Apple doesn’t call Vision Pro a mixed reality headset, or a virtual reality headset for that matter. To Apple, it’s all spatial computing, which is fine—if not a little too vague. Since it doesn’t support dedicated controllers like all VR headsets out there though, it’s leaving many developers essentially stuck and unable to port many of the most popular immersive games to Vision Pro.

Vision Pro launches today, emerging as an impressive addition to the world of XR headsets. It features robust hardware, which on paper seems to position it as an ideal platform for VR gaming. It has the ability to display detailed graphics and digest complex room environments thanks in part to its powerful dual-chip design, which also lets users multitask in a way other standalone VR headsets would simply choke on.

By all accounts, Vision Pro is impressive hardware, but it’s not serving up competition in a way we’re used to seeing, which is usually just by making a better mouse trap. Vision Pro is actively trying to be different, and it’s forging a path through XR in the most Apple way possible, which just so happens to be without motion controllers or a heavy emphasis on immersive gaming.

Want to learn more about Vision Pro? Make sure to check out our latest preview of AVP, which is a little teaser to our incoming deep dive review coming soon.

Why Controllers Matter to VR

While Vision Pro has the power, without motion controllers you won’t be playing many of VR’s greatest games, which not only serve up haptic feedback, but also require rock-solid input, provided by your standard assortment of buttons, sticks, and triggers. That’s not to say you can’t play VR games on Vision Pro, but you shouldn’t expect the full gamut of titles you’d see on something like Meta’s Quest 3.

Quest 3 Touch Controllers | Image courtesy Meta

The specific number and precision of these inputs are crucial for many VR games, as a majority of modern titles are built from the ground-up with controllers in mind. Without them, adapting most existing VR games to the Vision Pro becomes either an exercise in retrofitting control schemes, or completely starting on new projects built around the headset’s admittedly impressive hand and eye-tracking. Apple has done a lot to make its UI work fluidly with those input schemes, but that sole emphasis means you likely won’t find VR apps that need low-latency, high-precision input, like popular rhythm games such as Pistol Whip or Beat Saber, or action-heavy titles such as The Walking Dead: Saints & Sinners, Red Matter 2, or Population: One.

And we get it. Apple is thinking different about how it couches Vision Pro; it’s more face-computer than VR headset. More iPad than Switch. But why? Why can’t Apple just play nice and just give us some controllers? The answer may lie in its historical approach to gaming, particularly that of iPhone, which may explain why the company is so hesitant to ‘just make a normal VR headset’ like some would hope.

SEE ALSO
This Vision Pro App Does What Netflix Wouldn't, Bringing 4K Streaming & Dolby Atmos

A History of Neglect

Angry Birds released on iPhone back in 2009, a game that practically defined the earliest age of mobile gaming. Even then, gaming really wasn’t on Apple’s radar. At the time, Apple had real business to attend to with the launch of its first iPhone in 2007, which was beating out its button-laden competitors, chief of which was BlackBerry. They’re gone now, and Apple is the world’s largest by market capitalization.

Still, developers found success with early mobile games on the App Store, which Apple gradually embraced, culminating in the launch of Apple Arcade in 2019. The casual game subscription service runs on all things Apple (including Vision Pro), but arrived more than decade after the release of the first iPhone.

Image courtesy Apple

Despite its oddly latent love for gaming, the company still doesn’t make a controller phone case for iPhone; it’s allowed third-party creators to fill in the gap to great success, even going as far as officially selling Sony’s DualSense controller on the Apple Store rather than make its own of either solution. It underscores Apple’s long-running history of making products for general use and offloading niche markets to third parties. Make enough money, and then Apple may pursue it… in a few years.

It’s not farfetched to assume Apple is extending this to Vision Pro too. If Apple is Apple, we may never get first-party VR controllers for Vision Pro, as the company instead focuses on more broadly appealing use-cases supplemented by more traditional input schemes, like an XR stylus that can equally allow users to work on CAD models and write a simple note.

That said, the future of VR gaming on Vision Pro appears to be heading in an all too familiar direction, where third-party developers and accessory makers try to fill in the gaps as Apple basically ignores gaming and gaming peripherals. Last we heard, Apple may not even allow third-party controllers to work on Vision Pro in the first place though, which would mean developers looking to capitalize on the new XR hardware will need to get very familiar with the benefits and drawbacks of hand-tracking focused games.


