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Apple Analyst Ming-Chi Kuo Confident in WWDC Headset Unveiling, 2nd Gen Expected in 2025

Independent tech analyst Ming-Chi Kuo says Apple’s highly anticipated mixed reality headset is very likely set for its reported Worldwide Developers Conference (WWDC) unveiling in June. Another generation is also in the pipeline, Kuo maintains, which he suggests may come at some point in 2025.

Kuo, a long-time Apple analyst and respected figure in supply chain leaks, says in a Medium post it’s “highly likely” we’ll see an unveiling at WWDC. This comes despite earlier reports of supply chain delays that would ultimately see the headset launch later this year. He says Apple is “well prepared” for the announcement of the headset, which is rumored to cost $3,000.

Should Apple’s MR headset announcement surpass expectations, Kuo suggests the device will pave the way for a transformative investment trend in the industry, as other makers follow suit to jump on the trend.

A positive announcement at WWDC could be a promising development for the share prices of companies involved in the headset’s production, Kuo maintains. Apart from Luxshare-ICT, which the analyst says has an exclusive assembly agreement for the headset, companies such as Sony (micro-OLED display), TSMC (dual processors), Everwin Precision (primary casing supplier), Cowell (12 camera modules), and Goertek (external power supply) may greatly benefit from their involvements as exclusive component suppliers.

Furthermore, Kuo claims a second-generation Apple headset is expected to go into mass production in 2025, which will be offered in both a high and low-end version.

“Shipments of the 2nd generation in 2025 are expected to be around ten times those of the 1st generation in 2023,” Kuo says in a separate Medium post.

Outside of the avalanche of leaks, and even a brief tweet by Oculus founder Palmer Luckey stating Apple’s headset was “so good”, the whole industry is waiting for the June 5th keynote at the company’s annual developer conference. One thing is for sure: whether a hit or miss, however you slice it Apple’s headset will be pivotal for the XR industry as a whole.

Apple Analyst Ming-Chi Kuo Confident in WWDC Headset Unveiling, 2nd Gen Expected in 2025 Read More »

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Apple’s Upcoming Headset “so good”, According to Oculus Founder

Palmer Luckey, the founder of Oculus who left the company in 2017, appears to have insider knowledge of the upcoming Apple XR headset, which is expected to be unveiled at its Worldwide Developers Conference (WWDC) next month. To Luckey, Apple’s hotly awaited entrance into the space is apparently “so good.”

The Apple headset is so good.

— Palmer Luckey (@PalmerLuckey) May 14, 2023

Luckey hasn’t quantified his experience beyond this, or even said that his impressions indeed come from a personal demo of Apple’s long-rumored mixed reality headset, which, like Meta Quest Pro, is thought to be capable of both virtual reality and passthrough augmented reality thanks to outward facing cameras. Whatever the case, the VR pioneer is sufficiently impressed with whatever the fruit company has in store.

Luckey, who founded defense company Anduril after his 2017 Facebook departure, is no stranger to candidly voicing his opinions on headset design. When unicorn AR startup Magic Leap released its ML1 headset in mid-2018, he called it a “tragic heap,” further stating the AR headset was “a tragedy in the classical sense.”

Palmer Lucker donning ML1 | Image courtesy Palmer Luckey

At the time, Magic Leap was just as secretive about its hardware as Apple is today. And Luckey’s opinion was undoubtedly tinged by the company’s self-generated hype which grew in the shadow of that secrecy.

“Magic Leap needed to really blow people away to justify the last few years,” Luckey wrote in his review of the headset. “The product they put out is reasonably solid, but is nowhere close to what they had hyped up, and has several flaws that prevent it from becoming a broadly useful tool for development of AR applications. That is not good for the XR industry.”

Does this mean Apple is actually delivering on the hype and pushing the ball forward with the reported $3,000 headset? Even with an avalanche of patently unverifiable leaks to go on and Luckey’s word, we truly won’t know until that ‘one more thing’ is announced on stage. Then again, you simply never can tell with Apple. We have our calendars marked for the June 5th WWDC keynote, so join us then to find out.

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Whether Hit or Flop, Apple’s Entrance Will Be a Pivotal Moment for XR

If the avalanche of recent reports can indicate anything at all, it seems Apple is entering the VR/AR headset market fairly soon, bringing along with it the most inflated expectations the industry has ever seen. It’s probably going to be expensive, but whether it flops or becomes a big hit, the mere existence of Apple in the space is set to change a lot about how things are done.

