UPDATED! Meta Announces the Meta Horizon Operating System for Future Third-Party VR/AR/MR Headsets, and Partnerships with ASUS, Lenovo, and Xbox (Also: Reports of Slower-Than-Expected Sales for the Apple Vision Pro)

On April 22nd, 2024, Meta (the company formerly known as Facebook) made an announcement titled A New Era for Mixed Reality:

Today we’re taking the next step toward our vision for a more open computing platform for the metaverse. We’re opening up the operating system powering our Meta Quest devices to third-party hardware makers, giving more choice to consumers and a larger ecosystem for developers to build for. We’re working with leading global technology companies to bring this new ecosystem to life and making it even easier for developers to build apps and reach their audiences on the platform.

This new hardware ecosystem will run on Meta Horizon OS, the mixed reality operating system that powers our Meta Quest headsets. We chose this name to reflect our vision of a computing platform built around people and connection—and the shared social fabric that makes this possible. Meta Horizon OS combines the core technologies powering today’s mixed reality experiences with a suite of features that put social presence at the center of the platform.

Of course, this also includes the Meta Quest Store, which will apparently be renamed the Meta Horizon Store:

Developers and creators can take advantage of all these technologies using the custom frameworks and tooling we’ve built for creating mixed reality experiences, and they can reach their communities and grow their businesses through the content discovery and monetization platforms built into the OS. These include the Meta Quest Store, which contains the world’s best library of immersive apps and experiences—we’re renaming it to the Meta Horizon Store.

And, as you might expect with a company whose profits still largely derive from social media based on surveillance capitalism, you’d best believe that Meta wants to make sure that it inserts itself into all the social aspects of this technology, as it licenses the tech to other companies:

The Horizon social layer currently powering Meta Quest devices will extend across this new ecosystem. It enables people’s identities, avatars, and friend groups to move with them across virtual spaces and lets developers integrate rich social features into their apps. And because this social layer is made to bridge multiple platforms, people can spend time together in virtual worlds that exist across mixed reality, mobile, and desktop devices. Meta Horizon OS devices will also use the same mobile companion app that Meta Quest owners use today—we’ll rename this as the Meta Horizon app.

It looks very much as though the word Quest is going to be replaced by the word Horizon throughout (much as Oculus was replaced by Quest previously). I guess those Meta marketing people need to justify their paycheques by constant rebranding! Gotta keep it fresh! Personally, I think they should have stuck with Oculus… 😉

Also part of this announcement are three key partnerships with third-party hardware developers:

  • ASUS and its Republic of Gamers subsidiary “will use its expertise as a leader in gaming solutions to develop an all-new performance gaming headset.”
  • Lenovo will apparently focus on education and the workplace: “Lenovo will draw on its experience co-designing Oculus Rift S, as well as deep expertise in engineering leading devices like the ThinkPad laptop series, to develop mixed reality devices for productivity, learning, and entertainment.”
  • Meta will also be working with Xbox to create a limited-edition Meta Quest (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest).

Reactions to this new on Reddit have varied. One person on the r/VisionPro subreddit (hardly an impartial source!) commented, “Feels more closed than Apple. And also less developer friendly.” (As if Apple doesn’t have its own walled-garden approach to its technology.)

Also mentioned in Meta’s announcement was that software developed through the Quest App Lab will be featured in the newly-renamed Horizon Store:

As we begin opening Meta Horizon OS to more device makers, we’re also expanding the ways app developers can reach their audiences. We’re beginning the process of removing the barriers between the Meta Horizon Store and App Lab, which lets any developer who meets basic technical and content requirements ship software on the platform. App Lab titles will soon be featured in a dedicated section of the Store on all our devices, making them more discoverable to larger audiences.

I think that this is good news for smaller developers, who often struggle to get word out about their products. (Of course, Meta will get a cut of any sales through its store!)