Additional reporting by Ben Lang

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.


Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • ViRGiN

    Maybe they don’t want to turn off people from wearing headset in the first place.
    Getting all hot and sweaty is something you will remember before jumping into next session.
    Their choice of using tethered battery also poses risks.
    And on top of that, it doesn’t seem like AVP has any “room calibration” or obstacle detection.

    idk, AVP seems like a very boring device, and completly non-innovative in any regard given it’s historial pricing.

    I watched multiple reviews and something I would never accept is having to touch button on the headset to open app drawer, and second, lack of physical clicker support (just try pinching hundreds of times an hour, not fun). Plus it kills the possibility to use it in bed under warm blanket. I assume they will address it at some point with Apple Watch compatibility, but nonetheless so many choices are baffling.

    • STL

      Finally a voice of reason. This entire thing is crying: „Hello, I‘m Tim Cook, I‘m a genius too! Just like Steve Jobs! You know? Can’t you see? I copied him, so I must be a genius too!“
      Pathetic. But not true.

    • RETRO

      1) “And on top of that, it doesn’t seem like AVP has any “room calibration” or obstacle detection.” It doesn’t have room calibration because it doesn’t need to. It absolutely has obstacle detection and puts out a warning if you get too close. It’s similar to Meta’s Guardian except it’s completely automatic.

      2) “I would never accept is having to touch button on the headset to open app drawer” How is this different than most other headsets? Notably the Quest? And you don’t need to click a button either. You can access the App Drawer through Control Center not requiring any button presses. So your claim is just blatantly false.

      3) “just try pinching hundreds of times an hour, not fun” Similarly to 2), how is this different than controller-based headsets? What’s not fun is having to fumble with a controller just to click on a YouTube video. At least with the Vision you can rest your hand on your lap. Hand tracking on the Quest necessitates raising your hand every time to capture you correctly.

      Just try raising your hand hundreds of times an hour, not fun ;)

      Heck, I challenge anyone with a Quest 3 who’s skeptic of the Vision Pro to put their Meta Controllers in a drawer and try to use the Quest for a week. You won’t get past the first 30 seconds after boot up.

      Apple’s innovation isn’t in hardware or creating something entirely new (Meta could easily release a headset with identical specs) it’s in the software and overall execution. They did it with phones, they did it with tablets, they sort of did it with smart watches, they did it with ARM computers and they’ll do it again with mixed reality.

      • ViRGiN

        1) it seems like apple allows only a very small circle around the position you started – you could use it in a giant warehouse with zero obstacles of any sort, and it still wouldn’t let you walk
        2) oh okay? not in the marketing material. on quest i can open menus with pinch gesture, in all videos apple tells you to press the crown button.
        3) just like with quest, i dont see ANY productivity value from apple. what is the point of 50 inch discord window, 100 inch safari, 70 inch music player, 40 inch timer etc etc, taking over 200 field of view around you? who the F works like that constantly moving their entire head around? AVP isn’t even able to replace 1440p monitor, the resolutiion is still far too low.

        it’s fun gadget. but the more people try to justify “apple vision” of producitivity, the more i laugh. it’s a gimmick.

        • RETRO

          1) Again, blatantly false. There are countless videos of Vision Pro “Glassholes” walking around NYC. They’re able to walk around just fine. So I’m not sure where you got your info.
          2) Didn’t realize something had to be in the marketing material for it to be true? In any case it is. You can open menus on Vision with a pinch just like you can on Quest. visionOS is literally based around pinch gestures. And it seems infinitely more intuitive and seamless than the Quest’s implementation.

          And even if pressing a button was necessary, again how is that any different than the Quest or most VR headsets? The Vision Pro literally has less buttons than any other headset released.

          3) The resolution for display mirroring seems to be fine based on every review released so far. Not close to being “Retina” (we need 60PPD at least) but several users including SadlyItsBradly–who has extensive experience with VR–claimed it’s finally enough.

          Productivity value is entirely subjective. Some may claim VR gaming is a gimmick. But it’s really up to the consumers to decide for themselves.

          Personally, I think VR/AR gaming is fun and has a lot of potential for fitness particularly. For productivity, I mainly see the value in multi-display setups, which has a long way to go (1 screen limitation, higher PPD etc.) but still has potential.

