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I’d love a wired tethered option for when I’m working on Mac. (Also please allow me to leave my drawing monitor on.)
And of course I’d like it lighter. But I wonder how much lighter it will be and how they’ll manage that. I hope it’s not by removing something I want.

I’m a little confused by the article though. The title sounds like two advantages (lighter and tethered option) on one product. But the article sounds kind of like two different products with one advantage each.
 
Does the Ultrawide virtual display not work for you? I suppose I can see wanting window detached from a display window. But at the same time, it is kind of good to have them segregated so that you know the interaction with them is on a different machine.

I find no drawback from the current virtual display features and I use mine from 4 to 8 hours per day... and sometimes more. The use of my Mac Studio and my MacBook Pro has been about 98% through my Vision Pro since the update that added the ultra wide display.
Honestly the resolution of the ultrawide virtual display paired with the heavy weight of the headset still makes it not feasible for a sustained 8 hour work day. I’d love to say it does but I can do an hour at best before it starts to get really annoying. The potential is clearly there though!!
 
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Honestly the resolution of the ultrawide virtual display paired with the heavy weight of the headset still makes it not feasible for a sustained 8 hour work day. I’d love to say it does but I can do an hour at best before it starts to get really annoying. The potential is clearly there though!!
Your experience differs from mine. Regardless, it does indicate that there is work to be done to make these things useable by a wider audience. And, I surely would not turn my nose up at a lighter set.
 
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The front is too bulky to drink a glass of something.
Apples “One more thing” is going to be these babies in stainless steel, the first in a long of accessories for the Vision Pro.

IMG_0290.jpeg

so the. why do monitors have seperate power leads instead of being powered by the computer?

Portable monitors often are powered exclusively over usb c from the connecting device, larger monitors go the opposite way usually, it’s probably assumed that a monitor at a permanent work desk it would be more convenient to power the connecting device, not the monitor itself.

they're just monitors for your face. there's no computer inside. and they're low res.

They very much are VR headsets, the things you’ve listed are not prerequisites for what makes a VR headset or not.
 
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Does the Ultrawide virtual display not work for you? I suppose I can see wanting window detached from a display window. But at the same time, it is kind of good to have them segregated so that you know the interaction with them is on a different machine.

I find no drawback from the current virtual display features and I use mine from 4 to 8 hours per day... and sometimes more. The use of my Mac Studio and my MacBook Pro has been about 98% through my Vision Pro since the update that added the ultra wide display.
Ultrawide displays don't really work on the couch.
 
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I’d love a wired tethered option for when I’m working on Mac. (Also please allow me to leave my drawing monitor on.)
And of course I’d like it lighter. But I wonder how much lighter it will be and how they’ll manage that. I hope it’s not by removing something I want.

I’m a little confused by the article though. The title sounds like two advantages (lighter and tethered option) on one product. But the article sounds kind of like two different products with one advantage each.
why would you love a tethered version?
The joke is, that one is tethered anyway because of the battery in my experience.. so they might as well make a version which is significantly lighter and always tethered. But it would be tough to chose between a tethered ONLY version and fully free moving version if that choice needs to be made at purchase... even harder than between an 11" or 12.9" ipad pro :D
 
Yup. The AVP is just a bit of software evolution away from being "basically the world’s most portable multi-large-monitor setup." And that is a killer app. E.g. I spent more than $1k each on three 4K displays and AVP mimics that well now, but it does not yet have the app support working bombproof. When the app support is up to snuff the $3K for the device will be totally acceptable.
Glad I'm not the only one looking at it this way.

I've been working remotely for the past couple weeks, and am sitting at a compact little mini-desk with my 16" MBP and a portable 4K 15.6" ViewSonic monitor beside it. It's a cool setup that I can easily carry in a computer bag, the portable monitor is impressive technology, and I can carry and just fit enough screen space on a tiny desk to feel comfortable getting work done.

But for all that, it's still quite cramped compared to the 34" ultrawide + 24" vertical setup I have at work, or even comparable to the 27" iMac at home.

The thought of being able to lug around a headset, put it on, and have two (or more) large, high-resolution monitors in front of me, with only enough desk space required to put a keyboard and mouse down? That's basically a dream come true. I've never actually used one, but I assume if you dim the outside world passthrough it's even possible (or should be) to position the monitors farther away than the actual space in front of you--for example, a regular-desk distance monitor in a plane seat.

