Apple Vision Pro

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AustinAg2K said:

fig96 said:

They very well may fail, but people thought the same thing about the iPhone.


No one thought the iPhone would fail except maybe BlackBerry.


Which is now on Android...assuming they are still around?
lb3
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fig96 said:

You underestimate what marketing dollars and exposure can do.

Apple is famous for taking existing concepts and refining them for a mass market, as an Apple user I'm very familar. But even in the short time the Vision Pro has been announced the buzz and activity around it blows the doors off any previous attempts.

Are there still shortcomings? Absolutely, and they won't be solved in this generation or probably the next. But if anyone can bring a product like this to the masses it's Apple. They very well may fail, but people thought the same thing about the iPhone.

I'm curious to see where this ends up in a few years.
At work our VR labs still use hand controllers and IR cameras for positioning and hand movement data. Apple putting all those sensors in the visor is revolutionary.

Apple will never dominate this market but they will drive Meta, etc. to innovate their designs.
fig96
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ABATTBQ11 said:

Serious question: How much experience do you have using and working with/in VR?
My brother in law has a VR set up with a VIVE headset and I"ve played around with it a good bit. I'm also a product designer currently learning to prototype in AR/VR. Why do you ask?
fig96
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lb3 said:

fig96 said:

You underestimate what marketing dollars and exposure can do.

Apple is famous for taking existing concepts and refining them for a mass market, as an Apple user I'm very familar. But even in the short time the Vision Pro has been announced the buzz and activity around it blows the doors off any previous attempts.

Are there still shortcomings? Absolutely, and they won't be solved in this generation or probably the next. But if anyone can bring a product like this to the masses it's Apple. They very well may fail, but people thought the same thing about the iPhone.

I'm curious to see where this ends up in a few years.
At work our VR labs still use hand controllers and IR cameras for positioning and hand movement data. Apple putting all those sensors in the visor is revolutionary.

Apple will never dominate this market but they will drive Meta, etc. to innovate their designs.
I think their virtual office display concept is a weird take that won't catch on widely anytime soon, but I can totally see a home/family entertainment use case that gets a solid marketshare a few generations down the line.
Mr President Elect
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I don't see what the big deal is. this technology has been around for years





Kidding aside, I am very excited about this. And yes, I know VR has been around for a long time, but it has a large number of hurdles that need to be addresed before it is useful. I am sure the Apple "fan boys" will help move the needle with this product, but really it is about giving something that can span multiple use cases, be accessed by a large number of developers, and have very good controls. As someone that works remotely, but can't really work with less than 3 monitors, this can be a total game changer. Would love to see if they integrate a mouse/keyboard or even actually make an alternative that makes that obsolete (and not in a gimmicky way).

No one really thought the iPhone was going to fail, but there was a lot of criticism about not having a physical keyboard, but Apple nailed that, and everyone else soon followed.

Also, seeing a couple of vr-workspace alternatives for this in development. Hopefully, this means the tech is finally getting where it needs to be https://www.nimoplanet.com/
Proposition Joe
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My kingdom for a cell phone physical keyboard.
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Proposition Joe said:

My kingdom for a cell phone physical keyboard.


Preach. I almost got a Blackberry at one point once they phoenixed into the Android system but never pulled the trigger.
TCTTS
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TCTTS
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Do your thing, AAPL.
ABATTBQ11
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User review: Apple Vision Pro review: magic, until it's not

This is a VERY long and detailed review from The Verge. As long as these excerpts are, there's plenty more. The author has been using the headset for quite awhile and definitely put it through is paces.

There are a lot of positives and praise, including flat out stating that this is the best passthrough headset ever and that the displays are incredible, but the ultimate conclusion is that as incredible as it is, it can't overcome the necessary tradeoffs of being a passthrough headset to be a primary computing device. The EyeSight is uncanny and weird. It will always be handicapped by the physical limits of cameras and displays. The eye and finger/hand tracking, while feeling like a superpower at first, get old very quickly and can be frustrating. They're still not as good as a physical keyboard and mouse. Most of all, it is a lonely experience, as you cannot share anything with anyone. Despite everything and probably being as good as Apple could possibly do, it's still not a substitute for actual reality, and the author would choose to work "out here" rather than "in there."



Quote:

It sounds amazing, and sometimes it is. But the Vision Pro also represents a series of really big tradeoffs tradeoffs that are impossible to ignore. Some of those tradeoffs are very tangible: getting all this tech in a headset means there's a lot of weight on your face, so Apple chose to use an external battery pack connected by a cable. But there are other, more philosophical tradeoffs as well.

As I've been using it for the past few days, I kept coming up with a series of questions questions about whether the tradeoffs were worth it.


Quote:

The front display on the Vision Pro is an attempt at keeping you from being isolated from other people while you're wearing it. In Apple's photos, it looks like a big, bright screen that shows a video of your eyes to people around you so they feel comfortable talking to you while you're wearing the headset a feature adorably called EyeSight. In reality, it might as well not be there. It's a low-res OLED with a lenticular panel in front of it to provide a mild 3D effect, and it's so dim and the cover glass is so reflective, it's actually hard to see in most normal to bright lighting. When people do see your eyes, it's a low-res, ghostly image of them that feels like CGI. The effect is uncanny the idea that you'll be making real eye contact with anyone is a fantasy. And there are no controls or indicators in visionOS for this external display, so you never really know what other people are seeing. Imagine looking someone directly in the eyes and talking to them without knowing if they can see your eyes it's weird!