          So you can laugh all you want but it’s not going to magically make things a gimmick.

          Especially when the productivity side of AR/VR has yet to be properly be explored. VR has mostly been relegated to the realm of gaming where it hasn’t exactly thrived either (how many VR studios shut down in the last year?).

          Might as well give productivity a proper go.

          • ViRGiN

            1) Again, extremely blatantly false from you. You can’t walk fully immersed more than couple of feet, no matter how giant and empty your warehouse is.
            2) Again – I never have to press anything to do anything on Quest with anything that isn’t my hands, or already in my hands. If you can’t tell the difference between pressing the Meta menu button on controller, or making a hand gesture to pressing a button ON THE HEADSET itself, then I think you need some HEAVY reeducation camp.
            3) Why you keep mentioning bradly? He is a nobody who has never wrote a line of code, doesn’t participate in any project or anything; he is just a CONSUMER who is OBSESSED with things that are closely related to pedo. Yes, he even went as far and claim to have sold MONITOR cause AVP is SO GOOD at replacing it. Again, he is a nobody that suffers from depression and he is DESPERATE to cover as much real life as possible. He hasn’t shown ANY work being done, he didn’t even show that editing a video from Mac is possible (many people noticed everything becoming sluggish under load).

            So, you can mention whatever randoms you want, you can put whatever misinformation you want – if your productivity is made of surrounding 250 degrees around you with random browser windows and all you have to do is click Reply and choose pre-defined message – yeah, maybe it’s productivity boost to you. I’ll stick to my dual 4K OLED with proper desk setup and get million things done infinietly faster and infinietly more comfortable than whatever it is that you’re trying to say.

        • CS

          There isn’t any limit on tracking area or start position. It can track ridiculously well over large areas and multiple rooms. Better than the Quest.

          Supposedly there might be an arbitrary App Store play area limit on fully immersed games where you can’t see the world around you because they don’t want you running in to things. There is no boundary system like on the Quest. It shows your surroundings if you get close to an object, but that doesn’t mean you wont be tripping over things on the floor or wandering in to another room.

  • Christian Schildwaechter

    That mockup looks like what a WMR controller designer sent to Apple in an XR interface specialist application, and the final thing that drove Apple to never include controllers. The grip an unergonomic tube, the anti-slip padding on the wrong side, the trigger shape causing finger slips, and the pseudo Apple Watch touch surface so flat and large that permanently stretching the thumb to reach the end will hurt like on phablets.

    And only a non-Apple user would ask why they can’t just play nice. Apple has a history of ruthlessly cutting things they think stand in the way of the proper (future) approach. The first iMac killed floppy, SCSI, ADB/serial ports, featuring only USB, which at that time nobody was offering. A single USB printer from Epson was available, everything else was parallel/serial ports. Apple was cruel, but right: everybody switched to USB, ridding us of configuration hassle, and today a single cable powers your machine, connects to high speed storage and drives several 4K displays.

    Apple not supporting VR controllers means they think the concept is wrong, hand tracking the way to go, even if they have to force it. There will be workarounds. iCade built iOS controllers that connected as keyboards, keys translated to controls by some games. That will work for VR controllers and supporting games too. But I’m pretty sure that controllers will become an optional peripheral even on Quest, just like wheels or HOTAS today. It will just take some time, less now with to Apple leaving developers no choice.

    • Jistuce

      First: Those mockups are hilarious, putting touchscreens as the primary input in a use where you can’t see the touchscreens and some tactile feedback would be WILDLY useful.

      Second: The iMac didn’t ONLY feature USB. It also featured IEEE 1394, under the Apple-specific name of FireWire.

      The vision of the era(actually originating with the IBM-compatible side of things, though Jobs was never shy about taking credit for the ideas of others) was that USB would be used for low-speed devices and 1394 for high-speed devices.
      And then Apple sabotaged 1394 adoption by demanding a ransom from everyone else using it for their share of the patents.

      This backfired spectacularly, as everyone else involved in the spec demanded royalties from Apple and they abandoned their shakedown. But it scared everyone away from 1394 right as it was starting to actually see use. This left everyone without a viable high-speed interface, leading to the creation of USB2, which was good enough to more-or-less fill the gap kinda sorta.

