Technologies
Apple’s Mixed Reality Headset: What to Expect From WWDC’s Big Reveal
Long-awaited and still mysterious, Apple’s VR headset could be the spark for a whole new wave of hardware and software.
Apple’s next big product looks like it’ll cost $3,000, rest on your face and need to be tethered to a battery pack. Whatever this expected VR headset ends up being, it isn’t immediately clear what it’ll do or who it’s for. The Reality Pro headset, as it’s expected to be called when it’s likely unveiled at Apple’s WWDC developer conference on June 5, is Apple’s biggest new product in nearly a decade. It’s also totally different than anything Apple has ever made before.
VR headsets have been a standard consumer tech thing for years, and your family, or families you know, may already have one lying in a corner. They’re used for games, fitness, creative collaboration, even theater. Still, VR and AR have been outlier technologies, not deeply connected enough to the phones, tablets and laptops most of us use every day.
Apple could change that. And of course, don’t expect the word «metaverse» to be uttered even once. The metaverse became Meta’s buzzword to envision its future of AR and VR. Apple will have its own parallel, possibly unique, pitch.
A connection to everything?
I pair my Quest 2, from Meta, to my phone, and it gets my texts and notifications. I connect it to my Mac to cast extra monitors around my desk using an app called Immersed. But VR and AR don’t often feel deeply intertwined with the devices I use. They aren’t seamless in the way my watch feels when used with an iPhone, or AirPods feel when used with an iPad or Mac.
Apple needs this headset to bridge all of its devices, or at least make a good starting effort. Reports say the headset will run iPad apps on its built-in 4K displays, suggesting a common app ecosystem. It’s also possible that the Apple Watch could be a key peripheral, tracking fitness and also acting as a vibrating motion-control accessory.
VR is a self-contained experience, but mixed reality – which Apple’s headset should lean on heavily – uses pass-through cameras to blend virtual things with video of the real world. In Apple’s case, its own devices could act as spatially linked accessories, using keyboards and touchscreens and ways to show virtual screens springing from real ones.
Apple’s expected headset is supposed to be self-contained, a standalone device like the Quest 2 and Quest Pro. But that interconnectivity, and its position in Apple’s continuity-handoff connected ecosystem, is a big opportunity and a big question mark.
However, Apple does have a big AR head start: Its iOS ecosystem has supported AR for years, and the iPhone and iPad Pro already have depth-sensing lidar scanners that can map out rooms in ways that Apple’s headset should replicate. Apple could emphasize making its existing AR tools on other devices more usable and visible through a new interface.
Apple’s head of AR, Mike Rockwell – the person expected to be leading this new headset’s development – told me in a conversation about AR in 2020 that «AR has enormous potential to be helpful to folks in their lives across devices that exist today, and devices that may exist tomorrow, but we’ve got to make sure that it is successful. For us, the best way to do that is to enable our device ecosystem, so that it is a healthy and profitable place for people to invest their time and effort.»

The Quest Pro and other headsets already support hand tracking. Will Apple refine the technology?
How do we control it?
I’m less curious about the Apple headset display – which sounds extremely promising with a possible 4K resolution per eye and a Micro OLED display – and more focused on how Apple solves what we do with our hands.
Interfaces in VR and AR are very much a work in progress. VR has tended to lean on split game controllers for most inputs, with optional (and steadily improving) hand tracking that still isn’t perfected.
Apple isn’t expected to have any controller at all with its Reality Pro headset. Instead, it’ll likely use both eye tracking and hand tracking to create a more accurate and possibly streamlined style of interface that could make targeting intended actions feel faster. Eye tracking already works this way, sometimes, in headsets that use it: The PlayStation VR 2 has some games that use eye tracking for controlling menus.
