Apple Vision Pro vs. Sony PlayStation VR 2 - display, processing & design

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in Apple Vision Pro edited January 28

In the world of virtual reality, the Apple Vision Pro and PlayStation VR2 have a good percentage of the populace's mindshare, with each offering unique features and experiences. Here's how the two stack up.

A virtual reality headset with a sleek white and black design, showing front and side views, with visible buttons and adjustment mechanisms.
Apple Vision Pro versus Sony PlayStation VR2



The Apple Vision Pro and the PlayStation VR2 promise immersive experiences, but they diverge in design, display, processing power, cameras, battery life, and price.

The Apple Vision Pro, announced with a bang on June 5, boasts a sleek design that can be customized for comfort, emphasizing its versatility and user-centric approach. In contrast, the PlayStation VR2, already making waves in the gaming community, showcases a robust design tailor-made for immersive gaming experiences. These headsets are set to redefine how we engage with virtual worlds.

Apple Vision Pro versus PlayStation VR2 - Specifications

SpecificationsApple Vision ProPlayStation VR
Price$3,499.00$549.99
BatteryUp to 2.5 hoursControllers: 4-4.5 hours
Weight21.2-22.9 ounces (600-650 g)Approximately 600g
Display Technologymicro-OLEDOLED
Display Resolution ~11.5M pixels per eye ~4.1M pixels per eye
CamerasPrimary camera with stereoscopic 3D feature, two high-resolution main cameras, six world-facing tracking cameras, four eye-tracking cameras, TrueDepth cameraFour embedded cameras for headset and controller tracking IR camera for eye tracking per eye
Interpupillary distance51-75 mm58-68mm
Storage256GB, 512GB, 1TB-

Apple Vision Pro versus PlayStation VR2 - Design, weight



There are notable differences in weight between the Apple Vision Pro and the PlayStation VR2.

The Apple Vision Pro weighs between 21.2 and 22.9 ounces (600-650 g), which varies depending on the configuration of the Light Seal and headband. In contrast, the PlayStation VR2 headset weighs approximately 600g, excluding the cable.

A virtual reality headset and accessories including a pair of controllers, a charging station, and cables, all with a sleek, modern design in white and black colors.
The PlayStation VR2 needs more accessories than Apple Vision Pro



The Apple Vision Pro's design packs an array of technology into a compact form. Its single-piece glass, both functional and aesthetic, blends seamlessly into an aluminum frame. Meanwhile, the PlayStation VR2 headset is made of plastic with a rubber seal around the display.

The Light Seal on the Apple Vision Pro is crafted from soft textiles and adapts to various facial shapes, ensuring a comfortable and precise fit. The Head Band, knitted in one piece for cushioning and breathability, can be easily swapped for different sizes or styles, adding to the device's customizability and comfort.

The Vision Pro, lighter and more versatile with its adjustable Light Seal and Head Band, emphasizes comfort and customization. The PlayStation VR2 offers a robust design suited for immersive gaming experiences.

Apple Vision Pro versus PlayStation VR2 - Display



The PlayStation VR2 offers an impressive panel resolution of 2000 x 2040 pixels per eye, or about 4 million per eye, promising gamers and enthusiasts an immersive and detailed virtual reality experience. In contrast, the Apple Vision Pro boasts a micro-OLED display with an impressive 23 million pixels per eye and a 7.5-micron pixel pitch.

Pixel pitch means that the center of one pixel is 7.5 micrometers away from the center of the adjacent pixel. A smaller pixel pitch generally indicates higher pixel density and potentially higher image quality, as it allows for more pixels to be packed into a given area, resulting in sharper and more detailed images.

Close-up of a gray fabric headset strap with a circular white knob, accentuated by small orange stitches, focused against a blurred background.
The Head Band on the Apple Vision Pro can be easily swapped



The PlayStation VR2 and the Apple Vision Pro share a lack of detailed specifications -- Sony hasn't revealed the pixel pitch for its VR2 headset, and Apple has kept the Vision Pro's resolution under wraps. However, an estimated calculation hints that the Apple Vision Pro might feature a resolution near 3660 x 3142.

While the PlayStation VR2 provides refresh rates of 120hz and 90hz, the Apple Vision Pro supports 90Hz, 96Hz, and 100Hz refresh rates and can judder-free video playback at multiples of 24fps and 30fps. The Apple Vision Pro's more expansive range of supported refresh rates and higher pixel count suggests a more detailed and smoother visual experience.