That cover glass hides a huge array of cameras and sensors. There's a pair of high-res front cameras for the video passthrough, cameras that face down and to the sides to track your hands, a lidar scanner and TrueDepth cameras for spatial tracking, and infrared floodlights so everything can work in low light. Underneath all that, you've got an M2 processor and Apple's new R1 spatial coprocessor and a pair of fans to move the heat from all this tech out the top. The fans were never perceptible during my time testing the Vision Pro, but the heat was: after long sessions, the headset was definitely warm.



Quote:

Since you'll mostly experience the Vision Pro in there, the most noticeable thing about the hardware after a while is that it's just… heavy. You're supposed to wear this thing on your face for long stretches of computer time, and depending on which band and light seal you use, the headset alone weighs between 600 and 650 grams. I keep joking that the Vision Pro is an iPad for your face, but it's heavier than an 11-inch iPad Pro (470 grams) and pushing close to a 12.9-inch iPad Pro (682 grams), so in a very real way, it's an iPad for your face.

All of the Vision Pro's heft is totally front-loaded, too. Other big headsets like the Quest Pro (722 grams) have elaborate headbands to balance out their weight, but the Vision Pro just rests it all on the front. Swapping to the dual loop strap helps keep things more stable but doesn't really reduce the overall sensation of having all that headset on your face. You're just going to feel it after a while.

Notably, the Vision Pro is substantially heavier than the familiar Quest 2 (503g) or even the heavier Quest 3 (515g) headsets that have built-in batteries. Apple told me that it chose to use an external battery specifically to reduce the headset's weight. The battery itself is barely worth talking about it's a silver brick that weighs another 353 grams with a USB-C port and a motion-activated LED that's green when it's charged and orange when it's not. It connects to the headset with a satisfying twist connector, but the nice braided cable is permanently attached to the battery itself, so don't break it. You can buy extra batteries for $199, but you can't hot-swap them; disconnecting the battery from the Vision Pro cuts the power entirely.



Quote:


Apple is very proud of the displays inside the Vision Pro, and for good reason they represent a huge leap forward in display technology. The two displays are tiny MicroOLEDs with a total of 23 million pixels that are just 7.5 micrometers in size, which is about the size of a red blood cell. And each of those tiny pixels is composed of three RGB subpixels laid out in what Apple tells me is an S-stripe pattern. Just thinking about the level of precision required to make these displays and then make them work in a device like this is mind-blowing.

They also look generally incredible sharp enough to read text on without even thinking about it, bright enough to do justice to movies. Apple calibrates them for color at the factory so they are also vibrant and color-accurate without looking oversaturated or blown out. They are so small, but they work so well that they seem huge.

The displays are the main reason the Vision Pro is so expensive they're at the heart of the Vision Pro experience and what makes the whole thing work. You are always looking at them, after all. But for all their technical marvels, they are not without tradeoffs of their own when deployed on a device like this.

See this thing a passthrough VR headset with a silly external battery pack and a display that shows ghostly images of your eyes on the front is not the big goal. The big goal is AR, or augmented reality. In particular, the big goal is optical AR, where light passes directly through unobtrusive glasses to your eyes, with digital information layered over the top of what you're seeing. AR is a technology with the potential to literally change humanity, and Apple CEO Tim Cook has been talking about how isolating VR headsets are and how important he thinks AR will be for years now.

...


The problem is that the technology to build a true optical AR display that works well enough to replace an everyday computer just isn't there yet. The Magic Leap 2 is an optical AR headset that's cheaper and smaller than the Vision Pro, but it's plagued by compromises in field of view and image quality that most people would never accept.

So Apple's settled for building a headset with real-time video passthrough it is the defining tradeoff of the Vision Pro. It is a VR headset masquerading as an AR headset. And let me tell you: the video passthrough on the Vision Pro is really good. It works! It's convincing. You put the headset on, the display comes on, and you're right back where you were, only with a bunch of visionOS windows floating around.

...

You can also see Apple's incredible video processing chops right in front of your eyes: I sat around scrolling on my phone while wearing the Vision Pro, with no blown-out screens or weird frame rate issues. I also worked on my Mac in front of a large window while wearing the headset, which is a torture test for dynamic range, and while it wasn't perfect, it was still usable. It is the best video passthrough that's ever shipped in a consumer device by far.

The problem is that cameras are still cameras, and displays are still displays. All cameras have motion blur, for example. In low light, cameras either have to increase exposure times at the cost of sharpness or increase ISO at the cost of noise, which then requires noise reduction, which makes things blurry and dull. And cameras and displays both have real limits in terms of color reproduction.