Accessibility is a big question here. Apple’s design choices are often very accessibility-conscious, and VR and AR headsets often rely on eye movement or physical hand movements that aren’t always easy for everyone. Voice control is a possible option here, or maybe some Apple Watch-connected functions that improve gesture accuracy and offer some touch controls could be in the cards, too. I don’t know. Apple already added some gesture controls for accessibility purposes on the Apple Watch, so the door’s open.
A lot of hand gestures in VR feel complicated to me, and involve lots of movement. Can Apple make a gesture language that feels as intuitive and as easy as multitouch on iPhones and iPads? It’s a big hurdle.

Supernatural has been a popular VR fitness app for the Meta Quest 2 for years.
Fitness focus
VR has already been a surprisingly effective fitness tool for years. Apple could address a whole bunch of opportunities that could open the landscape a lot further, though.
I’ve used Beat Saber and Supernatural on the Quest 2 for years as home exercise options, but the Quest 2 (and most VR headsets) aren’t designed with fitness in mind. Foam and silicone face pieces get sweaty, hardware can feel weirdly balanced, and no company has really spent targeted effort yet on making headgear that’s aimed at breathability and comfort like a piece of athletic equipment. There are plenty of third-party Quest accessories that help, but it still feels like an imperfect situation.
That’s Apple’s wheelhouse. After designing the Apple Watch, AirPods and, most recently, the Watch Ultra’s new straps, conceiving of materials and design that could feel better during workouts seems like an achievable goal. If the Reality Pro feels like a better piece of workout gear, it could inspire others to invest in better designs, too.
Apple should, and could, integrate the Apple Watch and fitness and health tracking into the headset’s functions. The Quest 2 can do this too to some degree, but most smartwatches and fitness trackers, like Fitbit, don’t have deep connections with VR headsets yet. They should, and again, introducing a clear wearable relationship between watch and headset feels like an overdue bridge.
Of all the things I’m trying to imagine Apple positioning an expensive headset to be in people’s lives, a fitness device keeps coming to mind as a much more likely proposition than a gaming gadget. Not that many people own gym equipment, or have space for it. Could headsets fill that role? I think they could. For me, they already do, sometimes.
Will Apple just focus on making it a great wearable display?
I’m starting to wonder if maybe Apple’s first goal with Reality Pro is just to nail a great audio/video experience. I’ve thought of VR/AR glasses as eventually needing to be «earbuds for your eyes,» as easy to use and as good as headphones are now. VR and AR headsets I’ve used all far short of being perfect displays, with the exception of the highly expensive Varjo XR-3. Could Apple achieve making the Reality Pro a headset that looks and sounds good enough to truly want to watch movies in?
Some reports that the Apple headset runs iPad apps, and that perhaps the iPad Pro with its lidar/camera array is in fact the «developer kit» for the headset, make me wonder if the headset will feel like a wearable extension of iOS rather than a whole new experience.

The inside of the Vive XR Elite: prescription adjustments allow a wide range of vision to fit… but not as wide as mine.
What about my glasses?
VR and AR headsets aren’t making it easy for me to live with my own eyewear. Some hardware fits right over my own chunky glasses, and some doesn’t. As headsets get smaller, a lot of them are trying to add vision-adjustment diopters right into the hardware – like the Vive XR Elite – or add optional prescription inserts.
Maybe someday we’ll have AR glasses that double as our own everyday glasses, and Apple can morph into a Warby Parker optical shop for its retail glasses fittings. In the meantime, these sometimes-on headsets also need to work without being annoying. Am I going to have to order prescription lenses? And how? And will they fit my needs? It’s a big responsibility for VR/AR manufacturers, and I’ve found that some of the insert options don’t meet my heavily near-sighted needs.
What are the killer apps?
Finally, of course, I’m curious about how this headset is defined. The Quest 2 is a game console with benefits. The Quest Pro was aimed at work. The PlayStation VR 2 is a PS5 extension.
The iPhone was a browser, an iPod, and an email device at first. The iPad wanted to be an easy way for users to read and look at the web. The Apple Watch was a fitness device, iPod, and wrist-communicator. What will Version One of the Apple Mixed Reality Headset be positioned as?
