Consumer interest only ever happens once a technology is mature. This is the universal rule for all hardware. VR was far too primitive to jumpstart a viable market in the 1990s, especially since there was such little funding going into it during that push. That changed in the 2010s with big tech.If there was a nearly 2 decade hiatus...doesn't that kinda show consumers just aren't interested?
If the first versions came out in the 1990s and the market only existed for two years before dying from lack of interest...and then the Oculus Rift DK1 came out in 2013 and the market didn't take off (again)...why should we believe that things will be different this time around?
Consumers have repeatedly shown very little interest in this market for nearly four decades now. At what point do we listen to them and stop trying to make it happen?
I feel like you're talking about a completely different thing. They were referencing AR rather than VR, and referencing technology of the future, not of today.I've owned the OG Oculus Rift, Samsung Odyssey, Quest 2, Rift S, and HP Reverb (current), and spend free time stitching giant 360 photospheres for VR. Which is to say, I love VR as much as anyone, but I still think it's going to fail. It's just too clunky to get in and out of, strains your eyes and makes you feel a bit queasy, and despite all the immersiveness, ultimately enables you to do very little you couldn't actually have achieved on a phone or regular computer without those downsides. Even if we ignore those latter concerns, I think you'd need the AVP level screen/optics crammed into the form factor of a pair of sunglasses that's that easy to don/doff to really have a chance, and we just don't have the tech. Nor will we anytime soon I think, especially if you don't want it tethered to a battery pack (and people might go for the glasses, but once you have batteries and wires, you're back to a phone having way less hassle). The immersive experience just isn't critical enough for getting things done.
I don't think I do, because I love couch coop games, and am lucky to see a good one released every couple of years, so they can't be a huge part of the console market. Furthermore, VR doesn't have to be capable of replacing all gaming to capture a significant part of the market, nor does it have to be single-use. The Switch is a perfect example - it could be a headset for portable use, and then dock to the TV for multiplayer in-person use.I think you drastically underestimate the popularity of multiplayer gaming on consoles like the Switch (over 141 million units sold) and party games like those offered in the Jackbox collection.
Even if most gaming is solo or performed online - and I suspect it is - a substantial amount is still in-person multiplayer, and a device that simply doesn't allow for that at all isn't going to be an easy sell to replace consoles and platforms that do allow for it when players want to.
Voice is extremely unlikely to be the main input of AR. EMG seems like the most likely thing, and if that doesn't pan out, then eye+hand tracking.My comment specifically said "My phone is...private when I want to type something instead of saying it aloud."
Nothing you've said about the privacy of the display makes that privacy of input concern irrelevant.
Apple Lisa, the famously overpriced failure? That’s an apt comparison, I thinkAbsolutist arguments like this don't make sense when the technology is very early on even if it seems like it's been a long while. In truth, hardware platforms take a lot longer than it’s been for VR to catch on. A Vision Pro engineer compared it to the Apple Lisa launch in 1983. For anyone unaware, PCs didn't take off until just before Windows 95, about a decade later. That's the kind of timescale we're dealing with here, and it's something that companies are acutely aware of as they are under no delusion that this is supposed to take off today.
That stuff won't work on the AVP because devs have no live access to the cameras (and so far as I know, there's been no "jailbreak" to allow it). The V2 software has some ability to track real-world objects, but there are significant limitations (mostly that you have to have a fairly accurate 3D model of the specific object you want to track available).II would expect current headsets to be able to track my coffee and keep it visible on my virtual desktop, no need to switch to a passthrough mode. IIRC from reviews, the Apple headset already tracks the Apple keyboard and touchpad, and hackers have created coffee mugs / coffee coasters that various VR headsets are able to track to highlight in your VR world.
Pretty sure Vision Pro never would’ve been released in this state if there was someone customer-focused at the helmDo you think Steve 'Give the customers what they want? Our job is to figure out what they're going to want before they do.' Jobs would have hired you? Or the risk taker?
Most people don’t want to wear things in their faces.I feel like you're talking about a completely different thing. They were referencing AR rather than VR, and referencing technology of the future, not of today.
