Apple's Vision Pro Is Pricey, but It Has a Chance
$3,499 is a lot to swallow, but the audience for this isn't most people. Yet.
At WWDC on Monday, Apple's Vision Pro wowed a live audience at Apple Park here in Cupertino, as well as online around the world. CEO Tim Cook and a team that worked on the project detailed what they heralded as VR and AR's transformative properties as a computing platform.
And then, sitting in the live audience just inside Apple's flagship campus, I heard gasps. The Apple Vision Pro, at $3,499, would cost even more than the rumors suggested.
There's been a lot of skeptical talk on Apple's Campus today among the media and analysts (do we really want to use an AR headset to take photos of our families?), but also a lot of wonder that Apple has pulled off something so thin and seemingly so powerful. But everyone is mentioning the cost.
$3,499 is a lot. While that's not Mac Pro money, Apple is pitching this as a device that people will have in their homes, use to take photos of their families, watch movies and work like they would on their Mac.
But here's the thing. This is WWDC, and it is for developers. Apple is pitching the device months before release, which it typically does with products when it needs to get developers on board. Apple has pitched the Vision Pro as its future, but it can't do that without a boatload of apps.
And that's what the Vision Pro seems like: a $3,499 dev box. At least, in the short term, this will be the headset that developers use to design Apple's future, should the Vision Pro succeed. And those apps will trickle down, to cheaper headsets, potential AR glasses, and other rumored products. Those dedicated developers are the ones that can make something like the Vision Pro a winner, and Apple absolutely needs them on board.
I didn't get the chance to test the Vision Pro at Apple Park — those opportunities were few and far between, though I know they existed. But even without that, I can see a version of this that entices me more than the Vision Pro currently does, a few years down the road.
Sure, I could name some issues. For one, while the Vision Pro looks far slimmer than similar products, it still looks like it could be heavy on the head (again, I didn't get to try it), and it has a battery pack that hangs down off the back, which isn't ideal and feels very first generation, and offers only two hours of battery life when not plugged in. The other thing Apple needs is a killer app. There was no one dedicated reason to use Vision Pro that's better than an iPhone or a Mac. Apple needs its developers to make a lot of these, and to make them fast.
We've seen this before. Apple releases a product. It's expensive, out of reach, or not as focused as we'd like. But Apple knows how to whittle. Think back to the Apple Watch, which came out in 2015 with few customization options and an "Edition" model class with 18K gold. Heck, when it was revealed, a Gawker editor started a pledge not to sleep with anyone wearing one; today, that would mean he might have trouble finding a partner, as Apple ships more watches than many of the Swiss watchmakers. But the Watch needed some editing. Since then, Apple has changed the focus to fitness and health and added multiple watch faces with customization options. I doubted it at first, and now I love mine.
We saw something similar with the HomePod, as the original kind of failed to launch. But with the cheaper, $99 HomePod Mini, Apple made something that, while still a luxury, better competes with Amazon's Echo speakers. The newer full-sized HomePod is cheaper than the original, was largely lauded as better by reviewers, but doesn't supplant the entry-level item. It's an improvement, but one we're still seeing in progress.
$3,499 is still a stretch for a new category. But the Vision Pro is the first play in a long game, which will compete with Meta, HTC, and likely a number of other players who we may not even know the names of yet.
But knowing history, Apple usually, eventually, gets hardware right. If AR/VR/XR takes off as a new frontier in computing, Apple will be on the leading edge, editing as it goes along. Maybe it will eventually get rid of the battery pack or focus more on certain types of apps. Over the years, it may increase the field of view, resolution or other specs (some of which Apple has not confirmed for this model yet!) Perhaps cheaper models will emerge. And as those things happen, it will get there with an App Store full of software from dedicated developers. And this time, it also has to launch beyond the U.S. Here, Apple is starting in just one country.
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In between, Apple is still working on its Macs as productivity machines (a space it clearly hasn't abandoned, but has embraced with a new enthusiasm), and it's not like the iPhone is going anywhere. This will be a slow transition. Apple and its competitors have to prove that you want to wear a computer on your face. Meta's been trying for a few years and hasn't done that yet.
It's unclear if what we witnessed at WWDC is an iPhone moment. Like the iPhone, we won't know immediately upon launch what the Vision Pro — or the AR space — does with its impact. But Apple has the resources to keep iterating.
You do have to start somewhere. If it works as advertised, a headset that relies entirely on hands, eyes, and voice, with tons of apps from Apple's ecosystem ready to go, including specialized experiences from Disney, works as a great first step. But until I get to try it, I firmly see this announcement as a first step in building the future, with Apple's dedicated third-party developers making experiences that will germinate here, but become invaluable down the line. Those are the super-fans who will pay to plant a flag, even as everyone else lines up just to try one at an Apple Store.
Am I skeptical? Sure. But talk to me again in a few years. We'll see where I am then.
Note: As with all of our op-eds, the opinions expressed here belong to the writer alone and not Tom's Hardware as a team.
