Technologies
Apple Should Build Its AR on the Meta Quest
Commentary: Its glasses may be on hold, but the immediate future is already in front of us.
Apple’s first-ever VR-AR or «mixed reality» device is expected this year, and already its follow-up product seems to be on hold. According to Bloomberg’s reliable Mark Gurman, a planned set of AR glasses isn’t coming from Apple anytime soon. That’s OK: AR glasses don’t seem like they’re imminent from anyone.
After a trip to Las Vegas to try out some of the emerging technologies around future VR and AR headsets, one thing is increasingly clear: Everyone’s trying to figure out AR glasses, but everyone’s trying to perfect VR headsets. The difference between those two scenarios is bigger than you think.
All-day AR glasses that are useful, work convincingly, have long enough battery life, work with your phone and function as actually legit prescription glasses haven’t materialized, although the pieces are coming into place. Companies like Meta have promised a decade-long path to these glasses. It turns out, maybe, that’s going to be the case for everyone else, too. I’ve seen smart glasses that look real but don’t do much, or glasses with AR that feel chunky and do some things, but don’t quite work with my vision and can’t figure out how to work with my phone yet. Chipmaker Qualcomm is working on this; Google, Apple and Samsung need to solve it someday, too.
In the meantime, VR already has a very real and reasonably popular product that most families I know in the everyday world are familiar with: the Meta (formerly Oculus) Quest 2.
Read more: The Quest 2 Is Still the Best VR Headset For Now
That recognition is no small thing. I think of the Quest’s place in everyday life like the Amazon Echo was years ago: something odd that over time became familiar, normalized. Something reasonably priced, and good enough to do a few things actually well. The Quest 2 is basically a game console. Where Meta has struggled is figuring out how to expand that base beyond gamers.
Following Meta’s playbook is something I expected Apple would do. Heck, I expect most companies are going to do it. The Quest 2 works just like most people imagine it will, or better. It’s a bit of instant magic that’s totally wire-free.
The Quest 2 does have downsides. In fact, those problems emerge the more you use it. I find connecting with friends and social spaces gets weird and buggy, prone to lag, disconnects and way-too-basic avatars. The battery life is bad. For fitness apps, which the Quest 2 can do surprisingly well, it’s still not good at really managing sweat or keeping my glasses from fogging.
Even though Meta wants the Quest 2 and higher-end, work-focused Quest Pro to open up new ways to work by creating virtual monitors around my laptop, the connections and display quality aren’t good enough to be more than a clever experiment most of the time. I can see my laptop keyboard with the Quest Pro’s passthrough cameras, but typing feels awkward and nowhere near as good as when I’m just on my laptop… and I can’t see my phone screen to check messages, either. The Quest can show me phone notifications like a basic smartwatch from a decade ago, but I can’t interact with them.
These VR headsets can even do some basic AR, using passthrough cameras that «mix reality» to show the real world in fuzzier video, with VR layered on top. The effect is sometimes pretty amazing, and could even approach feelings I’ve had with early AR headsets like the Microsoft HoloLens 2.
So where does that put Apple? Clearly, there’s a headset coming soon. And according to Bloomberg’s Gurman, the next goal after this first expensive headset is to work on a more affordable model. It’s like Meta’s approach to the Quest and Quest Pro, in reverse. And there are plenty of things Apple could focus on to make its entry into VR (and AR) worth the effort.
Better comfort, better fitness
The Quest 2 is already an affordable fitness device, and pairs with watches to show heart rate and fitness stats. Apple clearly has an advantage on time spent developing the Apple Watch, fitness and health tracking, and its Fitness Plus subscription video workouts, which also have overlaid fitness stats.
Apple could emphasize workouts and fitness on its headset, with comfortable, breathable straps and face pieces that could feel better for exercise. Meta is starting to realize it needs to improve comfort for VR: A recent Razer partnership using head straps made by CPAP-maker ResMed shows a need for better materials. I’d expect Apple to make this aspect a key part of the headset’s advantages. There are other advantages, too. Apps like Beat Saber and Supernatural use music for fitness, and Apple already has all of Apple Music at its disposal.