Apple did pepper a ton of extras into the Apple Watch at first, almost to test the waters with possibilities: a camera remote, a virtual way to send love taps and scribbles, voice memos. Reports of an avatar-based FaceTime, multiscreen immersive sports, and maybe 3D immersive versions of Apple’s already 3D-enabled Maps are clear starts. Apple’s collaborative Freeform app could be pitched as a mixed reality workplace, and movies could be watched in a virtual theater, in a way that VR headsets have enabled for years (but maybe here with an even better display and audio). AR-enabled iPhone and iPad home improvement apps, 3D scanning apps, and games could be ported over, leaning on similar lidar-scanning AR functions in-headset. Apple fitness workouts, clearly, could be big. Gaming? With Arcade, or some early partners, sure.
Will any of these be enough? Will Apple define a territory that right now has had a hard time defining itself beyond gaming? This first headset may not be the one most people buy, but it could be the one that tries to map out some clear directions for development beyond gaming. With Samsung and Google’s headset on the horizon, and possibly a lot more after that, these devices will start to reinvent themselves as they become more phone-connected and portable. Apple could have an early chance at shaping that narrative… or, if it doesn’t, others will get a chance after Apple. We’ll likely know more, or at least get an early glimpse, at WWDC.
Technologies
My CES 2026 Secret Weapon? This New Wearable AI Note-Taking Pin From Plaud
During a week of information overload, I’m outsourcing my memory to the Plaud NotePin S.
CES is always one of the most hectic weeks of the year for CNET journalists — myself included. I’ll be jumping between booths, often speaking to multiple different companies within the span of an hour, having interesting and intense conversations about different products as I go.
Sometimes these conversations begin before I’ve even had a chance to pull my recorder from my bag, never mind switch it on. Often I end up scribbling down extra details or quotes in my notepad — a fun challenge for my memory and eyes when the time comes to sit down and write and I’m forced to decipher my own handwriting.
Not this year, though. At CES 2026, AI note-taking company Plaud is launching its new NotePin S, an AI wearable that can clip to your collar, strap onto your wrist, hang around your neck or cling to your shirt with a magnet and record your conversations as you go about your day.
Plaud sent me this updated version of the NotePin ahead of CES, so I’ll be able to test it out as I wander the show floors. Just as with the previous version of the pin and the Plaud Note Pro, which the company announced back in August, the NotePin S connects to your phone via Bluetooth, and transcriptions of your conversations will appear in the Plaud app.
I already expect the NotePin S, which is a sleek pill-shaped device that’s smaller than a USB stick, to be a game changer for me as I roam the halls of CES. In a briefing ahead of the show, Plaud said that the pin had been successfully tested out at the Dreamforce conference earlier this year, so I know the dual microphones, which have a range of around 9.8 feet, are capable of working well in a noisy convention center.
To activate the recording, all I’ll need to do is long press on the front of the pin. But the feature I’m most looking forward to testing out is the press to highlight button on the pin, which will allow me to mark key moments in conversations so they’ll be easy to find when I come to look through my transcriptions later.
I’m also glad that, thanks to the range of the wearable accessories bundled with the NotePin S, the device will work with a variety of different outfits. In such a busy environment, I might be tempted to use the lanyard to carry it around my neck, but on the days I’m wearing a jacket, the lapel clip might be more suitable. For sit-down interviews, I’m tempted to switch to wristband so that I can press to highlight with the least amount of intrusion into the conversation.
For when I’m back home, conducting interviews from the comfort of my office, Plaud has another new toy for me to play with. At CES the company also announced Plaud Desktop — an AI notetaker designed to bridge in-person and online meetings by capturing your conversations natively.
This means no intrusive meeting bots joining your call. (If you know, you know.) Instead, it will sit on your computer and detect when a meeting is taking place, record that meeting discreetly and then provide a context-rich summary within your Plaud account.