Why can't the clunkiness be fixed? Why can't the nausea be fixed? Why can't the eye strain be fixed? What makes these insurmountable issues that no time in the future can ever be solved? Will the tech require a long time to mature? Definitely, but that doesn't mean it's destined for failure.
People get laser eye surgery, aye. Many billions of others don't.Most people don’t want to wear things in their faces.
Take glasses which would likely be the smallest form of this kind of device outside something that projects into your eyeball.
People get laser eye surgery to avoid having to wear then. Many people never wear sunglasses.
Glasses can be annoying, break, hard to find ones that look good. Then place your pointing a video camera in someone’s face which will never be ok with all people.
That’s the smallest likely form factor and plenty of people will reject. Now if they got to that level would there be a market… probably.
But the tech would have to be so small and powerful compared to now that if we was at that level your phone and other devices would still be infinitely more capable as they would have more space for similar more powerful tech.
VR has been coming for decades now… it’s always “when the cost comes down, when the tech gets better or some combo.” It’s just the tech isn’t ever likely to get there as when it does everything else will be so much better
If there was a nearly 2 decade hiatus...doesn't that kinda show consumers just aren't interested?
If the first versions came out in the 1990s and the market only existed for two years before dying from lack of interest...and then the Oculus Rift DK1 came out in 2013 and the market didn't take off (again)...why should we believe that things will be different this time around?
Consumers have repeatedly shown very little interest in this market for nearly four decades now. At what point do we listen to them and stop trying to make it happen?
What are your personal experiences with VR/AR? Just wondering where your passion for it came from.People get laser eye surgery, aye. Many billions of others don't.
Plenty of people reject laptops and desktops; that doesn't mean they aren't huge mass market products.
You say everything else will be so much better, but that fails to factor in how VR enables new usecases that other devices can't provide for.
That's basically my take, too. It's way too early to tell if visionOS (not the specific AVP) is going to be a "google glass" or "smartphones," because a usable product hasn't been released with it yet.Pretty Vision Pro never would’ve been released in this state if there was someone customer-focused at the helm
What they understand are product sales and marketing cycles.As a dev, I'm still just working on my app. I had no intention of rushing anything out and was planning a visionOS 2.x release the entire time.
I'm not sure the folks "analyzing" this stuff actually understand dev cycles at all.
For the record, pro-mask people during the pandemic no longer wear masks everywhere because ... the industry invented a vaccine that has been widely deployed and there isn't a pandemic anymore.All this VR stuff is never going to become mainstream like smartphones because most people just don't like wearing things on their face unless absolutely necessary.
This is the reason contact lenses were invented, and even almost all the most pro-mask people during the pandemic no longer wear masks everywhere, and I feel the pro-VR folks choose to ignore that reason.
I mean there's a possibility with AR glasses. No one knows yet.The guy who thinks it will be bigger than the smartphone is delusional.
I've been using it since 2016 in about a dozen different industries. I think the appeal of placing any experience (included shared ones) into your audiovisual system has high potential, because that's a profound thing.What are your personal experiences with VR/AR? Just wondering where your passion for it came from.
What are you even babbling about?If there was a nearly 2 decade hiatus...doesn't that kinda show consumers just aren't interested?
If the first versions came out in the 1990s and the market only existed for two years before dying from lack of interest...and then the Oculus Rift DK1 came out in 2013 and the market didn't take off (again)...why should we believe that things will be different this time around?
Consumers have repeatedly shown very little interest in this market for nearly four decades now. At what point do we listen to them and stop trying to make it happen?
Your last line is very revealing. “Better to just get on board with whatever Silicon Valley assures us will be the next big thing than to ever look like that one guy who said the internet was a fad.” is a mindset that Silicon Valley has relentlessly exploited for the better part of the last 15 years of stalled, diminishing, exploitative “innovation” (read: combining slot machine techniques & late night advertising, but on an iPhone).I mean plenty of people have articulated the problems that VR/AR solves better than other devices, it's just that you haven't seen the right people describing this to you. The caveat being that the hardware is early and clunky and effectively solves problems right now for early adopters rather than average people.