In an Engadget report by Devindra Hardawar, she writes:

Think of it like moving the Quest’s ecosystem from an Apple model, where one company builds both the hardware and software, to more of a hardware free-for-all like Android. The Quest OS is being rebranded to “Meta Horizon OS,” and at this point it seems to have found two early adopters. ASUS’s Republic of Gamers (ROG) brand is working on a new “performance gaming” headsets, while Lenovo is working on devices for “productivity, learning and entertainment.” (Don’t forget, Lenovo also built the poorly-received Oculus Rift S.)

As part of the news, Meta says it’s also working on a limited-edition Xbox “inspired” Quest headset. (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest.) Meta is also calling on Google to bring over the Google Play 2D app store to Meta Horizon OS. And, in an effort to bring more content to the Horizon ecosystem, software developed through the Quest App Lab will be featured in the Horizon Store. The company is also developing a new spatial framework to let mobile developers created mixed reality apps.

Devindra does have a good point; Apple has long been opposed to opening up its hardware to third-parties (and it would appear, based on recent media reports, that sales of the eyewateringly-pricey Apple Vision Pro are not as brisk as the company had hoped):

Apple has dropped the number of Vision Pro units that it plans to ship in 2024, going from an expected 700 to 800k units to just 400k to 450k units, according to Apple analyst Ming-Chi Kuo.

Orders have been scaled back before the Vision Pro has launched in markets outside of the United States, which Kuo says is a sign that demand in the U.S. has “fallen sharply beyond expectations.” As a result, Apple is expected to take a “conservative view” of headset demand when the Vision Pro launches in additional countries.

Kuo previously said that Apple will introduce the Vision Pro in new markets before the June Worldwide Developers Conference, which suggests that we could see it available in additional areas in the next month or so.

Apple is expecting Vision Pro shipments to decline year-over-year in 2025 compared to 2024, and the company is said to be “reviewing and adjusting” its headset product roadmap. Kuo does not believe there will be a new Vision Pro model in 2025, an adjustment to a prior report suggesting a modified version of the Vision Pro would enter mass production late next year.

According to Apple industry analyst Ming-Chi Kuo, initial sales of the high-end Apple Vision Pro have “fallen sharply beyond expectations.”

I find it an absolutely fascinating time to be working in virtual reality, augmented reality, mixed reality, and spatial computing! While Apple has aimed for the high-end with its US$3,500 headset, Meta has focused its attention on the low end, with a wireless headset that is seven times cheaper than the Apple Vision Pro! (Of course, you could also use the Quest 3 as a PCVR headset, but most people don’t do that.)

I never would have predicted that we’d have two firmly-set goalposts at each end of the field, instead of companies releasing a mass of options in the middle of the field! This leaves a huge gap between the ultra-low-end Meta Quest 3 and the ultra-high-end Apple Vision Pro, and I do believe that there is certainly opportunity for companies to fill that gap, with existing hardware (e.g. the Valve Index, the Vive Pro 2, etc.), as well as some new devices which fall in between the two extremes.

I think that Meta is very smart to partner up with third parties who already have some experience in this space (notably Lenovo), and from those partnerships, new products will spring up to address that gap. While it will likely not be until 2025 or 2026 until we see the fruit of these new partnerships, interesting times are ahead!


UPDATE April 26th, 2024: I sometimes post my blogposts to the various virtual world and virtual reality Discord servers I belong to, in order to drive a bit more traffic to my blog (I don’t do it nearly as often as I used to, though). And PK, on the MetaMovie Discord server, made the following insightful and thought-provoking comment on this announcement from Meta/Facebook:

I want someone to dig into what sort of access Meta would have to data on these third-party headsets, potentially, through various software that would be required. I think it’s existential that we need to keep metaverse data out of their hands.

Even now, having failed with five or six different social VR attempts so far, they still manage to collect 1/3 of every virtual transaction in VRChat, at least those using Quest headsets, which is the majority of users now. Their [i.e., VRChat’s]creator economy is only in beta so far, but thanks to Facebook and Steam, and Apple for pushing this model, we don’t have the thriving virtual economy we would have had by now, because even taking 1% of every transaction just for monopolizing app downloads, that would be too much. A third is robbery, but because [Meta CEO Mark] Zuckerberg could afford to make mobile headsets affordable without worrying about profits so far, they’re now cornering commerce in this space. I don’t think it’s safe to trust them with our future, and so I’m very skeptical about these sorts of initiatives.

