vision pro

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‘Demeo’ Update Brings Hand-tracking Ahead of Planned Launch on Quest 3 and Apple Vision Pro

Resolution Games revealed its popular tabletop dungeon-crawling RPG Demeo now features hand-tracking support on Quest 2 and Quest Pro with its latest mixed reality update. It also includes a few new features to its previously released MR mode that are aiming to appeal to both future owners of Meta Quest 3 and Apple Vision Pro.

Ahead of Demeo’s confirmed launch-day release on Quest 3 sometime this Fall, Resolution Games announced it’s now pushing out the game’s Mixed Reality 2.0 update, which is available starting today on the Quest 2 and Quest Pro.

Added to Demeo last Fall, the game’s mixed reality mode lets players take the gameboard out of the virtual world and into their living rooms. Now, in the game’s Mixed Reality 2.0 update, players can put down their controllers and use their hands to pick up miniatures, play cards, and roll the die.

The update also adds two new MR features: co-location to optimize local mixed reality multiplayer, and decorations (including candles and posters) that can be placed to set the mood.

Notably, the studio says the original Quest won’t be receiving the Mixed Reality 2.0 update, but instead is getting a separate final update, bringing ongoing support for the game on Quest 1 to a close. Cross-play support for Quest 1 has also been discontinued.

Demeo Battles, the game’s upcoming PvP mode, is set to feature a similar MR mode on Quest 2, Quest 3, and Quest Pro when it launches later this year, Resolution Games says.

At the moment, Resolution Games says it’s currently focusing half the studio’s workload on the creation of MR projects. The studio tells Road to VR it has “multiple mixed reality titles actively in development across a number of devices for 2024 and beyond, including several with dedicated controller-free play.”

Additionally, the studio confirmed Demeo is in active development for Apple Vision Pro for “fully virtual as well as mixed reality gameplay,” with a flatscreen version planned for release on Mac.

‘Demeo’ Update Brings Hand-tracking Ahead of Planned Launch on Quest 3 and Apple Vision Pro Read More »

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Meta is Reportedly Partnering with LG to Create Apple Vision Pro Competitor

Meta is reportedly teaming up with South Korean tech giant LG Electronics to offer up competition to the Apple’s forthcoming Vision Pro mixed reality headset, which is slated to arrive sometime in 2024.

South Korea’s Maekyung (Korean) is reporting on two new Meta headsets: a low-cost Quest model that will be priced at “less than $200” coming in 2024, and a high-priced model in a joint venture with LG in 2025, which is supposedly set to take on Apple Vision Pro.

The report maintains the name of the Meta/LG headset will be ‘Meta Quest 4 Pro’.

Mass production of the so-called Quest 4 Pro is allegedly being handled by LG Electronics, and LG Display, with LG Innotek and LG Energy Solution supplying parts.

Provided the report is true, it seems some very distinct battle lines are being drawn. Samsung announced earlier this year that it was working with Qualcomm and Google to develop an Android-powered XR device, which may also be positioned to compete against Apple and Meta.

Meta is Reportedly Partnering with LG to Create Apple Vision Pro Competitor Read More »

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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.

Why Apple Can’t Ignore VR Forever Read More »

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Apple Now Accepting Applications for Vision Pro Developer Kits

Apple has now opened applications for Vision Pro developer kits, which it’s sending out to app developers in effort to kickstart its first XR-specific App Store.

Vision Pro is set to launch sometime in early 2024, coming part and parcel with a load of first-party apps originally developed for iPad. This includes basic things like Safari, Photos, Music, Messages, and even an avatar support for Facetime.

Apple has been fairly mum on its list of third-party apps, listing only a few during its WWDC unveiling in June, including Word, Excel, Teams, Disney+, Zoom, WebEX, and Rec Room, its only VR game to be featured during the keynote.

Apple Vision Pro | Image courtesy Apple

Apple is couching the headset as a general computing device capable of doing most of what a laptop can do, however the $3,500 prosumer headset will need a lot more than a smattering of compatible 2D apps if it wants its first XR device to set the stage for generations of cheaper follow-ups, which will likely be aimed more squarely at regular consumers.

And while the headset emulator and software development tools have been out for a few weeks now, the Cupertino tech giant says developers looking to start creating apps with actual Vision Pro hardware can apply now.

Apple says the dev kit also includes help setting up the device and onboarding, check-ins with Apple experts for UI design and development guidance, and two additional code-level support requests so Apple can help troubleshoot issues.

Like with many hardware developer kits, there are some fairly stringent (if not entirely standard) caveats. The Vision Pro dev kit needs to be returned upon request, and also has to be stored in a private, secure workspace that unauthorized persons don’t have access to view, handle, or use. The dev kit also needs to be passcode protected and never left unattended, or removed from its home address without Apple’s prior written consent.

Again, that’s all pretty standard stuff so developers don’t lose, leak, or strip the headset down to its component parts for the glee of XR publications everywhere. We’ll likely be waiting for that last bit when it finally launches sometime in early 2024.