Additionally, the Apple Vision Pro covers 92% of the DCI-P3 color gamut, bringing more vibrant and accurate color reproduction than the PlayStation VR2.

The PSVR2 features an adjustable Interpupillary Distance (IPD) mechanism, allowing users to fine-tune the lens distance to match the space between their eyes for optimal visual comfort. It includes a continuous scrolling option for precise adjustment and three preset choices at 58mm, 63mm, and 68mm.

In contrast, the Apple Vision Pro offers an IPD adjustment capability ranging from 51mm to 75mm, catering to a broader spectrum of user needs and ensuring a customizable and comfortable viewing experience.

A virtual reality headset with a sleek black and white design flanked by two matching handheld controllers on a dual-tone background.
The PlayStation VR2 offers an impressive panel resolution



While both devices offer high-quality displays, the Apple Vision Pro focuses on detail and color precision through micro-OLED technology. In contrast, the PlayStation VR2 emphasizes an immersive field of view with its OLED display.

Each caters to different aspects of the VR experience, reflecting their respective focuses on general use and gaming.

The field of view (FOV) is crucial in virtual reality. A single human eye typically possesses a horizontal FOV of about 135 degrees (monocular) and extends just beyond 180 degrees vertically. When considering both eyes together (binocular), the horizontal FOV is approximately 114 degrees, a crucial factor for perceiving depth.

The Apple Vision Pro boasts a FOV of approximately 100 degrees horizontally, as suggested in an Apple developer session.

Comparatively, the PlayStation VR2 offers a similar FOV around 100 to 110 degrees. Each FOV provides an immersive experience, especially in games and apps where a broader view enhances realism and gameplay. However, neither company has disclosed the vertical FOV of their respective headsets.

Apple Vision Pro versus PlayStation VR2 - Processing power



The Apple Vision Pro showcases a formidable M2 chip with an 8-core CPU, incorporating both performance and efficiency cores, complemented by a 10-core GPU and a 16-core Neural Engine. The hardware setup, bolstered by 16GB of unified memory, delivers a robust and dynamic processing capability.

A view from inside a curved, dark interior suggestive of a high-tech helmet, showcasing lit circuitry labeled M2 and R1 with a central circular viewport and surrounding buttons and dials.
The Apple Vision Pro showcases a formidable M2 chip



The PlayStation VR2 eliminates the need for an external processing unit. In contrast to the original PSVR, which required a connection to the PS4 through a processing unit and several cables, the PSVR2 simplifies its setup. It employs a one-wire system, directly connecting to the PS5 with just a single USB-C cable.

Because of that, the PlayStation performs the computation. For example, the PlayStation 5 is powered by an 8-core AMD Ryzen Zen 2 CPU, clocked at 3.5 GHz, and a custom RDNA 2 Architecture GPU operating at 2,233 MHz and delivering 10.3 teraflops.

Apple Vision Pro versus PlayStation VR2 - Cameras



The Apple Vision Pro has a robust camera and sensor system, focusing on advanced spatial capture capabilities. Its primary camera system boasts a stereoscopic 3D feature with an 18 mm, f/2.00 aperture, and 6.5 stereo megapixels, enhancing depth perception and realism in virtual environments.

Specifically, the device includes two high-resolution main cameras, six world-facing tracking cameras, four eye-tracking cameras, a TrueDepth camera, a LiDAR Scanner, four inertial measurement units (IMUs), a flicker sensor, and an ambient light sensor. In contrast, the PlayStation VR2 opts for a more streamlined approach with its camera and sensor suite.

The PlayStation VR2 incorporates a motion sensor with a six-axis motion sensing system, including a three-axis gyroscope and a three-axis accelerometer, effectively tracking the player's movements. The system also features an IR proximity sensor, four embedded cameras for headset and controller tracking, and an IR camera for eye tracking in each eye.

While the PlayStation VR2 setup might seem less elaborate than the Apple Vision Pro, it provides a reliable and efficient tracking mechanism, ensuring a smooth and responsive VR experience.

Apple Vision Pro versus PlayStation VR2 - Battery life



The PlayStation VR2 Sense controllers offer a different battery life experience since the headset is always plugged in. These controllers generally last between four to four and a half hours on a full charge.

