The VR and XR market is a niche industry, far from achieving mainstream success. Despite the hype surrounding new headsets like Apple's M5 Vision Pro, Samsung Galaxy XR, and Valve's Steam Frame, sales figures don't paint a rosy picture. In 2024, only about 400,000 Vision Pro headsets were shipped by Apple, largely due to their steep $3,500 price tag. Meta, on the other hand, has managed to ship roughly 5.6 million of its more affordable headsets, but this is dwarfed by the billions of smartphones sold during the same time frame.
Industry analysts predict that only about 5-6% of total VR shipments in 2024 will be premium headsets priced over $1,000. However, companies like Meta and Apple are committed to investing heavily in these technologies, despite concerns that consumers may not be ready for mainstream adoption. The truth is, most people who do buy these headsets are developers, business users, or enthusiasts who see the potential benefits of VR and XR technology, even if it's not yet ready for prime time.
The real use cases for these headsets lie in industries like healthcare, education, and enterprise, where they can offer significant productivity gains. Doctors could use Vision Pros to replace multiple monitors in operating rooms, while radiologists could benefit from 3D models of scans. Businesses are also exploring ways to utilize these headsets for training and remote work.
However, there are still challenges ahead. The headsets themselves are often uncomfortable, expensive, or limited by software. Developers and businesses need to invest time and resources into creating apps and experiences that take full advantage of these technologies. And some companies have a history of underinvesting in projects or prematurely pulling the plug.
For enthusiasts like Ruby Voigt, owning a piece of tech history is enough. They're willing to pay a premium for the novelty and exclusivity of VR and XR headsets, even if they may not be suitable for mainstream adoption just yet.
Industry analysts predict that only about 5-6% of total VR shipments in 2024 will be premium headsets priced over $1,000. However, companies like Meta and Apple are committed to investing heavily in these technologies, despite concerns that consumers may not be ready for mainstream adoption. The truth is, most people who do buy these headsets are developers, business users, or enthusiasts who see the potential benefits of VR and XR technology, even if it's not yet ready for prime time.
The real use cases for these headsets lie in industries like healthcare, education, and enterprise, where they can offer significant productivity gains. Doctors could use Vision Pros to replace multiple monitors in operating rooms, while radiologists could benefit from 3D models of scans. Businesses are also exploring ways to utilize these headsets for training and remote work.
However, there are still challenges ahead. The headsets themselves are often uncomfortable, expensive, or limited by software. Developers and businesses need to invest time and resources into creating apps and experiences that take full advantage of these technologies. And some companies have a history of underinvesting in projects or prematurely pulling the plug.
For enthusiasts like Ruby Voigt, owning a piece of tech history is enough. They're willing to pay a premium for the novelty and exclusivity of VR and XR headsets, even if they may not be suitable for mainstream adoption just yet.