The Apple Vision Pro’s missing apps
Apple’s $3,500 Vision Pro headset is drawing skepticism over missing marquee apps like Netflix, YouTube, and Spotify, especially given how easily those companies could allow their existing iPad apps to run on the device. Commenters debate whether it actually solves a meaningful user problem beyond being an expensive personal “big screen,” contrasting it with earlier Apple hits like the iPhone and Apple Watch and with cheaper, more game-oriented rivals like Meta’s Quest. Many see the first-generation Vision Pro as a high-end dev kit or tech demo whose long-term fate will depend on comfort, compelling spatial experiences, and whether enough users—and developers—find reasons to use it beyond novelty.
Missing Apps and Streaming Services
- Many note that Netflix, YouTube, and Spotify lack native Vision Pro apps and in some cases even block “allow iPad app” checkbox.
- Some see this as a deliberate snub or leverage against Apple’s ecosystem power; others say it’s simple economics: a ~500k-unit install base isn’t worth bespoke work yet.
- Several argue web apps in Safari are “good enough” initially; others point out lack of offline downloads (e.g., for flights) as a real limitation.
What Problem Does Vision Pro Solve?
- Debate over whether VP solves a clear need at launch, unlike iPhone or iPod.
- One suggested “fundamental problem”: portable screens are too small; VP offers a huge, high‑quality personal display.
- Skeptics counter that TVs, laptops, iPads already satisfy most viewing needs, often socially, and that headsets are inherently isolating.
Media Consumption vs Social Use
- Strong split:
- Solo viewers in small apartments, frequent travelers, and people without space for big TVs are seen as prime candidates.
- Others say family viewing and sports are social; multiple headsets per household is unrealistic and dystopian.
- Some point to existing VR “virtual theater” and co‑watching apps as surprisingly good substitutes for in‑person “couch co‑op,” especially for long‑distance relationships and friends.
Productivity / “Infinite Monitors” Use Case
- A prominent enthusiasm theme: remote workers wanting a portable multi‑monitor setup, especially in hotels and small workspaces.
- Some think VP’s resolution could finally make virtual monitors viable; others note weight, comfort, and FOV concerns for all‑day use.
Comparison to Meta Quest and Other Headsets
- Many argue Quest 3 offers far better value (1/7 the price) and more mature gaming and VR ecosystems.
- Counterpoint: some refuse Meta products over privacy; others say VP’s OS integration, eye/hand tracking, and display quality target a different, more “computer-like” use.
Developer Economics and App Store Dynamics
- Indie devs complain users expect free support for every new Apple platform, while Apple captures hardware revenue.
- Porting, testing, and long‑term QA for a tiny user base is seen as hard to justify; many expect serious investment only if a cheaper, mass‑market Vision model appears.
Comfort, Adoption, and Social Concerns
- Experienced VR users warn that “brick-on-face” fatigue, sweat, and social isolation make long‑term, mass adoption unlikely.
- Others believe hardware will shrink over time and that Apple may normalize head‑worn displays as it did smartphones, but this is seen as uncertain.