The source of these articles is a new note from supply-chain analyst Ming-Chi Kuo, who has been reporting on Apple's supply chain for more than 10 years. Kuo's claims sometimes turn out to be true, but not always, and his latest contradicts not only what we know about Vision Pro production, but what Kuo himself said just a few months ago.
Kuo claims this is due to weaker than expected US demand, leading to a production cut ahead of global launch. Yet as recently as February Kuo said Apple's US target for 2024 was 150-200K units, and in January he said Apple sold almost 200K preorders. MacRumors separately cited "a source with knowledge of Apple's sales numbers" as saying Apple had sold 200K preorders, particularly ironic given it's now presenting Kuo's claim and as if it were official news.
Further, in January Kuo was referencing Apple Vision Pro "achieving a shipment volume of 500,000 units" as the goal. This isn't just a random number - it's what multiple sources report is Apple's supply limit for the year, regardless of demand.
The Financial Times, The Information, and The Elec have previously reported that Vision Pro production is heavily constrained by the extremely limited supply of micro-OLED displays. All three sources reported that Sony, the supplier, can only produce enough micro-OLED displays for less than half a million headsets in 2024. Given this, why would this claimed "market consensus" have been 700-750K headset units in the first place? It simply doesn't make sense.
With a $3500 entry price Apple Vision Pro was never going to be a breakout mass market hit. The product's very name suggests it's just the beginning of the Vision headset line, and multiple sources have reported that Apple plans a much more affordable model later in the decade. But Vision Pro's price is dictated by its production and supply constraints, and it's those constraints limiting its volume, not lower than expected demand.
Don't believe everything you read.
FTFYVR isn't going to take off with the masses until the technology is miniaturized to literally the size of sunglasses. Needs to be as easy to use as putting on a pair of glasses, and would need to be stylish too. Otherwise it will always be a niche enthusiast thing. So maybe 25 years from now.
Soon.I've said it a thousand times on here already, but the VR market is going nowhere so long as the formfactor is not literally just a pair of glasses.
No, Apple Didn't Really Cut Vision Pro Production By 50%
Headlines are circulating claiming Apple cut Vision Pro production by almost 50% due to weak demand. But here's why this is almost certainly false.www.uploadvr.com
This'll age well.VR headsets will NEVER be the future - no matter how many tech companies try to scam it into existence.
So basically 'Apple on track to sell all Vision Pro headsets they can make'? Guess that's not as catchy as saying it's doomed.Further, in January Kuo was referencing Apple Vision Pro "achieving a shipment volume of 500,000 units" as the goal. This isn't just a random number - it's what multiple sources report is Apple's supply limit for the year, regardless of demand.
We need more than a VR enthusiast site as a source to refute.So, this story is being refuted. Seems like this ought to get added to the OP.
Every amazing piece of hardware needs software. And avp just doesn't have anything compelling enough. It's puzzling how uncreative apple's own software offerings are on this thing.
Yeah, and not just that, but even the things Apple is trying to sell in their marketing material seem so uninspired and... downright visionless (pun very much intended).Every amazing piece of hardware needs software. And avp just doesn't have anything compelling enough. It's puzzling how uncreative apple's own software offerings are on this thing.
No, they didn't know. Can we please stop pretending Apple is some kind of incredible magic wizard group knowing the future and never doing wrong? They didn't put a 4000$ device on the market because "they knew". No freaking company would do that. They expected the hype to latch on and at least sell a good bunch of these things to hardcore fans, influencer watchers, techbros and cryptobois. They expected to take over VR within weeks. They expected developers to salivate over shooting out apps onto the store on basically day one. None of these things happened.This product was dead well before they got it into production. They knew it and shipped it anyway. VR headsets are still years and years away from commercial viability due to weight, power, cost, and battery life.
This doesn't make any sense after all the effort they put in to market it as NOT a VR device and by giving it almost no VR content.
They branded it as "spatial computing" because they know the terms VR/AR are scorched earth. Yet _everything_ they showed was VR/AR. You're gonna actually tell me you suck up marketing phrases this easily while looking at the tech industry via era for years now? Come on, we don't need to pay pretend here.This doesn't make any sense after all the effort they put in to market it as NOT a VR device and by giving it almost no VR content.
I'm not playing pretend, there was hardly any VR content (nor APIs), that's actually the main problem of the device, they thought they could leapfrog the existing market, but with no vision for spatial computing it currently serves nobody.They branded it as "spatial computing" because they know the terms VR/AR are scorched earth. Yet _everything_ they showed was VR/AR. You're gonna actually tell me you suck up marketing phrases this easily while looking at the tech industry via era for years now? Come on, we don't need to pay pretend here.
