Apple Headset Stalls, Struggles To Attract Killer Apps in First Year (msn.com)
- Reference: 0175266613
- News link: https://apple.slashdot.org/story/24/10/16/1821229/apple-headset-stalls-struggles-to-attract-killer-apps-in-first-year
- Source link: https://www.msn.com/en-us/money/other/apple-headset-stalls-struggles-to-attract-killer-apps-in-first-year/ar-AA1sblax
> New apps released on the Vision Pro every month have slowed since its launch in January. Some of the most successful virtual-reality software developers have so far opted not to build apps for the headset. Without enough killer apps, certain users have found the device less useful and are opting to sell it. "It's a chicken-or-egg problem," said Bertrand Nepveu, who previously worked on the Vision Pro at Apple and is now an investor in this area at Triptyq Capital.
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> Nepveu and app developers think Apple should fund app makers to give them an incentive to port over their existing apps from other headsets or to develop fresh content. This practice has become common in the industry, with headset leader Meta Platforms funding many developers and even buying several app makers. The social-media company is a formidable competitor to Apple, with a market share of all headsets reaching 74% in the second quarter this year, according to Counterpoint Research.
[1] https://apple.slashdot.org/story/23/06/05/1845237/apple-vision-pro-is-apples-new-ar-headset
[2] https://www.msn.com/en-us/money/other/apple-headset-stalls-struggles-to-attract-killer-apps-in-first-year/ar-AA1sblax
Or They Could Be Like Steve Jobs (Score:2)
People forget that when Steve Jobs released the iPhone 1 there were no apps for it at all! He believed that Apple had written all the apps the phone would need (eg. phone, calendar, etc.) and that everything else would be taken care of by web applets.
Now, of course, smartphones proved wildly popular, and web-based apps weren't up to the challenges of everything new smartphone-owners wanted them to do.
Apple quickly reversed course, and added the now (in)famous App Store.
But the point is, when he rel
Re: (Score:2)
Yeah, that's not true. The App store was released one year later. They didn't just create that in a weekend as an afterthought. They clearly just wanted to push a number of iphones out to early adopters so that developers would be interested in developing for the iPhone and filling their coming app store with apps.
Re: (Score:2)
> People forget that when Steve Jobs released the iPhone 1 there were no apps for it at all! He believed that Apple had written all the apps the phone would need (eg. phone, calendar, etc.) and that everything else would be taken care of by web applets.
> Now, of course, smartphones proved wildly popular, and web-based apps weren't up to the challenges of everything new smartphone-owners wanted them to do. Apple quickly reversed course, and added the now (in)famous App Store.
> But the point is, when he released a product, that product was ready to be used (at least as he envisioned it). Tim Cook releasing the hardware for the VP without the software to make people want to use it shows a critical difference between the two.
While I don't really see the point of the headset myself, outside of virtual monitors or "theater experience" viewing, I am curious why a company the size of Apple wouldn't have written at least a smattering of highly "wow" factor apps for the thing for the initial release. It's almost like they created it with no actual vision of what it was they wanted it to do. "Here's some cool new hardware. We don't know what it does well. Have fun." That's a big price for a, "Invent something cool after purchase" type
Apple *is* a luxury consumer gadgets company (Score:2)
> "Apple is a luxury brand, it does't need a reason. Make it expensive, the crowds will drool,"
This, exactly. I've always said that Apple is a luxury consumer gadgets company, nothing more (they're not serious about games, nor about business).
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Ironically, the original iPhone was overpriced, too. Apple famously had to give it a rather large price cut to stimulate sales. It's easy to forget it almost wasn't a huge smash hit, because initially it was just a glorified feature phone. It was also largely the enthusiast community jailbreaking it and creating homebrew apps that convinced Apple to create their own App Store.
That's one expensive chicken (Score:2)
I don't care how good the apps for it are, until the damn thing costs less than a full-fledged gaming console there's going to be a massive segment of the market that just isn't going to buy it.
What we're witnessing here is Apple having too much pride to admit they severely overestimated the size of demographic willing to drop three-and-a-half grand on a toy.
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...a toy without the proper infrastructure to be played on.