PK is correct; it is troubling that the walled-garden gatekeepers like app store owners (Meta, Google/Android, and Apple) are each taking a cut of any in-world transactions. It has a chilling effect on anybody trying to make money within VRChat (of course, the social VR platform has long had a booming economy going on outside of VRChat, with places such as the Virtual Market series of avatar shopping events and the VRCMods Discord server, where avatar buyers and sellers can connect).

Linden Lab was luckily able to avoid this entire mess by creating its own in-world economy within Second Life well before the advent of Google Play and Apple’s App Stoe—but now that they are actively working on a new mobile Second Life app for Android and iOS, it will be interesting to see whether Second Life, too, will be impacted by other players like Meta wanting to take their cut. (Probably not, since you can do things like buy Linden dollars directly from the Second Life website.)

Interesting times lie ahead! As drag queen RuPaul likes to say on her hit reality TV show, RuPaul’s Drag Race (and my guilty pleasure!):

Mama Ru raises her opera glasses and says, “I can’t wait to see how this turns out.”

Thank you to PK of the MetaMovie Discord, for giving me permission to quote them directly!

UPDATED: Major Avatar Apparel Creator Blueberry May Leave Second Life: Are There Greener Pastures Elsewhere?

People are often mystified as to why I continue to write about the now-twenty-year-old virtual world of Second Life, when there are so many other, newer metaverse platforms which I could discuss and dissect on my blog. I attempted to answer that question in 2019: Editorial: Why Second Life Is the Perfect Model of a Mature, Fully Evolved Virtual World for Newer Social VR Platforms to Emulate. There’s quite a lot to learn from Second Life’s rich history; ignore it at your peril!

In today’s SL lesson, we learn that there may, indeed, be greener pastures than venerable, long-running Second Life—even for those creators who got their start on the platform! And it would be wise for the newer metaverse platforms, too, to ponder the possibility that their current user base might depart for more lucrative opportunities in other virtual worlds, or even from some unexpected competition!

As usual, I am a little late to report the recent news that major women’s avatar apparel brand Blueberry has decided to, at the very least, hit the pause button, and quite possibly, leave Second Life altogether.

Nobody seems to know the future of Blueberry…

To make a real-world comparison, it would be as if Zara or H&M—or, here in Canada, the ubiquitous Reitmans—suddenly decided to go out of business. Blueberry has been a phenomenally successful store in Second Life, easily earning over a million dollars a year in revenue, according to this October 2022 business article from the Observer. Blueberry might well be the single biggest creator of womenswear in Second Life. In other words, this is major news.

In a mid-April Facebook post by Blueberry’s proprietor, Mishi (the text of which was also posted in an April 13th, 2024 notice to the Blueberry store group in SL):

Hi fam ❤
I’m very sorry to say that I will be taking a break from SL. Blueberry does not plan to release any new items for the foreseeable future. At some point, I will share an update. Right now I need this time to reflect.
I do consider all of you berries as my forever family and I am eternally grateful for your support and understanding. Thank you for all of your love.

The store group notice goes on to add:

Please send all questions regarding credit to blueberryxx in a notecard and any other questions to [a URL, which unfortunately which appears to have been cut off by the character limit in the message]

Somebody suggested that the URL shortner redirect might be to the contact page on the House of Blueberry website, which is here: https://www.houseofblueberry.com/contact.


Okay, first, let’s deal with the practical matters in the wake of this news. Then, I’m going to pull back for a bigger picture.

