Live data from Hacker News

Apple forced to make major cuts to Vision Pro headset production plans

ft.com

11–20 of 446 posts

Re: Apple forced to make major cuts to Vision Pro headset production plans

#11
post #5

Even if they only build 100,000 units, it should be enough to build hype and get developers onboard for their more affordable mass market 2nd gen device coming in 2025. For context, Oculus sold only 56,334 of their DK1 devkits.

Oculus were nobodies more or less back then and didn't have apple's supply chain expertise, and even still their devkits were only like $300 USD 10 years ago. I feel like the major cuts are because of lack of hype. I don't think anybody understands if there is a market for this, so nobody is sure how much money to put into developing for it. To me this feels like the first apple product in a long time without a compe…

I don't think they will have problems selling a few 100,000 units at $3500. The first testers report that the displays are indeed extraordinary and using them as desktop monitor replacements is feasible. That alone is a great use case.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#12

I got to try one (several big companies got them in advance) absolutely brilliant. I was worried my Unity Game dev contracts were dead for good, but I'm back now baby. Apple saved my consulting biz with their Unity partnership!

Have you also used any Meta Quest devices and are you allowed/willing to say anything about how the experience compares between them?

Re: Apple forced to make major cuts to Vision Pro headset production plans

#13

I got to try one (several big companies got them in advance) absolutely brilliant. I was worried my Unity Game dev contracts were dead for good, but I'm back now baby. Apple saved my consulting biz with their Unity partnership!

why would your unity gamedev consulting be dead without this?

anything happening in this space?

Re: Apple forced to make major cuts to Vision Pro headset production plans

#14
post #11

Earlier quoted context omitted.

Oculus were nobodies more or less back then and didn't have apple's supply chain expertise, and even still their devkits were only like $300 USD 10 years ago. I feel like the major cuts are because of lack of hype. I don't think anybody understands if there is a market for this, so nobody is sure how much money to put into developing for it. To me this feels like the first apple product in a long time without a compe…

I don't think they will have problems selling a few 100,000 units at $3500. The first testers report that the displays are indeed extraordinary and using them as desktop monitor replacements is feasible. That alone is a great use case.

again, the issue is development dollars. Its great that its high resolution displays, the question is if your company wants to dump hundreds of thousands of development dollars making something for the vision pro when its not clear there's a consumer market for them, or who the target market is.

Sure apple could sell 100,000 anything. The question is are you going to be able to make any money developing for apple's $3500 VR headset or not. I don't think that these can be used for desktop replacements makes them worth it as desktop replacements. $3500 is an "out there" price with no ecosystem level market, in my opinion.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#16
post #5

Even if they only build 100,000 units, it should be enough to build hype and get developers onboard for their more affordable mass market 2nd gen device coming in 2025. For context, Oculus sold only 56,334 of their DK1 devkits.

Oculus were nobodies more or less back then and didn't have apple's supply chain expertise, and even still their devkits were only like $300 USD 10 years ago. I feel like the major cuts are because of lack of hype. I don't think anybody understands if there is a market for this, so nobody is sure how much money to put into developing for it. To me this feels like the first apple product in a long time without a compe…

I can think of so many use cases if it were good. If it were good, you could replace all Displays with it. Games, Movies, Remote Meetings etc. Oh and Porn. So much porn.

The problem is the pricetag. It's 10x too expensive for mass adoption and 5x too expensive for developers to bother working for it.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#18
post #13

I got to try one (several big companies got them in advance) absolutely brilliant. I was worried my Unity Game dev contracts were dead for good, but I'm back now baby. Apple saved my consulting biz with their Unity partnership!

why would your unity gamedev consulting be dead without this? anything happening in this space?

Probably referring to the announcement of partnership with unity [1].

[1] https://www.uploadvr.com/apple-vision-pro-supports-unity/

Post reply on HN