Here's my review of both the AVP demo experience, and on the AVP in general:
- I live in the middle of the Silicon Valley. This Saturday at 11AM I decided to schedule a VP demo. The only store without a time slot for that day was the Apple Visitor Center in Cupertino. Everything else was wide, wide open.
- I scheduled for Stanford Shopping Mall Apple Store at 2:30. There was one person getting a demo before me, so I had to wait a few minutes for my demo.
- Activity around the two AVP "static" display tables in the front room of the store was nil. People walk up, try to pick up the AVP off the stand, to find it is anchored down. That's all there is to the tables. Nothing to try to sell them on the device, no description, no listing/display of what it can do.
- My demo experience:
- I started out with the "over the head" strap because I know how important positioning and "stability on the face" is for my Sony PSVR2 goggles. (I use them exclusively for Gran Turismo 7.);
- I found that eye tracking could be frustrating and could fail at times. I had a hard time "picking out" the top-left preview photo in the Photos app;
- Apple's decades-long abhorrence of intuitive GUIs, ditching in favor of "sleek, stylish, minimalistic" GUIs is on full display with VisionOS:
- You close a window by activating a small white dot that turns into a little "x" circle when you look at it;
- You move a window by looking and grabbing at a white bar that looks like a scrollbar that fell out of its scroller container.
- You only know what you're focusing at when that object gets slightly whitened (in the case of photos).
- None of these things are particularly intuitive.
- Apple's UI group needs to go back and read "The Design of Everyday Things" by Don Norman.
- I wouldn't recommend AVP for my Mom.
- Nice: 3D picts and movies of family
- Nice: "Classic Discovery Channel" type 3D footage of baby rhino and zebra petting zoo in Africa;
- However, these "Nice" experiences, were they to happen at home, I would want to share by immediately handing over the device to family and/or friend so *they* could see it - like you do with a phone or iPad or laptop. You can't do that with AVP - it's locked by size and setup to just one head!
- None of these "Nice" experiences are worth having an $4000, oversized, heavy, hot, and opaque ski goggle glued to my head for;
- OK: Watching a commercial 3D movie snippet. Sure, 3D effect was good, but I just don't like having to switch eyeball focus when watching a story.
- OK: Watching a normal movie snippet. Anything longer, and I'd watch my TV.
- Boring: being in one of their virtual environments. They're ultimately all bland, by design.
- Missing in demo: any kind of interactive game / 3D graphics. No dinosaur, no butterfly;
- Missing in demo: any kind of non-bland, interesting VR photography, or way of playing back VR in Safari. What the hell Apple, YOU INVENTED THE FIELD WITH QUICKTIME VR. I've been shooting VR for 28 years now - lots of fascinating, educational, entertaining VR panos are out there! You didn't even work with current VR platforms like KRPano to make sure those engines work in VisionOS Safari!
- Missing in demo: Anything that makes the AVP stand out - SIGNIFICANTLY - compared to the competition. All the emotional-impacting stuff - 3D family movies, 3D Discovery channel - are also available in the competition;
- Missing in demo: any kind of "spatial computing". No mixed real-world / computer world applications were shown;
- After 30 minutes, I started to feel pressure and heat from the AVP, and it was demo was over, anyways.
- Summary of AVP demo experience:
- As with all VR Goggles, AVP is socially weird to put on - especially in a public venue like an Apple Store;
- AVP is uncomfortably heavy and hot after 30 minutes;
- Compared to other VR goggles: the pass-through is better, the resolution is better, the GUI is, well, sleeker, but not more instantly intuitive. (Not like a mouse and menu bar and "grippy looking window title bar" was back in the 80s, compared to DOS.)
- Nothing was shown that would compel *me* to spend over $1000 on AVP.
- I'm a technonerd, with a 30 year background in VR panoramas,
- I have an Meta Quest, and a Sony PSVR2, so for the right use, I am willing to buy VR hardware.
- For panoramas the resolution would be nice - but all I have to do is wait for a next-gen ~$500 Meta Quest to catch up. Besides, META ACTUALLY CARES ABOUT MAKING VR PANOS WORK ON QUEST. And Meta Quest has games, the one sales driver of VR. (But it is from the privacy-breaking Zuckerfreak.)
- Most importantly, the demo person didn't really know how to sell the AVP. No excitement was present from Apple staffers. Just "here's the demo, there you go" - not negative, but their hearts just don't seem to be in it.
Overall summary:
- VR goggles that block the eyes from the real-world are:
+ good for gaming, especially in a controlled space (like racing games in a racing seat);
+ good for short-duration specialized commercial apps;
+ good for short-form educational and travel films and panoramas;
+ good for 3D family photos, as rare as those are;
+ horrible for mid-term or long-term use;
- VR goggles are the Mattel Viewmaster of the 21st century, and need to be
+ priced as such;
+ used as such (hey, every elementary school library had one!);
+ and be made sharable as such;
- Apple has no idea what they want to do with this platform;
Frankly, if I was Apple, I'd try to make an iPad with a good 3D screen, and move the emotionally powerful 3D features of the AVP over to *that* platform.