If you have ever been a customer, you should go to the Blueberry store, as soon as possible, and head for the Information Wall in the front entrance to the store (exact SLURL):

The Information wall at the Blueberry store in-world

First, if you have made any purchases from Blueberry in the past, hit the Redeliver sign, follow the website link, and get redeliveries of everything you’ve bought over the years (for some of you, it’s a lot!). If the store shuts down (as is indeed possible), you will want to have backups of your purchases in your inventory, since you won’t be able to get any redeliveries.

Secondly, Blueberry has always been very generous with gifts of store credit over the past dozen years (since its founding in 2012), particularly during shopping events such as the regularly-occurring Shop and Hops. Click on the blue Check Store Credit sign to see what your current level of unspent store credit is, and spend it now.

All right, now that that’s done, let’s dig a little deeper into what’s happening here. From the long and growing discussion thread on the topic on the Second Life Community forums, started by Persephone Emerald, I will share only a few quotes:

  • “It was repeatedly reinforced by the CSR’s [customer service reps] in group chat that the store would be closing, no idea when, but if you have any store credit you should use it pretty sharpish.”
  • “The Blueberry Discord [server] seems to have disappeared too.”
  • “I don’t think it’s also been mentioned here that the group moderators said in the group that they were basically laid off, but were continuing to support users as best they could for the sake of the Blueberry customers and group members.”
  • “The store is closing in SL. The CSR’s have announced that in group and her Discord group is gone as well.”
  • “They have no more CSRs, only recently laid off employees. Those people are saying they do not know whether the store will stay or go, but they know that for now, no new releases. No support provided, buy at your own risk. Whatever was said three days ago is vague, and it still remains a mystery on what is happening with this brand.”

In fact, there was so much speculation (some quite unfounded), that Mishi posted a second message to Facebook:

I want to stress once again that this is not a goodbye.

I need a minute to reflect on the changes I want to make to the future content I want to create.

Please allow me some time to think in peace. This isn’t just a business for me, it has been my passion. This platform specifically has been my passion. The people have been my passion.

So I ask of you, please, to take my word at face value here. I don’t want to make promises to anything because I don’t know what changes I want to make as yet.

So, aside from closing the Blueberry Discord server, and letting their customer service representatives and group moderators go, we really don’t know anything at this point. We’re just going to have to wait and see. (But don’t wait if you had your eye on something in the store, or if you have unspent store credits. Do it now!)


But I now want to focus on the bigger picture here, and speculate a bit about what’s possibly happening with Blueberry. Blueberry and its owner, Mishi McDuff, started off small, as the Observer noted in its 2022 article:

Mishi McDuff, founder of House of Blueberry, or Blueberry for short, attended a 2011 virtual concert in Second Life, an online gaming platform some call the first metaverse. She had wanted to see Sean Ryan, a Texas-based singer and songwriter, perform. McDuff joined the platform for the first time and attended the concert with her starter avatar. But alongside characters dressed as fairies, warriors and supermodels, she felt out of place. For her second virtual concert, she wore a polka dot dress she created in Photoshop, and concert attendees asked to buy her design for their own avatars. 

McDuff founded Blueberry knowing Second Life users were willing to spend money on their digital identities. Its first year, Blueberry recorded $60,000 in sales according to McDuff. By 2016, its yearly revenue hit $1 million with a team of three, designing virtual clothing for Second Life.

But, like many creators who got their start in SL, Mishi started looking at creating wearables for other platforms:

Last year [2021], McDuff decided to expand the team and scale the company as interest in the metaverse swelled. It has now entered the Roblox metaverse and sold more than 20 million virtual assets total. In addition to digital clothing, their portfolio includes accessories, hair styles, pets and pet clothing.

As one person commented in the previously-mentioned Second Life community forums thread:

“Roblox revenue last year was 2.2 billion dollars. And they’re moving to more realistic avatars.”

Take a scroll through the House of Blueberry website, and it’s very clear where the emphasis is! (There is precious little mention of Second Life at all on their website!)

As one commenter stated on the SL Community Forums:

We know that there’s a massive number of daily and monthly users on ROBLOX (70.2 million daily and over 216 million monthly active users)… but according to Zepeto’s numbers, they have around 300 million users worldwide.  Go ahead and look, I did so myself.

