Technologies
Apple iPhone Spatial Video Arrives in Beta and Looks Amazing on Vision Pro
I tried the new iPhone 15 Pro camera feature on Apple’s upcoming AR-VR headset. The 3D is undeniably vivid.

I’m looking at a plate of sushi hovering in front of me in 3D. The chef finishes off toppings on yellowtail rolls and tuna, talking to me as she works. It looks vivid. It looks real. The amazing part is that I just shot this video myself, moments earlier, on an iPhone 15 Pro. And now it’s a VR experience I’m watching in beautiful 3D on Apple’s Vision Pro headset.
I swipe with my fingers and watch other ghostly videos Apple provided. Families in a home, walking through grass. Cuddling together. All in lifelike 3D. I feel like I’m peeking in on their lives, which is weird and intimate. But the vividness is undeniable.
I’m experiencing Apple’s new Spatial Video iPhone camera feature, now available in Apple’s new iOS 17.2 public beta, with the final version rolling out in 17.2 later this year. It allows you to record 3D videos, but to use it you’ll need Apple’s best phone, the $1,000 iPhone 15 Pro. And to watch the videos in 3D you’ll need the $3,500 Vision Pro headset, which launches early next year.
The videos look great and the 3D is compellingly realistic. They’re also easy to record, and can save as videos that will play back in 2D in a normal video format. But ultimately this feature is made for a 2024 product that, at $3,500, it’s safe to say most people won’t buy anytime soon. Still, the experience is impressive.
Vision Pro impressed me once again
I first used the Vision Pro at Apple’s WWDC conference in June, and once again I’m reminded of its extraordinary display capabilities. Photos and video look fantastic on Apple’s headset. I’d even venture to say the Vision Pro beats any display I have anywhere in my home right now. Yes, I’d want to look at videos and photos — 3D and otherwise — if I had a Vision Pro.
My second dive into the Vision Pro, complete with fitted prescription lenses that matched my needs, reminds me how much smaller the headset was than I remembered. And also, how effortless the interface is.
Setting up eye tracking was a rapid process; I looked at dots around a circle and tapped them. I also tried a new set of zoom gestures, pinching my fingers and stretching them to expand photos. The gesture works with eye tracking, so wherever I looked, the image expanded. It felt like telepathy. I got to look through a few test photos in the Photos app, and play back photos in Memories. After having used a Quest 3 recently, Apple’s passthrough cameras and display resolution are on another planet.
Panoramic photos were a surprise. They opened up and wrapped around me, felt like windows into other places — almost 3D, in fact. And spatial videos look nice, too. Their 3D, almost ghostly playback quality feels like it’s aiming for an immersive memory more than a straight-up video playback. But I found some limits even in my brief demo of the experience.
Unfortunately, there aren’t any captures of what I saw or recorded here: the photos are all ones Apple provided, so you’ll have to just follow along and read about my experience.

Spatial videos on iPhone 15 Pro: How they work
Spatial videos need to be recorded by holding the phone horizontally. The iPhone 15 Pro uses its main and ultrawide cameras side-by-side in landscape mode to create the 3D video. It records two 1080p, 30fps videos at once, resolving the lens and distance differences with computational photography. The file is saved in HEVC format, similar to other Apple video files, with a storage size of about 130MB a minute. That’s not too bad, likely because the files are limited to that relatively low 1080p and 30fps resolution and framerate.
Spatial video clips can be shared via Messages or AirDrop, but there could be cases where files are compressed down in other apps, losing the 3D data. Still, the video clips should be usable anywhere as an everyday video file, which is great news for anyone who wondered (myself included) whether you’d have to choose a «special» 3D video format.
You do have to toggle Spatial Video mode on, either inside Apple’s Camera app settings or with a Vision Pro-mask-shaped toggle in the Camera app itself. That limits your video resolution and frame rate, and also means you have to shoot in landscape. Sorry, no 3D vertical videos.
The camera app makes recommendations on turning the camera sideways, and staying a certain distance from a subject. I was told to stay within 3 to 8 feet of what I was shooting for a good spatial video, but when I shot my test recording of someone making sushi at a table I got up closer and it looked perfectly fine. I also recorded in a well-lit room, but apparently the spatial video recording mode prevents adjustments on brightness and contrast, which means low-light recording may end up grainier than normal videos.

How will spatial video evolve or be edited?
There’s no API for Apple’s 3D HEVC video format, which means the files are not designed so that third-party apps can recognize them yet. But it’s possible app developers will figure out some sort of a solution. Also, it’s disappointing that there’s no other way to view the videos in 3D than on a Vision Pro.
