Compared to what?
Why would we define a "good product" as a "successful product"? These are 2 different things. There are many ways to define a "good product" (is it useful? is it well made? is it innovative?), success is something else. All combinations of good-bad / successful-unsuccessful are possible.
2. Even if you WANT a face PC, that doesn't mean you'll love using it and keep it once the honeymoon wears off. Supposedly over half of VR headset owners use their device less than once per month.
I used to want a headset. I bought a Valve Index. Everything about the device was fantastic. The games were fantastic. But then I sold it about 6 months later because, meh, it's just not something that was practical and usable frequently enough.
So right now we have basically ideal headsets Meta Quest 3/3S which are excellent, dirt cheap, lightweight, and have a large software catalog but they still struggle to retain users and grow the market.
The Vision Pro hasn't even resolved motion sickness for 100% of users. You can love it and still be forced to discontinue use one by something you can't control about your own body.
Cmon, it has shitty hardware and shittier software. The only thing going for it is price and a game catalogue they've basically purchased. Which is admittedly a formidable combo, but it's clear nobody wants it. There's no leverage to make them actually cater to the consumer.
Technology hardly makes a product.
>The price point clearly indicates it wasn't aimed at the general consumer,
You don't put your CEO on the cover of Vanity Fair and devote half your retail space and staff to it if it's not for the general consumer.
>* They got loads of feedback
Not as much as they hoped. They hoped to have 500K units in the wild in the first year and ramp up for the second year to a meaningful production run but that never happened because demand fell off a cliff once the fanboys got theirs and so the feedback is very, very limited and mostly negative or untrustworthy.
>* Nobody who is this critical seems to articulate what success would have looked like.
Apple scale scales. Meet or break Watch's first 2 year sales maybe? Watch, derided as a failure in the first year actually sold about ~20M units across both year 1 and year 2. Vision Pro will sell fewer than 500K units across year 1 and 2. 500K units!! One doesn't need to define success when failure is so easily defined here.
>Even just streaming video back and forth is going to be too power-hungry for serious use with lightweight glasses.
Spectacles will be entirely different technology stacks. See the Meta Orion prototype for example. You are correct, battery is an issue. Even bigger though is heat. Can't let things get smartphone hot on your face or it's game over. Anyway, expect low-res, narrow field of view, 2D overlays, more like your car's HUD than the immersive experience of goggles. But at least spectacles have a chance where goggles clearly do not, as demonstrated at both the high end and low end by Apple and Meta.
VisionOS is clearly a triumph and the basis of UX for their entire product line. The scepticism is gonna age like those who were sceptical about the original Mac and Windows. Vision Pro isn’t even all that expensive by historical standards.
It's incredibly impressive tech but just not worth it if all there is to do is to have ipad apps floating in the air around me.
Frankly, I’d much rather have a 3D TV than a “smart” TV.
What sets it apart from things like Meta Quest is Apple's best-in-class video rental / stream / purchase infrastructure all going back to the original iTunes.
And then you have apps like Disney Plus that fully support it.
I know this is obvious, but the battery doesn't have to go in the glasses. When the glasses are just a wireless monitor, it opens up all sorts of possibilities for belttop computers. Obviously, the glasses still need some power, but the battery can be very small, comparatively. Put the weight and heat into something with a mobile phone form factor.
Apple Watch -> $250
iPhone 16 Pro Max -> $1200
iVirt -> $2400
iVirt LTE -> $3200
iGlass -> $600
Now you can charge $3000 for you VR kit, but claim it only costs $2400. Plus people shell out $600 for the glasses even though they don't have the CPU. They just want to look like they do. Or they buy multiple pairs for different locations or as backups or whatever. The profit on the glasses could be huge. Especially if they could replace the Apple Watch for some people.
I've never even heard of an iVert.
> Plus people shell out $600 for the glasses
I want to sell these people a bridge. Pray tell me where I can find them because their money is absolutely begging to be taken for a pittance.
You ask where to find these people? Visit your closest Apple store. Or a rodeo arena. Or a Tesla charging lot. Or a Whole Foods market. The United States is crawling with these people.
I must admit I'm baffled by this reaction to the first model:
* It's clearly far more impressive technologically than any competitor.
* The price point clearly indicates it wasn't aimed at the general consumer, which is normal for such a massive technological leap compared to their other recent consumer stuff (e.g. the apple watch).
* They got loads of feedback
* Nobody who is this critical seems to articulate what success would have looked like.
> in the form of light, comfortable and unobtrusive AR glasses.
This just seems like a fantasy. I don't understand why people expect this is possible. Battery alone precludes this. Even just streaming video back and forth is going to be too power-hungry for serious use with lightweight glasses.