However, some users have noted receiving a low battery warning after about 90 minutes. To extend their playtime, gamers have found a workaround by connecting the controllers to an external power bank using a USB-C cable.

Comparatively, the Apple Vision Pro's shorter battery life of up to two and a half hours is offset by its ability to be used while charging. The battery connects to the Vision Pro using a woven USB-C cable.

Apple's external battery setup allows for portable power and supports all-day use when plugged in, ensuring that users can enjoy continuous use without breaks

The two devices cater to different user needs, with the PlayStation VR2 focusing on more extended initial usage and the Apple Vision Pro on uninterrupted, flexible use.

Apple Vision Pro versus PlayStation VR2 - Price



The PlayStation VR2 is priced at $549.99, while the Apple Vision Pro comes in at a higher cost of $3,499. It's important to note that to use the PlayStation VR2, you'll also need a PlayStation 4 or 5, which adds expense, making the total potential cost for the PlayStation VR2 experience up to $1,200 or more.

Unlike the PlayStation VR2, the Apple Vision Pro has onboard storage starting at 256GB for $3,499, 512GB for $3,699, and 1TB for $3,899. It's available to preorder and officially launches on February 2.

Apple Vision Pro versus PlayStation VR2 - Different Philosophies



There are many obvious differences between the two headsets. They both offer VR experiences to the user, but go about it in completely different ways.

The PlayStation VR 2 is a device that's tethered to a PlayStation 5, which limits your ability to move to the length of the connective cable. That tethering does save weight for the user, since Sony doesn't have to build a battery or have some form of onboard processing.

The Apple Vision Pro instead allows users to walk wherever they want, feasibly including going outside and about their daily business. You don't have to tether it to a host Mac, so you have all the freedom that you could want.

Control schemes are also largely controller-based for the PlayStation VR, which is all dealt with off-headset since it's all connected to the console. Apple prioritizes controller-free experiences with hand and eye tracking, which could be considered a more natural input for users.

Then there's the question of specifications, with the Apple Vision Pro offering a lot more in its package than Sony does. As an all-in-one device with massive display resolutions and high technology throughout, it's evident that Apple has the upper hand in this field.

Of course, a lot of this can be explained by the philosophy behind the intention of each headset.

Sony's release is meant as a consumption-only device. It's intended as a mass-market headset that works with a mass-market console, which all gets used to consume media and to play games.

The Apple Vision Pro isn't a gaming headset. It's a device intended to be an entire spatial computing platform.

When you introduce a platform, you need to offer the best technology you can to its users, especially early adopters who may use it for work for long periods of time. It needs to be powerful enough to handle many real-time tasks as efficiently as possible, and to handle future applications that could take advantage of the onboard power.

The PlayStation VR 2 does very well for itself as a VR headset for gaming. Apple had to create a headset capable of doing practically anything its users want to do in the future.

It's not a limited tool to Apple, it's a platform.

Apple Vision Pro versus PlayStation VR2 - What to buy



Several factors should guide your choice when deciding between the Apple Vision Pro and the PlayStation VR2. The Apple Vision Pro offers a sleek design with customization options for comfort, while the PlayStation VR2 prioritizes a robust design tailored for immersive gaming experiences.

In terms of display, the PlayStation VR2 excels in gaming immersion with its high panel resolution, while the Apple Vision Pro delivers detailed visuals and vibrant colors through its micro-OLED display.

A white and black virtual reality headset floats amidst swirling blue and white digital lines and particles on a dark background.
The PlayStation VR2 provides refresh rates of 120hz and 90hz



On the processing front, the Apple Vision Pro boasts standalone power with its M2 chip, while the PlayStation VR2 relies on a PlayStation.

Cameras and sensors differ, with the Apple Vision Pro emphasizing spatial capture and the PlayStation VR2 providing reliable tracking for responsive VR experiences. Lastly, consider your usage patterns: the PlayStation VR2 offers extended initial usage on its controllers, while the Apple Vision Pro accommodates uninterrupted use while charging.

Price-wise, the PlayStation VR2 is more budget-friendly, but it requires the buyer to have a PlayStation console. Meanwhile, the Apple Vision Pro is a standalone device with processing power, storage, and operating system.

As for the question of which to buy, it depends entirely on your needs. Gamers will gravitate to Sony's headset, but it's not hard to see those wanting to work or do other involving tasks, and can afford it, to go for the Apple Vision Pro instead.

