Apple sold an estimated 180K Vision Pro units during the first pre-order weekend
Apple’s Vision Pro mixed-reality headset is estimated to have sold around 180,000 units in its first pre-order weekend, generating more than $600M in revenue yet still representing a tiny fraction of Apple’s overall business. Commenters weigh whether this is a strong start for a niche, first‑generation “spatial computing” device or underwhelming compared to mass‑market hits like the iPhone, while highlighting concerns about price, battery life, comfort, and whether the early buyers are mainly developers, enthusiasts, or scalpers. Many expect later, cheaper or non‑“Pro” versions — and clearer everyday use cases — to determine whether the product ever reaches mainstream adoption.
Scale of Preorders and Revenue Context
- 180k units at ~$3,500 implies ~$630M in weekend preorders.
- Some see this as huge in absolute terms (over half a billion in v1 sales, one weekend).
- Others note it’s small relative to Apple’s ~$390B annual revenue and to iPhone launches, and more comparable to a niche accessory line.
- Compared with ~20M Quest units (over several years) and ~149k Valve Index units, 180k looks large for a high‑end headset.
Market Significance and Category
- Debate over whether this signals a meaningful new business or just an early, small revenue stream (~low single‑digit % of Apple’s business if extrapolated).
- Some argue VR is already an existing market; others say “spatial computing” is effectively a new category with different use cases and audience than gaming headsets.
- A view emerges that current buyers are mostly developers, enthusiasts, and high‑income “must‑have‑the-new-gadget” customers.
Pricing, Future Generations, and Adoption
- Many expect or demand a sub‑$2,000 non‑Pro model to reach mass market; others doubt it will ever hit ~$500.
- Some think if a cheaper model doesn’t appear in ~18 months, the product risks becoming another niche experiment.
- Several plan to wait for gen 2–4, citing gen‑1 tradeoffs and past experience with early iPad/Watch hardware and support lifetimes.
- Counterpoint: Apple historically starts with “Pro” high‑end and later adds cheaper variants, sometimes lowering prices or discounting older models.
Use Cases and Ergonomics
- Strong interest in virtual multi‑monitor setups, immersive productivity, and some gaming, but skepticism about all‑day wear due to weight and neck strain.
- Debate whether it can replace a MacBook Pro versus being more like an iPad‑class device or monitor replacement at home.
Battery Life, Power, and Mobility
- 2‑hour battery life seen as a major limitation; suggestions include external power banks, swapping batteries, or just running plugged in.
- Long‑haul flights and premium travel seats with power outlets cited as realistic usage scenarios.
Supply, Scalpers, and Data Reliability
- Estimates that micro‑OLED production may cap 2024 output around ~1M units; 180k in a weekend would then be significant.
- Ongoing questions about what share of preorders are scalpers vs genuine buyers, especially with US‑only availability and per‑household limits.
- Some skepticism about the preorder numbers, but others note the estimator’s strong historical track record; actual Apple figures remain undisclosed.