By The Nexus Gazette.
13th July, 2024.
Apple’s highly anticipated Vision Pro headset has finally made its way to Europe, sparking excitement and curiosity. Yet, the question remains: Can VR overcome its niche status and become a part of everyday life?
The Vision Pro, Apple’s flagship VR headset, promises an immersive experience like no other. With features like 3D-like home videos and panoramic photos that stretch from floor to ceiling, it aims to elevate everyday activities. However, there’s a catch: the hefty price tag of £3,499. While Apple positions it as “spatial content,” critics remain skeptical about its mass appeal given the high cost.
Meta, another major player in the VR market, takes a different route with their Quest 3 headset. Emphasizing multi-tasking, the Quest 3 allows users to have multiple screens in action simultaneously. It’s a practical approach, demonstrated by a man using the Quest 3 to watch video instructions while assembling a crib—all for less than £500. This affordability makes Meta’s offering more accessible, but widespread adoption still eludes it.
Despite Apple and Meta’s efforts, VR remains a crowded but elusive market. Dozens of headsets exist, yet none have truly hit the mainstream. The Vision Pro, previously available only in the US, is predicted to sell fewer than 500,000 units this year. Meta’s Quest series, with an estimated 20 million worldwide sales, still falls short of ubiquitous adoption.
One key challenge is content. Compelling experiences drive engagement, but VR lacks a consistent flow of captivating material. Many purchased headsets end up abandoned due to this limitation. As George Jijiashvili from Omdia notes, the “limited in-flow of compelling content” hinders VR’s widespread adoption. Without a steady stream of engaging content, even the most advanced hardware struggles to maintain user interest.
While Apple’s Vision Pro and Meta’s Quest 3 make strides in technology and user experience, VR’s journey to the mainstream remains uncertain. Perhaps the next breakthrough lies in creating irresistible content that captivates users across the globe. Until then, VR continues to hover on the edge of becoming a ubiquitous part of everyday life.
Resources:
1.https://www.bbc.com/news/articles/c51yl7q8z42o