Compare those numbers to what the daily and monthly numbers are for SL, and you’ll understand why this was more or less a business decision.

House of Blueberry was also front and centre in a mixed-success initiative called the Metaverse Fashion Week (MVFW), and last year they received some $6 million in funding for digital fashion initiatives, according to a VentureBeat article dated January 16th, 2023. (I also wrote about Blueberry’s heavy involvement in the Metaverse Fashion week in a February 2022 blogpost on my blog.)

While blockchain metaverse platforms and NFT-based avatar wearables have largely crashed and burned since their heady heyday only a few short years ago, they are far from the only game in town. Non-blockchain platforms and apps, such as Roblox, Zepeto, and Snapchat, all have far larger markets for avatar customization, and they absolutely dwarf the user base of Second Life.

And the user base for Snapchat, Roblox, and Zepeto also skews significantly younger than Second Life’s, another important consideration to anybody looking at the metaverse marketplace. While it’s true that older users tend to have more discretionary money to spend, they also—sad to say—have a tendency to grow old and even die! Second Life’s user base keeps adding just enough new people to replace those who retire (or die), but not at a rate that makes it grow significantly (pandemic bumps notwithstanding).

Also, factor in that popular avatar clothing designers in Second Life have to deal with constant changes and additions to the various brands of mesh bodies which they are often asked to make apparel for. For example, take the recent decision by Maitreya to replace its ubiquitious Maitreya Lara 5.3 mesh body with the retweaked LaraX, which is just different enough to require some rerigging work (although things like shoes and rings should still work).

It takes a lot of work to rig clothing properly for a single brand of mesh body; multiply that work by the number of mesh bodies you are being asked to support by your customers. It quickly becomes obvious that the amount of work required (rigging an article of clothing for five or six or seven or eight of the most popular brands of male and female mesh bodies), to serve a user base which has stayed pretty much the same size for the past decade, poses a rather serious workload problem.

Some stores, such as Spoiled in this image, rig for as many as nineteen or twenty mesh body variations! This is INSANITY, and yet new mesh bodies and add-ons multiply in Second Life.

So, I wouldn’t be surprised in the slightest that Mishi of the House of Blueberry, and whoever is on her team, have scouted out the field, done their research, checked their spreadsheets, and decided to cut their ties to Second Life, and focus on the much more lucrative opportunity to create avatar apparel for those games and apps that boast millions of users. It just makes economic sense.

The truly worrying thought is: how many other Second Life content creators are also looking at places where the grass is greener, and are willing to jump ship? (Go ahead, call the mixed metaphor police. I dare you. 😜 )

Blueberry just might be the most public case to date, but I somehow doubt that they will be the last. And the lesson here for all metaverse platforms is: be good to your content creators, or they might desert you for better profits elsewhere! What is your platform doing to attract and keep the talent that brings in new users?


UPDATE April 25th, 2024: I forgot to mention that the Blueberry store also has a group gifts wall, opposite the Information Wall in the front entrance hall. If you are a member of the Bluebeery group, don’t forget to pick up all the gifts!

However, I have just been informed that you can no longer join the Blueberry store group to pick up these group gifts. I take this as yet another troubling sign that Blueberry is planning to leave Second Life.

Housekeeping Notice: Some Changes to the RyanSchultz.com Discord Server

In keeping with my recent editorial decision to no longer write about any metaverse platforms which incorporate blockchain, cryptocurrencies, or Non-Fungible Tokens (NFTs) on this blog, I have decided to delete all channels on the associated 723-member RyanSchultz.com Discord server pertaining to such projects. (Almost all of these channels had not seen much activity lately anyway, so it’s not really a loss.)

