> You assumed that models would stay that price forever??
Apple didn't bother to try to keep the cost down on this version, and for Apple, cost plus the margins they demand dictated the high price.
> "How is 15% brutal to have access"
Okay, first of all, 30%. We're not talking indie devs with <1MM in revenue that can get the 15% deal for a little while. The kind of developers they need to make huge killer apps are ones like Epic, Blizzard, etc. And entertainment firms like Netflix, the ones Apple insists on soaking for 30% of revenue across the board, and those firms have voted with their feet and aren't embracing any Apple platforms. I don't care, I'm not and will never develop for Apple's various "stores" -- take your argument up with the developers who hate them. Nobody wants to give Apple another market to throw their considerable weight around in.
> "They have continued to produce high quality immersive content. They have obviously continued to work on new versions. They have recently put on an entire developer day program on producing immersive content (programmatic and video related)."
Big deal. There isn't enough content that even many big Apple fans who love the product in theory mostly don't use them and admit they were a poor investment. A couple silly 10 minute shorts a month isn't enough to justify it. If they cared, they'd put serious money - of which they have plenty - behind selling a device (any device!) at a compelling price even at a subpar margin. See gaming consoles. Or they'd do what it takes to get developers and content companies to produce content. That means sucking it up and offering better terms than they have on other platforms (or doing sweetheart deals, say, Amazon can sell on the Kindle iOS app with a 5% commission in exchange for promising to produce a ton of immersive content on AVP.) Whatever it takes.
They're not serious (at the top level -- i am sure the person just in charge of AVP is serious, but Tim's not on board enough to support them).