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Apple Vision Pro Hands-On: Far Better Than I Was Ready For

I experienced incredible fidelity, surprising video quality and a really smooth interface. Apple’s first mixed-reality headset nails those, but lots of questions remain.

I was in a movie theater last December watching Avatar: The Way of Water in 3D, and I said to myself: «Wow, this is an immersive film I’d love to watch in next-gen VR.» That’s exactly what I experienced in Apple’s Vision Pro headset, and yeah, it’s amazing.

On Monday, I tried out the Vision Pro in a series of carefully picked demos during WWDC at Apple’s Cupertino, California, headquarters. I’ve been using cutting-edge VR devices for years, and I found all sorts of augmented reality memories bubbling up in my brain. Apple’s compact — but still not small —headset reminds me of an Apple-designed Meta Quest Pro. The fit of the back strap was comfy yet stretchy, with a dial to adjust the rear fit and a top strap for stability. The headset’s sleek design, and even its glowing front faceplate, also gave me an instant Ready Player One vibe. 

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Watch this: Apple Vision Pro: I Tried Apple’s AR/VR Headset

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I couldn’t wear my glasses during the demo, though, and neither will you. Apple’s headset does not support glasses, instead relying on Zeiss custom inserts to correct wearers’ vision. Apple did manage, through a setup process, to easily find lenses that fit my vision well enough so that everything seemed crystal clear, which is not an easy task. Also, we adjusted the fit and tuned spatial audio for my head using an iPhone, a system that will be finessed when the headset is released in 2024.

From there, I did my demos seated, mostly, and found myself surprised from the start. The passthrough video camera quality of this headset is good —really, really good. Not as good as my own vision, but good enough that I could see the room well, see people in it with me, see my watch notifications easily on my wrist. The only headset that’s done this previously was the extremely impressive but PC-connected Varjo XR-3, and Apple’s display and cameras feel even better.

Apple’s floating grid of apps appears when I press the top digital crown, which autocenters the home screen to wherever I’m looking. I set up eye tracking, which worked like on many other VR headsets I’ve used: I looked at glowing dots as musical notes played, and got a chime when it all worked.

An app menu in Apple's VisionOS. An app menu in Apple's VisionOS.

A list of apps as they would appear inside of the Apple Vision Pro headset.

Apple/Screenshot by CNET

From there, the interface was surprisingly fluid. Looking at icons or interface options slightly enlarges them, or changes how bold they appear. Tapping with my fingers while looking at something opens an app. 

I’ve used tons of hand-tracking technology on headsets like the HoloLens 2 and the Meta Quest 2 and Pro, and usually there’s a lot of hand motion required. Here, I could be really lazy. I pinched to open icons even while my hand was resting in my lap, and it worked. 

Scrolling involves pinching and pulling with my fingers; again, pretty easy to do. I resized windows by moving my hand to throw a window across the room or pin it closer to me. I opened multiple apps at once, including Safari, Messages and Photos. It was easy enough to scroll around, although sometimes my eye tracking needed a bit of extra concentration to pull off.

Apple’s headset uses eye tracking constantly in its interface, something Meta’s Quest Pro and even the PlayStation VR 2 don’t do. That might be part of the reason for the external battery pack. The emphasis on eye tracking as a major part of the interface felt transformative, in a way I expected might be the case for VR and AR years ago. What I don’t know is how it will feel in longer sessions.

I don’t know how the Vision Pro will work with keyboards and trackpads, since I didn’t get to demo the headset that way. It works with Apple’s Magic Keyboard and Magic Trackpad, and Macs, but not with iPhone and iPad or Watch touchscreens —not now, at least.

Dialing in reality

I scrolled through some photos in Apple’s preset photo album, plus a few 3D photos and video clips shot with the Vision Pro’s 3D camera. All the images looked really crisp, and a panoramic photo that spread around me looked almost like it was a window on a landscape that extended just beyond the room I was in. 

Apple has volumetric 3D landscapes on the Vision Pro that are immersive backgrounds like 3D wallpaper, but looking at one really shows off how nice that Micro OLED display looks. A lake looked like it was rolling up to a rocky shore that ended right where the real coffee table was in front of me. 

man using keyboard to work using apple vision pro headset man using keyboard to work using apple vision pro headset

Raising my hands to my face, I saw how the headset separates my hands from VR, a trick that’s already in Apple’s ARKit. It’s a little rough around the edges but good enough. Similarly, there’s a wild new trick where anyone else in the room can ghost into view if you look at them, a fuzzy halo with their real passthrough video image slowly materializing. It’s meant to help create meaningful contact with people while wearing the headset. I wondered how you could turn that off or tune it to be less present, but it’s a very new idea in mixed reality.

Apple’s digital crown, a small dial borrowed from the Apple Watch, handles reality blend. I could turn the dial to slowly extend the 3D panorama until it surrounded me everywhere, or dial it back so it just emerged a little bit like a 3D window. 