      But that’s all neither here nor there. Ancient history from the dawn of the 21st century, dusted off only rarely by us old fools who remember the ancient ways of RS-232, IEEE-1284, ADB, VLB, and all that jaz drive.

      Third: No one at all is surprised Apple doesn’t want controllers on their VR goggles. They’ve long been proponents of form before function.
      Thing is… there’s a limit to what you can do with naked hands. Some buttons and thumbsticks are actually incredibly useful, which is why everyone else uses controllers instead of strapping an LED strip to the back of your hand and calling it a day. But again, Apple has almost always prized form over function.

      I do, however, grant that Apple’s hand-tracking is probably top-tier. It is a challenging problem, and they do get credit for seemingly solving it rather thoroughly. (I’ve got no no first-hand experience, so I’m not endorsing it with something harder than “probably”.)

      • Christian Schildwaechter

        I didn’t even realize the futility of putting displays on VR controllers, showing what resembles an iPod click wheel, or the remote that came with Rift CV1. Maybe it was just very forward thinking due to passthrough being available?

        The original iMac also had ethernet, modem port, audio in/out and a CD drive. They just replaced all the ports commonly used for getting data in or out of a computer. In 1998 people didn’t routinely send files over any type of network, and USB sticks only appeared years later. People instead printed stuff or copied them to floppies that could also be read by PCs, a big improvement over earlier, proprietary floppy formats. I still have a box labeled “Firewire”, filled with once advanced, now useless cables.

        And not even Apple will believe that hand tracking is superior for everything. It’s more that holding large chunks of plastic in your hands is in the way in most situations of daily life. VR controllers are useful pretty much only for VR games or apps that don’t need any other type of input. But many of the shown use cases for AVP involve physical keyboards, doing other things while looking at floating windows, or just relaxing on a sofa with your hands in you lap, where VR controllers are cumbersome.

        • Jistuce

          Man, I remember when I needed to move files that were too big for floppies and had to go burn a whole CD-R. Took so long, and I always felt like I was wasting a disk if I didn’t fill it up. Can’t just burn a disk for ten megs. That disk cost money, and you will never get it back! (Thank god for rewritables, I may’ve never moved ANYTHING.)

          I have almost never gotten files from one computer to another just over the network. Like, file sharing is a thing, people have great success with it… but my LANs are all cursed somehow or another, and I wind up e-mailing files to myself, or copying them to a flash drive to move ten feet, or (on occasion) some bizarre Rube Goldberg workaround.

          • Christian Schildwaechter

            $ ls -l
            chriss 2986937 28 Sep 1993 larger_than_a_floppy.tgz
            $ split -b 1300k larger_than_a_floppy.tgz 'toolarge.'
            $ ls -l too*
            chriss 1331200 7 Feb 00:55 toolarge.aa
            chriss 1331200 7 Feb 00:55 toolarge.ab
            chriss 324537 7 Feb 00:55 toolarge.ac

            [Copy every part to a single DOS formated floppy, but do not forget that filenames were limited to 8.3 before Windows 95. Then copy them back into a directory on another computer one by one.]

            $ cat toolarge.* >> mind_over_tech_muahaha.tgz
            $ ls -l
            chriss 1331200 7 Feb 00:55 toolarge.aa
            chriss 1331200 7 Feb 00:55 toolarge.ab
            chriss 324537 7 Feb 00:55 toolarge.ac
            chriss 2986937 7 Feb 00:57 mind_over_tech_muahaha.tgz

            Straight from a box labeled “once advanced, now useless knowledge” that sits next to the box with the Firewire cables.

          • Jistuce

            I remember using winzip to make some multipart zip files. That was… fun.

  • I think they are not allowing 3rd party controllers just for now, because they are afraid otherwise they become too similar to Quest. This way they can look more “spatial computer”. IMHO after their reputation is established, they will allow for controllers, or even release their own

    • Christian Schildwaechter

      “Just for now” may take some time. The iPhone released in 2007. iOS got support for “Made for iPhone” controllers with iOS 7 in 2013. Before that controllers had to connect as keyboards, and games needed to translate keys to button presses. Support for regular PS4/Xbox One controllers was introduced with iOS 13 in 2019, twelve years after launch.