The areas of communication, education, telepresence, fitness, health, design, computing can all be improved by VR/AR. You use examples like aerospace tech installing part, doctor's looking at patients, and students seeing a dinosaur, but the truth is, these are not solved problems as they can always get better, and VR/AR are going to be inherently better for this because humans deal with education and training and physical tasks better in 3D - this is proven across plenty of studies at this point.
I'm also struggling to find a time when people were clamouring for early computers in their homes. It wasn't until the tech matured that people actually saw a use for them in homes. So why not wait and see how the tech evolves? Would be better than ending up consigned to the aged like milk list.
Depending on your exact definition of form factor, I'm with you, Apple completely disregarded years of development of comfort focused physical design elements most of which have been become near universally standard (or available as a first party upgrade) on headsets for years. Like:
Re: AR vs VR, same problem, minor difference in implementation.I feel like you're talking about a completely different thing. They were referencing AR rather than VR, and referencing technology of the future, not of today.
Why can't the clunkiness be fixed? Why can't the nausea be fixed? Why can't the eye strain be fixed? What makes these insurmountable issues that no time in the future can ever be solved? Will the tech require a long time to mature? Definitely, but that doesn't mean it's destined for failure.
This guy is also imaginary.The guy who thinks it will be bigger than the smartphone is delusional.
Here's the thing, this doesn't solve a problem for Apple customers.
People pretend that nobody understood what the smart phone was going to do in their lives in 2005 or whatever, but if you talked to the really knowledgable people in 2005/6/7, they knew that mobile internet would be a gamechanger.
Sure the general public didn't understand quite how many small problems would be solved by having mobile access to all of the worlds information all the time everywhere, but in hindsight, it's obvious.
We're several years into high & mid-tier VR/AR systems being really good. Nobody has articulated a problem it solves better than a smartphone and a computer. And it's landing at a moment of tech saturation. Even regular people who aren't really thinking deeply about how they spend their time and attention have a vague awareness they are too addicted to their phones. The segment of the population clamoring for EVEN MORE IMMERSIVE experiences is truly a tiny slice at this point.
I imagine if they got them down to the size of a pair of glasses, wireless, and for the cost of under $1k, people might get into it. But then again, why are you spending $1k to solve the same problems your $1k phone and $400 TV already solve? To solve it better? In a cooler way? It's a better experience?
You don't have to trust me. Just look at the marketing for these devices. It's an aerospace tech installing parts with an overlayed map. A doctor looking a patient with an overlay. A student seeing a dinosaur in 3D.
Pssst. Those are all solved problems. None of those fields are clamoring for this tech.
When I was about 13 years old in the late 90s or early naughties (I forget when exactly) I bought myself a Palm OS PDA, bought a WiFi adapter for it and used a remote desktop app to do instant messaging, email, web browsing and more. I knew that it would soon be possible to perform all these tasks using mobile internet of some kind with dedicated on device applications (I expected it to be wimax, so I was wrong about the specific tech), if this was obvious to a literal child well before the iPhone came out then it had to be obvious to just about everyone interested handheld tech at the time.if you talked to the really knowledgable people in 2005/6/7, they knew that mobile internet would be a gamechanger.
You can be skeptical all you want. I'd even encourage it. The issue is when you go from skepticism, skip right past pessimism, and end up at doomer-ville where what you say is law, you know the future, it will never work, written in stone. A lot of people make this mistake and it just destroys conversations.Your last line is very revealing. “Better to just get on board with whatever Silicon Valley assures us will be the next big thing than to ever look like that one guy who said the internet was a fad.” is a mindset that Silicon Valley has relentlessly exploited for the better part of the last 15 years of stalled, diminishing, exploitative “innovation” (read: combining slot machine techniques & late night advertising, but on an iPhone).
Anyway I’ve been assured crypto was going to revolutionize the world for the last 5 years, that Uber was going to fix mobility, that Air B&B was going to maximize space utilization, improving communities, that the gig economy was going to improve millions of lives.
Not to mention the annual promises from Tesla, Apple that their newest product is “magic” (8% better at this constrained list of things).