Also of note with this setup: Because you can select the viewing distance, my eyes don't have to focus on a laptop screen that must be about a foot and a half in front of my eyes--I can put the virtual screens at a comfortable distance which should, at least in theory, be easier on aging eyes.
 
Glad I'm not the only one looking at it this way.

I've been working remotely for the past couple weeks, and am sitting at a compact little mini-desk with my 16" MBP and a portable 4K 15.6" ViewSonic monitor beside it. It's a cool setup that I can easily carry in a computer bag, the portable monitor is impressive technology, and I can carry and just fit enough screen space on a tiny desk to feel comfortable getting work done.

But for all that, it's still quite cramped compared to the 34" ultrawide + 24" vertical setup I have at work, or even comparable to the 27" iMac at home.

The thought of being able to lug around a headset, put it on, and have two (or more) large, high-resolution monitors in front of me, with only enough desk space required to put a keyboard and mouse down? That's basically a dream come true. I've never actually used one, but I assume if you dim the outside world passthrough it's even possible (or should be) to position the monitors farther away than the actual space in front of you--for example, a regular-desk distance monitor in a plane seat.

Also of note with this setup: Because you can select the viewing distance, my eyes don't have to focus on a laptop screen that must be about a foot and a half in front of my eyes--I can put the virtual screens at a comfortable distance which should, at least in theory, be easier on aging eyes.
I keep wondering if these https://www.xreal.com/de/one-pro are any good for the single purpose of having a large virtual display... I'm thinking that the resolution is too low though..
 
why would you love a tethered version?
The joke is, that one is tethered anyway because of the battery in my experience.. so they might as well make a version which is significantly lighter and always tethered. But it would be tough to chose between a tethered ONLY version and fully free moving version if that choice needs to be made at purchase... even harder than between an 11" or 12.9" ipad pro :D
The benefit of tethered for me is as the article mentions it’s a way to get an ultra low latency virtual display (beneficial for my work). Also it could possibly mean running more resource intensive software that may not be able to run or run well on a standalone VP.
I agree I wouldn’t mind a lighter always tethered headset, but I agree it would be hard to have to choose between that and the heavier current VP headset that can also be standalone. Right now I lean toward the latter but I’d need to test both extensively to be sure. If the tethered headset is super light and could also be tethered to an iPhone and be as usable as the untethered VP is now (I suspect not realistically), then I’d probably lean toward that.
I suppose theoretically ideally it would be modular—it would be heavy when standalone, then you could remove the compute part when tethered.
But I’m not sure how much of the components could actually be removed from a tethered headset without negative effect. The Rx chip may need to remain in the headset or else there may be too much latency between it and the sensors on the headset. So then I wonder if there would be any latency effect if the Mx chip is separated from the Rx chip over a long cable. And I wonder if the fan can be removed if the Rx chip remains.
 
Also of note with this setup: Because you can select the viewing distance, my eyes don't have to focus on a laptop screen that must be about a foot and a half in front of my eyes--I can put the virtual screens at a comfortable distance which should, at least in theory, be easier on aging eyes.
From what I understand, the virtual distance of virtual objects from your eyes in the headset is an illusion—there is actually a fixed focal distance based on the lens, which I believe is about six feet. This is better than focusing on a traditional screen one foot from your face, but because it’s still fixed, one would still need to take occasional breaks—either taking off the headset to change up focus or closing one’s eyes. The other reason one might want to do this is because many people tend to forget to blink when using headsets which can dry out the eyes.
 
The benefit of tethered for me is as the article mentions it’s a way to get an ultra low latency virtual display (beneficial for my work). Also it could possibly mean running more resource intensive software that may not be able to run or run well on a standalone VP.
I agree I wouldn’t mind a lighter always tethered headset, but I agree it would be hard to have to choose between that and the heavier current VP headset that can also be standalone. Right now I lean toward the latter but I’d need to test both extensively to be sure. If the tethered headset is super light and could also be tethered to an iPhone and be as usable as the untethered VP is now (I suspect not realistically), then I’d probably lean toward that.
I suppose theoretically ideally it would be modular—it would be heavy when standalone, then you could remove the compute part when tethered.
But I’m not sure how much of the components could actually be removed from a tethered headset without negative effect. The Rx chip may need to remain in the headset or else there may be too much latency between it and the sensors on the headset. So then I wonder if there would be any latency effect if the Mx chip is separated from the Rx chip over a long cable. And I wonder if the fan can be removed if the Rx chip remains.
I see. Anyways, it's gonna be super interesting to see where they take this product category, and I'm just glad that Tim put himself all behind it!
 