Apple Now Accepting Applications for Vision Pro Developer Kits Read More »

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Apple Reportedly Departs from Tradition with Creation of Dedicated XR Product Team

According to a Bloomberg report from Mark Gurman, Apple is changing things up with the creation of a new Vision Products Group (VPG), which is tasked with developing the company’s recently unveiled mixed reality headset, Vision Pro.

The report maintains that with the creation of VPG, Apple is departing from its “functional” management structure, which was introduced by Steve Jobs in the early ’90s.

Effectively, Jobs distributed the company’s 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.

Apple Vision Pro | Image courtesy Apple

The so-called Vision Products Group is reportedly independent from Apple’s main software and hardware engineering and other departments, including its own internal versions of those teams which report to unit head Mike Rockwell.

Gurman maintains that VPG still collaborates with other parts of Apple though, including design and operations teams overseen by COO Jeff Williams, Johny Srouji’s chip unit known for the company’s M2 and R1 processors, and iOS/macOS frameworks headed Craig Federighi’s software engineering group.

Some reportedly believed the dedicated group would be disbanded, making it follow the company’s functional management structure. It has however both persisted beyond the Vision Pro’s June unveiling at WWDC and was branded to reflect that the group is tasked with creation of Vision Products, implying the team will be sticking around for multiple product cycles yet to come.

Apple Reportedly Departs from Tradition with Creation of Dedicated XR Product Team Read More »

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Apple Reportedly Has No Plans to Make or Support VR Controllers for Vision Pro

If a recent Bloomberg report from Mark Gurman holds true, not only is Apple not planning to release a motion controller for Vision Pro in the future, but it may not even support third-party VR controllers at all.

When the Cupertino tech giant unveiled Vision Pro last month, it didn’t emphasize the headset’s ability to potentially support VR games, which have typically been designed around motion controllers like Meta Touch or Valve’s Index controller for SteamVR headsets.

Among Vision Pro’s lineup of content, which features a standard suite of Apple ecosystem and standard content viewing apps, the studio only off showed a single VR app, Rec Room, the prolific social VR app that supports most major VR headsets (excluding PSVR 2 for now) in addition to consoles, desktop, and both iOS and Android mobile devices.

Apple Vision Pro | Image courtesy Apple

Mark Gurman, one of the leading journalists reporting on unreleased Apple tech, maintains that Apple is neither actively planning a dedicated controller, nor planning support for third-party VR accessories.

When the $3,500 headset launches in early 2024, this would leave Vision Pro users relying on the headset’s built-in hand and eye-tracking, which admittedly worked very well in our hands-on. It’s also using Siri-driven voice input, Bluetooth and Mac keyboard support, and PlayStation 5 and Xbox controllers for traditional flatscreen games.

For VR gaming though, hand and eye-tracking lack the haptic feedback required for many game genres, meaning what VR games do come to Vision Pro will likely require overhauls to make sure hand-tracking is fully baked in.

Provided Apple sticks with its purported internal plan to not support VR controllers, that would essentially shunt development away from VR gaming and towards the headset’s AR abilities. For Apple, that’s where the ‘real’ money presumably lies.

Denny Unger, founder and lead of pioneering VR studio Cloudhead Games, explains the move as a way to provide a strong development foundation now for Apple’s AR glasses of the future, which will be both more affordable and more capable of replacing a standard smartphone than the admittedly bulky MR headsets of today.

For more from Unger, who heads one of the most successful VR studios, check out his Road to VR guest article to learn more about Vision Pro and why Apple may be launching an AR headset in VR clothing.

Apple Reportedly Has No Plans to Make or Support VR Controllers for Vision Pro Read More »

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Apple Reportedly Cuts Production Targets for Vision Pro Due to Manufacturing Complexity

Apple has allegedly slashed production targets for Vision Pro due to manufacturing issues related to the mixed reality headset’s complex design, a Financial Times report maintains.

Unveiled during Apple’s Worldwide Developer Conference (WWDC) in early June, the $3,500 Vision Pro represents the first big step into XR for the company. Launching sometime next year, Vision Pro is a high-end headset that combines virtual reality displays with color passthrough cameras, allowing it to do both VR and AR tasks.

Apple’s China-based contract manufacturer Luxshare, allegedly the sole assembler of the device, is now preparing to make fewer than 400,000 units of Vision Pro in 2024, according to the report, which cites “multiple people with direct knowledge of the manufacturing process,” including sources close to Apple and Luxshare.

Supply chain rumors also allege that two of Apple’s China-based component suppliers only have enough parts to produce around 130,000 to 150,000 Vision Pro units in the first year. It was previously thought Apple was operating with an internal 12-month sales target of one million units.

Manufacturing complications apparently hinge on Vision Pro’s micro-OLED displays and outward-facing, curved lenticular display, the latter of which allows a sort of digital passthrough view of the user’s eyes.

In our hands-on, we noted Vision Pro packed top of its class lenses and displays, something Apple says is “more than a 4K TV for each eye.”

The company is reportedly unhappy with supplier productivity. It’s said the most expensive component is its internal displays, and getting enough of those micro-OLEDs to be defect-free has purportedly been a significant hurdle. Additionally, Financial Times reports the micro-OLED displays used in the headsets demoed to press at its June launch were supplied by Sony and the chipmaker TSMC.