Where to buy the Apple Vision Pro vs Sony PlayStation VR2



The Apple Vision Pro can be ordered from Apple directly, with a starting price of $3,499. The Sony PlayStation VR2, meanwhile, retails for $549 and can be ordered from Amazon and Best Buy. A PlayStation console can be purchased from the same retailers, with prices starting at $449.



Read on AppleInsider

Comments

  • Reply 1 of 19
    This is just a perplexing article. Reading it you would think these two devices are actually competitors but they aren’t. One is a wearable gaming console and the other is a wearable computer. What is next for Apple Insider. You going to do a comparison of Nintendo Switch and a MacBook? 
    foregoneconclusionaderutterwilliamlondonAlex1Njwdawsowatto_cobra
  • Reply 2 of 19
    blastdoorblastdoor Posts: 3,305member
    I’m guessing the number of games available might differ noticeably between these two platforms.

    williamlondon9secondkox2Alex1Nwatto_cobra
  • Reply 3 of 19
    XedXed Posts: 2,571member
    This is just a perplexing article. Reading it you would think these two devices are actually competitors but they aren’t. One is a wearable gaming console and the other is a wearable computer. What is next for Apple Insider. You going to do a comparison of Nintendo Switch and a MacBook? 
    They are both VR headsets so a comparison of specs is warranted. Technically both are driven by computers and there are definitely apps in the same category that each have in common. I've looked at specs of the Meta Quest to see how it compares to AVP — it's shit, but it's also much less expensive. If I'm looking for a best VR experience on a sliding cost-benefit scale I'm going to look at all options.

    The issue I have is when the verbiage isn't easily comparable. For example, for the row regarding Display Resolution it says "23 million pixels per eye" for one and "2000 x 2040 pixels per eye" for the  other. I can do the math to get 4 million pixels per eye, but it seems odd that it isn't already done.
    edited January 26 iOS_Guy80Alex1Nwatto_cobra
  • Reply 4 of 19
    This is just a perplexing article. Reading it you would think these two devices are actually competitors but they aren’t. One is a wearable gaming console and the other is a wearable computer. What is next for Apple Insider. You going to do a comparison of Nintendo Switch and a MacBook? 
    What they really should be doing is comparing an 100" 4K OLED TV panel to the AVP...but that wouldn't allow the Apple-is-much-more-expensive angle. 


    edited January 26 Alex1Nwatto_cobra
  • Reply 5 of 19
    It will be interesting to the difference in running Resident Evil : Village on these two. PSVR2 gives me motion sickness so I wonder if AVP is better in this regard.


    Alex1Nwatto_cobra
  • Reply 6 of 19
    aderutter said:
    It will be interesting to the difference in running Resident Evil : Village on these two. PSVR2 gives me motion sickness so I wonder if AVP is better in this regard.


    From what I've seen, it sounds like those games wouldn't be VR on AVP. It would be more like playing a standard game on a super huge 4K OLED screen. 
    Alex1Nwatto_cobra
  • Reply 7 of 19
    RespiteRespite Posts: 111member

    Apple Vision Pro versus PlayStation VR2 - Specifications

    SpecificationsApple Vision Pro

    Display Resolution23 million pixels per eye


    Are you sure about that "per eye"?  I can't find that referred to anywhere on https://www.apple.com/apple-vision-pro/, it either says "23 million pixels" or "more pixels than a 4K TV for each eye".

    Given that 23 million pixels is actually more than a 6k TV, I have my doubts about your interpretation.
    Alex1N
  • Reply 8 of 19
    RespiteRespite Posts: 111member
    From: https://www.apple.com/uk/newsroom/2023/06/introducing-apple-vision-pro/#:~:text=The%20breakthrough%20design%20of%20Vision,user's%20eyes%20in%20real%20time.
    The breakthrough design of Vision Pro features an ultra-high-resolution display system that packs 23 million pixels across two displays, and custom Apple silicon in a unique dual-chip design to ensure every experience feels like it’s taking place in front of the user’s eyes in real time. 
    Seems to me that it's 23 million pixels total (not including the EyeSight front panel, presumably), or 11.5 million pixels per eye.
    edited January 26 thtAlex1N
  • Reply 9 of 19
    MarvinMarvin Posts: 15,326moderator
    This is just a perplexing article. Reading it you would think these two devices are actually competitors but they aren’t. One is a wearable gaming console and the other is a wearable computer. What is next for Apple Insider. You going to do a comparison of Nintendo Switch and a MacBook? 
    What they really should be doing is comparing an 100" 4K OLED TV panel to the AVP...but that wouldn't allow the Apple-is-much-more-expensive angle. 
    They both offer a cinema mode:



    AVP is higher resolution. If people want a headset for watching movies on a large virtual screen, they are worth comparing.

