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Why Apple Can’t Ignore VR Forever

Apple Vision Pro is coming next year, not only making for the Fruit Company’s much awaited first XR headset, but also spurring a resurgence in public interest (and likely investment) in the XR space. At $3,500, Vision Pro is undoubtedly an expensive steppingstone to the company’s future augmented reality ambitions, but even if it’s ostensibly ignoring virtual reality in the meantime, it probably won’t forever.

Apple has a tendency to undervalue gaming initially, though perhaps reluctantly, eventually acknowledges its importance. Gaming in XR is considerably enhanced by fully immersive experiences and motion controllers, and Apple will probably start feeling the pressure of that demand from gamers and developers alike when it kicks off a consumer headset sometime down the road, causing them to relent (if only just).

What is Vision Pro?

Like many, Apple is investing in AR today because the headsets and glasses of tomorrow have a good chance of supplanting smartphones and becoming the dominant mobile computing platform of the future. Long considered the holy grail of immersive computing, all-day AR headsets represent a way of interacting with new layers of information in daily life which would span everything from turn-by-turn directions to gaming applications—like Google Maps directions floating on the street in front of your car or a city-wide version of Pokémon Go.

Granted, Vision Pro isn’t yet the sort of device you’ll take out to the park to catch a random Zubat or Rattata—it’s very much an indoor device that Apple envisions you’ll use to sit down and watch a virtual TV screen or stand up in place to have an immersive chat with a work colleague. But as an opening gambit, Apple’s initial pitch of Vision Pro has been fairly telling of its strategy for XR.

In the ‘one more thing’ bit of the WWDC keynote, Apple lauded Vision Pro’s AR capabilities thanks to its color passthrough cameras, impressively responsive UI, and, from our hands-on with the headset, rock-solid hand-tracking. The company focused almost entirely on the work and lifestyle benefits of AR, and much less on the comparatively more closed-off fully immersed capabilities of virtual reality.

Image courtesy Apple

Considering just how much time and effort Apple has spent talking about AR, you may be surprised to find out Vision Pro can actually play VR games. After all, like Meta Quest Pro or the upcoming Quest 3, it’s basically a VR headset with passthrough cameras—what we’d call a mixed reality headset. In fact, the headset is already confirmed to support one of VR’s most prominent social VR games.

An important piece is intentionally missing however: Vision Pro doesn’t come with VR controllers and probably has no plans to support them.

Instead, Vision Pro is focusing on eye-tracking and hand-tracking as primary input methods, with support for traditional peripherals like keyboards and mice and gamepads filling in the gaps for work and traditional flatscreen gaming. This means many VR developers looking to target Vision Pro will need to pare down input schemes to refocus on hand-tracking, or create games from the ground-up that don’t rely on the standard triggers, grip buttons, sticks, and half-dozen buttons.

Still, many VR games simply won’t translate without controllers, which above all provide important haptic feedback and a bevy of sticks and buttons for more complex inputs. Not only that, Vision Pro’s room-scale VR gaming chops are hobbled by a guardian limit of 10 feet by 10 feet (3m × 3m)—if the player moves any further, the VR experience will fade away, returning to the headset’s default AR view. There’s no such limit for AR apps, putting VR more or less into a virtual corner.

Denny Unger, CEO of pioneering VR studio Cloudhead Games, nails it on the head in a recent guest article, saying that Vision Pro “appears to be a VR headset pretending not to be a VR headset.”

Apple’s Chronically Late Adoption

Without speculating too far about into its XR ambitions, it appears Apple is turning somewhat of a new leaf with Vision Pro. The company is reportedly departing from tradition by creating a dedicated Vision Products Group (VPG), which is tasked with spearheading XR product development. Apple typically distributes its product development efforts across more general departments, such as hardware, software, design, services, etc, instead of sectionalizing hardware development into individual product teams, like Mac, Watch, iPad, iPhone, etc.

Not only that, but the company is also publicly accepting applications for development kits of the headset and hosting a handful of ‘developer labs’ around the world so that developer can get their hands and heads into the device ahead of time. It’s a decidedly different tactic than what we usually see from Apple.

The company’s wider strategy still seems to be in play however. Apple traditionally enters markets where it believes it can make a significant impact and actually own something, making it oftentimes not the first, but in many cases, the most important Big Tech company to validate an emerging market. The paradox here is Apple is actually early to AR, but late to VR. Deemphasizing the now fairly mature VR in favor of potentially creating a stronger foundation for its future AR devices makes a certain amount of sense coming from Apple.

Meanwhile, Apple is reportedly preparing a more consumer-focused follow-up to Vision Pro that will hopefully cost less than a high mileage, but still serviceable 2008 Honda Civic. Whenever Apple pitches that cheaper Vision headset to everyday people, they’ll likely need more entertainment-focused experiences, including fully immersive VR experiences with VR controllers.

Image courtesy Apple

And while Apple still isn’t positioning Vision Pro as a fully-fledged VR headset, that doesn’t mean it won’t relent in the future like it does with many crowd-pleasing features on iOS that in many cases don’t appear until years after they’ve been available on Android. In classic Apple style, it could offhandedly announce a pair of slick and ergonomic VR controllers as a pricey accessory during any of its annual product updates, and of course pretend it’s some great home-grown achievement.

Another big reason Apple may eventually decide to un-hobble a future Vision headset is its strong hold on app revenue. Apple’s XR headsets are on the same path as its iOS devices, which means the company captures a slice of revenue from every app you buy on iPhone, iPad and Apple TV. Unlike Mac, which by all accounts is a second-class citizen for gaming, iOS devices seem to be getting their act together. Kind of.

In some ways the company has only just fully embraced gaming on iOS with the launch of Apple Arcade in 2019, which serves up a curated collection of high-quality games on iOS and Apple TV without any ads or in-app purchases. Still, it’s pretty clear Apple doesn’t have big gaming ambitions—it doesn’t hoover up game publishers or studios like Meta or Microsoft tend to—so if it does unharness Vision’s VR capabilities, it may do so without the same raison virtuelle d’être as Meta or ByteDance (the latter being the TikTok parent company that also owns the Pico XR platform).

Provided Apple can secure the same hefty market share with future Vision headsets as it does with iPhone today though, which is around 30%, it may be more inclined to stay competitive with more VR-forward companies. But it isn’t emphasizing VR now, or even really competing against anyone, which may be a safer bet as it ventures into some truly unknown territory. Once the ball gets rolling though, the Cupertino tech giant will have less and less excuse to not toss out a pair of VR controllers and remove some of the arbitrary restrictions it’s imposed.

When that might happen, we don’t know, but it does sound awfully Apple-like to sit on much wanted features and eventually release them with a flick of the wrist.

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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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