Apple has set the bar for UX on a standalone headset. As soon as the company can get the same experience into a smaller and cheaper package, it’s going to become significantly more appealing to a wider range of people.

Apple has billed Vision Pro as “tomorrow’s technology, today.” And frankly, that feels pretty accurate if we’re talking about the headset’s core user experience, which is far beyond other products on the market. Vision Pro is simple and intuitive to use. It might not do as much as a headset like Quest, but what it does do, it does extremely well. But it’s still undeniably big, bulky, and expensive… my recommendation is that it’s not worth buying for most people.

And that’s probably why there seems to be a broadly held notion that Vision Pro is a bad product… a rare flop for Apple. But as someone who has used the headset since launch, I can plainly see all the ways the headset is superior to what else is out there.

Saying Vision Pro is a bad product is a bit like saying a Ferrari is a bad car for not being as widespread as a Honda Accord.

I don’t know if the first generation of Vision Pro met Apple’s sales expectations or fell short of them. But what I do know is that the headset offers an incredibly compelling experience that’s significantly held back by its price and size.

If Apple can take the exact same specs, capabilities, and experience, and fit them into something that’s half the size and costs half as much, I’m certain the headset will see a massive boost in demand.

A more compact Vision Pro concept | Photo generated by Road to VR

Cutting it down to half the size would mean bringing it down around 310 grams; certainly not be easy but also not entirely unrealistic, especially if they stick to an off-board battery. After all, Bigscreen Beyond is around 180 grams. It might not be a standalone headset, but it shows how compact the housing, optics, and displays can be.

And half the cost would mean a price tag of roughly $1,750. Still not cheap compared to most headsets out there, but significantly more attainable, especially if Apple can market it as also being the best TV most people will have in their home.

This might seem obvious. Making any tech product smaller and cheaper is a good thing.

But my point here is that Vision Pro is disproportionately held back by its size and cost. It has way more to be gained by halving its size and cost than Quest, for instance, because Quest’s core UX is still very clunky.

Fitting the Quest experience into something half the size and half the cost would be nice, but the core UX would still be holding it back in a big way.

On the other hand, Vision Pro feels like its core UX is just waiting to be unleashed… halving the size and cost wouldn’t just be nice, it would be transformative.

Of course this is much easier said than done. After all, you might counter that the very reason why Vision Pro’s core UX is so great is because it costs so much. It must be the expensive hardware that makes the difference between Quest and Vision Pro.

While this is perhaps true in some specific cases, in so many more cases, it’s the software experience that makes Vision Pro excel in usability. For instance, we explained previously that Quest 3 actually has higher effective resolution than Vision Pro, but it’s the thoughtful software design of Vision Pro that lead most people to the conclusion that Vision Pro looks much better visually.

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And when I say that Vision Pro will take off when it reaches half the size and half the price, I’m not even factoring in several key improvements that will hopefully come with future versions of the headset (like sharper passthrough with less motion blur and some enhancements to the software).

Apple has set a high bar for how its headset should feel and how easy it is to use. The question now is not if, but when can the company deliver the same experience in a smaller and less expensive package.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Thud

    In my opinion it's absolutely that the next Apple product will be "small" They are not know for releasing products that are "last generation" and with the MaganeX and Bigscreen out they know that to do so would be throwing good money after bad.

    • Andrew Jakobs

      Meganex and bigscreen don't really have any hardware on board which us why they can be so light. To me, even the cable down to the battery of the AVP is a big nono for me.

      • I agree with half of your statement.

        That's why no up- OR downvote …. lol

        #FairIsFair

      • g-man

        I want an AVP with that form factor that plugs into my MBP. I don’t need or want an onboard computer or battery.

        • Alex Soler

          Apparently they may release that, also

  • BRAVISSIMO, WELL DONE.

    Hear fucking hear, Mr. Lang.

    []^ ] ❤️

  • Andrew Jakobs

    Sorry to say this, but this is rather a useless, "if only" article, not based on any real info.

    • Nevets

      I was thinking the same thing. If a Ferrari could be made at half the cost it'd be far more successful.

