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
Apple and Amazon Debut Musical Year-End Recaps While You Wait for Spotify Wrapped
Apple’s Music Replay 2025 and Amazon’s 2025 Delivered examine your listening habits for the year.
Spotify has yet to release its 2025 edition of its popular Wrapped year-in-review feature (last year it debuted on Dec. 4), but Apple Music and Amazon Music are here to fill the void with their own versions of the year-end recap (if you use those services).
Apple Music Replay is now live and puts together a playlist of your most-listened to songs as well as shareable videos and images. You’ll be able to see your top artists, amount of time you listened to Apple Music songs and genres.
Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.
Similarly, Amazon’s 2025 Delivered feature tracks what you listened to across music, podcasts and audiobooks, but this year Amazon’s theme is a music festival, with some of your listening habits presented as badges. It will also generate a festival poster with artists from your listening history.
Even YouTube is getting into the act with a recap of what you watched in 2025.
How to get to Apple Music Replay and Amazon 2025 Delivered
Both Apple Music Replay and Amazon 2025 Delivered are available in their respective apps.
Apple Music Replay is on the homepage of the Music app and under the «New» tab, but can also be found at replay.music.apple.com.
For Amazon’s 2025 Delivered, go to the Library page in the Amazon Music app if Delivered doesn’t appear on the home page. It doesn’t appear to be available in the web version of Amazon Music.
Technologies
Metroid Prime 4 Beyond on Switch: This Was Worth Waiting For
Come on in, the space desert’s fine.
Winter’s coming, and Nintendo has delivered an epic Switch game to get lost in for the season. After a week of playing Metroid Prime 4: Beyond, I know this is the one I’ve been waiting for. It’s full of alien motorbikes, alien relics, psychic powers and a lot of puzzle-solving.
It’s been a long time since I played a Metroid Prime game. I used to huddle around my GameCube in California, playing the first one. I never got sucked too far into 2D Metroid games, but Prime’s mysterious unfolding caverns and worlds felt like exploring space tombs. It’s always had a bit of a 3D Zelda vibe to me. The Prime games felt more powerful, more immersive than the 2D ones, even Dread. (The original Prime is on Switch too, remastered and worth playing.)
With Prime 4, announced more than eight years ago, it took me some time to get back into it. But now it’s all I think about playing. My recommendation is to just go in for the experience. Go in knowing nothing, and maybe even skip everything in this review, or any other review. Mystery is Metroid’s calling card. Your big adventure on the Switch is here.
If you’re new, here’s the deal: 3D Metroid is a first-person shooter adventure, but with a lot more emphasis on exploration and puzzle-solving than straight-up battle. Once again, you play as Samus, the bounty hunter who quietly explores her world. Enemies and bosses do pop up, and they can be hard, but expect challenges similar to boss battles in a Zelda game. Just like all the other Metroid games, your various powers are lost and must be found again, piece by piece. Besides running and jumping and shooting, you can morph into a ball. Or, this time, hop on a Tron-like space bike called Vi-O-La.
I wasn’t sure if Prime 4 would be for me, or if I’d feel lost in lore I’d forgotten or hadn’t absorbed (since I hadn’t finished Prime 2 or 3, and barely remember what happened in Prime). It’s OK. This game assumes you might be coming in clean, though knowing the Metroid series will help.
Hollywood flair, but not too much
It’s also clear that Nintendo is pushing the Metroid series more into the mainstream. With Nintendo making theme parks and films now, Metroid seems like a future candidate for another franchise spin-off. The game’s stellar opening video sequences feel like being propelled into Star Wars, and yes, the new talking side characters are peppered throughout. Some are annoying, some a bit clichéd, but all seem like they’re possibly auditioning for roles in future entertainment to come.
That annoying guy who seemed to always barge in during early game demos a few weeks ago? He doesn’t bother me too much. Definitely a lot of chat at first, but it settles down later. And, good news: So far, hours into playing, these characters don’t bother you all the time. In fact, in most of the maze-like maps, they’re out of communication range, and you’re on your own. Don’t worry, the lonely Samus vibe is still there.
