Apple should perfect this idea instead, make it look like a normal set of highend overear headphones from the outside, and integrate a AR screen into the headband. This form factor is a winner for bulkier AR/VR headsets because people already wear headphones around their necks, people are used to seing other people wearing them like that. Meaning that one of the biggest barriers of adoption (where to store it, looks) is already solved.
A portable mobile cinema/AR viewer, and a Macbook/Ipad auxiliar screen through USB-C would be enough for a v1.
They'd have the capability to integrate powerful technology into such a package.
The Glyph was simply a display with speakers. I agree that the form factor visually pleasing, and they weren't uncomfortable to wear (save for extended periods, where it was easier than even with VR sets to develop dry eyes), but adding in everything necessary to make them a true AR/VR headset with inside-out 6DoF tracking, let alone the SoaC, would have drastically changed its shape and size.
It doesn't have to be a "true AR/VR headset" to become a hit if it can enhance activities like coding or media production on a mobile device by providing a screen alternative.
Apple should perfect this idea instead, make it look like a normal set of highend overear headphones from the outside, and integrate a AR screen into the headband. This form factor is a winner for bulkier AR/VR headsets because people already wear headphones around their necks, people are used to seing other people wearing them like that. Meaning that one of the biggest barriers of adoption (where to store it, looks) is already solved.
A portable mobile cinema/AR viewer, and a Macbook/Ipad auxiliar screen through USB-C would be enough for a v1.
They'd have the capability to integrate powerful technology into such a package.