The Vision Pro cannot overcome the inherent nature of cameras and displays. You can easily see motion blur when you move your head in the Vision Pro motion blur that increases in low light and leads to some weird warping of straight lines. Low light also causes the overall sharpness of the video passthrough to drop as noise reduction kicks in: my iPhone screen got noticeably blurrier when the sun set.

If you're in a medium-lit room halfway immersed in a dark virtual environment with a bright window open say, sitting in your kitchen at night with the lights on while writing a review in a Google Docs window floating on a dark beach you will notice the display brightness slowly ramp up and down as the system tries to average out the brightness of everything you're looking at. The LCD clock on my microwave flickers when I look at it through these cameras. And Apple's specs say the display supports 92 percent of the DCI-P3 color gamut, which means the Vision Pro can only show you 49 percent of the colors your eyes can actually see.

The displays have other limitations: the field of view isn't huge, and the essential nature of looking at tiny displays through lenses makes that field of view feel even smaller. Apple won't tell me the exact number, but the Vision Pro's field of view is certainly smaller than the Quest 3's 110 horizontal degrees. That means there are fairly large black borders around what you're seeing, a bit like you're looking through binoculars.

On top of that, there's a little bit of distortion and vignetting around the edges of the lenses, and you'll see some green and pink color fringing at the edges as well, especially in bright environments. All of this makes the usable field of view feel even smaller. If you're looking at something bright or otherwise high contrast a white text window floating above a dark desert landscape, for example you'll see highlights reflecting in the lenses.



Quote:

If you have been paying attention to VR for the past decade, you know that these are very familiar VR headset display issues. You're passing light from a screen through lenses mounted on someone's face and trying to line those lenses up with their eyes, which are notably in different spots on different people's faces. (Our bodies are designed very badly when it comes to mounting hardware on them.) So a little weirdness at the edges of the displays is not a deal-breaker or even a surprise except Apple is charging $3,499 for the Vision Pro and making it sound like these displays are perfect enough for you to casually wear this thing while folding laundry.

I'm serious when I say the Vision Pro has the best video passthrough I've ever seen on the sharpest VR displays any normal person will ever come across. But you're still constantly being reminded that you're looking at video on screens, and reality is just a lot more interesting than that. There are vanishingly few contexts in reviewing consumer devices where anyone has to care about color gamuts but if you want me to perceive reality through something, I'd like to see all the colors of the rainbow.

This is the best anyone has ever made in there look, and it's still not nearly as good as out here.



Quote:

The first few times you use hand and eye tracking on the Vision Pro, it's awe-inspiring it feels like a superpower. The Vision Pro's external cameras just need to see your hands for it to work, and they can see your hands in a pretty large zone around your body. You can have them slung across the back of the couch, resting in your lap, up in the air with your elbows on a table, pretty much anywhere the cameras can see them. It actually takes a minute to realize you don't have to gesture out in front of you with your hands in the air and once you figure it out, it's pretty fun to watch other people instinctively reach their hands up the first time they try the Vision Pro.

But the next few times you use hand and eye tracking, it stops feeling like a superpower and in some cases, it actively makes using the Vision Pro harder. It turns out that having to look at what you want to control is really quite distracting.

Think about every other computer in your life: the input mechanism is independent of whatever you're looking at. On a laptop, you can click on controls and use the keyboard while keeping your focus on a document. On a phone, you can do things like drag sliders in a photo editing app while keeping your eyes focused on what those changes are actually doing to your photo.

The Vision Pro simply doesn't work like that you have to be looking at something in order to click on it, and that means you are constantly taking your attention away from whatever you're working on to specifically look at the button you need to press next. I spent some time playing a lovely little game called Stitch that quickly became maddening because I kept looking away from the piece I wanted to move to the place I wanted to move it, which meant I wasn't picking it up when I tapped my fingers.

...

It works until it doesn't. It's magic until it's not.

Think about it like this: The keyboard and mouse on a Mac directly control the Mac. The click wheel on an iPod directly controlled the iPod. A lot of work has gone into making it feel like the multitouch screen on an iPhone directly controls the phone, and when it goes sideways, like when autocorrect fails or an app doesn't register your taps, it's not pleasant.

Your eyes and hands aren't directly controlling the Vision Pro: cameras are watching your eyes and hands and turning that into input, and sometimes the interpretation isn't perfect. The best example of this is the hilarious on-screen keyboard, which you use by staring at each letter and pinching your fingers to select it or henpecking with two fingers at the floating keys in front of you. It's not worth using for anything beyond entering a Wi-Fi password for anything longer, you'll want to use dictation or connect a Bluetooth keyboard. Why? So you can directly control the input.

It's not a given that the Vision Pro can always see your hands, either. There's a pretty large bubble around the front of your body where the cameras can see your hands it basically extends the length of your arms in a semicircle around the front of your body. But if you lean back in a chair with your arm at your side, it can't see your hand. If you're sitting at a table and your hands are on your legs, it might not see your hands. If you're lying down in a dark room and the IR illuminators can't reach your hands, the cameras might not be able to see them. If you're simply standing up with your arms at your sides, it might not be able to see your hands if they drift too far backward.



