, and own a Vision Pro cannot be a large number. Like maybe 2,000-3,000 people tops?
However, Apple may have some kind of a deal where they can use clips from the games as part of the AVP in store demos. If so, I am in.
 
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