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.