The iPhone wasn’t the first smartphone. That award goes to an obscure PDA device called the IBM Simon, released in limited numbers in 1994. The Apple Watch wasn’t the first smartwatch either. That was debatably the Seiko Raputer, which was released in 1998 in Japan. Its monochrome LCD wasn’t capable of touch, instead offering up a tiny eight-direction joystick and six function buttons to browse files, play games, and set calendar appointments. Similarly, iPad wasn’t the first tablet. Mac wasn’t the first home computer. iPod wasn’t the first MP3 player. But all of these products have become nothing short of iconic. There’s very little benefit to being first, at least as far as Apple is concerned.

And while it seems the company’s first mixed reality headset could finally debut at its Worldwide Developers Conference (WWDC) in June, like all of its other products, it won’t be the first MR headset. Just the same, like everything else the fruit company makes, it’s going to be the one everyone is talking about—for better or worse.

In case you haven’t noticed, Apple is a big deal. It has an ecosystem of products which connect to each other, design-forward hardware that has helped it maintain brand name cache, and a philosophy that puts user-friendliness at the core of its software experience. Oh, and it’s the most valuable company in the world.

And while the irrational exuberance for successive device generations has mostly petered out since its heydays in the early 2000s, reducing its famed long-line launch extravaganzas to more chill online pre-order releases, becoming an Apple apostate is still unthinkable to many. Once you’re in, you’re in. You buy the phone, the laptop, the headphones, and now, maybe you’ll get the newfangled headset too. Maybe. Let’s put aside the rumors for now. Forget about the spec breakdowns, hardware design leaks, software capabilities, etc. There are plenty of them out there, and you can read about those here. The only thing we know for sure is Apple is… well… Apple. Here’s what you, and probably everyone else is expecting.

Apple’s BKC Store in Mumbai, India | Image courtesy Apple

For Better: What Should Happen

Unless the company is making a drastic departure here, its first mixed reality headset should be built with this same level of user friendliness as all of its other devices, which means it should connect to the Apple ecosystem easily, and have a simple and intuitive UI. Log in with Apple ID. No muss, no fuss (whatever ‘muss’ is). Privacy should be a giant focus for the headset from the outset, since it will almost certainly pack eye-tracking in addition to a host of cameras to get a glimpse of the inside of your immediate surroundings, messiness and all. Apple has its fair share of data collection scandals, yet it seems to inspire enough confidence for privacy to be a big historical selling point for all of its devices.

If you want to avoid drawing the ire of tech reviewers everywhere though, wearing it should be fairly simple and very comfortable, and the experiences within should be of high enough value to overcome that inherent friction of charging it, putting it on, setting up a tracking volume, and wearing it for extended periods of time—everything we expect from any mixed reality headset at this point. It should fit most people, and offer up a clear picture to people with heads and eyes of all shapes and sizes.

Meta Quest Pro | Image courtesy Meta

An obvious analogue here is Meta Quest Pro, which is relatively low friction, but things like a halo strap that forces too much weight on your brow, or a passthrough that’s just a little too grainy, or a display that doesn’t have a high enough pixel per degree (ppd) for staring at text—all of these things make it less appealing to users in the day-to-day, introducing what you might call accumulative friction. You use it a bunch at first until you figure out all of the niggles, at which point you may revert to traditional computing standards like using a laptop or smartphone. The thing isn’t really the all-purpose device you hoped it would be, and the company thinks twice about when to send the better, more improved version down the pipeline.

One would hope that Apple’s headset, on the other hand, should have a mature design language and have obviously useful features from day one. While there’s bound to be some stutters, like with the first Apple Watch, which was critiqued for its slow software, short battery life, and lack of customization, it should all be there, and not require a ton of feature updates to enhance after the big launch day.

It should sell well out of the gate—at least by the standards of the existing XR industry—even if everything isn’t perfect. And it should be so cool that it’s copied. Like a lot. And it should drag top-level studios into the XR scene to start making innovative and useful apps that aren’t just straight ports of ARkit or ARcore apps made for mobile, but things people need and want to use in-headset. A big win from Apple should not only spur its new mixed reality product category, but kick off a buzz among developers, which would include those who currently work in the XR industry and Apple’s existing cohort of dedicated iOS developers.