      The main reasons to not allow controllers for iPhone was probably to force developers to come up with new input schemes that worked without them, using just the touch screen. In a similar way Apple may allow VR controllers only after enough apps using hand tracking have established it as the standard input, which is unlikely to happen before a cheaper successor/sibling to AVP is selling in larger numbers.

      I’d expect Apple to allow self-tracking controllers on visionOS sooner than gamepads on iOS, because Tim Cook is very interested in getting AVP into the enterprise market, where tracking real world objects like wheels or levers with e.g. self-tracking HTC trackers could be required. Which needs some support for getting 6DoF input from external devices, unless the trackers again connect as different bluetooth devices and apps (re-)implement controller/tracker support through 3rd party libraries, which probably wouldn’t fly in the enterprise market.

    • Jistuce

      Apple’s never going to release their own controllers. Controllers are UGLY, and they value form over function at all costs.

      • CS

        They might. They have very likely at least been prototyping some based on rumors. What Apple wouldn’t do is require motion controllers for application use.

    • CS

      No reason someone couldn’t create a third-party motion controller. I don’t really see it happening, but you never know. There is nothing to prevent it as long as hand tracking is used for the position and gamepad APIs are used for haptics and controls. It should work well enough. Nobody would adopt it if it wasn’t first party though.

      Sometimes if Apple doesn’t want to create specific hardware they give access to Logitech or Belkin to create it. So there is always that chance.

  • ApocalypseShadow

    Apple isn’t looking to be the next VR headset. They aren’t interested in competing with Valve or Facebook or Sony in VR. They are looking to be the next wearable computer. Which so happens to connect to mouses, keyboards and official game controllers. First we used computers on a desk. Then carried mobile computers in our hands. Apple is moving to where they thing computing will go which is in your personal vision.

    They are not trying to add a laundry list of games that many have said they already played on one headset or another in the same way and bash another headset for getting those same multiplatform games. The same people saying how magical it is in using your hands are now bashing Apple for not having controllers.

    Instead of expecting Apple to do the same song and dance others have tried it are doing now, maybe the article writer should play along and dance to what Apple is trying to accomplish with AR. Sure it does VR. But they aren’t pushing VR.

    I’d bet the same article writers hoping Apple gets the same games on their platform, will just write up articles saying how Facebook has a larger library of games after years of being on the market with previous models. Then it’ll be that Apple doesn’t have a lot of content in comparison when it just arrived on the market. The same nonsense that was thrown at Sony at launch of their headset.

    Because you can flip the nonsense by saying, where’s all the apps other headsets lack when it comes to AR, spacial computing, whatever? Apple has a ton day one. The others either don’t have it or spend billions and still don’t have the content or ecosystem Apple has day one.

    • Jistuce

      Facebook is ALSO pursuing wearable computing. Zuckerberg’s made that quite clear ever since he first bought Oculus. He does not view this as just the gameboy of the 21st century. It is why he keeps dumping huge amounts of cash into R&D.

      It just so happens that games are one of the most reliable sellers, so that’s what software developers are making.

    • CS

      Apple doesn’t want to copy others, but gaming is an important area that Apple is certainly focused on. I don’t think they want motion controllers to be a required accessory, but there has been some evidence they have been prototyping a motion controller. It is early days, will need to see what happens.

  • Arno van Wingerde

    Remember when you needed a keyboard and mouse to play real games? Consoles with only a few buttons on their controller were for kids – yet now play the same games.
    But even if AVP’s hand+eye control scheme is much better than Meta’s hand control option, it still seems to be lacking tools. All the demos only show screen people talking etc. Show me somebody typing a report or doing CAD/CAM on this thing!

    • ViRGiN

      Mouse as standard input device came about 2 decades after keyboards. Even in the mid 90s, a lot of people were playing Quake 1 just using keyboard.

      But yeah, AVP seems to be primarirly about consuming web content, with not doing much more than tapping and scrolling as interaction.

    • Christian Schildwaechter

      I just saw a “Remote Work Review” of AVP on YouTube, mostly discussing using AVP as a monitor replacement. And a number of journalists have reported that they wrote large parts of their reviews while wearing AVP. So the focus went pretty quickly to productive work, with a lot of people saying they actually prefer “typing a report” in AVP (with a bluetooth keyboard connected.)

