Virtual Reality: More Than Just "Full-Screen Mode"
Virtual Reality isn't merely an extension of your screen; it's a transformative spatial tool
The Mixed Reality Conundrum
Anyone who's used a consumer VR headset
Gaming: The Path of Least Resistance
So far, games and experiences have dominated the VR landscape, less out of design intent and more out of technological necessity. This approach has had the side effect of easing people into accepting virtual realms
The Tesla Autopilot Parable: A Lesson in Gradual Adoption
Drawing a parallel to another disruptive technology, let's talk about Tesla's Autopilot. Introduced in late 2015, it made us feel like we were living in the future, even when looking back, now realizing that the technology was actually quite rudimentary at that point. Flash forward to today and while Tesla’s Full Self-Driving (FSD) Beta shows promise, it still hasn't reached the point of full autonomy. Yet, that initial rollout was crucial. It introduced the world to the concept of self-driving cars, made us (more) comfortable with the technology, while it continued to evolve. Nearly a decade later, the idea of a self-driving car doesn't seem like science fiction; it’s a rapidly approaching reality, irrespective of the exact technological method used to achieve it.
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The Odyssey of Consumer VR as a Historical Exercise: From Sega to Oculus
If you're wondering why it took so long for VR to reach consumers, even though it's been an idea and somehow "around" for decades, let's go back to the early '90s. The Sega VR-1 was hyped to be the first consumer VR headset, priced at an astonishingly low $200. This was mostly possible because a component, which previously cost a staggering $20,000, could suddenly be manufactured for just $1. The market was buzzing with excitement and optimism about VR’s potential. Yet, despite all the anticipation, the Sega VR-1 never hit the market. We had to wait nearly 15 more years for the rest of the tech associated with it to catch up. And even then, when Oculus launched the Rift in 2016, it required a high-end gaming PC and altogether cost more than the $3,500 price tag of Apple's Vision Pro, which is considered an expensive premium product.
Apple's Calculated Entry
Apple is playing it smart, entering the scene only when both the technology and the market are mature enough to appreciate what they're offering. The Quest 3, priced at $500, will give us an affordable mixed-reality experience and further continue to set the stage for the Vision Pro's entrance sometime next year. This preludes a period of busy development as companies gear up for Apple's foray into the market.
The Apple Strategy: Classic Innovation
Apple is doing what it's always done best: Taking existing technologies, combining them, and further refining them and then being in a position to introduce them in a way that someone can simply look at them and say,
"I want this."