      • Dragon Marble

        But that's wishful thinking. Getting a Vision headset at half price, on the other hand, is just a matter of time.

      • VR HO

        The car analogy really breaks down with the insult to Honda Accords in this article!

  • xyzs

    lol that was exactly my comment on previous article, happy you think the same way, because that's just the truth: Vision will never sell if it's overpriced uncomfortable shame, even with an Apple logo on it.

  • Uhm, $1750 is still damn expensive, here in Italy is like a month of salary of a random person. Would it increase the sales? Yeah. Would it be mainstream? No.
    Then there is also the utility factor to consider: so what is it sold for? Quest 3 can do much more and is still "flopping". And I don't think it's a matter of UX only, because even if the UX on Quest is bad, launching a movie is still something achievable by most people.
    So, I agree on what you say, but I still think it won't truly "take off" even at half the size and price.

  • spirr9986

    They are making the same mistake as the computer industry did in the 80s. There is no such thing as a business computer for the home. It either does everything or it does not. In other words What can it do for me. Why in the world limit the device. First of all it needs controllers for fine motor control. It also needs the ability to plug directly into DisplayPort's on your computer as well as stand alone. Why limit the device? It could easily be for gaming, Business, Productivity, Media consumption and Mixed Reality. Are these people interested in selling headsets or what? Why not catch everybody???

  • ZarathustraDK

    "If my grandmother had a-wheels she would-a been-a bike".

  • Scientism

    They should use a thicker, higher bandwidth cable, and move the computing chips to the battery pack, leaving only networking chips, sensors, and display/ speaker components onboard. Not only will it remove most of the heat producing components from users' face, it will also allow the headset to be smaller.

  • Stephen Bard

    The existence of the highly regarded Play for Dream standalone headset already accomplishes the half-AVP-price criteria, and it is also half the AVP weight without the awkward AVP tethered battery that is completely unacceptable to many of us. Unlike most micro-OLED head sets like the AVP and the Meganex, that have unacceptably claustrophobic narrow FOVs, the Play for Dream has FOVs almost as good as a Quest 3. I am constantly amused by articles trying to explain why simplistic AVP apps are interesting, when the truth is that most are truly lame, and the quantity is dramatically hampered by the lack of controllers and users. Even though the AVP hand tracking is probably the best because of the eyetracking, it still fails to register 20% of the time, which is very frustrating. It is a mere novelty that I would never routinely use on any headset because of the inaccuracy and lack of haptic feedback. Thank god the failed AVP exists to motivate Meta and other companies!

    • JanO

      When comparing FOV of various headsets, you should also take binocular overlap in consideration. Sadly, Quest 3 sacrificed this a bit too much in order to attain a higher FOV and this lessens the immersion a lot, as too much of what's in view is only 2D.

  • Christian Schildwaechter

    TL;DR: the current AVP couldn't have been lighter, but cheaper, and there are a number of options to reduce the weight in a future AVP. Dropping the weight of the headset without straps and battery by at least 1/3rd, and the price by half should be feasible in a few years. The following is a very long and detailed breakdown why the current AVP is so complex and expensive to build, why this still made sense, and what Apple can and will do to bring down both complexity and price.

    I mostly agree, esp. with AVP being held back by weight and price more than other HMDs. This is at least somewhat intentional though. Not that Apple wanted to keep AVP a niche product, more that they accepted that it would be a niche product by introducing it in mid 2023. There were rumors that the design team wanted to delay, but Tim Cook decided that the device was in a state where entering the XR market with it made sense.

    I have no doubt they knew that USD 3500 and the high weight weren't acceptable for a mass market device. Technically it would have been hard to reduce the weight. iFixit did AVP teardowns and chip identifications, and that thing is crammed full with very expensive tech. Besides the desktop class M2 SoC there is a dedicated R1 signal processor handling 14 camera sensors plus a ton of ribbon cables connecting to other components. All held together by a ton of screws.

