6 Things Vision Pro Needs Before It Goes Mainstream

The Apple Worldwide Developer Conference (WWDC) is over, and while the Vision Pro was a big focus when the visionOS 2 update was announced, it’s pretty clear that Apple’s first mixed reality headset is in no rush to match the other XR headsets. point, let alone the Meta Quest 3. When Apple finally descends on the XR playing field with a more user-friendly headset, there are a number of things potential owners are likely hoping for that have so far gone missing.

(much) lower price

What: That’s pretty clear. It’s only been about six months since the Vision Pro was introduced in February, and even though it’s leaving US exclusivity this month, the $3,500 headset still isn’t affordable enough for anyone but developers, prosumers, and only the most die-hard Apple aficionados. amuse. Must be way cheaper for a few reasons other than being able to sell to more people, which I’ll get into more below.

Image courtesy of Apple

Why: Apple is using Vision Pro as an expensive development kit right now. As a result, the company seems to be more cautious about how it handles the Vision Pro compared to other new product lines, the most similar of which was the first-generation Apple Watch from 2015, which were initially criticized for being expensive, slow and lack critical functions. iPhones of the era (sound familiar?). But when Apple launches a new product line, it usually puts a huge amount of resources and energy behind it – all the more reason to be excited about what’s to come.

And when Apple’s next headset finally hits a price point closer to the rest of its consumer lineup, people will expect a lot more than just productivity apps, tons of games, and tight integration with the rest of its mature ecosystem — that’s right. one of the biggest and most useful things that Apple brings.

Mixed and virtual reality games

What: Vision Pro can have over a million iOS apps thanks to developers opting out rather than opting in to Vision Pro compatibility, though if you’re looking for immersive XR games in the App Store, there’s no choice. of.

There are only a handful of mixed and virtual reality games right now, including Marvel’s What if…? An absorbing story, Demeo, Job Simulator, Vacation Simulator, LEGO Builders Journey, Puzzling Places, Proton Pulse Vision, Bombaroom, Soul Spire, and several others – all worthy games in their own right, but a far cry from the comparably huge number of titles available on the Quest platform.

Why: Some of this depends on developer interest. The price of the headset makes it less attractive as a target platform mainly because it is seven times more expensive than Quest 3. Fewer people can buy it, which means there’s less potential return on investment in porting or creating new XR content, which is already quite a niche gaming industry compared to traditional console and PC gaming.

This also ties in with Apple’s initial insistence that the Vision Pro not a game console, despite its ability to play immersive content. For now, it’s focused on productivity, which is reflected not only in the sheer number of office apps, but also in its integration into Apple’s software ecosystem, which has historically relegated gaming to the backseat.

In fact, one thing that won’t be missing anytime soon is the ability to do room-scale VR, thanks to the vision OS 2 update, which should free more developers from the permanent guard that launched on the Vision Pro in February. However, many existing games on other VR platforms have to be adapted to work with a headset eye and only manual input tracking, which brings me to my next point…

Motion controllers

What: Some games just don’t work without motion controllers – at least not the way they were originally designed. For example, developers like Google’s Owlchemy Labs had to refocus their critically acclaimed VR games Work simulator and vacation simulator to make manual tracking a seamless experience. While this works well for low-stakes object interaction, it’s not for every XR game.

Many XR games such as shooters, simulators, platformers or fast rhythm gamesactually needed button input, haptics and low-latency 6DOF precision movement to actually work as intended, forcing developers to either find a way to modify versions of existing titles or create new content from scratch specifically for Vision Pro; both are more expensive than just having an Apple-made controller that meets existing controller standards.

Quest 3 Touch Controllers | Image courtesy of Meta

Why: Apple hasn’t officially given a specific reason for not including the drivers with the Vision Pro, but there are some obvious Apple guesses on the table.

Typically, Apple’s design focuses on intuitive and natural user interfaces (i.e. touchscreen), and it’s clear that the company has carried that over to the Vision Pro with voice input and eye and hand tracking. Controller pooling, like all concurrent standalone controllers on the market, may have been considered too much of a departure from this basic design philosophy. All you have to do is put it on and you’re good to go.

Stylus for XR Creatives

What: For all its impressive capabilities, if you want to paint a picture or design a 3D device with Vision Pro (without a Mac connection), you’re essentially painting with your fingers, as the headset doesn’t support a dedicated spatially controlled stylus.

A recent patent gave us hope for Apple Pencil support at WWDC 2024, but it wasn’t to be – despite the company releasing a new version of its stylus alongside the latest iPad Pro.