But more than merely being the latest shiny new headset within the existing XR industry, Apple’s entrance into the field has a real chance of radically expanding the industry itself, by showing that the world’s most iconic tech company now thinks the medium is worth pursuing. That’s the way it happened when Apple jumped into MP3 players, smartphones, tablets, wireless earbuds, and more.

As the saying goes, a rising tide lifts all boats. The inverse is also true though….

For Worse: What Could Happen

Apple’s headset is reportedly (okay, maybe just one rumor) priced somewhere near $3,000, so it probably won’t be the sort of accessory that initially attracts people to the ecosystem; that would be the job of a peripheral like Apple Watch. It will likely rely on the pool of built-in Apple users. Despite the price, the first iteration very likely won’t offer the sort of power you’d expect from a workhorse like Apple MacBook Pro either.

At the outset, any sustained draw from prosumers will invariably hinge on how well it can manage general computing tasks, like you might have with an iPad or MacBook, and everything else current mixed reality headset should do too, namely VR and AR stuff. That includes a large swath of things like fitness apps, both AR and VR games and experiences, productivity apps, standard work apps, everything. Basically, it has to be the Quest Pro that Meta wanted to release but didn’t.

AR turn-by-turn directions on an iPhone | Image courtesy Apple

And if not, it leaves Apple in a pretty precarious situation. If their headset can’t find a proper foothold within its ecosystem and attract enough users, it could lead to low adoption rates and a lack of interest in the technology as a whole. Mixed reality is largely seen as valuable steppingstone to what many consider the true moneymaker: all-day AR glasses. And despite some very glassses-shaped AR headsets out there, we’re still not there yet. Even if Apple is willing to take a hit with a bulky device in service of pushing use cases for its AR glasses yet to come, the short term may not look very bright.

And perhaps most importantly for the industry as a whole are the (metaphorical) optics.

After all, if the iconic Apple can’t manage to make MR something that everybody wants, the rest of the world watching from the sidelines may think the concept just can’t be conquered. In turn, it may mean capital investment in the space will dry up until ‘real’ AR headsets are a thing—the all-day glasses that will let you play Pokémon Go in the park, do turn-by-turn directions, and remind you the name of that person you met last week. The steppingstone of mixed reality may get waterlogged. Those are a lot of ifs, coulds, shoulds, and won’ts though. The only thing truly certain is we’re in for a very interesting few months, which you can of course follow at Road to VR.

Apple’s entrance into XR has the potential to expand the industry by demonstrating its viability, just as Apple has done with previous technologies. It stands a good chance at carving out a sizeable claim in the space, but it’s a gamble that could equally backfire if both sales and public perception aren’t on their side.


Is Apple’s XR headset going to be the “one more thing?” we’ve all been waiting for at WWDC this year? Will it live up to the Apple name, or be an expensive dev kit? Let us know in the comments below!

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Report: Apple Racing to Build Software & Services for Upcoming Mixed Reality Headset

Apple appears to be getting ready to unveil its first mixed reality headset at its Worldwide Developers Conference (WWDC) in June. Now a report from Bloomberg maintains the Cupertino tech giant is also prepping a dizzying number of first-party apps, including gaming, fitness, video and collaboration tools.

Bloomberg’s Mark Gurman is a lightning rod for all things Apple, and in his new info dump it appears we now have a pretty sizable list of first-party content coming to the still very much under-wraps mixed reality headset.

Here’s all of the major apps and features mentioned in the report:

  • iPad apps adapted for mixed reality: Calendars, Contacts, Files, Home control, Mail, Maps, Messaging, Notes, Photos, Reminders, Music, News, Stocks, and Weather apps.
  • FaceTime: conferencing service will generate 3D versions of users in virtual meeting rooms.
  • Freeform collaboration app: will let users work on virtual whiteboards together while in mixed reality.
  • Work apps: Pages word processing, Numbers spreadsheet and Keynote slide deck apps, as well as iMovie and GarageBand for video and music production.
  • Apple TV: both immersive sports content and traditional video content – the latter presented in virtual environments, such as a desert or the sky.
  • Apple Books: will allow users to read in virtual reality.
  • Fitness+: will let users exercise while watching an instructor in VR.
  • Multitasking & Siri: will be able to run multiple apps at the same time, floating within the mixed reality space. Siri voice control is also present.
  • Camera app: can take pictures from the headset.

