The reason for my PSVR2 mostly collecting dust, is that it’s technically sub par. Poor quality lenses impair the experience and the cable doesn’t help either. Plus the underlying GPU/CPU combo is stretched to its limits.
Still I use it occasionally, because it continues to provide a WOW effect when playing e.g. Gran Turismo and getting the feeling to really sit in that car. Or suddenly being inside the cathedral of MOSS. Or even getting a completely different view onto The Room. Or even have a closer look at that deserted village of Resident Evil. Visiting other planets inside the Star Wars universe is also nice.
AVP seems to finally do away with poor image quality and strained hardware and the subsequent consequences on e.g. motion sickness. Plus it explores new control options beyond having to hold sticks in your hands all of the time. I guess it feels much more natural to use the gestures on an AVP (it’s not on sale in my country yet, so couldn’t test it).
People need to understand that this is still a gen.1 product. It has been released to get it into the hands of users and developers alike. To allow everyone (including Apple) to gather real-life experience and feedback outside the ivory tower.
Yes, it is huge and in some ways restricted. But Apple is one of the few (if not only) company to have the will and the long financial breath to nurture this product category, until hardware is sufficiently advanced to shrink the device and lower prices significantly and the market around it develops.
I haven't tried the PSVR 2. But I've tried a few other VR headsets, including the first PSVR, and own two others. But even when using a headset with only a third as many pixels as the PSVR 2 with mediocre lenses, I've never though "
If only the image were sharper, I'd use it more." And I tend to play flat screen games at 4K 120 FPS, so I like clear, sharp graphics.
Now, better image quality does open up new use cases, but usually for more sedentary experiences where the weight/discomfort of the headset would annoy me, and the Vision Pro isn't lighter than the average competing device.
I think the software library tends to be the weaker point. There are dozens of flat screen games for each VR game. Even if I like a higher percentage of VR games, there are still ten times as many good flat screen games to play. Budgets have to be smaller, because there are fewer people to buy apps. A couple of my favorite VR apps were made by one or two people each. The developers made decent money, though one of them sold their VR app and started working at Apple on the Vision Pro a couple years ago.
For most games, or anything where you need quick, precise, accurate 3D input, controllers are much better than the eye/hand tracking combo in the Vision Pro. I think it's great Vision Pro can be controlled without any controllers, but that doesn't mean that it's a better input method outside of basic OS navigation.
Vision Pro is in a bad place for game development. Most 3D PC game development is done with Unity or Unreal Engine. The version of Unity that can make VP games is quite expensive, at $4950 per seat per year. And Unreal isn't an option because of the antagonism between Apple and Epic.
I don't think visual lag and tracking accuracy differs significantly from headset to headset in fully immersive games, so I don't think that's really a factor.
(I have focused on gaming in this post because you were explaining why a game console accessory was collecting dust)