Connect better with laptops, iPads, phones, watches
VR headsets right now have an extremely hard time working well with all the other things we have lying around us. I can’t get a Quest to connect nicely with my phone all the time. To work with my laptop, I need a specialized third-party app with its own thing I have to install on my laptop and turn on.
Meanwhile, Apple has been focusing on handoffs and continuity across AirPods, HomePods, iPhones, Apple Watches, MacBooks, Apple TVs… all over the place. That’s what’s needed to make a VR headset seem seamless and integrated into other stuff. I want to check my watch in VR, or use it to control apps. Or use my phone, and also see the phone. Suddenly grab my laptop, and the headset connects. Incoming calls? No problem. Send myself things back and forth from my phone or laptop and get all the files and things I want, and not feel like I’m on a vacation from them. That’s what Apple’s headset could set out to achieve.
That’s a best-case scenario. Much like the first Apple Watch and iPhone, the actual Day 1 functions of this headset might end up disappointing.
Better social
Even though the metaverse is on everyone’s minds, there aren’t many big social spaces in VR that work well. Microsoft’s Altspace is nice, but often feels empty. VRChat is wild, experimental, full of big features and ideas, and feels like a messy explosion that’s hard to jump into. Meta can’t get enough people into Horizon Worlds. Even when these platforms do work, for concerts or events, the limits on people who can attend at once, the lag and drop-off, not to mention the avatar limits, make it a trade-off versus any other way you could connect on a phone or laptop.
Apple may not be able to solve this any better for larger-scale experiences, but for more intimate and several-person FaceTime-like moments, Apple could make shared experiences in VR work a lot better. Meta hasn’t perfected social VR yet, and someone needs to.
Can Apple make a better controller? (Or none?)
The Quest 2 controllers are fine, but all of VR leans on the same game controller-like inputs for headsets. Apple’s headset could lean more on hand tracking, or wearable inputs like the Apple Watch. I’m curious if a more work-oriented controller or accessory can be created that makes the headset feel better for taking on apps beyond games. Meta’s working on a long-term, game-changing shift to neural input wristbands eventually, but it’s unclear whether this approach will end up succeeding.
The Quest platform has continually improved its hand tracking over the years. However, hand tracking’s reliance on particular gestures without any physical feedback is an imperfect solution right now. Maybe Apple tries hand tracking along with using an Apple Watch or the iPhone for tactile haptic feedback, or finds a smaller go-between accessory.
I’ve been trying out experimental haptic technology recently, trying to imagine how VR could think its way to new inputs. This headset feels like the biggest opportunity Apple’s ever faced to create a brand-new type of input device that could make a big impact on the landscape. If it’s done right, maybe it’ll be the input accessory that makes its future AR glasses, whenever they arrive, seem feasible.
Build out more interesting mixed reality
For all the Meta Quest Pro promises to blend AR and VR with its mixed-reality capabilities, not many apps tap into its extras yet. I’ve seen some mind-blowing demos of mixed reality in VR with the ultra-high-end Varjo XR-3 connected to a PC, which at least showed me ways that a VR headset could begin to feel like a portal interconnected to my own home reality. Apple could start experimenting with more engaging AR moments in a high-end VR headset, and at least get the ball rolling on things that work in advance of whenever its AR glasses are ready, years from now.
Smaller sessions in VR may make more sense right now
VR is a thing I don’t use all the time, and that’s true for most people. Maybe that’s exactly where Apple should start. It’s not a given we’ll want to wear AR glasses everywhere, or even what those glasses would be good for. In the meantime, a VR headset at home that’s meant to be worn sometimes, but not all the time, is the place most of us feel safest to start. It’s why the Quest is something people actually use.