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It’s way too expensive to be a toy indeed, I can see real use cases for commercial uses like CAD, the issue is making commercial software is way slower than just porting over existing social media/photo/crap already existing mobile apps to this is easy. It will take along time maximize the headset, its definitely cool, but looks like it will take a lot of time and money to squeeze it out.
Re: (Score:2)
> What we're witnessing here is Apple having too much pride to admit they severely overestimated the size of demographic willing to drop three-and-a-half grand on a toy.
Or, that they've really put out a developer prototype device to "prove" the tech, but passing it off as a consumer device that's over engineered (those "see-through eyes" gimmick) to try to sell it as such.
The only reason I would buy one... (Score:2)
The only thing I can think of that would make me want to buy a VR headset is if I worked in an "Open Office" kind of work environments and I wanted to create my own bit of privacy. Connect it to my work computer, and project a second monitor that only I could see, and make everyone else in the office disappear. .
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We all know you'd use it to visually undress the Receptionist.
Lol no shit (Score:1)
Again I am reminded of the breathless fanboyism abour VR from 10 years ago... some Slashdotter predicted 100 million head mounted displays by 2019 or he'd eat his shorts...
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10 years? How long has the last scene room of The Carousel of Progress at Disney World had the adult son character playing with the VR headset that he got for Christmas? And I've lost count of the number of movies where VR was featured, like the first Jurassic Park movie, where they're using headsets to sequence DNA to create dinosaurs. Come to think of it, bringing back dinosaurs would still be more interesting than VR.
People have been predicting this stuff is gonna catch on in a big way for a long time
Aren't they all going to stall? (Score:2)
just like 3D TVs about 1/3 of the population can't stand wearing these for any length of time. It screws with our eyes. And that's before we talk about motion sickness.
I think Zuckerberg had the right idea to use it for business because then he could get your boss to force you to use it for you job (and you'd just have to put up with the motion sickness and headaches). But he botched it so bad it doesn't matter (which is typical of these tech billionaires who blundered into one good idea but are actuall
Vision Pro is an Exotic Animal (Score:2)
Vision Pro is a new, exotic animal...the smartest and most technologically advanced peripheral produced for the consumer/business market.
And nobody is really ready to put it to good use for differing reasons:
- It's too expensive for most consumers to purchase as a discretionary entertainment expense
- It's also a risky expense for businesses looking for commercial-grade heavy duty gear that can withstand employee wear and tear
- It requires too much dedicated software development manpower to properly inte
Is it really a surprise? (Score:2)
> Apple's $3,499 Vision Pro is struggling to attract major software-makers to develop apps for the device
Is this really a surprise - just look at the cost!
- People won't be incentivized to buy it if there's no real content (utility/stuff) for it.
- Devs won't develop for it if they don't see a big enough market for it (no buyers).
It's a classic catch-22. This one is of Apple's own making - they're selling the thing as a consumer device, but it's really a developer preview/prototype - one that's been over engineered (that goofy "see-through eyes" thing) in order to make it "sellable" as a consumer device, there
App store needs work (Score:1)
The app store needs work. It almost feels like they are intentionally nerfing it. There are decent apps for the vision pro but they are difficult to find
still saving for a house. (Score:2)
If I avoid buying 200 of them...
It's the weight, stupid (Score:2)
The experience is good, probably the future of movies eventually. The regular format won't die, but VR will exist as one of many entertainment formats. Once VR headsets with Apple Vision Pro-like resolution are available that weigh less than 120 grams (like the Bigscreen Beyond VR headset) instead of 600 grams (Apple Vision Pro) then the format has a chance. The glasses Meta showed of its Orion AR glasses weighing 98 grams. If they can make a production XR version of that, with higher resolution (6K per eye
Virtual reality? (Score:2)
Virtual reality and Augmented Reality are no no words. What does Apple want application wise apart from virtual monitors? No idea.
Re: (Score:2)
There are good uses for both. For example, architects have used VR to help prospective customers tour a virtual building instead of looking at floor plans or a model. There is some evidence to suggest that customers are more likely to go with an architect that delivers this or that they can find flaws with a design before it gets built, saving costs. Augmented reality works great for training certain types of professionals. I've seen a really great demo of some kit for helping train surgeons by recreating a