The stereo 3D recording theoretically sounds like a process that could be adapted for other VR headsets like the $500 Meta Quest 3. It’s straightforward stereo video, and doesn’t use lidar or depth sensing for any sort of full-movement spatial capture. Unfortunately that’s not currently in Apple’s plans.
There’s no recording limit on the videos, so you could theoretically make a spatial video 3D feature-length film. But the clips will only be able to be trimmed, either in the iPhone or Vision Pro. Final Cut Pro, Apple’s video editing software, will get Spatial Video editing support, but not until sometime next year. Meanwhile if you do end up trying to edit these video files in a Mac or iOS video editor, they’ll end up being converted over into 2D-only files.
It’s also a tiny bit disappointing that the videos can’t be recorded in 4K resolution. Apple’s Vision Pro headset has astounding quality and resolution, which became clear once again as I looked at iPhone photos in the headset and zoomed in on them, or viewed panoramic photos in a wraparound mode that made it feel like I was in a vivid immersive recreation of a location, similar to a 360-degree photo. The spatial videos look really nice, but I felt the desire to see them in more fluid 60fps, 4K or both. Maybe someday.
Memories for a 3D future
Apple often seems like it’s trying to become not just a lifestyle, but a memory company. Automated photo collections are already called «Memories.» And that’s how 3D spatial videos feel on Vision Pro: hazily bordered, like digital recollections in some Minority Report or Bladerunner future. It reminded me, too, of some of the immersive 3D realism I had using Google’s real-time 3D light field conversations in Project Starline, but in this case I was just watching videos.
Apple’s choice to frame the spatial videos in a fuzzy sort of frame makes it look more like the videos are almost holographically being cast into the room, and the edges sort of dissolve a bit. But I’d love to see a way for the videos to have a standard frame around them, too.
Apple’s spatial video format shows up in a new category of its own on the Photos app, and won’t show up in Memories yet. Maybe this new spatial video tab in Photos becomes the go-to repository for new 3D experiences. Right now, Apple isn’t allowing 3D spatial photos on the iPhone 15 Pro, just videos, although the Vision Pro can capture photos itself. But Apple’s clearly aiming for everyone to hopefully start recording in the format before the headset arrives, building a library of capable videos.
That means you’ll have to remember to toggle spatial video on, and care to use it. Future Vision Pro owners will have that feature toggled on by default on the iPhone 15 Pro, but that’s a tiny portion of iPhone owners. I’ll be turning it on, because I want to see what my videos will look like next year on a Vision Pro. But unless you’re planning on buying a Vision Pro yourself, there’s little reason to record spatial video now, even though it’s possible, someday way down the road, you might regret not shooting that birthday party footage in 3D. I’m already thinking about I shot video footage at my niece’s bat mitzvah last week, and what it would have been like if I could see it in 3D, too. That new spatial video camera toggle is already playing on my future FOMO.
Technologies
I Accidentally Learned Just How Durable the Galaxy Z Flip 7 Is
Commentary: Samsung’s Galaxy Z Flip 7 comes with a welcome overhaul to its design. And I can definitely vouch for the new phone’s sturdiness.

If you’re concerned about how durable Samsung’s foldable phones can be, I’m here to tell you not to worry. And that’s especially true when it comes to the new Galaxy Z Flip 7.
After less than six hours with the Galaxy Z Flip 7, I accidentally performed my own informal drop test. At a catered affair in Brooklyn, I walked outside to get a view of the waterfront, and when I pulled the Z Flip 7 out of my pocket, I fumbled it. I watched helplessly as Samsung’s newest foldable phone fell to the ground. The noise it made when it clacked against the concrete caused everyone around to look at me with a knowing, sympathetic expression that said, «Aw, that’s a shame. Your phone is toast.»
Have you ever dropped your phone? There’s that Schrödinger’s cat-like moment before you pick it up when you’re anxious to see if the phone survived.
Fortunately, the Galaxy Z Flip 7 was fine. The 4.1-inch cover screen didn’t have any cracks or scuffs. The 6.9-inch inner display was unharmed because the phone was shut. The only tell that it kissed the ground was a tiny scuff on the bottom of the phone near the microphones. Samsung’s claim that its new «Armour Flex Hinge» is built to withstand impact is indeed true.
