The article promises that AR glasses will "keep the visual field broad and wide." Maybe products will fix this in future iterations, but I'm not too hopeful for the near future.
Especially given that gaze tracking is the primary input method in their UI - they spent a lot of time to get this right.
I feel like something might have been wrong with op’s demo unit?
It's caused by the panel/lens hardware. Center resolution is laptop-like, but by 35ish degrees off center that's down by ~half.[1]
[1] line graph in https://kguttag.com/2023/08/09/apple-vision-pro-part-5b-more... . General caveat that Guttag's "not possible"s sometimes have an implicit "if you're not doing anything weirdly off-VR-mainstream". Monitor replacement has very different constraints than mainstream gaming - like, refresh rates (and thus bandwidths) of 60 Hz and lower (even 20 Hz) can be fine, while for VR games that'd be absurd.
I figured it was something like this. I went to go demo it specifically because I had a fantasy of using Apple Vision Pro as a monitor replacement. The demo quickly changed my mind and got me to consider all of the crazy home/office/mobile workspace upgrades I could do with a $3500 budget.