    This is not how a regular consumer device looks. iFixit also tore down the Quest 3, and it contains a much smaller mainboard, a fraction of the cabling and only four lores b/w tracking, two hires color cameras for passthrough plus the depth sensor, which is an IR camera sending out striped structured light. The AVP has two short range depth sensors, one for each hand, plus a long range lidar sensor for room tracking.

    Both Quest 3 and AVP use pancake lenses that lose about 90% of the light, so they need a much brighter light source that creates more heat. In the AVP Apple went with dual-layer microOLED, stacking two white 3.5K OLED backlights for increased brightness, creating even more heat. The combined heat from multiple high performance chips plus displays is probably why the whole chassis is made from an aluminum alloy that would work like a heat sink.

    There's also the eyeSight display sitting behind a 35g curved front of hardened glass, also required for all the sensors and adding a lot of rigidity. Behind it a plastic lenticular lens to show the eyes from the right perspective and the OLED panel showing multiple eye perspectives at the same time. One can argue whether they should have left of certain features, but it is hard to imagine offering all the same features with less weight. And I think they kind of accepted that the first AVP would end up full featured to see how people actually use it, even if this made it very heavy and borderline unusable for some, at least without extra straps.

    But all this also hints how they will bring down the weight. I seriously doubt you really need 14 cameras/sensors, and would expect them to reduce that number over time, once they figured out the acceptable minimum. Switching to a newer SoC will increase the performance, and if they also reduce the number of sensors, that SoC might do the job of both M2 and R1. At one point they could switch from the M-series (Macbooks/iPad Pro) to an A-series SoC (iPhone) about 1/3rd smaller and consuming a lot less energy. This will bring down the logic board size and heat. More components can be moved to that board that needs less sensor connectors, allowing for a much easier assemblage with a lower number of parts and less screws.

    The Sony displays they used will hopefully improve, and on the horizon are new microOLEDs that are more energy efficient. The current generation uses white OLED pixels with RGB color filters, losing 2/3 of the light. eMagin has been working on microOLEDs with true RGB OLED pixels, removing the need for the lossy filtering, which could massively reduce the generated heat and thus require less cooling and metal inside the HMD.

    The AVP display module itself weights "only" about 532g, similar to the Quest Pro at 522g. Cushion and strap weight are also almost identical for both, but the AVP battery weights about 3x as much as on QPro due to all the power munging chips and sensors, and the Quest uses the battery as a counter balance. With reduced sensors and chips, more efficient displays, less cooling and a lot less screws and cables due to a simplified construction, they might be able to reduce the weight by lets say 150g, possibly more. A lot of people opted for thinner face cushions for higher FoV, so they may shave off a few extra grams there too, once they collected enough feedback regarding comfort.

    The price is more interesting. Cost breakdowns put the AVP production cost between USD 1400 and 1800. So while Meta sells HMDs at price, Apple added about 55% of margin on top, which is high even for them, as their other products usually come with ~40% margin. I still suspect that this was sort of strategic to intentionally keep it limited to developers, first movers and hard core Apple aficionados, partly because Sony could only produce enough displays for 450K AVP in 2024. Apple sold even less, so they overdid it. But apparently they could have sold the AVP at roughly half the price without taking a loss. And if they had applied their typical iPhone margins instead, it would have cost USD 3150.

    Part of the estimated costs were USD 700 for the displays and USD 130 just for the assembly. The latter says a lot about the complexity, esp. since assembly costs for an iPhone are more like USD 10-25. A couple of years ago, the average Foxconn employee made less than USD 4/h, so it takes a lot of parts, screws, cables and hours to reach USD 130. A streamlined consumer Apple Vision with less than 20% of the screws and half the cables could save USD 50 just from simplification, and the USD 700 displays that make up almost half of the costs will drop to half of that or less within a few years. SoC cost are basically aligned with wafer area on the same process, so if they manage to replace the M2 plus R1 with an A-series chip that only takes up ~40% of the chip area, this again cuts about USD 150 in cost.