      I doubt that there are any full blown CAD solutions yet, but take a look at JigSpace for Apple Vision Pro, which allows exploring engineering models, including assembling/disassembling them or looking at an explosion-view. That’s sort of the perfect XR productivity application that would be hard to do without a headset.

      We are now just one day into the launch, so judging AVP for a lack of available tools seems a little premature, unless you’ve already seen the 600+ ported apps already, with more appearing quickly. A lot of demos are already there, but most of the videos/reviews naturally focus on first explaining the concept to people who have never seen AVP and usually also never tried any other XR HMDs.

      • CS

        JigSpace looks pretty incredible in the headset. It gives a good idea what real CAD software will look like when released!

    • Jistuce

      I remember when computer games were played with a joystick that had one or two buttons on it, and the keyboard was viewed as a text entry device and not a game controller.

      • Christian Schildwaechter

        I remember people saying that Linus Torvalds would never become a decent Doom player unless he finally learned to play it with a mouse instead of just the keyboard. Or maybe it was Quake or Unreal Tournament. And I own a four directions, one button only Competition Pro joystick with USB port.

        • Jistuce

          DID Linus Torvalds ever become a decent Doom player? I honestly don’t know anything about his gaming habits.

    • kool

      Ugh I hated mkb the controls while accurate are cumbersome and unnatural.

    • CS

      Shapr3d seems to be working on porting their CAD to it, but software like that will need Vision Pro to be in the hands of developers for much longer than a week. Very few developers had any access to the device prior to launch which is why there are not many apps yet except flat apps that are easy to test in the simulator.

  • xyzs

    Do vision pro support openxr in the first place?
    Because if not, non apple fanboys developers won’t even consider the platform.

    • Christian Schildwaechter

      I’d refer you to the answer I posted in reaction to you asking the same question two days ago under the article about Unity releasing AVP tools, and the response to Andrew in the same thread about how Apple not supporting OpenXR (for now) won’t actually make a big difference for developers using Unity, which is the vast majority. Or is this mainly a covert PSA to remind people again that there is a terrible and fatal design flaw in AVP?

    • CS

      No, but not relevant. Unity supports it and Unreal will soon. Developers rarely use OpenXR directly. They use a game engine. The game engine uses OpenXR or something else. This article is all about OpenXR support for Vision Pro when streaming from a PC. Further, Apple has legal disputes with Kronos so it is very unlikely they would adopt any Kronos standards.

  • xyzs

    Gaming on the iPhone and iPads ( that are way closer to the vision than the Mac despite their spatial “computing” bs ) is a huge part of the business.
    When they will realize that same goes for their VR iPad, they will change their mind anyway.

    • ViRGiN

      VR gaming isn’t really all that desirable yet.
      “Apple effect” is not possible with AVP due to extra orbitant pricing and geographical avaibility. If someone wanted to experiment with XR technology, Meta platform already existed for years. Apple isn’t also really known for sponsoring developers to create apps for them; Meta has been doing it anyway since ever.

    • Christian Schildwaechter

      Mobile gaming before smartphones meant Nintendo DS/PSP with physical controls, or Snake on Nokia feature phones with a number pad. More than half the revenue from app stores now comes from games for both Apple and Google, but those games no longer need any physical buttons, instead relying only on touch screens and finger/hand movement.

      There is no reason to assume that gaming on AVP or future Samsung/Android XR HMDs will require anything other than using your eyes and hands. iOS/Android already proved that developers will adapt their games to the available input types, and mobile gaming now generating more than 50% of all gaming revenue and still growing fast shows that enough gamers are just fine with that.

      • philingreat

        I completely agree. My guess is that VR has not gone full mainstream yet is because people don’t want to move around all the time to play games. They want to sit on their couch. The less effort it take to play games, the better.

      • CS

        It depends on the game. Some games will be fine. Lack of haptics and lack of a trigger will be big negatives for other games.

  • eadVrim

    It is a passthrough headset, a passthrough headset is necessary a mixed reality headset (AR+VR).
    If Apple hate or ashamed the VR it should have made an AR glasses instead.

  • CS

    It makes sense not to ship with motion controllers because not everyone will be using this as a gaming system, but it really needs motion controllers as an add-on accessory. I hope an accessory like this is working its way toward release. Maybe it could double as a gamepad since Apple really needs a first-party gamepad now that their GPUs are getting pretty good at AAA games too.