I don't understand how they thought there was a consumer market for it when it costs $3500.
I've never seen an apple product where hype inflated and completely puffed out so quickly like with this.
And here is where I think Apple has really fumbled it with the AVP: the branding.
There isn't a consumer market for this headset, and Apple clearly doesn't think there is. It isn't priced for the mass market, it doesn't have a big suite of apps or games, it's only available in the US, everything about it screams "v1". This is blatantly for developers who need something to test on and for big companies to evaluate how they can use this shiny new toy in their organisations. That way, when the consumer-grade model(s) launch, everything and everyone will be ready to lap it up.
And yet, they called it the "Pro", a name which normally, in Apple land, means "Expensive but worth the cash if you want the power". You don't have to be a professional at anything creative-related to want an iPad Pro, or a MacBook Pro, or an iPhone Pro.
I honestly think this whole kerfuffle could've been avoided had they simply called it the "Apple Vision Enterprise" or something similar.
The bigger problem is that it's a bad developer headset because the cost of entry is extremely high and there's no chance of ROI for developers, and developer trust in Apple in in the toilet due to years of their behaviour.
If you're an independent developer, sure. I was thinking more about software teams in larger companies.
It's no better in larger companies. You can't take a punt on a hit in a large company, you'd have to demonstrate a business plan. What is the business plan for the Apple Vision Pro for a corporate? "It's got no user base, so you won't make any money. Apple might make a cheaper accessible one at some point but they might not and they certainly won't tell us. You have to spend a really non-trivial amount on Unity developer licenses. There are precious few libraries and devs with the relevant skill sets are expensive and could be doing more profitable things. If you do have a good idea Apple will probably steal it and give themselves preferential treatment, and even if you come up with something you've probably got to watch 30% of your revenue walking out of the door and the arbitrary approval mess that makes corporate teams despite iOS development. The liability terms are insane, with no upside to balance them. The headsets are set up to be actively hostile between passing around staff to do testing and development."
At least the original apple watch was worn by apple fans and techies for longer than a week or two :/Perhaps you forgot the discourse that followed the release of the original Apple Watch?
So, this story is being refuted. Seems like this ought to get added to the OP.
The Financial Times, The Information, and The Elec have previously reported that Vision Pro production is heavily constrained by the extremely limited supply of micro-OLED displays. All three sources reported that Sony, the supplier, can only produce enough micro-OLED displays for less than half a million headsets in 2024. Given this, why would this claimed "market consensus" have been 700-750K headset units in the first place? It simply doesn't make sense.
Wall Street analysts' forecasts for sales of the Vision Pro vary widely, from the low hundreds of thousands to several million in its first year. At the time of the headset's unveiling a month ago, Wedbush predicted Apple would ship around 150,000 units in the first year, while Morgan Stanley's estimate was around 850,000 and Goldman Sachs believed it could reach as many as 5mn shipments in 2024.
Japanese tech giant Sony, which is supplying the panel used by Apple for its new mixed reality device Vision Pro, has a capacity of 900,000 units of these panels per year, TheElec has learned.
Yep, in the past Apple could get by, by having a relative first mover advantage (and much lower development hurdles). Now Meta has a much bigger market and much more advanced APIs. And as Primal Sage said, even the things that make it relatively unique like eye-tracking, are off limits to developers, so they are not creating a USP for itself.It's no better in larger companies. You can't take a punt on a hit in a large company, you'd have to demonstrate a business plan. What is the business plan for the Apple Vision Pro for a corporate? "It's got no user base, so you won't make any money. Apple might make a cheaper accessible one at some point but they might not and they certainly won't tell us. You have to spend a really non-trivial amount on Unity developer licenses. There are precious few libraries and devs with the relevant skill sets are expensive and could be doing more profitable things. If you do have a good idea Apple will probably steal it and give themselves preferential treatment, and even if you come up with something you've probably got to watch 30% of your revenue walking out of the door and the arbitrary approval mess that makes corporate teams despite iOS development. The liability terms are insane, with no upside to balance them. The headsets are set up to be actively hostile between passing around staff to do testing and development."
Didn't bother people buying Airpods in droves tbf.Problem is you look stupid wearing it. Google Glass had the same problem. They need something attractive if you're gonna put it on your face. These tech companies can be a bit too geeky for the masses.
Didn't bother people buying Earpods in droves tbf.
But I also think AVP is actually pretty premium looking.