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Actually I totally think that There are enough of us to make the platform sustainable. The AVP hardware absolutely rocks, and its demonstration-level software clearly shows the device's potential. Now the software needs to evolve, and it will. Apple can afford to support the evolution.

Folks who want the (new tech direction) AVP to be instant commercial success simply do not get it. Taking time is OK. And, Apple can sell devices to high priced smaller niche markets too.
We were talking about the exterior screen, and how it should go on the lower cost models. If you want it, it can remain on the Pro version. But there's no reason for it to stay on a lower cost version because that just raises the potential price floor. Regardless of how much you like the product, 400k users (and probably very slow growth isn't enough to support a diverse app selection catering to a broad range of interests. If you want a niche product updated every five-ish years like the mac pro, sure it's fine as is, but I don't think Apple wants that.

"The AVP hardware absolutely rocks, and its demonstration-level software clearly shows the device's potential."

My biggest critique of the Vision Pro is that Apple didn't update any of their creative software for it, yet they marketed it as suitable for work. Until they actually make real software for the hardware, they aren't serious about it and I don't know how they'd expect developers to be either.

Ownership of a product can add perspective, but it's not required to have a perspective, nor does it guarantee the most clear eyed perspective. Apple's first gens have not been fully indicative of future direction, because they so often have to course correct. That will be the case here, as it was for the watch, HomePod, and even iPhone (web apps lol) before it. As with those, the perspective of people who didn't buy the first gen is relevant. As is the perspective of those who bought it, aka what people actually use it for vs what Apple thought it would be used for. That's useful, but I don't think "it's fine, you just don't get it" is. Anyone who's dabbled in the VR/AR space can understand how phenomenal the Apple hardware is, but it also makes the software shortcomings very apparent. $3500 is better spent on a variety of devices (plus some cost savings) than the one offered by Apple right now imo. Hoping to see that change.
 
Virtual Mac displays when traveling seem like the killer app at this stage—I like the spatial computing theory, but until it’s a pair of glasses it’s more a prototype than a practical product. But for working remotely without having to sacrifice screen space, a bulky headset and having to be plugged in to compensate for battery life or for low latency are totally tolerable. It’s basically the world’s most portable multi-large-monitor setup.

I’d already have bought one for that specific purpose if the dang thing supported prism with the prescription inserts, even at the current price and without tethering.
I use the VP as a portable giant screen for coding and "productivity work" (the unproductive parts of my job). I use either contact lenses or the prescription inserts. Fortunately, I only have a very mild astigmatism. Are there contact lenses that you could use that address the focal issues?

apple vision will never be a daily use product if you value your eyesight
This claim seems to have been submitted without evidence, and thus we can dismiss it without evidence.

screens are destroying our eyes. now imagine wearing one an inch from your face.
The distance is not the issue. With optics, a screen millimeters away from your eyes can still require you to focus your eyes as if you were looking at something across the room. Because of my horrible vision, I can read something (without glasses/contacts) that is almost touching my eyes, but I can't use a Vision Pro without contacts or prescription inserts, because it pretty much requires me to have 20/20 vision to see the screen "across the room".

I'd go a step beyond that and say it should be able to accept video-in from any source (game console, blu ray player, windows PC, cable box, etc.), using DP Alt mode over USB-C. They could add an App called Virtual Cinema/Studio Display to view the video stream.
Agreed. The omission of wired integration on the v1 is pretty annoying. The macOS integration (via wireless) was very late, but finally is mostly working. So we're pretty much up to a working 1.0 product at this point. Being able to use the Vision Pro with other devices would be a nice bonus.

