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AppleAR/VR/MRTechVision ProvisionOS

Apple cuts Vision Pro production after poor sales

The Vision Pro headset faces poor demand as Apple slashes marketing budgets and scales back global availability.

By
Shubham Sawarkar
Shubham Sawarkar
ByShubham Sawarkar
Editor-in-Chief
I’m a tech enthusiast who loves exploring gadgets, trends, and innovations. With certifications in CISCO Routing & Switching and Windows Server Administration, I bring a sharp...
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Jan 4, 2026, 4:08 AM EST
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A person wearing Apple Vision Pro on a train.
Image: Apple
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When Apple unveiled the Vision Pro, it pitched the headset as the start of a “spatial computing” era, the kind of big swing that might one day sit alongside the Mac, iPod, and iPhone. Instead, less than two years later, Apple is quietly dialing things back: production has been cut, marketing spend has been slashed, and the Vision Pro’s grand future looks a lot more uncertain than Cupertino probably imagined on launch day.​

The broad outlines of the story are stark. Analysts estimate Apple’s manufacturing partner Luxshare shipped about 390,000 Vision Pro units in 2024, the headset’s first full year on the market. By the crucial holiday quarter of 2025, shipments were expected to fall to roughly 45,000 units worldwide – a rounding error next to the millions of iPhones, iPads, and Macs Apple sells every quarter. Industry trackers say Luxshare effectively halted production at the start of 2025, while Apple has kept Vision Pro officially available in just 13 countries, never really pushing it as a truly global product.​

Marketing tells the same story. Sensor Tower data cited by multiple reports suggests Apple cut its digital ad spend for Vision Pro by more than 95% in markets like the US and UK over the past year. For a company that routinely dominates billboards, TV spots, and social feeds whenever a new flagship device launches, pulling back that hard read less like quiet optimization and more like a strategic retreat. In other words, Apple seems to have decided it’s not worth shouting about Vision Pro when the audience is barely listening.​

Price is the obvious culprit. Vision Pro launched at a starting price of $3,499 in the US – £3,199 in the UK – putting it well out of reach for most consumers and even a lot of early adopters. This is a headset that costs more than a high‑end laptop plus a flagship smartphone combined, in a category that hasn’t yet proven it can solve everyday problems for regular people. Meanwhile, Meta’s Quest line has been playing an entirely different game: the Quest 3 and even cheaper Quest 3S sit in the few‑hundred‑dollar range, and Meta has at times aggressively cut prices to keep hardware moving. The result is a lopsided market where Meta has routinely controlled well over three‑quarters of standalone VR shipments, while Vision Pro is a niche within a niche.​

Then there’s the experience of actually wearing the thing. Reviewers and early buyers have repeatedly called out the headset’s weight and bulk, along with the fact that it can feel isolating to strap a computer to your face for extended stretches. The Vision Pro’s demos – floating app windows, immersive movies, giant virtual desktops – looked slick on stage, but the day‑to‑day reality often boiled down to sitting alone on a couch inside a very expensive screen. Compared to a phone, which fits seamlessly into social settings, or even a laptop, which has a clear place in work and creativity, Vision Pro sometimes felt like an awkward guest that never quite justified its presence.​

Software hasn’t helped. Apple says there are around 3,000 apps built for Vision Pro’s visionOS, which sounds decent until you stack it against the explosion of apps that accompanied the iPhone’s rise after 2007. Many of the biggest names in streaming, productivity, and social media have either held back or offered minimal, “good enough” ports rather than true must‑have, spatial‑first experiences. Without a killer app – the thing people point to and say “this is why you buy it” – a $3,499 headset becomes a tough sell, even to Apple’s famously loyal base.​

Zoom out, and the Vision Pro’s struggles are happening in a VR and mixed‑reality market that has cooled overall. Research firm Counterpoint has projected a double‑digit percentage decline in annual XR headset shipments, even as hardware gets more capable and more affordable. The excitement around the “metaverse” that peaked a few years ago has largely deflated, replaced by a very different kind of hype: AI. Meta itself has shifted messaging and investment away from the metaverse and toward AI‑powered Ray‑Ban smart glasses and other wearables, openly acknowledging that’s where the energy (and likely the revenue) now is.​

Apple appears to be following the same gravitational pull. Multiple reports in late 2025 suggested the company had paused or slowed plans for a slimmer, cheaper Vision Pro variant – sometimes described under internal codenames like N100 or referenced as a “Vision Air”‑style device – and reassigned teams to AI‑centric smart glasses. The idea there is less about sealing a user off from the world and more about layering subtle, context‑aware computing onto everyday eyewear: cameras and microphones for capture and input, an upgraded Siri, on‑device AI, real‑time translation, navigation prompts, notifications that float in your field of view. Essentially, Apple seems to be betting that people might tolerate a little bit of extra tech on their faces, but only if it looks like normal glasses and plugs into daily life more naturally than a full‑blown headset.​

For Apple, the Vision Pro slowdown is notable less for the raw numbers and more for what it represents. This is a company that has built its modern identity on turning risky bets into cultural defaults, from multitouch phones to wireless earbuds. A premium product that fails to catch fire, that has its production trimmed and its ad budget gutted within two years, is a rare miss. It echoes earlier experiments like Google Glass, where a bold vision for the future of computing collided with social norms, pricing, and the mundanity of daily life.​

Still, it’s probably too early to write an obituary for spatial computing. Technologies that look awkward and overpriced in their first generation have a way of becoming normal once the hardware shrinks, the price drops, and the software finally does something people truly care about. Smartphones went through years of awkward stylus‑driven PDAs before the iPhone; smartwatches were a punchline right up until fitness tracking and notifications clicked. The Vision Pro’s production cuts suggest Apple misjudged how fast that moment would arrive for head‑worn computers – or how much people were willing to pay to get there early.​

In the short term, the story is simple: Apple’s first “spatial computer” is not selling the way the company hoped, so it’s making fewer of them and talking about them a lot less. In the longer term, the more interesting question is whether Apple can take what it has learned from this expensive experiment and translate it into something that looks less like a futuristic helmet and more like a pair of everyday glasses. If that happens, the Vision Pro era might end up being remembered not as a dead end, but as the awkward, costly first draft of whatever comes next.


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