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
Softness and Brightness Blend to Stunning Effect in TCL’s Nxtpaper AMOLED Phone Display
An anti-glare screen that’s still radiant and vivid? Sign me up.
I’ve always been impressed with TCL’s easy-to-read Nxtpaper technology. Sitting somewhere between E Ink and a more traditional screen with built-in anti-glare tech, there’s a softness both to the look and feel of a Nxtpaper display that makes it a real pleasure to use.
But if I were asked whether I’d be happy to replace my regular phone with one that had an LCD Nxtpaper display, the answer has always been no, for one simple reason: brightness. The vivid colors that we’re accustomed to on most phones screens tend to look dull on Nxtpaper, and I just wouldn’t be willing to compromise on radiance, in spite of the many good qualities Nxtpaper brings to the table.
Until now, that is. Among the cool phones and weird tech on display at Mobile World Congress 2026, I saw a Nxtpaper phone that might have changed my perspective. TCL showed off an upgraded AMOLED version of Nxtpaper stopped me in my tracks. It blended the luminosity of AMOLED and the softness of Nxtpaper to stunning effect, in a way that would genuinely make me reconsider my stance on owning a Nxtpaper phone.
The screen offers 3,200 nits of brightness, and has a circular polarization rate of 90%, which means it closely resembles natural light. TCL has managed to reduce blue light emission as low as 2.9%, and the display dynamically adjusts brightness and color temperature in tune with the body’s natural circadian rhythms.
The one drawback I can see for using Nxtpaper on a phone screen is that it might not be ideal for taking, viewing and editing photos. In my brief demo at MWC, I took a selfie and noticed the colors didn’t look especially true to life. But it’s important to note that TCL is still developing this technology, so it remains a work in progress and my brief time using it likely won’t be an accurate reflection of a final product.
In all, this is real leap forward for Nxtpaper. Although TCL hasn’t announced any devices featuring the technology yet, it likely will do in due course. I’d personally like to see it on a laptop — as I spend all day staring at my screen both reading and writing, it seems like the perfect application of this tech. I can’t wait to see where it ends up.
Technologies
AI Data Centers: What to Know About Their Water and Energy Use
OpenAI’s Sam Altman says AI’s water concerns are «totally fake.» The truth about AI’s impact on natural resources is more complicated.
When people find out I’m a journalist who covers AI, they often ask about the drastic energy consumption of AI data centers. Are these centers using up all of our drinking water? How is this tech affecting the environment? Is AI going to kill us all? The questions range from curious to downright dystopian.
Sam Altman, the CEO of OpenAI, recently faced criticism after calling some of these concerns, particularly those around water, «totally fake.» It all stems from a Q&A session hosted by The Indian Express newspaper. Around the 26-minute mark of the interview, Altman was asked to defend certain criticisms of AI, including the amount of natural resources it takes to power large language models like ChatGPT.
Altman responded, «(criticism of AI for overuse of) water is totally fake,» saying that while extreme water use «used to be true,» OpenAI no longer does evaporative cooling. He said estimates that 17 gallons of water are used for every chatbot query are no longer accurate.
«This is completely untrue and totally insane, [and has] no connection to reality,» he said. He then goes on to address AI energy consumption, calling the concerns «fair» but arguing that it should be evaluated as a whole, not per query, since some queries, like videos, are more intensive to generate than text conversations. (Disclosure: Ziff Davis, CNET’s parent company, in 2025 filed a lawsuit against OpenAI, alleging it infringed Ziff Davis copyrights in training and operating its AI systems.)
Still, Altman says, «we need to move toward nuclear or wind and solar (power) very quickly.»
Questions involving data centers and water are complicated.
Do AI data centers strain land and power systems?
Altman’s remarks come amid timely, ongoing debates over data centers and their energy use.
CNET’s Corin Cesaric dove into the issue of AI’s energy use last year and found the cost of training and running ChatGPT, Gemini, Claude and other generative AI tools to be «staggering.» The US accounted for the largest share (45%) of global data center electricity consumption in 2024, according to the International Energy Agency.
As for water: Two Google data centers in Council Bluffs, Iowa, alone used 1.4 billion gallons of water in 2024, enough to fill about 28 million standard bathtubs. Google has 29 data centers worldwide. Meta’s data centers also accounted for about 1.39 billion gallons of water used in 2023.
While we don’t currently have statistics from OpenAI, Meta, or Google on their natural resource consumption in 2025, it’s safe to bet that data center energy and water use will rise as more people use generative AI.
How do AI data centers use water?
Considering ChatGPT now has close to 1 billion weekly users, and OpenAI has estimated that it handles close to 2.5 billion prompts every day, that’s an astronomical amount of data to manage. And because of this demand, the powerful computers that train the AI models and process their prompts get extremely hot. Think of how your phone and laptop heat up when running demanding tasks. If servers overheat, they can slow down or become damaged. This is where water comes in.
Traditionally, water in AI data centers is used in two ways: evaporative cooling (consuming water) and closed-loop systems (recirculating water).