I have kept only one such channel, #nft-dumpster-fire, and renamed it to #crypt-nft-dumpster-fire, since many people seem to like sharing and bemoaning the latest outrages, rug pulls, and other shenanigans happening regularly in the crypto space. Enjoy the snark and schadenfreude 🙂

Oh, and I finally renamed the #2023-dumpster-fire channel to #2024-dumpster-fire. Have at it 😉

The Apple Vision Pro: Apple’s Gamble on High-End Virtual Reality (and Why I Want One)

Brian Tong wearing the Apple Vision Pro (a still capture from his Apple Vision Pro unboxing video)

As I mentioned in passing in my last blogpost, I am eager to get my hot little hands on the latest Holy Grail in the world of virtual reality/augmented reality/mixed reality/extended reality (VR/AR/MR/XR): the Apple Vision Pro wireless headset, which began shipping to American consumers on February 2nd, 2024.

Alas, there is no word yet on when we non-Americans will be able to order this device, although at least one VR YouTuber, Brian Tong, has heard (via his unofficial, internal sources) that Apple is planning to expand access to the U.K. and Canada next, perhaps shortly before or during the 2024 Apple Worldwide Developers Conference, which is usually held the first or second week of June.

Brian’s YouTube channel has been full of many helpful videos about the Apple Vision Pro, including this unboxing video of a pre-release version, where he unpacked the various components in the Apple Vision Pro package like a giddy schoolkid on Christmas morning:

In an interesting move, Apple refers to this device as spatial computing, avoiding any mention of virtual reality, mixed reality, or any of the other terms which have usually been tossed around while talking about other headsets. Also, I find it quite telling that nowhere will you find mention of the now-often-maligned concept of the metaverse, especially after being embraced by numerous crypto/NFT projects which went nowhere, plus Facebook’s much-ballyhooed rebrand into Meta landing with a bit of a dull thud and a shrug among consumers. As fellow metaverse blogger Wagner James Au wrote on his blog last week:

With Meta’s latest earnings report published this week, we find out the company has now burned invested $42 billion on building the Metaverse, with little to show for that: Its metaverse platform Horizon Worlds has less than an estimated 500,000 monthly active users, while sales of its Quest VR headset line (a metaverse peripheral) remain steadfastly small.

While Wagner is certainly more pessimistic about virtual reality than I am, it’s clear that VR headsets are not exactly flying off shelves, especially when compared to the blockbuster sales of cellphones, tablets, and gaming consoles. Andrew Williams of Forbes reported last October:

Meta has sold more than 20 million headsets to date, 18 million of which were the Meta Quest 2.

The Quest 3’s predecessor was highly successful, considering VR isn’t really a mainstream proposition in the way standard game consoles are. But the market has not expanded in the way Meta clearly hoped.

Back in May, the Washington Post reported a significant proportion of Quest users were letting the headset gather dust after just a few weeks.

The somewhat tepid success of most VR/AR/MR/XR/metaverse ventures to date are clearly reasons why Apple has focused, in its usual savvy marketing campaign, on the fact that the Apple Vision Pro is intended to be a wearable personal computer (essentially, an iPad for your face). Apple has announced in a Feb. 1st news release that over 600 new apps built specifically for the Vision Pro were available to American consumers at launch, plus “more than 1 million compatible apps available on the App Store to deliver a wide array of breakthrough experiences.”

The Vision Pro the first completely new category of device launched by Apple since the Apple Watch in 2015, and many people (myself included) have been keen to see what Apple, with its history of launching well-designed products, would come up with. As I often say on my blog, A rising tide lifts all boats, and Apple’s entry into this market has the potential to shake things up quite a bit, especially since they have taken pretty much the opposite tack from Meta, by focusing on an expensive, ultra-high-end device as their first product.

And yes, I do mean expensive. On the U.S. Apple Vision Pro website, the three main models of the Vision Pro are for sale:

  • 256 GB of storage (starting at US$3,499);
  • 512 GB (starting at US$3,699); and
  • 1 TB (terabyte, or 1,024 GB; starting at US$3,899).

So the one-terabyte Apple Vision Pro of my fondest dreams and darkest desires comes out to $5,259.17 in Canadian dollars—and that’s before sales taxes!


