Ask HN: Are you still using your Vision Pro?
Overall Usage Patterns
- Responses span the spectrum: some use Vision Pro daily or several times a week; others shelved it, use it rarely, or returned it within the return window.
- A notable minority say it has become part of their regular work setup or travel kit.
- Several commenters explicitly did not buy it, citing price, lack of compelling use cases, or waiting for later revisions.
Primary Use Cases
- Most common: “fancy iPad” / personal cinema for movies, TV, YouTube, flights, and hotel rooms; many describe it as the best screen they’ve used.
- Work: virtual Mac display with large/high “monitor,” email, tickets, light coding, and late‑night work without lighting up the room.
- Environment and focus: immersive scenes (Yosemite, volcanoes, beaches) used for calm, focus, or “alternative posture mode.”
- Niche: VR fitness is mostly done on other headsets; porn is described by some as a “killer use case” via sideloaded 3D video players; a few use 360 cameras and 3D scans (art, food, family moments) to relive memories.
Comparisons to Other Headsets
- Some argue Vision Pro and Quest/Bigscreen are “all just VR”; others insist AVP is in a different class (screen quality, OS refinement, passthrough, input).
- Debate over effective resolution: raw pixels favor AVP, but one link suggests Quest 3 can appear sharper in practice.
- Controllers vs hand‑tracking: many prefer physical controllers (especially for games/fitness) and see AVP’s lack as a major limitation.
UX, Comfort, and Hardware
- Complaints: heavy, uncomfortable for long sessions, stuffy, headaches, confusing sizing, hand tracking lag/false gestures, latency and blur in Mac mirroring.
- Third‑party straps and “open face” setups significantly improve comfort for some.
- visionOS 2 beta is widely anticipated/praised for better hand tracking (higher frame rate), foveation, environments, Mac Virtual Display improvements, and seeing keyboards in immersive scenes.
Content, Ecosystem, and “Killer Apps”
- Many feel non‑movie content is thin: few immersive videos, limited games, missing hits like Beat Saber, and weak shared‑AR experiences.
- Shared AR / co‑presence is seen as a potential killer feature; some point out existing FaceTime/SharePlay support but others want richer, object‑anchored collaboration.
- Skepticism that it truly increases productivity vs a good physical monitor; some see current uses as solving non‑problems.
Constraints and Future Outlook
- Lack of multi‑user support blocks family and work use for several people.
- Price is repeatedly cited as prohibitive, especially given current limitations.
- Many expect a lighter “Vision Air” or second‑gen device to be the point where the form factor and software become compelling for everyday use.