Evaporative cooling is a ventilation technique that uses the natural process of evaporation to convert liquid water into water vapor, which absorbs heat during the process. Closed-loop cooling is a more resource-efficient process that reuses the water to dissipate heat without evaporation or consumption.
OpenAI said in a January announcement that it is «prioritizing closed-loop or low-water cooling systems» to minimize water use. This does lend credence to Altman’s recent claims that OpenAI’s water use is not as high as the 17 gallons per query estimate, but we don’t yet have exact figures for OpenAI’s 2025 water use.
OpenAI says it is moving away from the more costly evaporative cooling systems. However, 56% of data centers still use this method in some form over closed-loop systems, according to a January 2026 report from global water technology company Xylem and market research firm Global Water Intelligence. The research anticipates that AI water consumption will spike nearly 130% by 2050.
How much energy does AI use?
Powering AI and these massive data centers is demanding.
Generative AI chatbots use more energy than traditional search engines like Google or Bing. One estimate calculated that a single chatbot query requires 10 times more electricity than a Google search. On average, a single text query takes about 0.24 to 3 watt-hours, but AI-generated videos and images require much more electricity.
An August 2025 report from Google details Gemini’s energy use. The report states «the median Gemini Apps text prompt uses 0.24 watt-hours (Wh) of energy, emits 0.03 grams of carbon dioxide equivalent (gCO2e) and consumes 0.26 milliliters (or about five drops) of water.» Google equates this energy consumption to powering a microwave for 9 seconds.
Is solar a valid alternative?
Even though AI models require 24/7 power, solar energy is a viable and scalable option for powering AI data centers.
OpenAI announced a multi-billion-dollar venturein October 2025 to explore new energy generation with solar and battery storage. Meta, Microsoft, Google and Amazon all expanded their solar power use across the US in 2025.
While renewable solutions could be the path forward, solar (or wind) energy is still only part of the mix of energy generation used by data centers. They generally rely on the grid itself, which is still largely powered by the burning of fossil fuels like natural gas.
Where we stand
The conversation around AI and water use is moving from unconfirmed claims to measured scrutiny. Communities and policymakers are now pushing for transparency and sustainable practices, aiming to ensure that AI’s rapid growth doesn’t come at the expense of local water resources or the local electricity grid. As AI continues to grow, so, too, will the debate about how best to balance technological innovation with environmental responsibility.
Technologies
Best Phones of MWC 2026
Explore all the incredible handsets we saw at Mobile World Congress, from Xiaomi, Honor, Motorola and more.
At MWC 2026, we have — surprising nobody — seen a ton of phones.
This year’s Mobile World Congress is particularly plentiful with phones packing unique features appealing to different mobile fans, like Honor’s Robot Phone, which is part handset and part camera gimbal. While Xiaomi predictably unveiled another premium device, its photographic capabilities are next-level. Motorola finally revealed its book-style foldable. The brands may be expected, but the phones aren’t.
This year’s MWC comes with its own set of challenging circumstances. The Samsung Galaxy S26 phones have arrived just before the show to set the stage for this year’s premium Android phones, and they’ve come with a $100 price hike for their basic and Galaxy S26 Plus models. This could be the result of the RAM shortage, which is expected to pressure phonemakers to raise prices on many phones. How they choose to balance new features and affordability could be the biggest hurdle of 2026 for the phone industry.
Amid all that uncertainty, manufacturers have still graced the biggest phone show of the year to debut their new handsets. Here are all the best phones we’ve seen at MWC.
Xiaomi’s Leitzphone
We’ve seen the Leica name attached to phones for years, but Xiaomi’s Leica Leitzphone takes phone-and-camera-company partnerships to the next level. There’s a laundry list of great photo-centric features: Leica’s famous high-quality Summilux lenses, the new Lateral Overflow Integration Capacitor image sensor to enable better dynamic range and moving elements in the telephoto lens that allow it to gracefully transition from 75- to 100-millimeter focal lengths. Plus, a large mechanical lens ring on the back of the phone that serves as a customizable control for zoom, exposure, or other settings.
Best of all, as CNET Editor at Large Andrew Lanxon noted in his review, the Leitzphone has the exact same color profiles that you’ll find on Leica’s actual cameras and film — and the photos he took look like they came from a pro camera, not a phone. In short, Lanxon wrote, the Leitzphone is so advanced it earns our Editors’ Choice award, and competitors like Samsung’s new Galaxy S26 Ultra need to catch up.
Honor Magic V6
The Honor Magic V6 is a foldable that seems, at least at early glance, to have largely mitigated one of the persisting problems of flexible displays: the crease over the fold line is pretty much gone. This alone would make the Magic V6 attractive for cutting-edge phone fans, but it has other pristine touches — it’s only 4.1mm thick, is one of the first foldables to be IP68 and IP69 water and dust resistant (meaning it should survive spilt drinks and dust), has a 6,600-mAh battery (larger than the Galaxy Z Fold 7’s 4,400-mAh one) and has a triple-rear camera array with specs that seem better than any rival: a 50-megapixel main, 64-megapixel telephoto and 50-megapixel ultrawide.