Many mainstream media and tech news reviewers prepared print and video reviews of the Apple Vision Pro, using pre-release review units provided by the company. These reviews were embargoed until the official release of the headset in early February, when they landed in a big media splash (Apple has deep pockets to spend on advertising, and has always done excellent marketing for their products).

Brian Tong, the YouTuber whom I mentioned earlier, has put out a very user-friendly, comprehensive one-hour review video:

Nilay Patel of The Verge put out the following half-hour video as part of its extensive print review of the Apple Vision Pro, which did not shy away from talking about what he saw as some problems with the device, describing it succinctly as “magic…until it’s not.”

Joanna Stern of the Wall Street Journal (archived version) took a slightly more unusual, whimsical approach to her review of the Apple Vision Pro. Joanna wore the review unit for a full day, even taking it to out to a ski chalet and wearing it out on skis, on a closed-off bunny hill! (Something definitely not recommended, by the way; DO NOT DO THIS.) Here’s her ten-minute video, which also shows her wearing the Vision Pro while preparing a recipe, and even setting up multiple timers hovering over the different pots on her stovetop:

And yes, one of the many features of the Apple Vision Pro is that you can set up displays anywhere, as demonstrated by in this mind-bending one-minute YouTube video by Himels Tech, as he walks around his house showing off his set-up:

There are many other reviews out there, but these four video reviews between them cover pretty much all the bases, so if you watch all of them, you’re up to speed!


The eye-watering price is not the only hurdle to be overcome by whoever wants to possess one of these Holy Grail devices! Unlike every other VR headset I have purchased, I will not be able to wear my glasses underneath the face-fitting, ski-goggle-like design. So I have two options: to get soft contact lenses (which I have not worn for a couple of decades), or to buy magnetically-attached prescription lens inserts from Apple’s partner, Zeiss. According to an Apple Support article:

To purchase ZEISS Optical Inserts for Apple Vision Pro, you need a legible comprehensive prescription. Here’s the information your comprehensive prescription should contain:

Your distance correction and near correction needs, indicated separately but on the same prescription sheet. This is known as the full manifest refraction. 

An expiration date, which should not be expired.

Your date of birth, your full name, and your prescriber’s license number and signature.

Intermediate distance, task distance, or computer distance should not be part of that prescription, and contact lens prescriptions are not accepted. If you’re not sure if your prescription is comprehensive, consult an eye care provider and reference the description in this article.

ZEISS Optical Inserts are available for the vast majority of corrections, including for customers who normally use progressive or bifocal lenses. A very small percentage of people have a prism value added to their glasses prescription. At this time, ZEISS cannot manufacture ZEISS Optical Inserts based on a prescription containing prism value. If you have a prism value, it is labeled on your prescription and noted separately from sphere, cylinder, axis, and ADD values. If you’re not sure if your prescription includes prism, consult with an eye care provider.

Depending on your prescription, your vision needs might not be met through ZEISS Optical Inserts.

Annoyingly, there doesn’t seem to be any publicly-available chart to give the ranges of presecription lenses which they will support, instead asking you to fill out a form with your prescription details, and promising that they’ll get back to you as quickly as possible:

So it looks as though I am going to have to go see my eye doctor first, then submit my prescription, then cross my fingers that they will support my combination of nearsightedness and astigmatism (not to mention my need for progressive lenses!). Honestly, it all sounds rather discouraging and disheartening.

But perhaps my apprehension about the Vision Pro not working for my elderly eyes is misplaced, because even blind people are finding the device to be useful! Check out this mind-blowing YouTube Shorts video by James Rath, who tests out some of the accessibility features and settings, James says that he can actually see more clearly with the Vision Pro, than without! This device could open up a whole new use case for the visually impaired.


So, yes, I am very eager to get my hands on an Apple Vision Pro sometime this year! I don’t want to wait; I want to experience this envelope-pushing product as soon as possible. I haven’t been this excited about a headset since the Oculus Rift back in 2016. So please stay tuned as I report on my odyssey to acquire the new Holy Grail of spatial computing!