Andrew E. Freedman is a senior editor at Tom's Hardware focusing on laptops, desktops and gaming. He also keeps up with the latest news. A lover of all things gaming and tech, his previous work has shown up in Tom's Guide, Laptop Mag, Kotaku, PCMag and Complex, among others. Follow him on Threads @FreedmanAE and Mastodon @FreedmanAE.mastodon.social.
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toffty If this was iGlass (aka Google glasses competitor) I'd be interested. This is not something people can walk around with and the price is ridiculous.Reply
We have computers in our pockets already, we should not have to wear one on our heads too -
mrv_co It's a Segway for your face. Most people will rent one while visiting San Francisco, wander around gawking at Augmented Reality and the unlucky ones will get hit by a bus.Reply -
-Fran- It's a fair overall take, but make no mistake: Apple is not at the bleeding edge of XR by a long shot.Reply
Everything presented by Apple is not "bleeding edge" by Varjo's standards (for example).
https://varjo.com/
As or this being an early Dev Kit, I think you're mostly right, but I can't shake the feeling it's an awkward middle ground they had to take given how long it's taken them to reach this point and how, more or less, Meta's Quest Pro and now Quest 3, have been received.
It is an interesting piece of hardware for sure, but this is just Apple's spin/take on what is mostly a somewhat proven concept by other companies out there.
I love your closing remark, which I 100% share, Andrew.
Regards. -
YouFilthyHippo I remember when my mommy told me sitting too close to the screen would hurt my eyes.Reply -
bit_user
I think we've established you're no expert on AR. You're basing that on features or specs others have advertised, but what you cannot quantify is how well Apple implemented their tech.-Fran- said:It's a fair overall take, but make no mistake: Apple is not at the bleeding edge of XR by a long shot.
I can tell you this: in terms of phone AR, Apple has always been the one to beat. In spite of Google having a head start, Apple has been the gold standard basically since they launched AR Kit. Therefore, I'm reasonably confident they have implemented all of Vision Pro's features at least equal to anyone else in the industry.
They state that their "inside-out tracking" is merely in beta! They still rely primarily on base stations! What the heck kind of AR solution does that?-Fran- said:Everything presented by Apple is not "bleeding edge" by Varjo's standards (for example).
https://varjo.com/
If they can't even do that beyond beta quality, how is their SLAM any good at all? Accurate inside-out tracking is but one building block of SLAM.
This is what I'm talking about: you are Dunning-Kruger, here. You don't even know how much you don't know about AR, but that doesn't stop you from making sweeping pronouncements and trying to talk like an expert. You're treating AR like a special case of VR, but it's not. -
helper800
I do not know anything about AR other than surface level, however, I fail to see many good use cases for it other than some niches. Even with advances in tech to 10 times the efficiency per watt as compared to right now, will these be good enough for more broad uses without being a hinderance to wear? What are your thoughts on the uses for such technologies?bit_user said:I think we've established you're no expert on AR. You're basing that on features or specs others have advertised, but what you cannot quantify is how well Apple implemented their tech.
I can tell you this: in terms of phone AR, Apple has always been the one to beat. In spite of Google having a head start, Apple has been the gold standard basically since they launched AR Kit. Therefore, I'm reasonably confident they have implemented all of Vision Pro's features at least equal to anyone else in the industry.
They state that their "inside-out tracking" is merely in beta! They still rely primarily on base stations! What the heck kind of AR solution does that?
If they can't even do that beyond beta quality, how is their SLAM any good at all? Accurate inside-out tracking is but one building block of SLAM.
This is what I'm talking about: you are Dunning-Kruger, here. You don't even know how much you don't know about AR, but that doesn't stop you from making sweeping pronouncements and trying to talk like an expert. You're treating AR like a special case of VR, but it's not. -
Giroro The price isn't the main problem for this thing. It's the lack of utility. It's Apple's complete lack of vision (pun intended). They have neither communicated their core concept, nor captured the imagination.Reply
It's a Video conferencing headset that prevents you from appearing in video. Its killer productivity apps are a Home Screen, and the ability to switch between windows. Its key entertainment app is "That unprofitable streaming service you keep forgetting to cancel."
It's a touchscreen that is slightly to far away to reach. It's keyboard you can't type on. It's an iPod that can't play music nor sync with iTunes. It's hardware without software. It's a solution looking for a problem.
Of course, Apple is no stranger to absurdly overpriced devices with questionable Utility, like the Apple watch. But those were watches, which are pure fashion accessories for the vain. Nobody who buys a watch at any price from $70-$7,000 actually cares if it does something useful. So anything an Apple watch does is just a nice to have bonus.
Apple's Vision Pro is an ugly face-covering set of scuba goggles that nobody would ever want to be seen wearing in any public venue, especially in the office. Vain fashion-minded individuals never want to hide their faces, so Apple won't even be able to sledgehammer-market this headset into a fashion statement.