Quote:

The Vision Pro is an astounding product. It's the sort of first-generation device only Apple can really make, from the incredible display and passthrough engineering, to the use of the whole ecosystem to make it so seamlessly useful, to even getting everyone to pretty much ignore the whole external battery situation. There's a part of me that says the Vision Pro only exists because Apple is so incredibly capable, stocked with talent, and loaded with resources that the company simply went out and engineered the hell out of the hardest problems it could think of in order to find a challenge.

That's good! There are a lot of ideas in the Vision Pro, and they're all executed with the kind of thoughtful intention that few other companies can ever deliver at all, let alone on the first iteration. But the shocking thing is that Apple may have inadvertently revealed that some of these core ideas are actually dead ends that they can't ever be executed well enough to become mainstream. This is the best video passthrough headset ever made, and that might mean camera-based mixed reality passthrough could just be a road to nowhere. This is the best hand- and eye-tracking ever, and it feels like the mouse, keyboard, and touchscreen are going to remain undefeated for years to come. There is so much technology in this thing that feels like magic when it works and frustrates you completely when it doesn't.

The other way to look at the Vision Pro is that Apple knows all of this, but the technology to build the true AR glasses it has long hinted at is simply not there so the Vision Pro represents something like a simulator or a developer kit. A dream factory for people to build apps and meaningful use cases for the imagined hardware yet to come: true optical AR glasses that let you share digital experiences with other people. In that framework, this Vision Pro is the hardware Apple can ship right now to get everyone thinking about these ideas while it pours all those resources into the hardware it wants to build. Maybe! It's fun to think about that possibility, and a lot of people have already assumed that's the case.

But one of the oldest rules we have here at The Verge is that you have to review what's in the box the product that's shipping today, not the promise of improvements yet to come. And so I keep coming back to all the questions I've been asking myself ever since I first strapped the Vision Pro onto my head. Starting, of course, with the most important:

Do you want a computer that messes up your hair every time you use it?

Do you want a computer that smears your makeup every time you use it, if you wear makeup?

Do you want a computer that allows the Walt Disney Company to prevent you from taking pictures of what you see?

Do you want to use a computer where you easily can't show anyone else what you're looking at?

Do you think the fanciest TV you own should have HDMI inputs?

Do you want to use a computer that doesn't work as well in a dark room?

Do you want to use a computer that is always looking at your hands?

That is a lot of tradeoffs big tradeoffs, not little ones. And the biggest tradeoff of all is that using the Vision Pro is such a lonely experience, regardless of the weird ghost eyes on the front. You're in there, having experiences all by yourself that no one else can take part in. After using the Vision Pro for a while, I've come to agree with what Tim Cook has been saying for so long: headsets are inherently isolating. That's fine for traditional VR headsets, which have basically turned into single-use game consoles over the past decade, but it's a lot weirder for a primary computing device.

I don't want to get work done in the Vision Pro. I get my work done with other people, and I'd rather be out here with them.
Proposition Joe
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I think that's a great way of describing VR as a whole over the last decade - "this is absolutely awesome, but not for a long time".
ABATTBQ11
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AG
I will say, I mentioned 2-3 things on page 1 that showed up in this review as huge drawbacks and kind of deal killers. I also mentioned that any future AR would need object recognition and the ability to overlay information or otherwise interact with the real world to actually be successful, and Apple at least touched on that with how the headset recognizes macs to start screen sharing and Bluetooth keyboards to give the text preview. That's at least lifting their foot in the right direction.
TCTTS
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I would clarify them as deal killers for this particular iteration. Personally, I'm far more interested in where this tech is going, and the road this version paves for future iterations.
TCTTS
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The EyeSight feature seems to be getting knocked the most - I ragged on it earlier myself - and I do wonder how much weight/$$$ (if any) they could have shaved off this first iteration if it didn't require an outward-facing display. It's just a complete waste, IMO. No one cares about seeing someone's eyes while they're using it!
MW03
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fig96 said:



This is what I'm talking about. I don't think we have a good handle on how to use VR right now. It's all replicating 2D items or recreating real life. That's all well and good, but it'll never beat the real thing. It would be cool to pay $50 to "sit courtside" and watch an NBA finals game, but it'll never beat the experience of being there. Same as it would be cool to "stand" on a beach with a 360 spherical panorama view, but that'll never beat standing there and taking it in.

VR needs to provide an entirely new experience that you can't get anywhere else, and it's probably going to come from how data is presented to you. The F1 idea in the tweet above is an excellent example of adding a spatial component that you can't get anywhere else, even being there.

I also think there's going to be more advancement in augmented reality. Some kind of headset you wear that tells you if you've mixed your batter long enough, where to put a stroke of paint on a canvas, how to line up a putt, and where to place that board when building an ikea desk. A "heads up display" for your life. I know that was a thing in industrial manufacturing with Google Glass for a bit, though I'm not sure if it's still employed.

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TCTTS
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Well said.
AustinAg2K
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ABATTBQ11 said:

User review: Apple Vision Pro review: magic, until it's not

This is a VERY long and detailed review from The Verge. As long as these excerpts are, there's plenty more. The author has been using the headset for quite awhile and definitely put it through is paces.