It’s also a way to avoid dealing with questions of accommodating true prescription vision needs in everyday glasses, something no one’s succeeded in tackling, either. VR headsets sometimes need prescription inserts, but many just fit right over the glasses we already have. I prefer the easy-fit solution: I don’t need to make VR a thing I spend a whole day in. I’ll settle for a truly useful hour or two, and if Apple can make that hour or two even better than what we have now, that’s a big enough step forward for me.
Editor’s note, Jan. 20: Adds mention of Meta’s hand tracking for the Quest.
Technologies
As Disney’s YouTube TV Outage Drags On, Viewers Have Few Options for Football
The contract dispute threatens another week of college football and the first big weekend of NCAA basketball.
An ongoing contract dispute between YouTube TV and Disney has led to the removal of ESPN, ABC and other top broadcasting channels from the live streaming service, with no indication when they’ll be restored.
As the NCAA football season heats up and college basketball begins, this weekend could be the second in a row that YouTube TV viewers are shut out of the biggest games.
The disagreement causing the ESPN and ABC outage stems from the «carriage fee» that YouTube TV pays Disney to broadcast its channels. Disney has faced similar negotiating standoffs with other broadcasters in recent years, including a 2021 outage on YouTube TV that was resolved in two days.
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Disney says YouTube TV is not paying enough to stream its channels. YouTube TV, owned by Google, has the most subscribers of all other internet TV providers, more than 9 million. Hulu, owned by Disney, is second with 4.3 million subscribers through its Hulu + Live TV offering.
In a blog post Monday, YouTube asked Disney to consider «immediately restoring the Disney channels that our customers watch: ABC and the ESPN networks, while we continue to negotiate,» with no public response from Disney.
Which Disney channels aren’t available on YouTube TV now?
Sports fans aren’t the only viewers left sidelined by the loss of Disney channels from YouTube TV. Here are all the channels that have been removed from the streaming service:
- ABC
- ABC News Live
- ACC Network
- Baby TV Español (Spanish Plan)
- Disney Channel
- Disney Junior
- Disney XD
- ESPN
- ESPN Deportes (Spanish Plan)
- ESPNews
- ESPNU
- ESPN2
- Freeform
- FX
- FXM
- FXX
- Localish
- Nat Geo
- Nat Geo Mundo (Spanish Plan)
- Nat Geo Wild
- SEC Network
When could Disney channels be restored to YouTube TV?
As with previous Disney disputes, negotiations are under wraps. Judging by Disney’s contract conflicts from previous years — Sling TV in 2022, Spectrum/Charter in 2023 and DirecTV in 2024 — the outage may last only a few more days, but Google has considerably more bargaining power than those other platforms.
On Thursday, Oct. 30, YouTube TV posted on X, «Members, when we renew our contracts with network partners, we advocate for fair pricing to offer you the best TV experience.»
The service also said it would offer subscribers a $20 credit «if their content is unavailable for an extended period of time.» You can find updates on the dispute on this YouTube TV page. We haven’t seen any reports of YouTube TV subscribers receiving that $20 credit yet, although some people have reported receiving a $10 discount for six months which seems to be unrelated to the Disney dispute.
«Google’s YouTube TV has chosen to deny its subscribers the content they value most by refusing to pay fair rates for our channels, including ESPN and ABC,» Disney said in a statement to CNBC.
In a memo to employees on Oct. 31 that was also reported by CNBC, Disney accused YouTube TV of deleting «previously recorded shows and events from their subscribers’ libraries.»
«YouTube TV and its owner, Google, are not interested in achieving a fair deal with us,» Disney Entertainment co-chairs Dana Walden and Alan Bergman and ESPN Chairman Jimmy Pitaro said in the memo. «Instead, they want to use their power and extraordinary resources to eliminate competition and devalue the very content that helped them build their service.»
Disney is also asking its viewers to ask YouTube TV to bring back its broadcasting via the keepmynetworks.com site.