Logitech MX Ink for Quest | Image courtesy of Logitech

Why: Apple hasn’t said as much, but we can see that this one will likely arrive before the release of standard motion controllers, perhaps even as a third-party add-on to the current generation Vision Pro given the headset’s professional user base.

It makes sense that Apple needs to feel why people use Vision Pro first instead of making hasty assumptions. Still, Meta seems to be beating Apple to the punch here with the announcement of the Logitech MX Ink due out in September.

Social platforms

What: You won’t find many popular social XR platforms on Vision Pro, which, if that’s not your thing, probably isn’t that big of a deal.

But for now, the only big name in social XR is on the headset recording room, which is only available as a windowed version of the platform (ie not mixed or virtual reality). It isn’t VRChat, No Robloxand none Big screen-some of the best social XR platforms out there right now.


Why: I don’t mean Apple needs those popular third-party platforms that have made Vision Pro (or whatever the next one is called) a long-term success, but its competitor Meta not only has them, but also makes a big deal out of constantly integrating its own social layer. Horizon worlds closer to the core user experience and additionally makes them available on the web for Android, iOS and PC.

That, and Apple doesn’t really do that do social platforms, so it’s pretty unlikely we’ll see his own Horizon Worlds –esque social apps in the future. Instead, Apple is leaning heavily on its existing chat ecosystem by integrating FaceTime with its impressively realistic Spatial Personas avatars, which allow Vision Pro users to scan their faces into the headset and create a digital identity that looks and moves like the user.

Apple is notorious for keeping its best features close to its ecosystem, unless it really wants to Somehow get into the XR social game outside of FaceTime, you can bet it’s going to be exclusive.

All-day ergonomics

What: The Vision Pro isn’t the all-day XR headset we’d hoped for. Like many others, it provides around two hours of battery life and can be wall-mounted for longer sessions – no real issues. While that’s standard, the company has also served up fairly middle-of-the-road ergonomics, so there are some obvious improvements to be made here to turn it into the “computer on your face” that Apple wants it to be.

One of the company’s comfort-focused decisions was to unload its tethered battery for better head weight. For long-term use, the lighter XR headsets are often better, but a key area lacking in the Vision Pro (and many other headsets) is balance on the head. Heavier headsets can really get away with being balanced closer to your head’s center of gravity.

And the Vision Pro is quite heavy on the front, requiring long-term users to either use the included top strap or opt for something else, like Apple’s double-loop strap ($100) or a third-party alternative. such as the ‘Preassure Comfort Head Strap’ ($36).

Apple Vision Pro | Image courtesy of Apple

Why: A lot of this can be forgiven since this is a first generation device. Interestingly, however, Apple may be setting future expectations by keeping the headset’s battery outside the user’s head, which may even lead the company to move computing to a separate device in the future, such as a tethered iPhone or a dedicated computing puck like the Magic Leap 2 .

Some of that added front-end weight comes from Apple’s premium features he couldn’t without, namely a brushed metal case, a laminated glass front, and a front-facing EyeSight display that displays a holographic pass-through of the user’s eyes in mixed reality mode. All-day use calls for all-day comfort, which can put these premium features on the chopping block in the (hopefully cheaper) Vision Pro sequel.

Apple’s Patented Slow Convergence: A Big Reason

It is now clear that Apple does things like Apple, because it’s Apple.

Part of this, as many iPhone users can attest, is due to the company’s tendency to ignore key features on competing platforms in order to introduce them later — almost as if they invented them. It does this most visibly on the iPhone, where right now in iOS 18, iPhone users get the ability to place icons wherever they want—an Android feature since the introduction of Android 1.5 Cupcake in 2009. he doesn’t like to appear To catch up with other companies, there’s no telling when any of the above Vision Pro issues will be addressed by the company. Apple can happily navigate the pro user space for the next few years and simply never play the game your average consumer is likely to expect.

Granted, we’re still in the early days of what could be the upcoming XR “Android/iOS” platform wars. If history is any indication, Apple undoubtedly wants to remain monolithic with its “walled garden” approach to product and software development. Meanwhile, Meta hopes to become “Android XR” by releasing its Horizon OS (ex-Quest OS) and Horizon Store (ex-Meta Quest Store) to third parties for the first time, marking a monumental shift in how the company will operate as a more holder of an open platform – essentially beating Google at its own game.

However, convergence will eventually occur. Scalability requires consumers, so companies that hope to make them happy often end up making the same decisions over time, including pricing, ergonomics, access to popular apps: just look at the black rectangle in your pocket for proof.


There are plenty of Vision Pro wishlist features that are not mentioned in this article. Let us know what you miss the most in the comments below.

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