There are a lot of positives and praise, including flat out stating that this is the best passthrough headset ever and that the displays are incredible, but the ultimate conclusion is that as incredible as it is, it can't overcome the necessary tradeoffs of being a passthrough headset to be a primary computing device. The EyeSight is uncanny and weird. It will always be handicapped by the physical limits of cameras and displays. The eye and finger/hand tracking, while feeling like a superpower at first, get old very quickly and can be frustrating. They're still not as good as a physical keyboard and mouse. Most of all, it is a lonely experience, as you cannot share anything with anyone. Despite everything and probably being as good as Apple could possibly do, it's still not a substitute for actual reality, and the author would choose to work "out here" rather than "in there."



Quote:

It sounds amazing, and sometimes it is. But the Vision Pro also represents a series of really big tradeoffs tradeoffs that are impossible to ignore. Some of those tradeoffs are very tangible: getting all this tech in a headset means there's a lot of weight on your face, so Apple chose to use an external battery pack connected by a cable. But there are other, more philosophical tradeoffs as well.

As I've been using it for the past few days, I kept coming up with a series of questions questions about whether the tradeoffs were worth it.


Quote:

The front display on the Vision Pro is an attempt at keeping you from being isolated from other people while you're wearing it. In Apple's photos, it looks like a big, bright screen that shows a video of your eyes to people around you so they feel comfortable talking to you while you're wearing the headset a feature adorably called EyeSight. In reality, it might as well not be there. It's a low-res OLED with a lenticular panel in front of it to provide a mild 3D effect, and it's so dim and the cover glass is so reflective, it's actually hard to see in most normal to bright lighting. When people do see your eyes, it's a low-res, ghostly image of them that feels like CGI. The effect is uncanny the idea that you'll be making real eye contact with anyone is a fantasy. And there are no controls or indicators in visionOS for this external display, so you never really know what other people are seeing. Imagine looking someone directly in the eyes and talking to them without knowing if they can see your eyes it's weird!

That cover glass hides a huge array of cameras and sensors. There's a pair of high-res front cameras for the video passthrough, cameras that face down and to the sides to track your hands, a lidar scanner and TrueDepth cameras for spatial tracking, and infrared floodlights so everything can work in low light. Underneath all that, you've got an M2 processor and Apple's new R1 spatial coprocessor and a pair of fans to move the heat from all this tech out the top. The fans were never perceptible during my time testing the Vision Pro, but the heat was: after long sessions, the headset was definitely warm.



Quote:

Since you'll mostly experience the Vision Pro in there, the most noticeable thing about the hardware after a while is that it's just… heavy. You're supposed to wear this thing on your face for long stretches of computer time, and depending on which band and light seal you use, the headset alone weighs between 600 and 650 grams. I keep joking that the Vision Pro is an iPad for your face, but it's heavier than an 11-inch iPad Pro (470 grams) and pushing close to a 12.9-inch iPad Pro (682 grams), so in a very real way, it's an iPad for your face.

All of the Vision Pro's heft is totally front-loaded, too. Other big headsets like the Quest Pro (722 grams) have elaborate headbands to balance out their weight, but the Vision Pro just rests it all on the front. Swapping to the dual loop strap helps keep things more stable but doesn't really reduce the overall sensation of having all that headset on your face. You're just going to feel it after a while.

Notably, the Vision Pro is substantially heavier than the familiar Quest 2 (503g) or even the heavier Quest 3 (515g) headsets that have built-in batteries. Apple told me that it chose to use an external battery specifically to reduce the headset's weight. The battery itself is barely worth talking about it's a silver brick that weighs another 353 grams with a USB-C port and a motion-activated LED that's green when it's charged and orange when it's not. It connects to the headset with a satisfying twist connector, but the nice braided cable is permanently attached to the battery itself, so don't break it. You can buy extra batteries for $199, but you can't hot-swap them; disconnecting the battery from the Vision Pro cuts the power entirely.



Quote:


Apple is very proud of the displays inside the Vision Pro, and for good reason they represent a huge leap forward in display technology. The two displays are tiny MicroOLEDs with a total of 23 million pixels that are just 7.5 micrometers in size, which is about the size of a red blood cell. And each of those tiny pixels is composed of three RGB subpixels laid out in what Apple tells me is an S-stripe pattern. Just thinking about the level of precision required to make these displays and then make them work in a device like this is mind-blowing.

They also look generally incredible sharp enough to read text on without even thinking about it, bright enough to do justice to movies. Apple calibrates them for color at the factory so they are also vibrant and color-accurate without looking oversaturated or blown out. They are so small, but they work so well that they seem huge.

The displays are the main reason the Vision Pro is so expensive they're at the heart of the Vision Pro experience and what makes the whole thing work. You are always looking at them, after all. But for all their technical marvels, they are not without tradeoffs of their own when deployed on a device like this.

See this thing a passthrough VR headset with a silly external battery pack and a display that shows ghostly images of your eyes on the front is not the big goal. The big goal is AR, or augmented reality. In particular, the big goal is optical AR, where light passes directly through unobtrusive glasses to your eyes, with digital information layered over the top of what you're seeing. AR is a technology with the potential to literally change humanity, and Apple CEO Tim Cook has been talking about how isolating VR headsets are and how important he thinks AR will be for years now.