It doesn't look good. It doesn't do anything better than what we already have.
Apple is throwing a loose handful of Styrofoam at the wall and wondering why nothing hit the wall.
Has Apple inspired developers to do the hard work of figuring out what anybody is supposed to do with one of these things? I doubt it.
$3500 is a bad and beyond insulting price, but the bigger issue it that is has a customer-facing price at all. They're at the pre-alpha software phase where should still be issuing these as SDKs to development partners operating under NDA.
Maybe Apple has already been trying to court developers. Maybe they've been doing it for a decade. But if that's the case, then they need to take a big step back and ask Google Bard to define "sunk cost fallacy".
Apple would sell exactly the same abysmal number of headsets if they were charging $2000, or $5000. Maybe they would sell a few dozen more if they charged $1000, because a handful of hopeful people would try to see if they could someday hack VR chat onto it.
Customers don't want this. Its arguably not even a product. It scares investors away from VR. Apple is poisoning the well.
At best, it's just a waste of time and a waste of our perfectly good bemusement. -
baboma >$3,499 is a lot to swallowReply
This depends on how the device is positioned. Yes, $3.5K is a lot relative to other headsets on the market, but none of those can lay claim to be the next general-purpose computing platform as the VP can.
As claimed in the demo, the VP will (potentially) have the functionalities of a quasi-PC + phone + AR/VR entertainment/productivity device rolled into one. If I were a marketer (yes, this is why marketing exists), I would pitch the VP on that basis, as a fusion of legacy devices with next-gen UI and UX. That alone would command a much higher premium than a compare against existing headsets.
Of course, $3.5K is way over the limit for a consumer device. The real question is how much the next consumer-focused VP would cost. My first thought was that Gen 2 would be priced around iPhone Pro level, ie $1000-1500 range. My revised take, given the generally positive hands-on, is that Apple can hit the $2000 mark for Gen 2 and have good sales volume. It will depend on how good the public reception is for Gen 1.
What's more likely is that VP will be split into a line of products, each targeting a different price point. My SWAG is that there'll be price points of $1K, $1.5K, and $2K. I very much doubt we'll see anything lower than $1K.
>But the Vision Pro is the first play in a long game, which will compete with Meta, HTC, and likely a number of other players who we may not even know the names of yet.
I don't see any real competition to VP unless MS or Google were to jump in again with new AR headsets. The gating factor is that only those three (Apple/MS/Goog) own their respective computing platforms, and to be the next computing platform, you need tight integration with the existing platform to leverage the wealth of apps already available, along with the established developer base. I don't see Meta capable of that, let alone smaller players like HTC or Valve or whatever name out there.
Further, Apple has a unique advantage that neither MS nor Goog has, and that is its full control of both the hardware + software stacks and tight integration between them. To name one instance, the HoloLens ran on an Atom, HoloLens 2 on a SnapDragon 850. I doubt either MS or Goog can put together a hardware stack as powerful as what Apple has. It took years for Apple to develop its chip expertise, and is not something that can be overcome quickly. -
-Fran-
And you are an expert because you can just find cool terminology to smear your keyboard with? What is wrong with you? Please stop.bit_user said:I think we've established you're no expert on AR. You're basing that on features or specs others have advertised, but what you cannot quantify is how well Apple implemented their tech.
I can tell you this: in terms of phone AR, Apple has always been the one to beat. In spite of Google having a head start, Apple has been the gold standard basically since they launched AR Kit. Therefore, I'm reasonably confident they have implemented all of Vision Pro's features at least equal to anyone else in the industry.
They state that their "inside-out tracking" is merely in beta! They still rely primarily on base stations! What the heck kind of AR solution does that?
If they can't even do that beyond beta quality, how is their SLAM any good at all? Accurate inside-out tracking is but one building block of SLAM.
This is what I'm talking about: you are Dunning-Kruger, here. You don't even know how much you don't know about AR, but that doesn't stop you from making sweeping pronouncements and trying to talk like an expert. You're treating AR like a special case of VR, but it's not.
The one that has no idea is you, because you just "think" LIDAR is so much better than traditional light base-stations to track. Guess what, it is not. You think LIDAR is so much better than depending on cameras for AR, because that's all that you can think of for depth calculations. depending on tracking for closed spaces is been something proven to work and low on processing power for a good while. It has its place and it's functional. As per always, it's a trade off and I'll reserve judgement on how well Apple's implementation is until there's people that actually knows (like Bradley) putting the headset to its pace under real-life conditions and, well, with his interesting experiments. He has already said he'll buy one and check it out (I'm watching his live Stream right now about it).
Also, have you tried using Google's AR applications as well? Have you been around the world using AR to translate things on the fly and detect locations using the maps service, for example? Do you own a VR headset, by any chance? Have you actually tried any of them at any point? Have you experienced the bare minimum or mixed reality?
I'll just stop here for good with you. You are just wasting my time by either baiting me or trolling me here, not sure.
Ugh.