How can YouTube TV subscribers watch football games during the Disney outage?
YouTube TV subscribers with an aerial TV antenna can still watch Monday Night Football and college football games on ABC if they live close enough to receive an over-the-air broadcast signal from a local ABC affiliate.
Other than that, the only real option for viewers who want to watch all of the college football and basketball games this weekend and Monday Night Football at home is to subscribe to another service that provides ABC and ESPN, including ESPN+, Sling TV, Hulu + Live TV, Fubo, or DirectTV Stream.
Sling TV offers a $5 Day Pass that could be a good option for viewers who want to watch one specific game, as well a $10 Weekend Pass that would give you college football and basketball games for both days.
For those looking to find football games at local establishments, this handy app can help you find places that are showing the games.
Correction, Nov. 5: An earlier version of this story failed to note that Sling TV day and weekend passes can be used to watch local ABC affiliates only in certain markets.
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Technologies
iPhone 17 vs. iPhone 16: Which Is the Best Choice for You?
The iPhone 17 introduces some improvements to the camera, display and battery. But is it worth the higher price?
Now that the iPhone 17 has arrived, you may be wondering whether to buy Apple’s latest device or score last year’s iPhone 16 at a $100 discount. To help with that decision, here’s a breakdown of how the two phones compare.
The iPhone 17 starts at $829 (or $799 if you activate with a carrier), the same as the iPhone 16 when it came out — with the key difference being that the iPhone 17 starts with a higher 256GB storage option, as opposed to 128GB on the iPhone 16.
The iPhone 16 is now available at a $100 discount. So, is it worth saving some money, or should you splurge on the latest phone?
Here’s what to know about each phone, from the cameras to the displays to the batteries.
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Screen differences
Some of the biggest changes between the iPhone 16 and 17 have to do with the display.
Apple says it shrunk the borders around the screen on the iPhone 17, expanding the display from 6.1 inches on the iPhone 16 to 6.3 inches on the iPhone 17 without expanding its dimensions. The new Ceramic Shield 2 cover on the iPhone 17 offers 3x better scratch resistance, according to the company.
The baseline iPhone 17 gets a display with a 120Hz refresh rate, as opposed to the 60Hz display on the iPhone 16. That means the iPhone 17 finally supports an always-on display, so you can glance at the time, your notifications and Live Activities without waking the screen.
The iPhone 17 also gains an anti-reflective coating and a 3,000-nit peak brightness, compared to 2,000 nits on the iPhone 16. That should make it easier to see your phone in bright sunlight.
Camera differences
Both the iPhone 16 and 17 have a 48-megapixel wide-angle camera. But the iPhone 17 upgrades the ultrawide camera from 12 megapixels on last year’s phone to 48 megapixels.
The front-facing camera also gets an upgrade, going from 12 megapixels on the iPhone 16 to 18 megapixels on the iPhone 17. There’s a new Center Stage feature for the selfie camera that can automatically adjust from a portrait orientation to landscape to make sure everyone is in the shot. That means you don’t have to manually rotate your phone to its side anymore when there are more people to fit in the frame.
Both the iPhone 16 and 17 have a Camera Control button on the side to quickly launch the camera, snap some shots and use Apple’s Visual Intelligence tool to learn more about what’s around you.
Processor and RAM
The iPhone 17 packs an A19 chip, an upgrade from the A18 chip in the iPhone 16. One key difference is that the iPhone 17 starts at 256GB, while the iPhone 16 started at 128GB for the same $829 price when it debuted.
Both phones also support the Apple Intelligence suite of AI capabilities, which includes writing tools, image generators and notification summaries.
Battery life
Apple doesn’t share specific battery specs, but it does measure longevity via video playback hours. The iPhone 16 supports up to 22 hours of video playback, according to Apple, while the iPhone 17 bumps that up to 30 hours.