    Games might be comparable eventually, especially if AVP supports general display connection from any device. Meta Quest 3 is a closer comparison due to supporting mixed reality.
    Alex1Nwatto_cobra
  • Reply 10 of 19
    Marvin said:
    This is just a perplexing article. Reading it you would think these two devices are actually competitors but they aren’t. One is a wearable gaming console and the other is a wearable computer. What is next for Apple Insider. You going to do a comparison of Nintendo Switch and a MacBook? 
    What they really should be doing is comparing an 100" 4K OLED TV panel to the AVP...but that wouldn't allow the Apple-is-much-more-expensive angle. 
    They both offer a cinema mode:



    AVP is higher resolution. If people want a headset for watching movies on a large virtual screen, they are worth comparing.

    Games might be comparable eventually, especially if AVP supports general display connection from any device. Meta Quest 3 is a closer comparison due to supporting mixed reality.
    1080p with HDR support for Sony. Not comparable. Sony obviously still wants consumers to buy their 4K TVs. 
    edited January 26 williamlondonAlex1Nwatto_cobra
  • Reply 11 of 19
    blastdoor said:
    I’m guessing the number of games available might differ noticeably between these two platforms.

    Oh, They're both for gaming platforms? I must have missed that.
    williamlondonwatto_cobra
  • Reply 12 of 19
    This is beyond an unfair comparison.  It’s like let’s compare an iPhone 15 Pro to the flip phone with a keypad my dad picked up at the mall last year.  They both have camera and color screens and can text and receive emails and view photons and connect to the internet.  But there is no comparison and an article about that to compare two completely different phone technologies as if it’s an even playing field is a waste of time. 
    williamlondonAlex1Nwatto_cobra
  • Reply 13 of 19
    If you want to watch a movie, either will do. 

    If you want to take 3D videos of your life thst can only be seen properly on the VP, get a Vision Pro. 

    If you want immersive gaming, get the PSVR2. 
    Alex1Nwatto_cobra
  • Reply 14 of 19
    Respite said:

    Apple Vision Pro versus PlayStation VR2 - Specifications

    SpecificationsApple Vision Pro

    Display Resolution23 million pixels per eye


    Are you sure about that "per eye"?  I can't find that referred to anywhere on https://www.apple.com/apple-vision-pro/, it either says "23 million pixels" or "more pixels than a 4K TV for each eye".

    Given that 23 million pixels is actually more than a 6k TV, I have my doubts about your interpretation.
    It’s not per eye. That’s the combined resolution of the two main eye screens. Apple does not disclose the resolution of the outer “eyesight” display. 
    Alex1Nwatto_cobra
  • Reply 15 of 19
    If the Vision Pro has a horizontal field of view of 100 degrees and the resolution of the display has 3660 horizontal pixels that corresponds to 36.6 pixels per degree.  Therefore the image will have a resolution of 18.3 line pairs per degree (one pixel for black and one for white).  The human eye has a visual acuity of 60 line/pairs per degree.  Therefore it will be possible for someone with well corrected eyesight to see the individual pixels.  Ideally a 100 degree field of view should have 12,000 horizontal pixels.  It will be a few years until we have displays with this resolution.  In the meantime Apple will need to balance field of view and resolution to provide an immersive experience with a high quality image. 
    thtwilliamlondonwatto_cobra
  • Reply 16 of 19
    Appleish said:
    blastdoor said:
    I’m guessing the number of games available might differ noticeably between these two platforms.

    Oh, They're both for gaming platforms? I must have missed that.
    Apple have confirmed that Apple Arcade is coming to Vision Pro: https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/#:~:text=New%20spatial%20games%2C%20including%20Game,unique%20and%20engaging%20gameplay%20experiences.