    So there clearly are ways to get the Apple Vision to be both much lighter and much cheaper. That it wasn't light and cheap(er) from the start is mostly due to Apple releasing it at a time where their baseline experience was only achievable by an unsustainable amount of tech. The first AVP is basically a very polished prototype for wealthy Apple guinea pigs, already useful for a lot of things, but with a horrible price/performance ratio compared to future versions.

    And this makes a lot of sense, since it takes years for developers to first learn how to properly utilize a new device working with a different interface paradigm. Nobody based an HMD solely on hand and eye tracking before, and the hand tracking on Quest was never en par with controllers, so only a few apps really used it. Apple has also been pushing a lot of visionOS updates, quickly improving what was already a very solid experience.

    Give it 3-5 years, and developers will have picked up how to come up with compelling experiences on top of a very smooth visionOS, the tech will have improved to allow for serious reductions in size, the expensive parts will have become much cheaper, and Apple's infamous supply chain expertise will allow for a much more attractive offer with a device that is optimized for mass production instead of labour intensive manual assembly. Of course it still won't be cheap and never as cheap as Quest. Apple will still apply their 40% margin, so I doubt that we'll see a sub USD 1000 Apple Vision during this decade. But halving the current price seems very doable.

    https://uploads.disquscdn.com/images/64ee4832780fb62139234fd6ba1fffae2d5b16edad9498a7200930e6b7bc363e.jpg

  • Rudl Za Vedno

    Making micro-OLED displays is extremely difficult, extremely expensive, and has low yield. That is just bad business. If you can only make a few of something that will be massively expensive, you won’t likely sell many and you’re probably going to lose money or, at best, break even. That0s why no tech giant is in a rush to mass produce these micro panels waffers on large scale atm. That's why I doubt AVP2, AIR or whatever it is called is gonna be half the price of original or a mass production product. I'd say we're still 5 to 8 years away from tech giants like LG, Sony, Samsung and others securing high enough production yields on waffers to make micro-led panels a mainstrean thing. So just forget Quest 4 getting micro OLED next year. Maybe we'll get it in a form of "Quest Pro 2" but it will again be a premium priced product sold in relatively low quantities, just like what we can expect from Samsung's new headset. That's just the reality unfortunately.

    • Arno van Wingerde

      Well, a Big Screen Beyond is about $1300, without any "subsidies" right now. So, maller & lighter is definitely possible. I am afraid you aright about the Quest4, but a "Quest4 Pro" over $1000 would be OK for me.

      • Rudl Za Vedno

        Yes, but Bigsceen beyond 2 is gonna sell in tens of thousands not millions of units. That's what mass production means to tech giants. Plus as the founder of Big screen said in the recent interview, they're opting for the same previous gen micro-OLED panels as its predecessor, offering a 5120 x 2560 resolution panels because new high res panels used in AVP, Samsung, MeganeX are simply too expensive and too hard to obtain in large enough quantities due to waffer yields problems. Remember BSB2 is allegedly being preordered in tens not hundreds of thousands yet it's still getting quantity constrains on the panels parts. It's just the really and this won't change until LG, Sony, Samsung or some Chinese counterpart decides it's safe enough to invest billions in new micro oled factory. Meta is building a 12-inch microdisplay production line in Yiwu City, Zhejiang province so are Rayvision and Sidtek, but these projects are on a small well under a billion $ investments atm. Let's hope their yields turn up to be high enough to warrant larger capital involvement but this will take time. That's why I'm saying we're 5-8 years away from micro oled being in Quest like headsets in best case scenario if at all.

  • Kfir Even

    After all, Bigscreen Beyond is around 180 grams

    Bigscreen Beyond 2 weighs 107 grams, the first gen 127

    • Ben Lang

      That's without the strap. For the sake of comparison I wanted to make sure the strap weight was included for both headsets.

  • Ben Lang

    AVP's uses encourage you to wear it around the house in various rooms and to do quite a bit of multi-tasking (between RL and AR) which makes its needs a bit different than a dedicated VR headset tethered to one room. If I want to kick back on my couch to watch some YouTube on a huge screen, having something more compact is going to make that experience much more comfortable and make me reach for the device to use it that way more often.