I don't think Apple's MO is making something totally new that nobody's done before. What they are good at is lowering the resistance threshold just enough so that something that was niche becomes attractive to mainstream users. I think that's what they are doing here with Vision Pro. Whether I'm right, time will tell.
Agreed with that. But they are very late to the game.
I also take issue with a headset that removes the battery but is STILL just as heavy.
Plus, wearing a battery pack in general… Which means I need to wear pants. (Trust me, when you’re jumping around in your living room playing Beat Saber, it’s best without pants.)
And the capacity is only 2 hours. Which is dreadful. (Yes, you can plug it in, but you’re really just limited to sitting/standing in one location, which defeats half the purpose of a VR headset.)
Having no controllers and just using hand tracking is cool (which the Quest Pro can do, as well). But the trade-off is that controllers are more precise AND - most importantly - give you haptic feedback. That tactile feeling when using a Quest, Index, etc. is important when you’re interacting with a 3D environment where nothing is “real.” So, I have my reservations there.
The FaceTime avatars are creepy, full-stop. And who’s going to take 3D photos/videos of their kids to - as Apple said - “capture that special moment?” Seriously, my kids are playing, and I’m going to strap on a headset (and battery pack) to capture the moment while they stare at my cold, virtually-generated eyes behind a ski mask? I don’t think so. I’ll just use my iPhone, thanks.
I also find it curious that practically no one’s tried the virtual keyboard, and still suggests that using an actual keyboard is probably the way to go. I’m sure the hand gestures are good for basic navigation, but that omission makes me question how accurate the hand tracking is. (And it needs to be accurate for me to use it for work.)
Plus, that price. Over 3 times the price of other high-end headsets (like the Index or Quest Pro.) Over 10 times more than the Quest 2. When VR/AR has already been a struggle to catch on, that cost barrier is one more hurdle. But then, it would be a challenge at any price, clearly.
There’s several design decisions - and a lack of software - that are concerning.
I’m certain from a technical standpoint (optics, audio, etc.) and integration with the Mac, it’ll be great.
But in some ways, Apple introduced NEW problems.
We’ll see how it does, I guess.