Apple cuts Vision Pro shipments as demand falls 'sharply beyond expectations'
Apple’s decision to cut 2024 Vision Pro shipment targets to roughly 400–450k units has renewed skepticism about the viability of high-end mixed reality headsets. Commenters largely attribute weaker-than-expected demand to the $3,500 price, bulky “ski goggle” form factor, limited software and gaming support, and lack of clear everyday use cases beyond niche entertainment or development. Some see Vision Pro as an expensive, quasi–developer kit or a “Newton of mixed reality,” suggesting Apple may need cheaper, lighter AR glasses or tighter Mac integration before spatial computing can move beyond enthusiasts.
Overall sentiment
- Mixed but skewed negative on commercial prospects.
- Many see strong engineering and UX, but a poor fit for price, form factor, and available use cases.
- 400k projected units is viewed as both impressive for a niche $3.5k device and underwhelming for Apple’s scale and investment.
Price vs. Value
- Widely described as “too expensive” or “low value for the cost.”
- Some argue the price matches the hardware quality, but still isn’t justified because almost everything it does is cheaper/better elsewhere.
- Perception that Apple misjudged demand and early hype (including reviewers who bought then returned units) inflated expectations.
Form Factor and Everyday Use
- Strong criticism of wearing a “ski-goggle” or “helmet” computer: heavy, awkward, hair/makeup issues, social stigma, theft risk.
- Many doubt mainstream adoption for at least a decade; some liken it to Newton rather than Apple Watch.
- A few users enjoy it but admit they struggle to find regular reasons to use it.
Use Cases and Limitations
- Best current use: high-quality solo media consumption (movies, flights, in bed).
- Productivity: debate over whether resolution is “good enough”; multi-monitor support is limited natively but possible via third‑party apps.
- Lack of native macOS apps and clunky Mac projection limit its potential as a laptop replacement.
- Very limited killer apps, immersive media, and co-located/shared AR experiences.
Gaming and Ecosystem
- Many think ignoring or downplaying gaming was a mistake; VR demand today is mostly for gaming, fitness, and porn (which Apple won’t touch).
- Comparisons with Quest: much cheaper, larger library, and more open, though some say that equivalence breaks down for serious non-gaming use.
- Perceived “dev kit in disguise”: polished but too locked down and too expensive to function as a true developer kit.
Alternative Visions
- Suggestions Apple should have:
- Built a lighter, Mac-tethered “pro” headset first.
- Or gone after simple AR glasses (alerts, overlays) akin to enhanced Apple Watch/Google Glass.
- Broader reflection that people may prefer modest digital enhancements over fully immersive “all-digital” environments.