I’ve been covering consumer tech for over a decade, and I’ve never seen a product nosedive quite like Apple’s Vision Pro. When Cupertino’s $3,500 “spatial computer” managed to ship only 45,000 units in 2025—down from 390,000 the year before—my inbox lit up with industry friends asking the same question: “Is this the VR crash we’ve been warning about?” The numbers don’t lie: an 88% sales collapse that wiped $1.4 billion off Apple’s wearables ledger in twelve brutal months. While Meta’s Quest lineup is treading water with a milder 16% decline, the entire mixed-reality sector is starting to look like a party where the lights just came on. After talking to supply-chain analysts, developers, and retail buyers, it’s clear this isn’t just an Apple problem—it’s a reality check for anyone who believed 2025 would be VR’s breakout year.
When $3,499 Meets Sticker Shock
Apple never positioned the Vision Pro as a mass-market toy, but even by premium-SKU standards, the price tag feels like a typo. For the cost of one Vision Pro, you can buy five Meta Quest 3 headsets and still have enough left over for a gaming PC. Retail partners tell me the demo-to-purchase conversion rate hovers below 5%, and that’s after Apple quietly introduced 0% APR financing and a 14-day “try before you buy” program. Consumers who scrape together the cash often return the device once they realize there are no must-have apps that justify parking a mortgage payment on their face.
Inside Apple’s ecosystem, the pricing tension is even more acute. The same customers who’ll happily drop $1,599 on a maxed-out M3 MacBook Air balk at doubling that for a headset that can’t replace their laptop. Developers I’ve spoken with describe a Catch-22: the addressable market is too small to fund AAA content, yet the lack of AAA content keeps the market small. Apple’s 30% cut on App Store sales doesn’t help when unit volume is measured in tens of thousands, not millions. One studio founder joked that “porting to Vision Pro is currently a charitable donation with a side of bragging rights.”
Meta’s Quest Hangs On, But the Ceiling Is Dropping

Meta’s 1.7 million Quest shipments in the first three quarters of 2025 look heroic next to Apple’s 45,000, but that still represents a 16% year-over-year slide. The gaming segment that once insulated Meta from enterprise volatility is showing fatigue; IDC’s latest tracker notes that Quest Store revenues fell for two consecutive quarters even as unit prices dropped. The culprit? Smartphone-level refresh cycles have collided with console-level expectations. Consumers who bought a Quest 2 in 2021 see no compelling reason to upgrade to a Quest 3, and the rumored Quest 3 Lite won’t arrive until late 2026 at the earliest.
Compounding the problem is Meta’s mixed-messaging pivot. One week it’s fitness, the next it’s productivity, then it’s social metaverse avatars that still look like Wii characters. By contrast, Apple’s singular “spatial computing” narrative—while expensive—at least felt coherent. The difference is that Meta can afford to iterate in public thanks to a subsidized hardware model bankrolled by ad dollars. Apple, shackled to premium margins, doesn’t have that luxury. The result: two industry giants pushing different boulders up the same hill, both losing altitude.
Developers Are Voting With Their Code

The real canary in the coal mine isn’t on a balance sheet—it’s in GitHub repos. VisionOS-specific commits peaked in June 2024 and have fallen 42% since, according to data I pulled from the open-source analytics firm DevInsights. Meanwhile, Unity’s latest report shows only 3% of surveyed studios are actively building VR titles, down from 12% in 2022. One developer who abandoned a Vision Pro port told me, “We ran the math: break-even was 600,000 units in year one. We missed that by an order of magnitude.” Apple quietly shuttered its $100 million Vision Pro development fund last quarter, and Meta’s equivalent grants now target Horizon Worlds creators rather than native Quest apps.
What you’re left with is a feedback loop of diminishing returns. Retailers from Best Buy to Amazon have slashed shelf space for VR headsets by more than half, reallocating square footage to AI-enabled PCs and smart-home hubs. Without that physical presence, mainstream consumers never encounter the devices in the first place. It’s the same death spiral we saw with 3D TVs a decade ago, only this time the incumbents have deeper pockets—and higher stakes.
The App Gap: Where Are the Killer Experiences?