...


The problem is that the technology to build a true optical AR display that works well enough to replace an everyday computer just isn't there yet. The Magic Leap 2 is an optical AR headset that's cheaper and smaller than the Vision Pro, but it's plagued by compromises in field of view and image quality that most people would never accept.

So Apple's settled for building a headset with real-time video passthrough it is the defining tradeoff of the Vision Pro. It is a VR headset masquerading as an AR headset. And let me tell you: the video passthrough on the Vision Pro is really good. It works! It's convincing. You put the headset on, the display comes on, and you're right back where you were, only with a bunch of visionOS windows floating around.

...

You can also see Apple's incredible video processing chops right in front of your eyes: I sat around scrolling on my phone while wearing the Vision Pro, with no blown-out screens or weird frame rate issues. I also worked on my Mac in front of a large window while wearing the headset, which is a torture test for dynamic range, and while it wasn't perfect, it was still usable. It is the best video passthrough that's ever shipped in a consumer device by far.

The problem is that cameras are still cameras, and displays are still displays. All cameras have motion blur, for example. In low light, cameras either have to increase exposure times at the cost of sharpness or increase ISO at the cost of noise, which then requires noise reduction, which makes things blurry and dull. And cameras and displays both have real limits in terms of color reproduction.

The Vision Pro cannot overcome the inherent nature of cameras and displays. You can easily see motion blur when you move your head in the Vision Pro motion blur that increases in low light and leads to some weird warping of straight lines. Low light also causes the overall sharpness of the video passthrough to drop as noise reduction kicks in: my iPhone screen got noticeably blurrier when the sun set.

If you're in a medium-lit room halfway immersed in a dark virtual environment with a bright window open say, sitting in your kitchen at night with the lights on while writing a review in a Google Docs window floating on a dark beach you will notice the display brightness slowly ramp up and down as the system tries to average out the brightness of everything you're looking at. The LCD clock on my microwave flickers when I look at it through these cameras. And Apple's specs say the display supports 92 percent of the DCI-P3 color gamut, which means the Vision Pro can only show you 49 percent of the colors your eyes can actually see.

The displays have other limitations: the field of view isn't huge, and the essential nature of looking at tiny displays through lenses makes that field of view feel even smaller. Apple won't tell me the exact number, but the Vision Pro's field of view is certainly smaller than the Quest 3's 110 horizontal degrees. That means there are fairly large black borders around what you're seeing, a bit like you're looking through binoculars.

On top of that, there's a little bit of distortion and vignetting around the edges of the lenses, and you'll see some green and pink color fringing at the edges as well, especially in bright environments. All of this makes the usable field of view feel even smaller. If you're looking at something bright or otherwise high contrast a white text window floating above a dark desert landscape, for example you'll see highlights reflecting in the lenses.



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If you have been paying attention to VR for the past decade, you know that these are very familiar VR headset display issues. You're passing light from a screen through lenses mounted on someone's face and trying to line those lenses up with their eyes, which are notably in different spots on different people's faces. (Our bodies are designed very badly when it comes to mounting hardware on them.) So a little weirdness at the edges of the displays is not a deal-breaker or even a surprise except Apple is charging $3,499 for the Vision Pro and making it sound like these displays are perfect enough for you to casually wear this thing while folding laundry.

I'm serious when I say the Vision Pro has the best video passthrough I've ever seen on the sharpest VR displays any normal person will ever come across. But you're still constantly being reminded that you're looking at video on screens, and reality is just a lot more interesting than that. There are vanishingly few contexts in reviewing consumer devices where anyone has to care about color gamuts but if you want me to perceive reality through something, I'd like to see all the colors of the rainbow.

This is the best anyone has ever made in there look, and it's still not nearly as good as out here.



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The first few times you use hand and eye tracking on the Vision Pro, it's awe-inspiring it feels like a superpower. The Vision Pro's external cameras just need to see your hands for it to work, and they can see your hands in a pretty large zone around your body. You can have them slung across the back of the couch, resting in your lap, up in the air with your elbows on a table, pretty much anywhere the cameras can see them. It actually takes a minute to realize you don't have to gesture out in front of you with your hands in the air and once you figure it out, it's pretty fun to watch other people instinctively reach their hands up the first time they try the Vision Pro.

But the next few times you use hand and eye tracking, it stops feeling like a superpower and in some cases, it actively makes using the Vision Pro harder. It turns out that having to look at what you want to control is really quite distracting.

Think about every other computer in your life: the input mechanism is independent of whatever you're looking at. On a laptop, you can click on controls and use the keyboard while keeping your focus on a document. On a phone, you can do things like drag sliders in a photo editing app while keeping your eyes focused on what those changes are actually doing to your photo.

The Vision Pro simply doesn't work like that you have to be looking at something in order to click on it, and that means you are constantly taking your attention away from whatever you're working on to specifically look at the button you need to press next. I spent some time playing a lovely little game called Stitch that quickly became maddening because I kept looking away from the piece I wanted to move to the place I wanted to move it, which meant I wasn't picking it up when I tapped my fingers.