The M-series chip did actually blow me away, so that’s cool. Good on them.
So anyway color me a luddite I guess. I’m sure the next iPhone is going going to be magic and you’re realllly gonna love it if you preorder.
Perfectly stated.Your last line is very revealing. “Better to just get on board with whatever Silicon Valley assures us will be the next big thing than to ever look like that one guy who said the internet was a fad.”
Yes... a toy which is really allergic to the kind of immersive fun experiences (read: videogames) for which the platform is most obviously useful. I think I understand Apples position on gaming, that it is a messy arena for their brand image, and they try to be "fun" without the often toxic or experientially ugly parts of gaming (online gaming culture, for example). I think it's clear that they looked at the relative failure of other VR ventures, recoiled at any of the associations "VR" and expecially "VR gaming" had, and pushed it away with as long a pole as possible. Between literally feeling physically ill, having your personal space violated (granted digitally), or damaging nearby objects as you get too immersed and forget you're still in your living room, VR is often a mess to the end user who isn't invested in the cool factor of the experience up-front. But leaving big-g Gaming off the list of things this product is for... leaves you with a large-air-quotes COOL technology promising the potential for new revenue streams, but not a very deep well of marketable use cases.Who knew that the $3500 toy would be slow in attracting users and developers?
You can be skeptical all you want. I'd even encourage it. The issue is when you go from skepticism, skip right past pessimism, and end up at doomer-ville where what you say is law, you know the future, it will never work, written in stone. A lot of people make this mistake and it just destroys conversations.
This is an unprecedented, slow, deliberate product launch. That doesn’t mean it sucks. It just means it needs time. I seriously don’t understand all the venom.
It's a common mistake that people make thinking the past serves to predict the future. You can gleam some information from the past, but it simply cannot tell you the future in full. The AI field is a perfect example of this, and of your next point since there have been not one but multiple AI winters before neural networks became common place.We don't need to pretend to know the future because we can look at the past. Bt your own admission in previous posts, the VR market has existed for nearly 40 years and we can see that consumers just do not seem to care about it. You even mentioned a two-decade hiatus - not just a period of slow development because technologies needed to mature, but a genuine hiatus because there was no interest in pushing the idea forward.
Optimistim is good. I'd even encourage it. The issue is when you go from optimism, skip right past excitement, and end up at baseless promotion of some idea that not only lacks evidence but actually has plenty of evidence against it.
How long do consumers have to remain ambivalent before you accept that it's just not a popular concept?
The report you are referencing did not say it sold less than 100,000 units.Genuine question - how long do we need to wait before we call something a failure?
It's been five months. Apple is reported to have sold less than 100,000 units. There have been no updates on how many VisionOS apps there are available (and you know Apple would be shouting from the rooftops if the number were increasing rapidly). The WWDC segment on updates in VisionOS 2 was shockingly short. There have been reports that Apple has halted work on the second generation Pro model, perhaps to work on a cheaper non-Pro model.
Maybe some lighter-weight, much-cheaper, more-powerful AR / VR hardware in the future will be popular, but as Vision Pro stands right now...how much more evidence do we need before we admit that it's a failure?
Remember, 3D has come and gone in movies and TV many many times going back to the ‘60s and people don’t like it despite what all the pundits and tech heads insisted. I can see these scuba mask devices doing the same. The people in Marketing are all psyched up about them, but on the street a tablet or phone can do the same thing. Need a big screen? I got dual 28” 4k monitors on my desk that cost ~$900 total. These are expensive devices that don’t do anything I, and I expect a lot of people value. I don’t want to be isolated from the other people in the room when I watch TV or a movie or play a game. I don’t want to not know what’s happening in my office when I’m working. I don’t want to spend several times what I do now for that experience.We don't need to pretend to know the future because we can look at the past. Bt your own admission in previous posts, the VR market has existed for nearly 40 years and we can see that consumers just do not seem to care about it.
How long do consumers have to remain ambivalent before you accept that it's just not a popular concept?
I’m really surprised that Apple got into this market. It just seems so incredibly niche. What’s their endgame here?