Mixed reality in Apple’s headset looks so casually impressive that I almost didn’t appreciate how great it was. Again, I’ve seen mixed reality in VR headsets before (Varjo XR-3, Quest Pro), and I’ve understood its capabilities. Apple’s execution of mixed reality felt much more immersive, rich and effortless on most fronts, with a field of view that felt expansive and rich. I can’t to see more experiences in it.

Cinematic fidelity that wowed me

The cinema demo was what really shocked me, though. I played a 3D clip of Avatar: The Way of Water in-headset, on a screen in various viewing modes including a cinema. Apple’s mixed-reality passthrough can also dim the rest of the world down a bit, in a way similar to how the Magic Leap 2 does with its AR. But the scenes of Way of Water sent little chills through me. It was vivid. This felt like a movie experience. I don’t feel that way in other VR headsets.

Jake Sully flies over Pandora's waters on a winged creature's back in Avatar: The Way of Water Jake Sully flies over Pandora's waters on a winged creature's back in Avatar: The Way of Water

Avatar: The Way of Water looked great in the Vision Pro.

20th Century Studios

Apple also demonstrated its Immersive Video format that’s coming as an extension to Apple TV Plus. It’s a 180-degree video format, similar to what I’ve seen before in concept, but with really strong resolution and video quality. A splash demo reel of Alicia Keys singing, Apple Sports events, documentary footage and more reeled off in front of me, a teaser of what’s to come. One-eighty-degree video never appears quite as crisp to me as big-screen film content, but the sports clips I saw made me wonder how good virtual Jets games could be in the future. Things have come a long way.

Would I pay $3,499 for a head-worn cinema? No, but it’s clearly one of this device’s greatest unique strengths. The resolution and brightness of the display were surprising.

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Convincing avatars (I mean, Personas)

Apple’s Personas are 3D-scanned avatars generated by using the Vision Pro to scan your face, making a version of yourself that shows up in FaceTime chats if you want, or also on the outside of the Vision Pro’s curved OLED display to show whether you’re «present» or in an app. I didn’t see how that outer display worked, but I had a FaceTime with someone in their Persona form, and it was good. Again, it looked surprisingly good.

I’ve chatted with Meta’s ultra-realistic Codec Avatars, which aim for realistic representations of people in VR. Those are stunning, and I’ve also seen Meta’s phone-scanned step-down version in an early form last year, where a talking head spoke to me in VR. Apple’s Persona looked better than Meta’s phone-scanned avatar, although a bit fuzzy around the edges, like a dream. The woman whose Persona was scanned appeared in her own window, not in a full-screen form. 

And I wondered how expressive the emotions are with the Vision Pro’s scanning cameras. The Pro has an ability to scan jaw movement similar to the Quest Pro, and the Persona I chatted with was friendly and smiling. How would it look for someone I know, like my mom? Here, it was good enough that I forgot it was a scan.

We demoed a bit of Apple’s Freeform app, where a collaboration window opened up while my Persona friend chatted in another window. 3D objects popped up in the Freeform app, a full home scan. It looked realistic enough.

Dinosaurs in my world

The final demo was an app experience called Encounter Dinosaurs, which reminded me of early VR app demos I had years ago: An experience emphasizing just the immersive «wow» factor of dinosaurs appearing in a 3D window that seemed to open up in the back wall of my demo room. Creatures that looked like carnotauruses slowly walked through the window and into my space. 

All my demos were seated except for this one, where I stood up and walked around a bit. This sounds like it wouldn’t be an impressive demo, but again, the quality of the visuals and how they looked in relation to the room’s passthrough video capture was what made it feel so great. As the dinosaur snapped at my hand, it felt pretty real. And so did a butterfly that danced through the room and tried to land on my extended finger.

I smiled. But even more so, I was impressed when I took off the headset. My own everyday vision wasn’t that much sharper than what Apple’s passthrough cameras provided. The gap between the two was closer than I would have expected, and it’s what makes Apple’s take on mixed reality in VR work so well.

Then there’s the battery pack. There’s a corded battery that’s needed to power the headset, instead of a built-in battery like most others have. That meant I had to make sure to grab the battery pack as I started to move around, which is probably a reason why so many of Apple’s demos were seated.

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What about fitness and everything else?

Apple didn’t emphasize fitness much at all, a surprise to me. VR is already a great platform for fitness, although no one’s finessed headset design for fitness comfort. Maybe having that battery pack right now will limit movement in active games and experiences. Maybe Apple will announce more plans here later. The only taste I got of health and wellness was a one-minute micro meditation, which was similar to the one on the Apple Watch. It was pretty, and again a great showcase of the display quality, but I want more.

2024 is still a while away, and Apple’s headset is priced way out of range for most people. And I have no idea how functional this current headset would feel if I were doing everyday work. But Apple did show off a display, and an interface, that are far better than I was ready for. If Apple can build on that, and the Vision Pro finds ways of expanding its mixed-reality capabilities, then who knows what else is possible?

This was just my fast-take reaction to a quick set of demos on one day in Cupertino. There are a lot more questions to come, but this first set of demos resonated with me. Apple showed what it can do, and we’re not even at the headset’s launch yet.

Technologies

Today’s NYT Connections: Sports Edition Hints and Answers for April 8, #562

Here are hints and the answers for the NYT Connections: Sports Edition puzzle for April 8 No. 562.