...

It works until it doesn't. It's magic until it's not.

Think about it like this: The keyboard and mouse on a Mac directly control the Mac. The click wheel on an iPod directly controlled the iPod. A lot of work has gone into making it feel like the multitouch screen on an iPhone directly controls the phone, and when it goes sideways, like when autocorrect fails or an app doesn't register your taps, it's not pleasant.

Your eyes and hands aren't directly controlling the Vision Pro: cameras are watching your eyes and hands and turning that into input, and sometimes the interpretation isn't perfect. The best example of this is the hilarious on-screen keyboard, which you use by staring at each letter and pinching your fingers to select it or henpecking with two fingers at the floating keys in front of you. It's not worth using for anything beyond entering a Wi-Fi password for anything longer, you'll want to use dictation or connect a Bluetooth keyboard. Why? So you can directly control the input.

It's not a given that the Vision Pro can always see your hands, either. There's a pretty large bubble around the front of your body where the cameras can see your hands it basically extends the length of your arms in a semicircle around the front of your body. But if you lean back in a chair with your arm at your side, it can't see your hand. If you're sitting at a table and your hands are on your legs, it might not see your hands. If you're lying down in a dark room and the IR illuminators can't reach your hands, the cameras might not be able to see them. If you're simply standing up with your arms at your sides, it might not be able to see your hands if they drift too far backward.



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The Vision Pro is an astounding product. It's the sort of first-generation device only Apple can really make, from the incredible display and passthrough engineering, to the use of the whole ecosystem to make it so seamlessly useful, to even getting everyone to pretty much ignore the whole external battery situation. There's a part of me that says the Vision Pro only exists because Apple is so incredibly capable, stocked with talent, and loaded with resources that the company simply went out and engineered the hell out of the hardest problems it could think of in order to find a challenge.

That's good! There are a lot of ideas in the Vision Pro, and they're all executed with the kind of thoughtful intention that few other companies can ever deliver at all, let alone on the first iteration. But the shocking thing is that Apple may have inadvertently revealed that some of these core ideas are actually dead ends that they can't ever be executed well enough to become mainstream. This is the best video passthrough headset ever made, and that might mean camera-based mixed reality passthrough could just be a road to nowhere. This is the best hand- and eye-tracking ever, and it feels like the mouse, keyboard, and touchscreen are going to remain undefeated for years to come. There is so much technology in this thing that feels like magic when it works and frustrates you completely when it doesn't.

The other way to look at the Vision Pro is that Apple knows all of this, but the technology to build the true AR glasses it has long hinted at is simply not there so the Vision Pro represents something like a simulator or a developer kit. A dream factory for people to build apps and meaningful use cases for the imagined hardware yet to come: true optical AR glasses that let you share digital experiences with other people. In that framework, this Vision Pro is the hardware Apple can ship right now to get everyone thinking about these ideas while it pours all those resources into the hardware it wants to build. Maybe! It's fun to think about that possibility, and a lot of people have already assumed that's the case.

But one of the oldest rules we have here at The Verge is that you have to review what's in the box the product that's shipping today, not the promise of improvements yet to come. And so I keep coming back to all the questions I've been asking myself ever since I first strapped the Vision Pro onto my head. Starting, of course, with the most important:

Do you want a computer that messes up your hair every time you use it?

Do you want a computer that smears your makeup every time you use it, if you wear makeup?

Do you want a computer that allows the Walt Disney Company to prevent you from taking pictures of what you see?

Do you want to use a computer where you easily can't show anyone else what you're looking at?

Do you think the fanciest TV you own should have HDMI inputs?

Do you want to use a computer that doesn't work as well in a dark room?

Do you want to use a computer that is always looking at your hands?

That is a lot of tradeoffs big tradeoffs, not little ones. And the biggest tradeoff of all is that using the Vision Pro is such a lonely experience, regardless of the weird ghost eyes on the front. You're in there, having experiences all by yourself that no one else can take part in. After using the Vision Pro for a while, I've come to agree with what Tim Cook has been saying for so long: headsets are inherently isolating. That's fine for traditional VR headsets, which have basically turned into single-use game consoles over the past decade, but it's a lot weirder for a primary computing device.

I don't want to get work done in the Vision Pro. I get my work done with other people, and I'd rather be out here with them.

Here is the same article as a video, for those of us that are too lazy to read:

AustinAg2K
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TCTTS said:

I would clarify them as deal killers for this particular iteration. Personally, I'm far more interested in where this tech is going, and the road this version paves for future iterations.
I get what you're saying about where the tech is going, but honestly, from what I've seen, Apple really hasn't brought anything new to the game here. Is it more polished than the other stuff out there? Yes. Is it offering something new that is going to revolutionize the space? No, I don't think so. In fact, I kind of wonder if this fails, could it hurt the VR/AR space? People will say, "Apple couldn't even figure it out. There's no market here."

I've only seen video online, so it's possible that it really is just something you have to try yourself to understand. I've watched a handful of reviews today, and they all kind of seem to be saying the same thing, "It's great, but it's not." Which as a previous poster mentioned, that's pretty much been VR for the past decade. It really seems like it's only iteratively better than the Quest, which is a fraction of the cost.

