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.
Bloomberg 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.
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One very important thing hand VR controllers offer over controller-free hand gestures is haptic feedback.
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).
Wow can you imagine the PS 6 comes out and the psvr3 is actually an Apple headset 🤯. The main gripe I hear about the psvr2 controllers is that is was made for smaller hands, but the adaptive triggers are great so if Apple and Sony create a new controller for both the VP and PSVR it would possibly be the new industry standard (I have a very positive outlook in the future for unlikely things)
Hopefully, the deal primarily involves Sony porting PS5 games to Vision Pro and Mac. :D
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.