Apple Vision Pro is driving VR use from games to healthcare and productivity

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Despite low sales, the Apple Vision Pro is reportedly shaking up the VR/MR industry and moving the trend of headsets from entertainment to productivity and innovation.

Close-up of an Apple Vision Pro with a smooth, reflective surface and textured band.
Apple Vision Pro



The global VR and MR headset market is expected to grow steadily in 2024, with shipments projected to reach 9.6 million units, an 8.8% increase year-over-year, according to a new report by TrendForce. Apple Vision Pro, despite moderate growth, is setting new standards.

Launched in 2024, Apple Vision Pro has already claimed 5% of the market, a significant achievement given its high price. Starting at $3,499, the Vision Pro is not positioned as a mass-market device but rather as a high-end product aimed at professionals and early adopters.

In comparison, Meta dominates with a 73% market share, largely thanks to its affordable Quest 3S, which retails for just $299.

Sony's PS VR2 claimed the second-largest market share in 2024, holding 9% of the VR/MR market. To expand its reach, the company attempted to integrate the headset with PC platforms using adapters.

However, the PS VR2's performance has been limited by a lack of functionality and apps. As a result, Sony's annual shipments saw a 25% year-over-year decline.

Headset technology



One of Vision Pro's most notable features is its OLEDoS (OLED on Silicon) display, a technology that provides exceptional visual quality, clarity, and precision for near-eye experiences. Unlike traditional LCD-based displays found in most headsets, OLEDoS offers higher resolutions, richer colors, and deeper blacks.

Pie chart showing 2024 VR/MR device market shares: Meta Quest 73%, Sony PS VR2 9%, Apple Vision Pro 5%, Others 13%.
Market share of VR headsets. Image credit: Trendforce



However, the use of OLEDoS also contributes to the headset's steep price. To expand its market reach, Apple will have to adopt alternative display technologies in the future.

TrendForce suggests that by 2026, Apple could release a successor to the high-end version and a more affordable mainstream model.

Real-world usage



Since its February 2024 launch, the Apple Vision Pro has quickly found its way into operating rooms in the US and worldwide. Surgeons are already exploring its potential, including Santiago Horgan, a pioneer in robotically assisted gastric-bypass surgery.

Horgan, who leads the Center for the Future of Surgery at UC San Diego, has become a strong advocate for the Vision Pro's value to both patients and surgeons. In an interview, he compared its impact to the robot tool he first used in 2000, describing it as a similarly transformative technology.

"This is the same level of revolution," Horgan explained, "but will impact more lives because of the access to it." His statement reflects the Vision Pro's ability to democratize advanced tools by offering intuitive, high-quality solutions in surgical settings.

And in Brazil, Dr. Bruno Gobbato used Vision Pro during a shoulder arthroscopy to access patient exams and 3D models in real time, enhancing surgical precision. He previously used HoloLens but found Vision Pro's superior camera resolution and handling of bright surgical lights to be a significant advancement.

Surgeons have been early adopters of the Apple Vision Pro because its high-resolution display provides exceptional clarity for patient data and imaging, crucial during complex procedures. At $3,499, it's more affordable than traditional surgical monitors, which can cost up to $30,000. And its ergonomic design and real-time data access may improve precision and reducing physical strain during operations.

At the University of California, San Diego, surgeons have integrated the headset into over 20 minimally invasive procedures. Christopher Longhurst, Chief Clinical and Innovation Officer at UC San Diego Health, noted that the device's cost is minimal compared to traditional surgical monitors.

"So $3,500 for a headset is like budget dust in the healthcare setting," Dr. Longhurst said.

While most VR headsets have been focused on gaming and entertainment, Apple positions Vision Pro as a multi-functional tool. Beyond consuming content, users can work on documents, hold virtual meetings, and participate in specialized apps in healthcare and education.



Read on AppleInsider

Comments

  • Reply 1 of 14
    I think we can safely call the AVP an Extended Reality (XR) device which encompasses VR, AR, and MR.
    lotoneswatto_cobra
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  • Reply 2 of 14
    thttht Posts: 5,887member
    Wow, unit numbers for the year. So, by TrendForces estimates, Meta sold ~7m units in 2024. If you assume ASP of $400, that's 2.8b. That's a nice number if Meta has positive gross margins on it. Meta Reality Labs division will have about 18b in losses in 2024. Have to wonder what they are spending the money on. Also don't know if Meta has sold more Quest units in 2024 versus 2023, 2022 and 2021.