Just enough feelings of getting truly lost
Samus ends up isolated on a new planet, Viewros, which is full of ancient artifacts from a civilization called the Lamorn that need to be awakened. You don’t know why you’re there, and you don’t know where to go. I mean, there are maps, and suggestions, and sometimes the game pings you a specific map goal. But the game doesn’t hold your hand much. I often wondered what to do next, which isn’t a bad thing at all. There are in-game suggestions and clues, and the design also lends itself to further suggestions.
A semi-open world
And what I’m still wrapping my head around is the vast desert overworld of Viewros, which exists within a mega map where specific regions to visit are scattered throughout. The desert feels largely empty, but there are mysterious things to find in it, some of which can’t even be accessed at first. Underground shrine-like caves. Pieces of rubble. Odd machines.
Also, the motorbike you uncover and ride — Vi-O-La, aka the Zelda Horse of Metroid Prime 4 — adds a nice bit of open-world feel here. Not a massive one so far, but enough to give the game dimension. It’s not Breath of the Wild, but it is a bit like Ocarina of Time’s handling of space. I love riding that Tron bike around, and I want all the Metroid games to add this type of layer. (Would there ever be a spaceship to fly? Is there one later, in this game? I don’t even know yet.)
It’s great (on Switch 2)
I haven’t played Metroid Prime 4 on the original Switch, but just like Pokemon Legends Z-A, it’s both Switch and Switch 2 playable. The Switch 2 version features a silky-smooth 60 frames per second (or 120fps at a lower resolution) and a fun mouse mode with the Joy-Cons, but I barely used it. I just find standard controls perfectly great as they are.
And, you do a lot of scanning of things in this game, using a Psychic Visor mode that sometimes activates relics, or scans and catalogs creatures, items and artifacts. That left trigger is maybe the most-used button in the game.
The game plays great both docked and handheld, which is good news because I’ll be traveling with this one for a while. I’m nowhere near finishing (sorry, I’m a slow gamer), but this earns the hype, even if it’s not a total reinvention of the control and play style. Now erase your brain of everything I said and dive in. Better you know nothing at all.
Technologies
Cyber Monday Might Be Gone, but This Record-Low Price on the Google Pixel 9 Is Still Here
Take hundreds off the Google Pixel 9. But hurry, there’s not much time left to score this after-Cyber Monday deal.
If you’re looking to get your hands on one of the best Android phones out there, Google is the best place to look. The company has been producing stellar phones for some time now. But like all great things, it certainly comes with a pretty big price tag. If you’re not eager to get the latest and greatest model, Cyber Monday had some pretty nice deals you can still grab while they hang around a smidge longer. You can save significantly on previous-generation devices if that works for you.
Right now, you can pick up the previous-gen Google Pixel 9 for just $499. This post-Cyber Monday deal brings the phone to its lowest-ever price with a 38% discount. That’s an exceptional price for one of the best phones you can buy, but that also means it’s unlikely to last for very long. So, if you want to pick this one up, we recommend doing so soon before it sells out.
The Google Pixel 9 is the sweet spot if you’re looking for a compact phone that doesn’t compromise on camera, performance or display specs. It has a 6.3-inch display, a long-lasting battery and is 5G-ready. This previous-gen flagship’s camera system is the same as the bigger model of its series. It also comes equipped with 12GB of RAM and 256GB of storage.
Hey, did you know? CNET Deals texts are free, easy and save you money.
The phone is available in multiple colors, but the special price isn’t offered for all of them. For that reason, we suggest checking the price of your preferred color before placing your order. Don’t worry if the Pixel 9 isn’t for you, though.
Not the phone you wanted? We’re rounding up all the remaining Cyber Monday phone deals so you don’t wind up paying more than you need to.
MOBILE DEALS OF THE WEEK
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$749 (save $250)
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$475 (save $175)
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$499 (save $300)
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$900 (save $400)
Why this deal matters
This Pixel 9 isn’t the latest that Google has to offer, but it’s still a great option. The Pixel 9 will continue to receive Android feature and security updates for a long time to come. That means you won’t need to replace your Pixel for years, making this deal an even better value. If you’re an Android fan who likes your phones to be as straightforward as possible, Google’s Pixel phones are a great place to start your search. And now that Cyber Monday is behind us, this deal won’t last much longer.
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