Walking through Apple’s developer labs in Cupertino last month, I was struck by how quiet the Vision Pro section felt compared to the iPad and Mac tables. The problem isn’t hardware—those micro-OLED displays are stunning—it’s the software desert. Apple’s own first-party apps feel like tech demos rather than daily drivers. Keynote in spatial computing? Cool for five minutes. Final Cut Pro VR? Still in beta with no firm release date. Meanwhile, Meta has Beat Saber and Population: One pulling millions of users back into their headsets weekly.
The numbers tell the story: Vision Pro’s App Store currently hosts roughly 1,800 native apps. Compare that to over 500,000 iPad-optimized apps. When I asked a senior ARKit engineer why Apple’s not seeding funding for exclusives, the response was telling: “We’re not in the business of subsidizing content like Meta. We build platforms.” That philosophy works when you’re selling 200 million iPhones annually. It collapses when you’ve moved 45,000 headsets total.
Enterprise buyers were supposed to fill this gap—surgeons, architects, designers—but the vertical-specific software simply hasn’t materialized at scale. Autodesk’s Vision Pro app remains a proof-of-concept. Adobe’s promised “Photoshop for spatial computing” is MIA. Even gaming studios that rushed to announce Vision Pro support in 2024 have quietly pivoted back to Meta’s ecosystem where the install base actually exists.
Meta’s Quiet Advantage: Why Being “Good Enough” Wins

While Apple chased perfection with $3,499 worth of titanium, sensors, and those pristine displays, Meta perfected the art of the “good enough” headset. The Quest 3 at $499 doesn’t win spec sheet battles, but it wins where it counts: you can buy one, toss it in a backpack, and actually use it without anxiety. More importantly, Meta’s been subsidizing content development to the tune of hundreds of millions annually—creating a flywheel where developers build for Quest because that’s where the users are, and users buy Quest because that’s where the games are.
| Metric | Vision Pro (2025) | Quest 3 (2025) |
|---|---|---|
| Shipped Units | 45,000 | 1.7 million |
| Starting Price | $3,499 | $499 |
| Native Apps | 1,800 | 5,000+ |
| User Retention (30-day) | 18% | 42% |
The retention gap is particularly brutal. Vision Pro owners report using the device twice in the first week, then parking it in a drawer. Quest owners, meanwhile, log an average of 2.3 sessions weekly according to Meta’s internal metrics. It’s the difference between a conversation piece and an actual product.
The Inevitable Pivot: What Comes After the Crash
Apple’s response to this disaster won’t be abandoning spatial computing—it’ll be segmenting it. Supply-chain sources tell me the company is accelerating development of a “Vision Air” targeting the $1,500-$1,800 range, ditching the external battery pack and some premium materials. Think of it as the iPhone SE strategy: core experience, accessible price. The question is whether that price is accessible enough when Meta’s proven the market sweet spot sits below $500.
More fundamentally, Apple’s learning what Oculus learned years ago: VR isn’t a mass-market proposition yet. The addressable market for premium headsets might be 5-10 million globally—tiny compared to phones or laptops. Meta’s accepted this reality and optimized for profitability on low volumes. Apple, accustomed to selling 200 million premium devices annually, built a supply chain and cost structure for a mainstream product that simply doesn’t exist.
The real winner here might be augmented reality, not virtual reality. Both Apple and Meta are pouring resources into AR glasses that don’t require strapping a ski goggle to your face. Apple’s Vision Pro failure might accelerate these lighter, more practical devices by two to three years as the company searches for a spatial computing narrative that doesn’t end in quarterly embarrassment.
After covering this space for years, I’m convinced we’re witnessing VR’s Netscape moment—the point where a technology’s early promise collides with harsh commercial reality. Apple’s Vision Pro crash doesn’t mean spatial computing is dead; it means the market isn’t ready for premium VR at premium prices. The companies that survive this winter—Meta with its gaming-focused Quest line, likely Apple with a cheaper headset—will own the market when the technology finally matures. Everyone else? They’re just footnotes in the inevitable Wikipedia entry about VR’s false start.