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.


Today’s Connections: Sports Edition is a tough one. If you’re struggling with today’s puzzle but still want to solve it, read on for hints and the answers.

Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.

Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta

Hints for today’s Connections: Sports Edition groups

Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Working out.

Green group hint: Cover your face.

Blue group hint: NFL players.

Purple group hint: Leap.

Answers for today’s Connections: Sports Edition groups

Yellow group: Exercises in singular form.

Green group: Sporting jobs that require masks.

Blue group: Hall of Fame defensive ends.

Purple group: ____ jump.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections: Sports Edition answers?

The yellow words in today’s Connections

The theme is exercises in singular form. The four answers are crunch, plank, situp and squat.

The green words in today’s Connections

The theme is sporting jobs that require masks. The four answers are catcher, fencer, football player and goaltender.

The blue words in today’s Connections

The theme is Hall of Fame defensive ends. The four answers are Dent, Peppers, Strahan and Youngblood.

The purple words in today’s Connections

The theme is ____ jump. The four answers are broad, high, long and triple.

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Technologies

The $135M Google Data Settlement Site Is Live — See If You’re Eligible

Use the settlement website to select your preferred payment method, and you may end up $100 richer.

You can now file a claim in the $135 million Google data settlement. The case centers on claims that Android devices transmitted user data without consent. Specifically,  the class action lawsuit Taylor v. Google LLC contends that Google’s Android devices passively transferred cellular data to Google without user permission, even when the devices were idle. While not admitting fault, Google reached a preliminary settlement in January, agreeing to pay $135 million to about 100 million US Android phone users.

The official settlement website for the lawsuit is now live. The final approval hearing won’t occur until June 23, when the court will consider whether Google’s settlement is fair and listen to objections. After that, the court will decide whether to approve the $135 million settlement. 

In the meantime, if you qualify and want to be paid as part of the settlement, you can select your preferred payment method on the official website. There, you can find information on speaking at the June 23 court hearing and on how to exclude yourself or write to the court to object by May 29.

As part of the settlement, Google will update its Google Play terms of service to clarify that certain data transfers do occur passively even when you’re not using your Android device, and that cellular data may be relied upon when not connected to Wi-Fi. This can’t always be disabled, but users will be asked to consent to it when setting up their device. 

Google will also fully stop collecting data when its «allow background data usage» option is toggled off. 

Who can be part of the settlement?

In order to join the Taylor v. Google LLC settlement, you must meet four qualifications:

  1. Be a living, individual human being in the US.
  2. Have used an Android mobile device with a cellular data plan.
  3. Have used the aforementioned device at any time from Nov. 12, 2017, to the date when the settlement receives final approval.
  4. You’re not a class member in the Csupo v. Google LLC lawsuit, which is similar but specifically for California residents.

The final approval hearing is on June 23, so you can add your payment method until then. The hearing’s date and time may change, and any updates will be posted on the settlement website. 

If you choose to do nothing, you will still be issued a settlement payment, but you may not receive it if you don’t select a payment method.

How much will I get paid?

It’s not currently known exactly how much each settlement class member will receive, but the cap is $100. Payments will be distributed after final court approval and after any appeals are resolved.

After all administrative, tax and attorney costs are paid, the settlement administrator will attempt to pay each member an equal amount. If any funds remain after payments are sent, and it’s economically feasible, they will be redistributed to members who were previously and successfully paid. If it’s not economically feasible, the funds will go to an organization approved by the court.

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Technologies

Samsung’s Galaxy Watch Ultra 2 Might Come in 5G and 4G Cellular Models

If the rumor proves true, the 5G Galaxy Watch Ultra would rival the 5G-enabled $799 Apple Watch Ultra 3 that debuted last fall.

Samsung’s next high-end Galaxy Watch could support faster 5G speeds, but if this leak is true, it will depend on where you live. The rumored Samsung Galaxy Watch Ultra 2 might come in 5G and 4G cellular models, with availability for each smartwatch depending on the country.

According to the Dutch website Galaxy Club (and spotted by SamMobile), Samsung’s servers may have revealed a series of model numbers that point to 5G, 4G and Wi-Fi-enabled editions of the next Galaxy Watch Ultra, which would succeed the original model that debuted in 2024.

A representative for Samsung did not immediately respond to a request for comment.

The Galaxy Club website speculates that the 5G edition would be sold in the US and Korean markets, while the 4G edition would sell in the rest of the world. In the US, a 5G version of the Galaxy Watch Ultra would rival the 5G-enabled $799 Apple Watch Ultra 3, which debuted last fall. The 4G edition would have broader compatibility worldwide, since the earlier network is far more established.

It will likely be a few months until we hear anything official about the Galaxy Watch Ultra 2. Samsung typically unveils its new watches in the summer alongside its Galaxy Z Fold and Z Flip foldable phones. Last year, Samsung unveiled the Galaxy Watch 8 and the Galaxy Watch 8 Classic, but otherwise left the prior 2024 Ultra in the lineup for those looking for a larger 47mm smartwatch.

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