Having a high-end VR device that doesn't provide the option to tether to a desktop/laptop was foolish to begin with. The onboard GPU is just far too weak to do much of anything in fully rendered 3d VR environments, and the battery life is stupid short. Live and learn I suppose.
The Vision Pro is basically a Macbook Air inside a headset. It has plenty of GPU for 99% of what it needs to do. The battery life is stupid short because it's a small battery running a computer. The annoying thing is that we have all the downside of a separate battery, and all the weight in the headset of having a computer shoved in there. Worst of both worlds. I'd much rather have 90% of the smarts in the external unit, and have it be a "modular" part, i.e. separately upgradeable/replaceable/whatever. Same goes for the battery -- the option to have more or less battery weight would be nice. That external unit could have the integration ports (for power, for video, etc.) built into it.

Yup. The AVP is just a bit of software evolution away from being "basically the world’s most portable multi-large-monitor setup." And that is a killer app. E.g. I spent more than $1k each on three 4K displays and AVP mimics that well now, but it does not yet have the app support working bombproof. When the app support is up to snuff the $3K for the device will be totally acceptable.
As someone who travels a fair bit, I can't bring my giant screens with me, but I need them! The Vision Pro does solve that problem, for the most part.

Honestly the resolution of the ultrawide virtual display paired with the heavy weight of the headset still makes it not feasible for a sustained 8 hour work day. I’d love to say it does but I can do an hour at best before it starts to get really annoying. The potential is clearly there though!!
You have various options for width and dimensions of the screen, plus you can stretch it and shrink it. I don't use the ultra ultra ultra wide option (I did for a while, but it was too wide). Right now, my screen is about 7m wide, stretching across a good chunk of my office (which is a large office, obviously). I do have to move my head a bit because the screen is so big, but only when I'm switching from app to app.

Anyhow, better DR (dynamic range), color, and resolution would be appreciated. Lighter would be great. Better options for wired integration would be really nice. The improvements in the macOS integration have been great, and it's almost up to a decent "1.0" release quality!
 
I'd much rather have 90% of the smarts in the external unit, and have it be a "modular" part, i.e. separately upgradeable/replaceable/whatever. Same goes for the battery -- the option to have more or less battery weight would be nice. That external unit could have the integration ports (for power, for video, etc.) built into it.
Is it certain that inserting a cable between the sensors and the Rx+Mx chips and then back to the displays won’t introduce a perceptible latency?
The other consequence is that the external pack would no longer be pocketable. If the chips move to the pack then the fan would need to as well which would require air circulation.
 
Pro Display modes for HDR and SDR color grading that are calibrated would be a huge deal- especially with the lack of ambient light creating a perfectly controlled viewing environment. That display alone would be worth the price tag.
 
I asked ChatGPT about the Vision Pro........

"For the sake of this question, let's admit the Apple Vision Pro has not been as much as a success as Apple would have hoped. Given this, what changes do you think Apple should make the the product in future iterations to improves it's widespread appeal, sales and usage?"
Totally fair setup — let’s roll with the idea that the Apple Vision Pro hasn't lived up to Apple’s usual blockbuster standards. That’s actually not too far-fetched; even in real life, despite praise for the tech, adoption has been niche. So if Apple wants to turn this around and make future versions more appealing and mainstream, here’s a breakdown of some strategic and practical pivots they could make:




🔄 1. Price Correction


Problem: The price tag (starting at $3,499) is sky-high, making it a luxury toy for early adopters or developers.


Fix:


  • Introduce a lower-tier model (like the rumored “Apple Vision” without the "Pro") around the $1,500–$2,000 mark.
  • Modular approach: Sell the core headset at a lower price and allow users to upgrade with optional add-ons (better straps, higher-res displays, external battery packs).



🏋️ 2. Form Factor Overhaul


Problem: Too bulky and heavy for long-term comfort. It feels more like a developer prototype than a polished consumer device.


Fix:


  • Drastic weight reduction using lighter materials or offloading battery to a belt-clip or pocket unit.
  • Sleeker design that gets closer to eyeglasses than ski goggles — something that feels less isolating and more like everyday wear.
  • Better fit customization, especially for users with glasses.



🔋 3. Battery Life


Problem: 2 hours is not enough for serious work, long sessions, or media consumption.


Fix:


  • Improve battery tech or offer hot-swappable battery packs.
  • Allow wired usage while charging (without needing a separate hub or breakout box).
  • Offer "power dock" mode for desk setups.