The most appealing part of this for me is the idea that all of my notes, meetings and conversations — whether captured by my wearable or my computer — will be accessible and organized in one place.
Both the NotePin S and Plaud Desktop will be available immediately, with the pin costing $179 (£159).
Technologies
Belkin’s CES 2026 Lineup Can Keep Your Phone Charged for Days (and Protect Its Screen, Too)
The accessory maker has a mix of fast-charging power banks, liquid screen protectors and even a case that charges your Nintendo Switch 2.
While CES 2026 won’t be too focused on phones, Belkin has a suite of new products to keep them charged and their displays protected. There are even a few products specifically designed for laptops and gamers.
Belkin’s main offering is a trio of power banks to recharge your devices on the go. The UltraCharge Pro Power Bank 10K, unsurprisingly, boasts a 10,000-mAh capacity. This power bank can charge two devices simultaneously, either via USB-C at 30W or wirelessly at 25W. It’ll be available in February. It’s priced at $100, which roughly converts to $75 or AU$150.
The BoostCharge Slim Magnetic Power Bank with Stand is available in two capacities: 5,000-mAh ($60) and 10,000-mAh ($85), with wired charging speeds of 20W and 30W, respectively. Both also offer 15W wireless charging and will be available in the second quarter of 2026.
Lastly among the power banks, the $150 UltraCharge Pro Laptop 27K has a 27,000-mAh capacity and can charge with up to 240W total output among its multiple ports, which can charge up to three devices at once. It also has a small display to show the remaining battery percentage. This power bank will be available in March.
The company is also adding to its lineup of Nintendo Switch 2 charging cases with a new $100 Pro model. This one has a removable 10,000-mAh power bank, which charges at 30W, and an LCD screen to show how much battery is left.
Belkin also has a pair of wireless chargers that support the Qi2 standard at 25W charging speeds. The UltraCharge Pro 2-in-1 ($100) can charge an iPhone and Apple Watch simultaneously and will be available in March. The UltraCharge Modular Charging Dock ($65) can charge up to three devices at once, via two wireless pads and one watch puck (charging at 10W). It’ll be available in the first quarter of 2026.
Belkin’s trio of screen protectors at CES
Belkin has a new line of screen protectors to safeguard the window to your digital world — and one of them is partially made of liquid.
While the Gorilla Glass used in the screens of most phones is durable, it’s still breakable, and one bad drop could turn a clear display into a spiderweb of regret. Screen protectors are cheap protective layers to reinforce surfaces and reassure phone owners. Belkin’s trio of products, debuting in Las Vegas at CES, defend against display cracks in different ways.
The first of these, the Titan LiquidGuard, uses a combination of water-based silicon oxide, graphene and what Belkin calls Nano-Titan Technology to reinforce phone displays at «the molecular level.» Retailing for $60, this protector has a $300 screen repair guarantee.
The Titan SmartShield is a conventional rigid screen protector with a surface hardness that’s rated for up to 2 meters of drop protection. The glass making up the SmartShield is made with up to 60% recycled materials, and retails for $50.
The $50 Titan EcoGuard protects phone screens with an anti-reflective coating. It’s made of 97% preconsumer recycled materials. For $60, two more premium versions of the EcoGuard offer a privacy screen to obscure your phone from onlookers and a red light protector that diminishes blue light, which can keep you up late at night. All three EcoGuard protectors use 100% recycled material in their packaging.
In addition to a standard warranty, Belkin is offering a new Wear and Tear program to replace screen protectors worn down by everyday use and accidents for free — all you’ll need to pay for is shipping ($10 in the US).
Technologies
Xreal’s Latest Glasses Get Better and Cheaper. And There’s a Switch Dock, Too
I loved playing Switch games on the Xreal 1S glasses, but getting them connected is a little awkward.
