I see some deeply enthusiastic comments like this whenever it’s mentioned. I wonder how much lack of adoption is simply lack of awareness. Apple needs to find ways to make experimenting with it, and experiencing specific use cases, more approachable. I’m not going to go to the Apple Store to try it — I don’t care enough. Maybe one day I’ll happen to do that, but I’ve got enough social anxiety (which is a low amount!) to not want to ask someone in a busy Apple Store to let me strap the VR goggles to my face for 30 minutes of experimenting with a code editor.
Idk if there’s an easy solution to this — maybe shared setups distributed to WeWork type spaces or something… but I suspect it’s the main barrier to adoption, assuming even just 10% of developers would share the same experience as you when they try it for the first time. (Or maybe there’s also a learning curve where it sucks on first experience, and your body gets used to it only after some prolonged usage?)
The biggest barrier to adoption is of course the price. To pay $3,500+ I'd better be damn sure I will use it every day, and even though I did the 30 min demo I still have no idea if it would be tolerable for longer periods.
I've said before and I'll say it again, Apple/Meta need to have rental stands in major airports so I can rent a Vision Pro or Meta Quest for my cross-country flights. That would be a huge way to "try before you buy" !
I agree that the price is the barrier. If it was around $1k I would MAYBE think about buying one. I'm curious to see what the newer Valve headset retails at, even though that's more for play than for work.
Idk if there’s an easy solution to this — maybe shared setups distributed to WeWork type spaces or something… but I suspect it’s the main barrier to adoption, assuming even just 10% of developers would share the same experience as you when they try it for the first time. (Or maybe there’s also a learning curve where it sucks on first experience, and your body gets used to it only after some prolonged usage?)