Provided all of the above is accurate, Apple may be releasing the industry’s most feature-rich headset out of the gate, as it appears to be hauling in a ton of its mature and battle-tested ecosystem of apps.

It’s also said that gaming will be a major focus—a reversal from previous reports. This could mean we’ll see a wider push for Apple to court third-party developers soon after release, which is said to release a few months after is June unveiling, priced at somewhere around $3,000.

As for hardware, as many suggested in the past, Gurman reconfirms the existence of a dial crown similar to the one seen on Apple Watch, which will let the wearer seamlessly switch between virtual and augmented reality views.

Here’s a compilation list of alleged Apple MR headset features scavenged from previous reports—all of which you should take with a heaping handful of salt. We’ve broken them down into specs and design rumors:

Rumored Apple MR Specs

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hotswappable for longer sessions.
  • PassthroughISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • ControllerApple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking:  Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.
  • Price: $3,000 – $4,000

Design Rumors

  • Outer Shell: Aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • Presence DisplaysOutward-facing display can show user’s facial expressions and also presumably eye movements. Said to be an always-on display similar in latency and power draw of Apple Watch or iPhone 14 Pro.
  • Dedicated Passthrough Switch: Digital Crown-like dial on its right side to switch between VR and AR.
  • Headstrap: Various available, including consumer-focused headstrap similar in material to Apple Watch sport bands with built-in speakers. Unspecified, but different headstrap targeted at developers.

– – — – –

As you’d imagine, Apple has confirmed absolutely nothing, so we’ll be tuning in for the June 5th keynote to see whether we’ll finally get a big “one more thing” moment we’ve been waiting for.

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Report: Apple Mixed Reality Headset Delayed to Late 2023 Amid Decreased Confidence in Market Appeal

Ming-Chi Kuo, a respected supply chain analyst, reports that Apple is tamping down enthusiasm for its upcoming mixed reality headset, which was rumored to see its big announcement at Apple’s Worldwide Developers Conference (WWDC) in June.

In a tweet, Kuo reports Apple is delaying release of its MR headset due to decreased optimism in recreating the “iPhone moment” the company was hoping to achieve with the device.

Kuo, an analyst at Asia-Pacific financial services group TF International Securities, is widely considered one of the most accurate voices in predicting Apple releases. Kuo has made many predictions in the past based on supply chain movements, including Apple’s 2020 switch to its own custom ARM-based processors for Mac computers, the 2019 release of a new MacBook Pro with a 16-inch display, and the release of the entry-level iPad with an A13 chip in 2021—just to name a few.

Kuo says Apple’s MR headset, which is reportedly codenamed N301, is being pushed back “another 1-2 months to mid-to-late 3Q23,” noting that the assembly line delay could mean we won’t see the new device at WWDC 2023 in early June as previously reported by The Financial Times earlier this month.

It was said Apple CEO Tim Cook was a leading force in pushing the device’s launch this year, something that’s reportedly been a source of tension between the Apple chief and the industrial design team since the company began efforts in 2016.

Furthermore, Kuo says that due to the device’s delay in mass production, “the shipment forecast this year is only 200,000 to 300,000 units, lower than the market consensus of 500,000 units or more.”

“The main concerns for Apple not being very optimistic regarding the market feedback to the AR/MR headset announcement include the economic downturn, compromises on some hardware specifications for mass production (such as weight), the readiness of the ecosystem and applications, a high selling price (USD 3,000-4,000 or even higher), etc,” Kuo concludes.

If you’ve been following with the Apple rumor mill for the past few years, you’ll know there are almost too many reports to name at this point. To simplify, we’ve included a list of the headset’s rumored features and specs which we’ve collated from those reports.

Take note, none of the info below has been confirmed by Apple, so please take it with a large grain of salt.

Rumored Apple MR Specs

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hotswappable for longer sessions.
  • PassthroughISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • ControllerApple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking:  Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.
  • Price: $3,000 – $4,000

Design Rumors

  • Outer Shell: Aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • Presence DisplaysOutward-facing display can show user’s facial expressions and also presumably eye movements. Said to be an always-on display similar in latency and power draw of Apple Watch or iPhone 14 Pro.
  • Dedicated Passthrough Switch: Digital Crown-like dial on its right side to switch between VR and passthrough.
  • Headstrap: Various available, including consumer-focused headstrap similar in material to Apple Watch sport bands with built-in speakers. Unspecified, but different headstrap targeted at developers.

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