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TEXXR

Chronicles

The story behind the story

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A look at the challenges of developing a mass-market augmented reality headset as Apple reportedly prepares to launch its own mixed reality device in 2022

Christopher Mims / Wall Street Journal :

Wall Street Journal Christopher Mims

Context & Ripple Effects

This piece lands mid-arc in Apple's long-gestating headset program. Bloomberg had already reported internal divisions at Apple over the AR/VR roadmap in mid-2020, with glasses pushed to 2023 at the earliest, and followed up in early 2021 with word that the first VR-first headset planned for 2022 was hitting development hurdles while leaning on gaming, video, and communication rather than full AR. Kuo's March 2021 note sketched the longer runway: a mid-2022 mixed reality unit around $1K, then AR glasses by 2025.

Christopher Mims' framing — that the hard part is the mass market, not the demo — anticipates what the later Wall Street Journal reporting confirmed: a seven-year development effort producing a product still experimental at launch, with the core tension being computing power versus wearability.

First-order effects

  • Apple enters 2022 with a headset positioned as a stepping stone — VR-leaning, limited AR, premium-priced per Kuo's ~$1K estimate — rather than the mass-market AR device the category ultimately needs.

Second-order effects

  • Rival headset makers get cover to keep iterating on niche, enthusiast-focused devices: if Apple itself ships an experimental product after seven years, the 'wait for the iPhone moment' framing holds across the industry.

Third-order effects

  • If the pattern holds, spatial computing arrives as a staged platform — headset first, glasses later, per the Kuo roadmap — with each generation trading compute for wearability until a genuinely consumer form factor emerges.

The trend: Consumer AR is arriving through a decade-long ladder of interim headsets rather than a single breakthrough device, with Apple's 2022 entry as the most-watched rung.

Discussion

  • @bengeskin Ben Geskin on x
    I tried to shoot @Nreal Light AR glasses with the iPhone... I hope this shows that the projected image quality is excellent 👌 https://twitter.com/...
  • @mchui Michael Chui on x
    Annoying hardware (heavy, power requirements, nausea-inducing, and often aesthetically challenged) has held back AR/VR. Could that be changing? via @mims https://twitter.com/...
  • @dclblogger Matty on x
    Apple could release these in 2022 apparently. “Smart glasses” When VR/AR is, - light, (device) - easily accessible - can communicate irl and digital efficiently - inexpensive Then it'll onboard 10s of millions imo https://www.wsj.com/... https://twitter.com/...
  • @pinboard @pinboard on x
    Find someone as committed to you as Apple is to the notch [WSJ's Apple glasses rendering]
  • @matthewcrowley Matt Crowley on x
    AR is the next major compute platform and its closer than you may think. Also the next major sensor heavy platform that will be push the envelope on size, performance, power and edge AI. https://twitter.com/...
  • @chrismattmann ChrisMattmann.eth on x
    I did a @Clubhouse room with @amandaj0hnstone and @TNTMclub on my @Meta @ray_ban #stories a few months back and agree https://twitter.com/...
  • @parismarx Paris Marx on x
    They're desperate to have us record everything we see. I'm not going to be happy if people try to talk to me while wearing these glasses. https://twitter.com/...
  • @originalspin Jeff Yang on x
    Hey FaceSiri, remind me how many generations it's been since nerds started trying to make glasses cool https://twitter.com/...