I mean did anyone think of the vision pro as more than a very expensive tech demo? It was always too big, too heavy to be viewed as something people were expected to wear all day long.
Why do people think you’re supposed to wear that all day long? I don’t think it was ever marketed as a permanent piece of headwear.
I’ve always assumed that every VR or AR system was intended to be used for a session and taken off, seems obvious.
I don’t think Apple themselves marketed it this way, but viral photos of people being spotted on subways and walking down the street wearing one probably didn’t help sell the product.
They marketed the headset as being able to replace the functions of basically everything an average person uses a laptop/pc, cellphone, and tv for.
People routinely uses computers and tvs for many hours at a time.
People routinely spend hours on their phone and basically always have them in their pocket or nearby.
They showed people wearing the things in planes, to watch 2-3 hour movies.
Sitting down in their (strangely TV-less) living rooms to watch 2-3 hour movies.
Doing … some kind of work you’d do on a laptop, but easily being able to keep the things on, kick a ball around with your kid, and then seamlessly go back to working.
Wearing the headset as you are unpacking at a hotel, and then taking a video phone call with them.
Not the thing ringing, you putting the headset on, and then taking a call.
No, you’re just already wearing the headset, having just arrived in a hotel, implying you just had them on as you took your luggage up to your motel, like a hat.
https://youtube.com/watch?v=IY4x85zqoJM
Taken as a montage, you certainly get the impression that you’re encouraged to just wear the thing all the time, anywhere, that its an ‘all-device’ that replaces a whole bunch of other devices, and is easily used/worn in many settings for long periods of time.
Namely what the features are and the functionality of it. I mean if you are expecting to use it in a closed controlled area, then for the most part the pass through side isn’t necessary, the screen showing your eyes to outsiders is completely meaningless. So I guess the point is, there isn’t really a defined ideal place to use it. It isn’t super useful in one place, it’s made to be slightly helpful, everywhere.
Which of course begs the question, where is it intended to be used. when is the ideal time to put it on, and then how long should a session be before you take it off.
They were a $3500 dev-kit to enable some base level of preparation when the costs come down. They were never going to be mainstream.
Why would you dedicate yourself to maintaining an app if there is no market and the current hardware is experimental?
Nothing you build will be compatible with v2 but the experience you have with v1 gives you a huge leg up in the learning curve. Wether thats worth it depends on the person.
I got my pico vr for this reason, i want to get a feel for how things are evolving so i dont start a path of turning tech illiterate like my peers.
Pico is also much cheaper then apple and support custom apk
Laps seems like a cool concept (although I don’t follow F1 myself), but it got put on hold because legal https://www.theverge.com/2024/11/20/24301420/apple-vision-pro-viral-lapz-app-f1-complaint
A dev kit with no physical controllers? You would think developers want precise controlls? Or a usb port? Or proper dev tools? Or a full API?
Why would they provide physical controllers on the early version when the mass market won’t have physical controllers?
Apple’s dev tools are fine. It’s not dumb luck that’s the reason iPhone’s software ecosystem takes a giant shit all over android’s.
as a cross platform app developer myself… what the fuck are you talking about?
It is a stupid and expensive solution to a problem that doesn’t exist. Like every other company, Apple have their fair share of flops.
Don’t worry, Valve will be blowing up shit next year.
I’m really hoping someone other than meta will make something competitive again, I’ve been waiting to get back into VR. I went through 2 vive base stations presumably due to cold temperatures, and now have given up on VR until something better comes out (even though I love it and am entirely convinced it will be huge).
Patents published in 2022 showed Valve are definitely working on an untethered VR headset, new VR controllers, and a Steam Controller 2. Rumours are they went into mass production in Nov 2024 so we could be near an announcement in the next few months. Typical Valve style, however, is to announce it out of the blue.
But given the success of the Steam Deck, and the money they’ve funnelled into Arch Linux support for ARM processors, I’m pretty confident these aren’t just rumours.
Oculus Quest, PlayStation VR, SteamVR…
…VR is mainstream.
Meta thought it would be the next big thing, so much that they renamed themselves “meta”. A lot of companies have been courting VR as a future big market, but we definitely haven’t seen it blow up like companies hoped it would. I wouldn’t say it’s a dead market, but I would definitely put it as more of a novelty than a mainstream success.
“Not meeting companies hopes” and “not being mainstream” are two different things…
…and at the end you shift goal posts further to “mainstream success”.
It’s mainstream, just not as widely used as the people who write these articles want.
I doubt any corporate product is as popular as the corporation wants. That’s the point of corporations, they always want more, 100% usage wouldn’t be enough, that’s why things like planned obsolescence, and premium versions exist, so that users can own multiple versions of the same product.
“Not meeting companies hopes” and “not being mainstream” are two different things…
I fully agree with that, I just don’t think it’s reached enough popularity with the public to be considered mainstream.
Just the fact that there are VR businesses that you can go and pay to play VR games with standard VR headsets is a strong suggestion that they’re still a rare novelty to most people.
Turns out people want their instruments up to the task, not mimicking dubious sci-fi.
There will be no blowing up. I mean, there may be blowing up of optimization, modularity, quality, all those things. But they’ll fight that to the last, looking for some revolution. Even though the previous revolution was not found this way. It was designed by completely different people and companies in the 80s and 90s, and was powerful enough to go on almost until now.
Their goal is to create phones with floating screens. At the point where quest 3 is, ignoring the weight and slightly janky hand controls I can see the vision and future technology could make that real, but I don’t think its good for society. VR games also will never be mainstream since they require movement. I love VR gaming a lot, but 99% of people will try it once and never again. Its inherently niche. I’ve spent thousands of dollars on vr gear though so I don’t really mind if all VR games are niche since I like the janky indie games.
A lot (if not most) of vr games can be played seated though.
Sure you might technically still be moving around but it’s easy enough on you that most people - even grandma, could play.
So I don’t see that as a barrier to mainstream.
I wouldn’t say it’s mainstream just because there are a few affordable options. It’s still a niche subset of gaming in general.
And guess what? A fancy piece of hardware isn’t going to make it happen. It needs software! Part of the reason VR is stagnating is because it doesn’t have any good fucking games. You’ve got a ton of shit that is no more than a 5-10 minute experience you’d check out once and then never again. You’ve got one, maybe two, actually good games that take full advantage of what VR can do. And that’s it. What good is a VR headset if there is nothing to fucking do in it? Which is exactly what sucks about the Vision Pro. Thing is $3500 and has next to nothing to run on it (like even less than a Quest or PSVR) lol
As relevant as ever: https://palmerluckey.com/free-isnt-cheap-enough/
That’s like saying 3D TVs are mainstream. We all saw how that turned out.