For all those refinements, expect to pay up. While the Honor Magic V6 doesn’t have an official price yet (and won’t be sold in the US), its predecessor, the Honor Magic V5, was £1,699 (which converts to around $2,285).
Motorola Razr Fold
After years of sticking with clamshell-style small foldables in the Razr series, Motorola is finally bringing a larger book-style foldable to take on its rival Samsung and its Galaxy Z Fold 7. Motorola is continuing to distinguish its handsets with alternative materials and textures like a wooden finish on the Razr Ultra, and the new Motorola Razr Fold has a «silk» textured back that adds a touch of luxury.
Motorola’s new book-style foldable has a triple-rear camera system (50-megapixel sensors with a trio of lenses: wide-angle, telephoto and ultrawide) as well as some specs advantages over Samsung’s big folding phone. The Razr Fold has a 6,000-mAh battery and 80-watt wired and 50-watt wireless charging, which easily outstrips the 4,400-mAh capacity of the Galaxy Z Fold 7 and its paltry 25-watt wired and 15-watt wireless charging.
Honor Robot Phone
We first got a teasing look at the Honor phone with a discrete camera on the end of a robot arm (think one of those DJI pocket-size cameras on a gimbal) during CES 2026, but finally got to see it properly at MWC 2026 just a couple of months later. With its separate, stabilized camera, the Honor Robot Phone lives up to its name, capturing footage that could be far higher quality than that from standard phone cameras at the end of our (shaky human) arms. When it’s not in use, the Honor phone’s gimbaled arm folds back in and tucks into a notch in the back of the phone. It’s a neat return to, and even an expansion upon, the neat pop-up phone cameras from yesteryear, stabilized with all the best modern mobile photography tech.
ZTE Nubia Neo 5 GT
The ZTE Nubia Neo 5 GT brings features from premium gaming phones down to a handset that’s half the price. At around 450 euros (about $525), the Neo 5 GT has several perks inherited from the around $1,000 RedMagic 11 Pro: touch-sensitive shoulder triggers, a neat rear design and, neatest of all, an internal fan that combines with a thermal-absorbing sheet to lower the phone’s internal temperature by 4 degrees Celsius, ZTE says.
The Nubia Neo 5 line is part of ZTE’s efforts to make phones for mobile gamers who don’t have deep pockets. The other devices in the lineup are neat enough, with the around 350 euros (about $405) Neo 5 Max boasting a colossal 7.5-inch display, but it’s the Neo 5 GT that consolidates the best gaming features (and style) in far more affordable handsets.
Tecno Modular Phone Concept
It’s only a phone if you don’t want it to be anything else. Chinese phone-maker Tecno revealed a new concept phone with modules that snap on the back. The base 4.6mm phone is incredibly thin, even slimmer than the Samsung Galaxy Edge and iPhone Air, which gives plenty of room to stack on extras like a 200-megapixel zoom camera. Considering you can pull off the lens from the housing, it’s possible Tecno is envisioning even more lenses that can be attached.
Not into photography? Other modules you can clip to the back include an external speaker, charger, wallet and additional phone-style cameras. It brings to mind the Moto Z phone from 2016, but advancements in slimming down smartphones make the Tecno concept even more appealing. Then again, it follows in the footsteps of other prospective mobile photo attachment ideas, like Xiaomi’s external camera unit from last year, that haven’t progressed to market-ready products — but we phone photographers can dream.
Honorable mentions: The Samsung Galaxy S26 and the Apple iPhone 17E
While Samsung and Apple weren’t at MWC 2026, they seemingly still wanted to be in on the fun, conveniently releasing smartphones just before and during the show, respectively. They aren’t part of the conference, but they deserve mention anyway.
The Samsung Galaxy S26 is the company’s latest and greatest flagship, with a slightly bigger 4,300-mAh battery and more AI features than its predecessor, but it feels largely the same as the Galaxy S25 before it. But this time around, it’s $100 pricier, starting at $900, and it’s unclear whether that’s due to last year’s tariffs or this year’s RAM shortage — though the base configuration does bump storage to 256GB. Still, with the powerful Snapdragon 8 Elite Gen 5 chip, a slightly larger 6.3-inch screen, a still-slim 7.2mm thickness and more AI tricks, the Galaxy S26 is the Android phone to beat for other flagships coming later this year.
The iPhone 17E is now the most affordable phone in Apple’s lineup. Despite keeping the same $599 price as its predecessor, the iPhone 16E, the new handset has double the storage at 256GB and comes with support for MagSafe charging and accessories (many critics didn’t like that the 16E didn’t have it). It once again cuts some corners to achieve a lower price than the iPhone 17 released last fall, with a quad-core (rather than a five-core) GPU, only a single 48-megapixel rear camera, no Center Stage feature on its selfie camera, no Dynamic Island, no Camera Control button and no always-on display. But its 6.1-inch screen is more scratch-resistant on the 17E than on its predecessor, which is something.
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