🧠 4. Real Utility Beyond the “Wow”


Problem: Cool demos, but unclear everyday value for the average user.


Fix:


  • Lean into productivity: Make it the MacBook Pro killer. Native macOS-like multitasking, full Office/Adobe support, robust keyboard + mouse pairing.
  • Better developer tools and App Store incentives to fill out the ecosystem with non-gimmicky apps.
  • AI assistant integration that actually makes spatial computing feel essential, not extra.



👯‍♂️ 5. Social & Shared Experience


Problem: It’s isolating. No one wants to wear it around family or in public.


Fix:


  • Focus on shared AR experiences, e.g., spatial FaceTime with avatars, collaborative whiteboarding, or watching media with friends in real-time.
  • External display or “EyeSight” improvements so others can engage with the wearer more naturally.
  • Companion apps for iPhone or iPad so people not wearing a headset can interact too.



🎯 6. Target Market Repositioning


Problem: Confused identity — is it for work, play, or creative pros?


Fix:


  • For consumers: Frame it as a home media + gaming center, especially if partnered with Apple TV+ or AAA game studios.
  • For enterprise: Emphasize virtual collaboration, design tools, and remote support.
  • For creatives: Provide Spatial Pro apps for 3D modeling, AR video editing, music production, etc.



🌐 7. Compatibility & Interoperability


Problem: It’s too siloed in the Apple ecosystem and requires setup gymnastics.


Fix:


  • Make it more compatible with Macs, iPads, iPhones, and possibly even non-Apple hardware (like USB-C laptops).
  • Allow it to act as a monitor replacement, not just a standalone device.
  • Let users cast to or from other Apple devices easily.



🧠 Big Picture Strategy​


Apple needs to shift the narrative from “futuristic toy” to essential tool, like it did with the iPhone. That requires:


  • Better UX and comfort,
  • Practical daily-use features,
  • Killer apps that people can’t get elsewhere,
  • And a price that doesn't scare away 90% of the market.



Would you want me to mock up a marketing pitch or product roadmap for a next-gen Vision device with these improvements? Could be fun.





🍎 Apple Vision (2nd Gen) – Marketing Pitch


🎥 Tagline


“Now You See It.”
Your world. Your work. Your play. Reimagined — seamlessly.




🧠 Key Concept: From Novelty to Necessity


Forget the goggles. Forget the gimmicks. The new Apple Vision isn’t just spatial computing — it’s your digital life, fully present, fully portable, and finally practical.




🚀 Vision Lineup (2026)


🥇 Apple Vision Pro 2


  • For creators, developers, and pros.
  • High-end displays, LiDAR 2.0, full hand + eye + voice control.
  • Target Price: $2,499
  • Core markets: creative professionals, enterprise, premium home setups.

🥈 Apple Vision (Base model)


  • Lightweight. Accessible. Everyday.
  • Essential features: VisionOS, Mac Virtual Display, FaceTime, Media, and Productivity Suite.
  • Target Price: $1,499
  • Core markets: consumers, students, early adopters.



🔧 Core Improvements


Comfort Redefined


  • 40% lighter frame using carbon composite and modular design.
  • Better ergonomics: new “AirBand” strap system with auto-fit memory foam.
  • Wearing glasses? No problem. Built-in digital lens correction.

Battery Life for Real Life


  • 4–6 hours of active use.
  • Docking station turns your headset into a desktop Vision Studio.
  • Hot-swappable packs for extended sessions.

Immersive Everyday Apps


  • Vision Office: Spatial Word, Excel, PowerPoint.
  • Final Cut Vision: Edit films in a 3D timeline.
  • Spatial Safari: Browse the web across your room.
  • VisionBoard: Collaborative whiteboard across devices and locations.

Mac Integration


  • VisionBridge: Drag windows from Mac to Vision in real-time.
  • Use Vision as a wireless Mac monitor — no lag, no compromises.
  • AirControl: Use your Magic Keyboard/Trackpad in the headset with precision.

Spatial Presence, Made Social


  • Facetime Personas 2.0 — more lifelike than ever.
  • Watch Apple TV+ with friends in Virtual Home Theaters.
  • Send “spatial messages” — mini immersive notes, scenes, or ideas.