In the early days of foldable phones, one of the biggest unknowns was their durability. It’s amazing that about six years later, the Galaxy Z Flip 7 can handle being dropped on concrete like it had landed on a velvet pillow. Now, I still wouldn’t take the Flip 7 (or any foldable phone) to the beach, as it can only withstand particles that are 1mm or larger. So going to a confetti factory would be fine, but a salt factory is a definite no-no.
The Galaxy Z Flip 7’s thin design
The star of Samsung’s Galaxy Unpacked event was the Galaxy Z Fold 7. At 8.9mm thick when closed, the Fold 7 is ridiculously thin. The Galaxy Z Flip 7 looks like it also went on Ozempic, but it’s 13.7mm thick when closed. That’s slim, but not Fold 7 slim. Why couldn’t the Flip 7 be super slim like the Fold 7? I just keep imagining a Galaxy Z Flip 8 with the same thinness as the Fold 7.
For some perspective, here’s how the Flip 7 compares to its clamshell kinfolk:
Galaxy Z Flip 7 thickness vs. other flip phones
Phone | Closed | Open |
---|---|---|
Samsung Galaxy Z Flip 7 | 13.7mm | 6.5mm |
Samsung Galaxy Z Flip 6 | 14.9mm | 6.9mm |
Motorola Razr Plus | 15.32mm | 7.09mm |
Motorola Razr Ultra | 15.69mm | 7.19mm |
Motorola Razr (2025) | 15.85mm | 7.25mm |
The Galaxy Z Flip 7’s big cover screen
The original Galaxy Z Flip had a tiny, 1.1-inch pill-shaped cover display. It was perfect for showing the time but pretty much useless for anything else. The defining feature on the Galaxy Z Flip 7 is its 4.1-inch cover display. The screen looks incredible. I was checking my notifications on the screen under direct sunlight and was able to read everything. One of the hang-ups I had reviewing the Galaxy Z Flip 6 was switching from the inner screen to the cover display outdoors. There would be times on sunny days where I could barely make out what was on the cover display, despite having no issues with the main screen.
Samsung has increased the maximum brightness of the Flip 7’s cover screen to 2,600 nits, which is the same as the inner display. Both screens now top out at 120Hz, too, which should make for a much more consistent experience by having system animations, gameplay and scrolling through a social feed look super smooth.
The 6.9-inch inner screen is big, but it doesn’t feel unwieldy when I use it. The Flip 6 had a 6.7-inch display, but that extra 0.2 inches on the Flip 7’s screen makes it feel much bigger, which my middle-aged eyes are grateful for.
In terms of functionality, the cover screen’s natural state is widgets. And some, like Spotify’s widget, are all I need in lieu of using full apps. But I want apps on the home screen, so I need to enable this functionality in the Labs section of Settings and download the MultiStar app. It takes a couple of minutes to set up, but I do wish the interface supported apps by default.
The Galaxy Z Flip 7’s cameras
The Flip 7 has three cameras: a 50-megapixel wide-angle, a 12-megapixel ultrawide and a 10-megapixel selfie camera (in the main 6.9-inch screen). The cameras are the same as those on the Flip 6 and Flip 7 FE. But the phones run on different processors, so differences or improvements in photos and videos (if any) will come from Samsung’s processing and machine learning.
Here are some of my favorite photos from the Galaxy Z Flip 7 so far:
Galaxy Z Flip 7 final thoughts for now
Samsung gave its foldable line a major overhaul. And while the Galaxy Z Fold 7 feels like an entirely different phone from previous Folds, the Galaxy Z Flip 7 seems like a nice refinement. I will say that I’ve had only two days with the phone. And as enamored as I am with the larger cover screen, I’m excited to see how the battery life measures up.
Samsung gave the Flip 7 a 4,300-mAh battery (compared with the Galaxy Z Flip 6’s 4,000-mAh battery), but I wonder if the increased capacity will be offset by the power needed for its Snapdragon 8 Elite chip and those larger, brighter displays.
I have a lot more testing to do. But as I work my way toward a full review, I’ll try not to drop the Flip 7 anymore.