In CNET’s 45-minute endurance test, which includes streaming, scrolling through social media, joining a video call and playing games, the iPhone 17’s battery went from full to 98%. That’s just over the 97% the iPhone 16 scored last year.
And in a three-hour streaming test over Wi-Fi, which involves watching a YouTube video in full-screen mode at full brightness, the iPhone 17’s battery went from full to 89%. In comparison, the iPhone 16 dropped to 86%.
Anecdotally, the iPhone 17’s battery lasts over a day, even after taking photos, scrolling through social media, watching videos, texting, sending emails and more. The same can be said about the iPhone 16, so you likely won’t feel a huge difference between the two when it comes to day-to-day activities.
A new AI-powered Adaptive Power feature arriving with iOS 26 can help conserve the battery by making «small performance adjustments,» like «allowing some activities to take a little longer,» according to Apple.
The iPhone 17 arrives with the upcoming operating system onboard, but you’ll also be able to download iOS 26 on the iPhone 16, as well as some older iPhones, once it becomes available publicly. That should help to stretch your battery life on either device.
Color options and design
What’s on the inside may be most important, but people also care what their phone looks like. Like the iPhone 16, the iPhone 17 comes in a range of fun colors: black, white, mist blue, sage (a light green) and lavender.
For comparison, the iPhone 16 is available in black, white, pink, teal and ultramarine.
Both phones have an aluminum frame.
Check out the spec chart below for a breakdown of each phone.
Apple iPhone 17 vs. iPhone 16
| Apple iPhone 17 | Apple iPhone 16 | |
| Display size, tech, resolution, refresh rate | 6.3-inch OLED; 2,622 x 1,206 pixel resolution; 1-120Hz variable refresh rate | 6.1-inch OLED; 2,556 x 1,179 pixel resolution; 60Hz refresh rate |
| Pixel density | 460ppi | 460 ppi |
| Dimensions (inches) | 5.89 x 2.81 x 0.31 in | 5.81 x 2.82 x 0.31 in |
| Dimensions (millimeters) | 149.6 x 71.5 x 7.95 mm | 147.6 x 71.6 x 7.8 mm |
| Weight (grams, ounces) | 177 g (6.24 oz) | 170 g (6 oz.) |
| Mobile software | iOS 26 | iOS 18 |
| Camera | 48-megapixel (wide) 48-megapixel (ultrawide) | 48-megapixel (wide), 12-megapixel (ultrawide) |
| Front-facing camera | 18-megapixel | 12-megapixel |
| Video capture | 4K | 4K |
| Processor | Apple A19 | Apple A18 |
| RAM + storage | RAM N/A + 256GB, 512GB | RAM N/A + 128GB, 256GB, 512GB |
| Expandable storage | None | None (Face ID) |
| Battery | Up to 30 hours video playback; up to 27 hours video playback (streamed).Fast charge up to 50% in 20 minutes using 40W adapter or higher via charging cable. Fast charge up to 50% in 30 minutes using 30W adapter or higher via MagSafe Charger. | Up to 22 hours video playback; up to 18 hours video playback (streamed). 20W wired charging. MagSafe wireless charging up to 25W with 30W adapter or higher; Qi2 up to 15W |
| Fingerprint sensor | None (Face ID) | None (Face ID) |
| Connector | USB-C | USB-C |
| Headphone jack | None | None |
| Special features | Apple N1 wireless networking chip (Wi-Fi 7 (802.11be) with 2×2 MIMO), Bluetooth 6, Thread. Action button. Camera Control button. Dynamic Island. Apple Intelligence. Visual Intelligence. Dual eSIM. 1 to 3000 nits brightness display range.IP68 resistance. Colors: black, white, mist blue, sage, lavender. | Apple Intelligence, Action button, Camera Control button, Dynamic Island, 1 to 2,000 nits display brightness range, IP68 resistance. Colors: black, white, pink, teal, ultramarine. |
| US price starts at | $829 (256GB) | $829 (128GB) |
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