Apple has reportedly approached Sony to partner on Apple Vision Pro controllers
A new report claims Apple has approached Sony in an effort to bring handheld game controller support -- and presumably more games -- to the Apple Vision Pro.
VR hand controller support could revitalize the software market for the Apple Vision Pro.
reports that a future update to visionOS will bring support for third-party hand controllers, including Sony's PlayStation VR2 controllers. Apple has also reached out to third-party developers in an effort to bring more games to the Apple Vision Pro, with support for controllers as an inducement.
Traditional game controllers used with the Xbox and PlayStation are currently supported in the Apple Vision Pro, but only for Apple Arcade games. Bringing support for VR controllers, and encouraging developers to support more VR games for the platform, would likely increase sales of Apple's headset.
Supporting hand controllers could augment Apple's own eye-and-hand movement detection, attracting more development for games and other applications. Bloomberg has also speculated that Apple could go as far as helping fund more programs for the Apple Vision Pro in an effort to develop more momentum for the product.
The Apple Vision Pro has sold modestly, as might be expected from an all-new product category without an existing mature market. Apple is believed to have sold around 370,000 units in the first three quarters of sales, with another 50,000 units expected by the end of 2024.
More importantly, people who own an Apple Vision Pro are not using it as much as the company had expected, indicating a need to beef up software options for it. The company has until recently been focused on bringing its own Apple Pencil-like "wand" controller to the Apple Vision Pro for more precise types of work, but now sees value in adapting VR hand controllers to the platform as well.
Rumor Score: Possible
Read on AppleInsider
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https://www.roadtovr.com/sony-reveals-the-10-most-downloaded-psvr-2-games-in-2023/
These all probably work better with controllers, many simulate holding weapons or objects. The PSVR2 controllers are a bit bulky though:
There are more compact ones that do full finger tracking:
https://eteexr.com/
Apple could design their own compact controllers like these with full tracking and touch controls. It would be good if they could have wristbands that could track interaction with any passive objects. Then people could hold plastic replicas of any object.
Since games are already made to support the Sony controllers and millions of people already own them, it would help to have support for them too.
There are controllers here designed for AVP that have a nicer design, Apple could probably buy this company out or just sell their products in store:
https://www.surreal-interactive.com/
https://www.kickstarter.com/projects/surreal-interactive/surreal-touch-1-controllers-for-apple-vision-pro
If Apple partners with Valve for SteamVR, AVP will be compatible with thousands of games, initially via streaming and then with native ports.
For gaming this can be pretty important depending on the title. Even if you are grabbing something, the game developer can program some sort of feedback.
There are other controller features like gyroscopes, adaptive triggers and more. These are some of the same things that people playing with mouse & keyboard miss out on. There's really no way to implement an adaptive trigger for a standard keyboard and mouse combination.
Gyroscopic input is also extremely useful for certain situations. Many driving (and some flight) simulation games in VR utilize a gamepad as the handheld input device that essentially functions as a steering wheel. If you are just using hand gestures, you don't have a credible input experience just by grabbing some image projected in air.
While controller-less gesturing might be very freeing in some VR situations, often there's a benefit to having some sort of haptic feedback especially if you are simulating grabbing some object with your hand.
AVP has a looooooooong way to go before it escapes being a niche device. Even the controllers for my old Oculus Rift S VR HMD have vibration motors (just like a gamepad).
This looks like the slow incremental addition of Vision features Apple has been doing for the past year, filling out the feature set for visionOS. A nice to have, another reason to use the AVP, but Apple will have to subsidize games for awhile.
A very long road to go. They still need to add:
1. iPhone Virtual Display or iPhone Mirroring for visionOS
2. Xcode, Terminal, and the XQuartz equivalent.
3. Update the hardware. They really should update the AVP to M4, 16/32 GB, 0.5/1/2 TB, 12 MP main view cameras, WiFi 7, etc.
4. Continue with Continuity features as much as possible.
5. Subsidize content.
4. Amen
5. This is an area that is sorta new for Apple in terms of giving other big companies bribe money for development, but I concur that if they want new content fast, that needs to happen.
No I don’t think Apple would do this either for the same reason but one can only hope….
They need to subsidize workstation software for macOS, visionOS, and even iPadOS. It just isn't naturally going to come to macOS. They always eschewed the market, but the hardware is so good now that they have a chance, but it needs to be kickstarted. They really didn't have the hardware before, or hardware in the manner they like before, to serve this niche. Now, a 128 GB M4 Max and presumably a 256 GB M4 Ultra would make for great machines to do GPU and NPU compute.
For gaming, going the SteamDeck route is basically their only option now? Seems hopeless to have games programmed to use macOS APIs, and they will have to be able translate Windows games in order to at least develop a set of users who buys games, spends money in games to attract real ports or have games developed natively.
For the AVP, content includes things like graphic novels, videos, audio, and apps. The hardware needs to be updated though. M4 32 GB RAM should really be the base model now. Drop the M2 16 GB RAM model to $3000. Next major revision of the AVP has to improve wearability. It has to be trivial to put on and off. It has to be light enough, breathable enough to wear all the time. It would take off unless someone can just slip it on in a second, half it hanging around your neck like headphones when it is not worn, etc.
So many fitness and gaming apps for other platforms that won't work on Vision Pro without controllers, including racket games, bow and arrow games, etc. It's frustrating to own a Vision Pro and have to use a quest 3 for fitness/gaming. Even an app like synth riders, which does work on a Vision Pro, and looks much better on a vision pro, is far more playable on quest because of the controllers.