Samsung Galaxy Z Flip 7 specs vs. Motorola Razr Ultra, Samsung Galaxy Z Flip 6
Samsung Galaxy Z Flip 7 | Motorola Razr Ultra (2025) | Samsung Galaxy Z Flip 6 | |
Cover display size, tech, resolution, refresh rate | 4.1-inch AMOLED, 948×1,048p, 120Hz refresh rate | 4-inch pOLED, 2,992×1,224p, up to 165Hz variable refresh rate | 3.4-inch AMOLED; 720×748 pixels; 60Hz refresh rate |
Internal display size, tech, resolution, refresh rate | 6.9-inch AMOLED, 2,520×1,080p, 1-120Hz refresh rate | 7-inch AMOLED; 1,272×1,080p, up to 165Hz variable refresh rate | 6.7-inch AMOLED; 2,640×1,080 pixels; 1-120Hz refresh rate |
Pixel density | Cover: 342ppi. Internal: 397ppi | Cover: 417 ppi. Internal: 464 ppi | Cover: 306 ppi. Internal: 425 ppi |
Dimensions (inches) | Open: 2.96×6.56×0.26 Closed: 2.96×3.37×0.26 | Open: 2.91×6.75×0.28 Closed: 2.91×3.47×0.62 | Open: 6.5 x 2.83 x 0.27 Closed: 3.35 x 2.83 x 0.59 |
Dimensions (millimeters) | Open: 75.2×166.7×6.5 Closed: 75.2×85.5×13.7 | Open: 73.99×171.48×7.19 Closed: 73.99×88.12×15.69 | Open: 165.1×71.9×6.9 Closed: 85.1×71.9×14.9 |
Weight (grams, ounces) | 188 g (6.63 oz) | 199 g (7 oz) | 187 g (6.6 oz) |
Mobile software | Android 16 | Android 15 | Android 14 |
Cameras | 50 megapixel (main), 12 megapixel (ultrawide) | 50 megapixel (wide), 50 megapixel (ultrawide) | 50 megapixel (wide), 12 megapixel (ultrawide) |
Internal screen camera | 10 megapixel | 50 megapixel | 10 megapixel |
Video capture | 4K at 60fps | 4K | TBD |
Processor | Samsung Exynos 2500 | Snapdragon 8 Elite | Snapdragon 8 Gen 3 |
RAM/storage | 12GB + 256GB, 12GB + 512GB | 16GB + 512GB, 1TB | 12GB + 256GB, 512GB |
Expandable storage | No | None | None |
Battery | 4,300 mAh | 4,700 mAh | 4,000 mAh |
Fingerprint sensor | Yes | Side | Side |
Connector | USB-C | USB-C | USB-C |
Headphone jack | None | None | None |
Special features | One UI 8, IP48 water resistance, 25-watt wired charging, Qi wireless charging, Wi-Fi 7, Bluetooth 5.4, Galaxy AI | IP48 rating, 68-watt wired charging, 30-watt wireless charging, 5-watt reverse charging, dual stereo speakers, Corning Gorilla Glass Ceramic cover display, 3,000 nits peak brightness on cover display, 4,500 nits peak brightness on main display, 5G. | IP48 rating, 25-watt wired charging, wireless charging + powershare, 3x optical zoom (up to 10x digital and 30x Space Zoom with AI Super Resolution tech) |
US price starts at | $1,100 | $1,300 | $1,100 |
Technologies
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Technologies
War for Westeros, Coming in 2026, Will Let Fans Make Their Own Game of Thrones Ending
The director of the upcoming strategy game chats about how players can forge a different path from the books and show.

For a moment in time, fantasy fans were split between whether Peter Jackson’s Lord of the Rings movies or HBO’s Game of Thrones prestige TV show was the best adaptation of a classic book series. But the Oliphaunt in the room is that the last seasons of the latter plummeted so far in quality that it soured opinions on the show as a whole, especially with its divisive ending. But an upcoming GoT video game adaptation due out in 2026 will give players a chance to set the record straight and make their own new ending to the saga of noble houses, loyalty, betrayal and dragons.
Game of Thrones: War for Westeros, from Australian developer and publisher PlaySide Studios, is a real-time strategy game for PC in which players take on their faction of choice and veer away from the storyline of the books and TV show. Back in June at Summer Game Fest, I descended the stairs below the media lounge into a dimly lit interview spot (the most fantasy dungeon-adjacent spot at the event) to chat with Ryan McMahon, the game’s director.
McMahon explained PlaySide’s vision for the game alongside his own deep affection for the Song of Ice and Fire books and Game of Thrones TV show. In the latter years of the show, he’d hold watch parties with other PlaySide developers to see the latest episodes the night they aired.
PlaySide’s history of RTS games, like its own property Age of Darkness: Final Stand, and work on Warcraft 3: Reforged and Civilization 7 VR, made the strategy genre seem appropriate for its adaptation of the franchise.
«Game of Thrones really felt like a natural fit for that because it’s a show about mass conquest and fighting for territory and leading these armies, as well as the political layers within it,» McMahon said. «There’s a lot of complexity to it that really can shine in a strategy genre.»