    Would be curious to see Apple's margins for the AVP.
    watto_cobra
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  • Reply 3 of 14
    Marvinmarvin Posts: 15,551moderator
    tht said:
    Wow, unit numbers for the year. So, by TrendForces estimates, Meta sold ~7m units in 2024. If you assume ASP of $400, that's 2.8b. That's a nice number if Meta has positive gross margins on it. Meta Reality Labs division will have about 18b in losses in 2024. Have to wonder what they are spending the money on. Also don't know if Meta has sold more Quest units in 2024 versus 2023, 2022 and 2021.
    Meta's earnings reports show revenue for Reality Labs:

    https://investor.fb.com/financials/
    https://s21.q4cdn.com/399680738/files/doc_financials/2024/q3/Meta-09-30-2024-Exhibit-99-1_FINAL.pdf

    Reality Labs
    Q4 23 = $1b, $4.6b loss
    Q1 24 = $0.4b, $3.8b loss
    Q2 24 = $0.3b, $4.4b loss
    Q3 24 = $0.3b, $4.4b loss

    Roughly $2b revenue over those 12 months with a $17b loss.

    This suggests around 5m units at $400 ASP.

    Their revenue hasn't changed much between 2021-2024, losses are growing, over $50b total:

    2021 = $2.2b, $10.1b loss
    2022 = $2.1b, $13.7b loss
    2023 = $1.9b, $16.1b loss

    Zuckerberg says they sell hardware close to break-even or at a slight loss and aim to make money on software and services:

    https://www.businessinsider.com/mark-zuckerberg-said-apple-charges-as-much-as-can-hardware-2022-10
    https://www.macrumors.com/2022/10/13/zuckerberg-apple-charges-as-much-as-it-can/

    They'd need to scale to 100m users and be able to generate around $100 per user in a year as well as halve their losses for it to be profitable. It's probably going to be a while before this happens but it looks like it's one of Zuckerberg's passion projects so I expect he will keep investing in it until there's neural interface AR.

    Apple will probably keep investing in it too but they won't throw $50b+ away in the process.
    dewmeappleinsideruserwatto_cobra
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  • Reply 4 of 14
    thttht Posts: 5,887member
    Marvin said:
    tht said:
    Wow, unit numbers for the year. So, by TrendForces estimates, Meta sold ~7m units in 2024. If you assume ASP of $400, that's 2.8b. That's a nice number if Meta has positive gross margins on it. Meta Reality Labs division will have about 18b in losses in 2024. Have to wonder what they are spending the money on. Also don't know if Meta has sold more Quest units in 2024 versus 2023, 2022 and 2021.
    Meta's earnings reports show revenue for Reality Labs:

    https://investor.fb.com/financials/
    https://s21.q4cdn.com/399680738/files/doc_financials/2024/q3/Meta-09-30-2024-Exhibit-99-1_FINAL.pdf

    Reality Labs
    Q4 23 = $1b, $4.6b loss
    Q1 24 = $0.4b, $3.8b loss
    Q2 24 = $0.3b, $4.4b loss
    Q3 24 = $0.3b, $4.4b loss

    Roughly $2b revenue over those 12 months with a $17b loss.

    This suggests around 5m units at $400 ASP.

    Their revenue hasn't changed much between 2021-2024, losses are growing, over $50b total:

    2021 = $2.2b, $10.1b loss
    2022 = $2.1b, $13.7b loss
    2023 = $1.9b, $16.1b loss

    Zuckerberg says they sell hardware close to break-even or at a slight loss and aim to make money on software and services:

    https://www.businessinsider.com/mark-zuckerberg-said-apple-charges-as-much-as-can-hardware-2022-10
    https://www.macrumors.com/2022/10/13/zuckerberg-apple-charges-as-much-as-it-can/

    They'd need to scale to 100m users and be able to generate around $100 per user in a year as well as halve their losses for it to be profitable. It's probably going to be a while before this happens but it looks like it's one of Zuckerberg's passion projects so I expect he will keep investing in it until there's neural interface AR.

    Apple will probably keep investing in it too but they won't throw $50b+ away in the process.
    Hmm, if a retailers sells a Quest for $200 to $300, would the retailer absorb the loss, or, is Meta subsidizing these deals? If the ASP for a Quest is $300, they hit about 7m units with about 2b revenue. 

    I think I'd take your number of lower unit sales. 5m. Maybe 4m? They have accessory sales, and software/service sales too. So, the unit numbers for Quest headsets per year would be less than perceived. 

    Yeah, Facebook's business model of developing a sticky service and monetizing with ads is a tough one to beat. Just have to wait and see how big the losses get. I was thinking funding for GenAI development at Meta is going to take a healthy chunk of change. There's going to be competition between the two for funding at Meta, and I think GenAI funding will take priority for a few years.
    watto_cobra
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  • Reply 5 of 14
    macguimacgui Posts: 2,547member
    AI said:
    However, the use of OLEDoS also contributes to the headset's steep price. To expand its market reach, Apple will have to adopt alternative display technologies in the future.

    That alone makes me want the current version instead of settling for a cheaper version with lesser visual tech or features down the road. Maybe Apple will develop alternate tech that is cheaper and just as good or better than OLEDoS. I'm not confident that will be the case. I'm not against a "good enough" version for those who want it. But amazing video is why I'm looking at the AVP in the first place.

    Zuck has the resources to sell the Quest at a loss. He makes it up in volume. :D  I doubt that any retailer would sell it as a loss leader, because "the money is in the software". They'd have to move a lot of accessories and software to make up selling the Quest on the cheap. 