Smart glasses are in a period of rapidly accelerating change, and quick updates seem to be the norm. My favorite display glasses last year, the Xreal One, won me over because they have great displays with tons of adjustment options, including the ability to pin a display in place. The new Xreal 1S, which I saw ahead of CES 2026, does those glasses one better with more gaming-focused display updates and better resolution. But the best part is that I’m now connecting them with a Nintendo Switch 2, thanks to Xreal’s new $100 Neo mini-dock.
The $450 Xreal 1S is, in fact, better overall than the more expensive Xreal One Pro, which is still on sale. The Pro has a different and flatter lens system that keeps glare down when it’s worn. All these glasses still use «birdbath» displays that project vivid micro OLED images above your eyes down to you via half-mirrored prisms, but the Xreal 1S’s displays have a slightly larger 52-degree field of view (up from 50), 700 nits of brightness (100 more than before) and a 16:10 ratio, 1,200-pixel resolution. That’s better than the Pro’s 1080p resolution, and it’s in a ratio that fits gaming display modes better.
I’ve been trying a pair with prescription insert lenses (the 1S works with the same inserts as the Xreal One), and they look great. Xreal also updated its onboard processing tricks, adding automatic 3D media conversion via the glasses’ own chipset. The mode, which is in beta, feels pretty rough, though. Steam Deck and Switch games (or movies, or your own phone screen) can look 3D, but the autoconversion is imprecise and significantly lowers the frame rate on everything.
The 1S would be my top pick now over the Xreal One Pro, if it weren’t for the fact that I like the One Pro’s lenses better. But it’s likely that Xreal will update the Pro with the 1S’ new displays sometime soon. You might want to wait.
What I love even more than the glasses update is the Neo battery pack. It’s a new $100 mini-dock that acts as a passthrough converter to work with the Nintendo Switch. It works with existing Xreal glasses as well as the new 1S, and I’m already loving how portable it is. Unlike the Steam Deck, Windows handhelds and phones and laptops, the Switch doesn’t work natively with display glasses. But Xreal found a workaround somehow that functions fine, even with Nintendo’s lockdown firmware.
The 10,000-mAh battery pack can be used to charge anything and pass video through via USB-C. There’s a magnet on the back that snaps onto phones, and a kickstand too — but the Neo doesn’t have contactless charging. You have to connect using a built-in USB-C cable.
This isn’t my first time playing Switch games using display glasses and a dock. Last year, I tried Viture’s similar 10,000-mAh dock, which is compatible with the Switch and Switch 2. Neither company’s dock works with the other’s glasses for Switch gaming, though, which is a bummer. Viture’s battery dock allows two glasses to connect at once, but it’s almost twice the size. I like that the Neo is about as small as any other battery pack I typically take with me.
If only these docks weren’t awkward to connect, though. Xreal does its best, but the Switch 2 only supports video-out through its bottom USB-C port, not the top one. The Neo comes with a magnetic sticker you can put on the back of the Switch, allowing you to snap it onto the Neo in kickstand mode. This allows it to hover in the air slightly, so you can plug in the cable underneath. But the Switch in docked mode only works with Joy-Con controllers detached, so you’ll have to rest the whole Switch setup next to you.
I love the experience once it’s all set up, but using the dock is likely a step too far for most people — even if they like the idea of gaming with glasses on a Switch 2. But I’ll tell you it feels like playing in a little home theater, and games I’ve tried look great in micro OLED. Mario Kart World, Donkey Kong Bananza and Kirby Air Riders play fantastically. The only one that has had performance issues so far is Metroid Prime 4, which slows down and becomes unplayable using the Neo dock. Also odd: The Switch 2 kept asking me if I wanted to update the dock’s firmware, which wouldn’t work anyway. (I said no.) Clearly, the Switch 2 doesn’t exactly form a perfect handshake here.
But I seriously hope Nintendo works in glasses support on the next Switch 2, because Xreal and Viture have already shown me that it can be fun… if you feel motivated to buy display glasses and a dock that cost more than the Switch 2 itself.
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