That includes representing the warring factions in Game of Thrones as different forces in War for Westeros, each with their own distinct units and strategies. The game will have four playable factions at launch: House Stark with all its minor houses representing the North of the continent of Westeros; House Lannister representing those in the southern half; House Targaryen with the forces she’s collected in the Free Cities, along with her dragons; and finally the Night King with his army of the dead and White Walkers.
While War for Westeros primarily references the Game of Thrones world built in the TV show, PlaySide used lore from the books to fill in the gaps, including among the minor houses and the forces of the Night King, McMahon explained. PlaySide didn’t consult directly with series creator George R.R. Martin, but the studio has consulted the author’s team through rights holder Warner Bros. during development when exploring new territory, McMahon said, «especially when it comes to the White Walkers.»
And while War for Westeros focuses on strategy gameplay over character building and world lore, there are still nods to the source material.
«We definitely are trying to sprinkle as many little Easter eggs and lore mentions where we can to really bring that flavor,» McMahon said. «If you’re a book reader, there will definitely be stuff for you.»
A clash of player-kings
PlaySide is designing War for Westeros’ four factions to be balanced but distinct. In the game, cavalry, siege engines, giants and dragons are among the units unique to each faction, though McMahon declined to elaborate further about how each force will differ from the other, saying PlaySide would share additional details when it was ready to reveal more gameplay.
But even the reveal trailer unveiled during SGF hints at the mechanics and asymmetric units fielded by each faction. The accompanying developer diary showed prealpha gameplay footage that includes columns of foot soldiers arranged to march into battle — some of which were completely incinerated by a massive dragon belching flames.
Though the armies will each have their different units, mechanics, heroes and play styles, PlaySide is striving to keep them balanced against each other — and most importantly, make each side interesting to play.
«We want to make dragons feel powerful, but we want to make sure that the Lannisters, the Starks and the White Walkers all have something that feels like a powerful equivalent that can potentially contest the dragons in some way,» McMahon said.
The developer diary also touches on the political aspect of War for Westeros, though this is less like the systems-heavy diplomacy of strategy games like Civilization 7 and more like the jockeying that happens whenever multiple players are gunning for the win in a tabletop game like Risk or Settlers of Catan. Each playthrough of War for Westeros only ends when one player sits the Iron Throne, so McMahon expects them to naturally form and break alliances at strategic moments — just like in Game of Thrones.
«If I know this person over here [controlling] House Stark is pushing in on the Lannisters, and I’m playing as the Targaryens, that could be my opportunity to push in if they’re ahead,» McMahon said.
Single-player mode will have its own specific layers of political interaction, he added, but the game design’s focus is on how players pit themselves against each other. There will be a game mode where players can set custom modifiers to vary their playthrough and set their own rules. The geography has its own conditions: In the developer diary, there’s footage of an overworld map of Westeros featuring famous locations like Winterfell and King’s Landing. Players won’t be fighting within the iconic castles of the show, but they will clash against enemy armies in handcrafted maps tailored to the various biomes of the continent.
A storm of strategy swords
PlaySide has leaned on its previous strategy experience, making its own RTS, Age of Darkness, and strategy games from other IPs to ensure War for Westeros has a satisfying core gameplay loop. With all that experience, the studio can incorporate layers of complexity while also making it approachable, McMahon said. Given Game of Thrones’ popularity, the game is probably going to be a lot of players’ first RTS (or first in a very long time).
As a game in development, things can always change before War for Westeros comes out in 2026, and McMahon couldn’t say a lot about the game. But I had to ask: What’s the faction McMahon himself likes playing most right now? While his favorite character from the books is Tyrion Lannister, and he really enjoys how the Targaryen hero Daenerys functions, and the faction’s dragons, his sympathies lie with the undead Night King and his White Walkers.
«I’m naturally a very aggressive player in video games, wanting to push forward, take territory, put a lot of pressure on my opponent,» McMahon said. «The White Walkers, as they stand right now, lean heavily into that type of play.»
Much of our conversation centered around the state of the game at launch, with the implication that more could be coming later, though that all depends on how the game is received. Still, McMahon emphasized that the team has a lot of ideas.
«Actually, there’s so much you can do with the world of the Song of Ice and Fire — outside of Westeros, within Westeros — that we can tap into,» McMahon said. «But right now, our focus is on the launch itself. And then, [if] things go well there, there’s a lot we’d love to do.»
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