    Alex_Vwatto_cobra
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  • Reply 6 of 14
    yes, driving those things, but sells nothing  :D
     0Likes 0Dislikes 0Informatives
  • Reply 7 of 14
    chasmchasm Posts: 3,719member
    macgui said:
    Zuck has the resources to sell the Quest at a loss. He makes it up in volume. :D 
    He clearly does not.

    Apple is pretty clearly happy to be in this market and expected low sales numbers ... they only ordered 650K units made, and have sold around ~80 percent. Plus, thanks to that selling price, they have probably not lost a whole lot on it overall. Certainly not compared to Zuck Finn over there, whose losses of the Meta Quest rival the budgets of some whole countries. He's lost more money on the Meta Quest -- a "successful" product -- per year than Apple spent developing the Apple Car across the better part of a decade.

    Both Meta and Apple feel like Extended Reality is a future growth market, and I am sure they are not wrong on that frontut . But will be a long while before we can point to the AVP (or the Quest) and say "I can't believe anyone would wear that anywhere except in their own room." It will be a LONG while before we're all wearing sunglasses that do (some of) what AVP and (all of) what Meta Quest can do as part of our regular lives. It will be MUCH sooner for professionals with specialised reasons (like surgeons as an example) will wear XR headsets as a routine part of their jobs.
    Alex_Vwatto_cobra
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  • Reply 8 of 14
    danoxdanox Posts: 3,659member
    tht said:
    Wow, unit numbers for the year. So, by TrendForces estimates, Meta sold ~7m units in 2024. If you assume ASP of $400, that's 2.8b. That's a nice number if Meta has positive gross margins on it. Meta Reality Labs division will have about 18b in losses in 2024. Have to wonder what they are spending the money on. Also don't know if Meta has sold more Quest units in 2024 versus 2023, 2022 and 2021.

    Would be curious to see Apple's margins for the AVP.
    Apple Profitable, in another league compared to the money losing Microsoft HoloLens/Surface or anything Meta Quest, Samsung or Google me-too canceled and uncanceled hardware projects.

    Apple VisionOS and Apple Silicon M4/M5/R2 SOC’S will be at an even higher level and be even more power efficient.
    edited December 2024
    watto_cobra
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  • Reply 9 of 14
    dws-2dws-2 Posts: 279member
    "So $3,500 for a headset is like budget dust in the healthcare setting," Dr. Longhurst said.

    This makes me sad, given that 60% of bankruptcies in the U.S. are significantly related to medical expenses.
    watto_cobrabeowulfschmidt
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  • Reply 10 of 14
    macguimacgui Posts: 2,547member
    Chasm said:
    He clearly does not.

    You clearly missed the sarcasm. I guess /s is necessary.

    watto_cobra
     1Like 0Dislikes 0Informatives
  • Reply 11 of 14
    dewmedewme Posts: 5,965member
    I believe the Apple Vision Pro is right where it needs to be right now. I have no doubt that Apple developing first party apps for AVP is very complex and resource intensive. Even third party developers are ramping up more slowly than they did with other Apple platforms. If general consumers were buying AVPs and intent on using them intensely Apple would be under a lot more stress to roll out content much more quickly. That has not happened yet because of the high ticket price and its usefulness is not universally evident by the same people who buy Apple’s other products.

    There are obviously people who knew on Day 1 or even prior that the AVP would be a great fit for things they were trying to do. They recognized the value immediately and through peer to peer networking. Now that specialized apps for the AVP are rolling out the AVP is attracting the attention of more prospective buyers. But it’s still not mainstream. At some point, which may include the release of a lower cost of entry option, more buyers will start looking more closely at the AVP. Hopefully the third party developers will start to get onboard in greater numbers, the number of AVP optimized applications will increase, including more directly from Apple and its closer partners, and sales will start to ramp up. By that time Apple and third parties should have a lot more experience under their belt to handle the increase in demand.

    Of course, that’s a “Happy Path” perspective. It could go in another direction. However, I’m still betting on Apple to grow AVP sales volume and user uptake over time. It’s just a matter of how steep the growth/adoption curve will be. Still too early to tell because it’s still, in my opinion, in the Early Adoption phase.
    edited December 2024
    tht
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  • Reply 12 of 14
    charlesncharlesn Posts: 1,400member
    Yes, Meta has lost countless BILLIONS on headsets for 10 straight years since it acquired Oculus in 2014. It currently loses $1.5 billion per MONTH. But, yeah, definitely, Vision Pro is the flop after less than a year, lol. Just to recap what they teach you at Wharton: a business with nothing but massive losses for ten years and counting, and with no credible path to profitability, is NOT a business. 
    edited December 2024
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  • Reply 13 of 14
    I'm not sure Apple gets to take all the credit for driving VR use in the medical field.  Apple certainly raised the bar, but xR devices have been used in healthcare for quite some now.
     0Likes 0Dislikes 0Informatives
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