Apple Vision Pro U.S. Sales Are All but Dead, Market Analysts Say

Overall sentiment

  • Many see Vision Pro as technically impressive but commercially stalled in the U.S.
  • Core complaint: there is no clear, compelling reason for most people to own or use it regularly.

Price vs. value

  • Strong debate whether price is the main problem or just one of many:
    • Some argue $3,500 is far beyond what average consumers can justify for a non‑essential, niche device.
    • Others note people routinely spend thousands on TVs, cars, bikes, etc.; they see the deeper issue as lack of compelling use cases, not just cost.
  • Consensus that even a much cheaper Vision device would still struggle without clear utility and content.

Hardware, comfort, and UX

  • Hardware quality is widely praised (screens, AR tracking) but weight and comfort are frequent complaints; some report neck strain and headaches.
  • Fit and strap design are contentious; extra straps can help, but many still find long sessions unpleasant.
  • Eye/hand‑tracking UI divides people:
    • Some find it intuitive and vastly better than controller-based systems.
    • Others call it unnatural, tiring, and imprecise, wishing for physical controllers or touch-like interaction with virtual objects.

Software, OS, and capabilities

  • VisionOS is criticized as being too much like iPadOS: locked down, limited filesystem access, and not suitable as a primary “pro computer.”
  • Mac integration (single mirrored display) feels regressive to VR power users used to multi-monitor setups.
  • Good AR anchoring and window stability are praised, but overall app ecosystem is thin, gaming support is weak, and there’s no “killer app.”
  • Some use it mainly as a high-end personal theater or portable monitor; even fans often frame it as a niche device.

Developer ecosystem and platform dynamics

  • Very small install base and Apple’s tight platform control deter third-party investment.
  • Some see it as effectively a devkit in consumer clothing; others doubt Apple had a realistic path to mass adoption at this price and capability level.

Future and industry context

  • Several expect iterative versions (cheaper, lighter, maybe non‑“Pro”) but think mainstream success is many years away, if ever.
  • Broader skepticism about VR/AR persists: seen as a “solution in search of a problem,” with fitness, media, and niche pro uses as the only proven areas so far.