🌍 Developer & Ecosystem Expansion


  • Launch of VisionKit 2: Easier spatial app development with Swift support.
  • Revenue boost incentives: 85/15 App Store split for Vision-first developers.
  • Partnership with Adobe, Autodesk, and Unity to build killer apps.



📅 Roadmap Summary


QuarterMilestone
Q1 2026VisionOS 2 Developer Beta
Q2 2026Vision App Store Expansion
Q3 2026Apple Vision & Vision Pro 2 Launch
Q4 2026Enterprise Rollout: Design, Architecture, Healthcare pilots
Q1 2027Vision for Education Initiative



🎯 Final Message​


The future of spatial computing isn’t about showing off — it’s about showing up. Apple Vision 2.0 isn’t another screen. It’s every screen. Anywhere. Anytime. Invisible until it needs to be. There when it matters.


“Now You See It.”
 
I asked ChatGPT about the Vision Pro........

"For the sake of this question, let's admit the Apple Vision Pro has not been as much as a success as Apple would have hoped. Given this, what changes do you think Apple should make the the product in future iterations to improves it's widespread appeal, sales and usage?"
Totally fair setup — let’s roll with the idea that the Apple Vision Pro hasn't lived up to Apple’s usual blockbuster standards. That’s actually not too far-fetched; even in real life, despite praise for the tech, adoption has been niche. So if Apple wants to turn this around and make future versions more appealing and mainstream, here’s a breakdown of some strategic and practical pivots they could make:




🔄 1. Price Correction


Problem: The price tag (starting at $3,499) is sky-high, making it a luxury toy for early adopters or developers.


Fix:


  • Introduce a lower-tier model (like the rumored “Apple Vision” without the "Pro") around the $1,500–$2,000 mark.
  • Modular approach: Sell the core headset at a lower price and allow users to upgrade with optional add-ons (better straps, higher-res displays, external battery packs).



🏋️ 2. Form Factor Overhaul


Problem: Too bulky and heavy for long-term comfort. It feels more like a developer prototype than a polished consumer device.


Fix:


  • Drastic weight reduction using lighter materials or offloading battery to a belt-clip or pocket unit.
  • Sleeker design that gets closer to eyeglasses than ski goggles — something that feels less isolating and more like everyday wear.
  • Better fit customization, especially for users with glasses.



🔋 3. Battery Life


Problem: 2 hours is not enough for serious work, long sessions, or media consumption.


Fix:


  • Improve battery tech or offer hot-swappable battery packs.
  • Allow wired usage while charging (without needing a separate hub or breakout box).
  • Offer "power dock" mode for desk setups.



🧠 4. Real Utility Beyond the “Wow”


Problem: Cool demos, but unclear everyday value for the average user.


Fix:


  • Lean into productivity: Make it the MacBook Pro killer. Native macOS-like multitasking, full Office/Adobe support, robust keyboard + mouse pairing.
  • Better developer tools and App Store incentives to fill out the ecosystem with non-gimmicky apps.
  • AI assistant integration that actually makes spatial computing feel essential, not extra.



👯‍♂️ 5. Social & Shared Experience


Problem: It’s isolating. No one wants to wear it around family or in public.


Fix:


  • Focus on shared AR experiences, e.g., spatial FaceTime with avatars, collaborative whiteboarding, or watching media with friends in real-time.
  • External display or “EyeSight” improvements so others can engage with the wearer more naturally.
  • Companion apps for iPhone or iPad so people not wearing a headset can interact too.



🎯 6. Target Market Repositioning


Problem: Confused identity — is it for work, play, or creative pros?


Fix:


  • For consumers: Frame it as a home media + gaming center, especially if partnered with Apple TV+ or AAA game studios.
  • For enterprise: Emphasize virtual collaboration, design tools, and remote support.
  • For creatives: Provide Spatial Pro apps for 3D modeling, AR video editing, music production, etc.



🌐 7. Compatibility & Interoperability


Problem: It’s too siloed in the Apple ecosystem and requires setup gymnastics.


Fix:


  • Make it more compatible with Macs, iPads, iPhones, and possibly even non-Apple hardware (like USB-C laptops).
  • Allow it to act as a monitor replacement, not just a standalone device.
  • Let users cast to or from other Apple devices easily.