    It's a general (spatial) computing platform, but that includes being a gaming platform.
  • Reply 17 of 19
    thttht Posts: 5,452member
    MacOptics said:
    If the Vision Pro has a horizontal field of view of 100 degrees and the resolution of the display has 3660 horizontal pixels that corresponds to 36.6 pixels per degree.  Therefore the image will have a resolution of 18.3 line pairs per degree (one pixel for black and one for white).  The human eye has a visual acuity of 60 line/pairs per degree.  Therefore it will be possible for someone with well corrected eyesight to see the individual pixels.  Ideally a 100 degree field of view should have 12,000 horizontal pixels.  It will be a few years until we have displays with this resolution.  In the meantime Apple will need to balance field of view and resolution to provide an immersive experience with a high quality image. 
    Yup, pixels per degree and focal distance are really big parameters for headsets and other devices where you are looking at an image through a lens. They really need to get to 80 ppd to be able to see sharp text like on Apple's displays today. So 8K per eye for a mature product, where you can intermix Apple's physical displays with the virtual displays inside the VP, and won't notice the difference in text sharpness, much. Hopefully there is another 1 or 2 CMOS nodes for those OLEDoS displays. 4 years out or so.

    If I did my math right, VP's 40 pixels per degree translates to a display 127 ppi at 18 inches, 63 ppi at 36 inches, and 32 ppi at 72 inches. Focal distance is rumored to be something like 45 to 60 inches. Young, healthy eyes can probably focus down to 18 inches, about book reading, phone reading, and read text on a phone, but it's going to be blocky like on 120 ppi displays.

    The VP's UI default scaling makes app views bigger the farther away you position them, and makes the app view smaller the closer you position them. So, this UI style was likely designed to provide the same number of pixels for text as much as possible. Mike Rockwell did say they had to change the font rendering, and I assume this means they went back in time and are using font rendering techniques from the days of 72 ppi, plus some sub-pixel hinting, antialiasing magic for jitter.

    iPhones are at something like 320 ppi (assuming the displays are still RGBG), iPads are at 265, MBPs at 254, MBA and Mac displays are at 220 ppi, with viewing distances from 12 to 18 inches for phones to 24 to 36 inches for the desktop displays.

    A 4K 27 inch display is 163 ppi. A 4K 40 inch display is 110 ppi. A 4K 80 inch display is 55 ppi. So, pixel densities in the VP are going to be like looking at a 4K 65 inch display from about 40 to 50 inches away. The new font rendering has to be carrying a lot of load.
    gatorguywatto_cobra
  • Reply 18 of 19
    thttht Posts: 5,452member
    Good AI, nice that you corrected the pixels per eye metric in the table where a reader can look at it, and more easily determine the visual acuity between headsets. You do need to have a field of view row. Really need two: pixel density of the sensor and field of view, or, pixels per degree and field of view.

    For the Sony PSVR2, there are nuances with their OLEDs that harkens back to the early 2010s. The PSVR2 OLEDs are Pentile, aligned 45°, or diamond Pentile. This will mean its visual acuity is equivalent to something like a RGB display with 3m pixels per eye.  o:)

    And Sony put in a diffuser layer to fuzz out the pixelation, and its capability to display text is probably poor to unusable?
    watto_cobra
  • Reply 19 of 19
    I think PSVR is ultimately doomed to fail. There's a change there may be many VR sets that compete as we slowly make our way into an age of spacial computing (assuming that's where we're heading), but I think it will come down to Meta and Apple. When you look at everything going on, for the mainstream, it's really a choice between Meta and Sonya, while Apple is in its own space. Meta has the far more compelling product on price, platform, and overall features over Sony (sure Sony beats it in some specs and exclusive games, but overall Meta is the winner for most people). Apple will be in a league of its own for a long time, if not forever. I don't see Vision Pro taking off until they over a cheaper, smaller headset, like in a few generations (Vision Air, anyone?). Once that's locked in, I expect the foreseeable future to be:

    Apple:
    Vision Pro: for content creators, developers, and enthusiast.
    Vision [Air]: everyone else.

    Meta
    Quest Pro: for content creators, developers, and enthusiast.
    Quest [number here): everyone else.

    Apple will focus on productivity, general computing, and their ecosystem, but let game developers come to them (like they do with mobile). The Vision line will become cheaper and offer more.

    Meta will add more productivity and computing over time, but have a higher focus on social media and games. They will likely raise the price on their headsets slightly as they add more features and demand increases, but promote that it's still much cheaper than Apple's.
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