It will be interesting to see how committed Apple is to this product. I do think a lot of people will buy it out of the gate, but also, I think a lot of them are going to end up in a drawer, just like every other VR headset. The iPod, iPhone, and iPad all had immediate usability. They were game changers that people bought, and were essentially hooked to starting day 1. I don't see that here. I'm not going to bet against Apple, but this is the first product in a long, long time where they are going to have to really work to make it as impactful as they want it to be.

Lastly, from what I've seen, there's no way this thing would have been released under Steve Jobs. It just seems way, too, "Beta." Especially the video calling and eyeball thing. Those both look sound really, really bad.
fig96
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AG
MW03 said:

fig96 said:



This is what I'm talking about. I don't think we have a good handle on how to use VR right now. It's all replicating 2D items or recreating real life. That's all well and good, but it'll never beat the real thing. It would be cool to pay $50 to "sit courtside" and watch an NBA finals game, but it'll never beat the experience of being there. Same as it would be cool to "stand" on a beach with a 360 spherical panorama view, but that'll never beat standing there and taking it in.

VR needs to provide an entirely new experience that you can't get anywhere else, and it's probably going to come from how data is presented to you. The F1 idea in the tweet above is an excellent example of adding a spatial component that you can't get anywhere else, even being there.

I also think there's going to be more advancement in augmented reality. Some kind of headset you wear that tells you if you've mixed your batter long enough, where to put a stroke of paint on a canvas, how to line up a putt, and where to place that board when building an ikea desk. A "heads up display" for your life. I know that was a thing in industrial manufacturing with Google Glass for a bit, though I'm not sure if it's still employed.
Totally with you, as I think he mentions in the video there's no "killer app" that's going to make people rush out to buy an Apple headset.

Being able to watch F1 like this would totally get me to consider one though. (Watching a race in person is actually incredibly hard to follow.)
AustinAg2K
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MW03 said:



I also think there's going to be more advancement in augmented reality. Some kind of headset you wear that tells you if you've mixed your batter long enough, where to put a stroke of paint on a canvas, how to line up a putt, and where to place that board when building an ikea desk. A "heads up display" for your life. I know that was a thing in industrial manufacturing with Google Glass for a bit, though I'm not sure if it's still employed.


Honestly, of all the headsets I've seen come out, Google Glass seems to have been the most revolutionary, even though people mocked it at the time. There are some new Meta Ray Ban glasses that appear to be very similar to Google Glass. I haven't seen a whole lot of press about them (I think because Apple it taking all the press in this space), but the reviews have been generally very positive.
MW03
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AG
They had a demo last year (I think) for an update that did real-time translation/transcription for basically real-time, real-word subtitles.
TCTTS
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AG
TCTTS said:

The EyeSight feature seems to be getting knocked the most - I ragged on it earlier myself - and I do wonder how much weight/$$$ (if any) they could have shaved off this first iteration if it didn't require an outward-facing display. It's just a complete waste, IMO. No one cares about seeing someone's eyes while they're using it!

AustinAg2K
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TCTTS said:

TCTTS said:

The EyeSight feature seems to be getting knocked the most - I ragged on it earlier myself - and I do wonder how much weight/$$$ (if any) they could have shaved off this first iteration if it didn't require an outward-facing display. It's just a complete waste, IMO. No one cares about seeing someone's eyes while they're using it!




I actually don't think it's going to be that easy to remove it. The glass on the front is what gives it the "Apple Look." If they get rid of the eyes, then what do they put on the front? If there's nothing there, or if it's just the blue haze, then what's the point of having glass there? If they went with plastic, it would likely make it weigh less and cost less, but then it loses is whole Apple look. Maybe they can think of something else to put there, but really what's the point of having something on the outside for others to see?
TCTTS
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AG
Hopefully the goal is to get the overall size down enough where to it doesn't matter and just looks like a big, sleek pair of sunglasses, but made out of one piece of glass. At that point, then it won't really matter and I don't think you need anything other than some kind of indicator light that the user can see you, or, at most, some kind of simple "screensaver"-like animation.
TCTTS
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AG
I would never wear the current version while cooking, but a thinner/lighter version down the line? Could be pretty cool with timers, a readout with a list of ingredients/instructions, etc…

TCTTS
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AG
TCTTS
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double aught
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TCTTS said:


Wow. That is exactly the way I do not want to watch a game. Phones are distracting enough.
MW03
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How much of your natural peripheral vision does this thing capture. I've always found the passthrough on VR to be a claustrophobic experience.
fig96
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TCTTS said:


While cool, I don't see this as something that couldn't be done very similarly on some kind of interactive tv setup (YouTubeTV does something similar now on the iPad).
tk for tu juan
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Marques' review of the headset as it is now. Has another video coming up with a broader view of its future.

AustinAg2K
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fig96 said:

TCTTS said:


While cool, I don't see this as something that couldn't be done very similarly on some kind of interactive tv setup (YouTubeTV does something similar now on the iPad).


Also, it's probably cheaper to just buy 5 TVs.
 
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