🧠 Big Picture Strategy​


Apple needs to shift the narrative from “futuristic toy” to essential tool, like it did with the iPhone. That requires:


  • Better UX and comfort,
  • Practical daily-use features,
  • Killer apps that people can’t get elsewhere,
  • And a price that doesn't scare away 90% of the market.



Would you want me to mock up a marketing pitch or product roadmap for a next-gen Vision device with these improvements? Could be fun.





🍎 Apple Vision (2nd Gen) – Marketing Pitch


🎥 Tagline


“Now You See It.”
Your world. Your work. Your play. Reimagined — seamlessly.




🧠 Key Concept: From Novelty to Necessity


Forget the goggles. Forget the gimmicks. The new Apple Vision isn’t just spatial computing — it’s your digital life, fully present, fully portable, and finally practical.




🚀 Vision Lineup (2026)


🥇 Apple Vision Pro 2


  • For creators, developers, and pros.
  • High-end displays, LiDAR 2.0, full hand + eye + voice control.
  • Target Price: $2,499
  • Core markets: creative professionals, enterprise, premium home setups.

🥈 Apple Vision (Base model)


  • Lightweight. Accessible. Everyday.
  • Essential features: VisionOS, Mac Virtual Display, FaceTime, Media, and Productivity Suite.
  • Target Price: $1,499
  • Core markets: consumers, students, early adopters.



🔧 Core Improvements


Comfort Redefined


  • 40% lighter frame using carbon composite and modular design.
  • Better ergonomics: new “AirBand” strap system with auto-fit memory foam.
  • Wearing glasses? No problem. Built-in digital lens correction.

Battery Life for Real Life


  • 4–6 hours of active use.
  • Docking station turns your headset into a desktop Vision Studio.
  • Hot-swappable packs for extended sessions.

Immersive Everyday Apps


  • Vision Office: Spatial Word, Excel, PowerPoint.
  • Final Cut Vision: Edit films in a 3D timeline.
  • Spatial Safari: Browse the web across your room.
  • VisionBoard: Collaborative whiteboard across devices and locations.

Mac Integration


  • VisionBridge: Drag windows from Mac to Vision in real-time.
  • Use Vision as a wireless Mac monitor — no lag, no compromises.
  • AirControl: Use your Magic Keyboard/Trackpad in the headset with precision.

Spatial Presence, Made Social


  • Facetime Personas 2.0 — more lifelike than ever.
  • Watch Apple TV+ with friends in Virtual Home Theaters.
  • Send “spatial messages” — mini immersive notes, scenes, or ideas.



🌍 Developer & Ecosystem Expansion


  • Launch of VisionKit 2: Easier spatial app development with Swift support.
  • Revenue boost incentives: 85/15 App Store split for Vision-first developers.
  • Partnership with Adobe, Autodesk, and Unity to build killer apps.



📅 Roadmap Summary


QuarterMilestone
Q1 2026VisionOS 2 Developer Beta
Q2 2026Vision App Store Expansion
Q3 2026Apple Vision & Vision Pro 2 Launch
Q4 2026Enterprise Rollout: Design, Architecture, Healthcare pilots
Q1 2027Vision for Education Initiative



🎯 Final Message​


The future of spatial computing isn’t about showing off — it’s about showing up. Apple Vision 2.0 isn’t another screen. It’s every screen. Anywhere. Anytime. Invisible until it needs to be. There when it matters.


“Now You See It.”
haha this is great. Obvious choices by Chappie there!
 
Thanks for posting that.

Most of the studies that have evaluated the ocular risks of handheld displays have been done in children, which makes sense, since any adverse consequences will be felt over a longer period. If you read the meta-analyses, the associations are not firm, and it's unclear whether the effect is due to kids spending less time outdoors. Regardless of the display type, though, it's generally agreed that use should be limited for a variety of reasons not limited to eye health.

Extrapolating this to headsets like the Apple Vision Pro isn't a given. So far, there's no evidence that they're worse in this regard. Still, avoiding prolonged use is wise, especially in children. Even in adults, taking breaks and blinking often to avoid dry eyes is recommended.
Thing is, it’s not just handheld displays, it’s anything that causes a person to spend long times focused on objects that are near, like books. So, the problem with AVP would be that the user is focusing at something near over a long period of time, not that it’s a screen.
 
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