Meanwhile, Apple is said to be working with Samsung and LG on a second-gen version of the headset, which will be reportedly cheaper than the first, which is launching sometime in 2024 for $3,500.

Apple Reportedly Cuts Production Targets for Vision Pro Due to Manufacturing Complexity Read More »

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Oculus Founder Explains What Apple Got Right & Wrong on Vision Pro

Apple Vision Pro is about to set a lot of expectations in the industry of what’s ‘right’ and ‘wrong’ about mixed reality, something the fruit company prefers to call spatial computing. Oculus founder Palmer Luckey weighed in on his thoughts, and coming from one of the main figures who kicked off the VR revolution of today, it means something.

Speaking to Peter Diamandis in a nearly two hour-long podcast, Luckey delved into many areas of his work over the years, touching on the role at his defense company Anduril, his role in kickstarting the modern era of VR, and basically everything under the Sun that the tech entrepreneur is doing, or thinks about when it comes to augmented and virtual reality.

Undoubtedly the hottest of hot button issues is whether Apple is doing mixed reality ‘right’ as a newcomer to the space. Luckey is mostly positive about Vision Pro, saying it’s patently Apple.

“I think there were things that I would do differently if I were Apple,” Luckey tells Diamandis. “They did basically everything right—they didn’t do anything terrible. I mean, I think Apple is going after the exact right segment of the market that Apple should be going after.”

Luckey maintains that if Apple went after the low end of the market, it would be “a mistake,” saying the Cupertino tech giant is taking “the exact approach that I had always wanted Apple to take, and really the approach that Oculus had been taking in the early years.”

Apple is admittedly going at XR with little regard for affordability, but that’s not the sticking point you might think it would be. To him, the $3,500 headset packs the best components for the premium segment, including “the highest possible resolution, the highest quality possible displays, the best possible ergonomics.”

In fact, Apple’s first-gen device shouldn’t be about affordability at this point, Luckey says. It’s about “inspiring lust in a much larger group of people, who, as I dreamed all those years ago, see VR as something they desperately want before it becomes something they can afford.”

Image courtesy Apple

In the world of component configurations, there’s very little that catches Luckey off guard, although Vision Pro’s tethered battery ‘puck’ was choice that surprised the Oculus founder a little bit. When it comes to offloading weight from the user’s head, Luckey says shipping a battery puck was the “right way to do things.”

“I was a big advocate of [external pucks] in Oculus, but unfortunately it was a battle that I lost in my waning years, and [Oculus] went all in on putting all batteries, all the processing in actual headset itself. And not just in the headset, but in the front of the headset itself, which hugely increases the weight of the front of the device, the asymmetric torque load… it’s not a good decision.”

One direction Apple has going that Luckey isn’t a fan of: controllers, or rather, the lack thereof. Vision Pro is set to ship without any sort of VR motion controller, which means developers will need to target hand and eye-tracking as the primary input methods.

“It’s no secret that I’m a big fan of VR input, and I think that’s probably one of the things I would have done differently than Apple. On the other hand, they have a plan for VR input that goes beyond just the finger [click] inputs. They’re taking a focused marketing approach, but I think they have a broader vision for the future than everything just being eyes and fingers.”

Luckey supports the company’s decision to split the headset into a puck and head-worn device not only for Vision Pro in the near term, but also for future iterations of the device, which will likely need more batteries, processing, and antennas. Setting those expectations now of a split configuration could help Apple move lighter and thinner on head-worn components, and never even deal with the problems of balancing the girth and weight seen in the all-in-one, standalone headsets of today.

In the end, whether the average person will wear such things in the future will ultimately come down to clever marketing, Luckey maintains, as it’s entirely possible to slim down to thinner form factors, but devices may not be nearly as functional at sizes smaller than “chunky sunglasses”. To Luckey, companies like Apple have their work cut out for them when it comes to normalizing these AR/VR headsets of the near future, and Apple will most definitely be seeding their devices on the heads of “the right celebrities, the right influencers” in the meantime.

You can check out the full 15-minute clip where Luckey talks about his thoughts on Apple Vision Pro below:

Oculus Founder Explains What Apple Got Right & Wrong on Vision Pro Read More »

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Apple Vision Pro to Support One of VR’s Most Prominent Social Apps

Apple unveiled Vision Pro on Monday, its long-awaited standalone headset capable of both virtual and augmented reality. While the Cupertino tech giant seems to be emphasizing Vision Pro’s AR capabilities thanks to its color passthrough cameras, it’s also going to pack one of VR’s most prominent social apps, Rec Room.

Apple’s launch of Vision Pro is still a good bit away—it’s coming first to the US in early 2024 at the hefty price of $3,500. Still, what apps the Fruit Company will allow on the undoubtedly very curated Vision App Store will be telling.

As first noted by UploadVR, among them will be the hit social VR game Rec Room, which so far shares cross-compatibility with SteamVR, Meta Quest, Meta PC VR, PSVR, PlayStation 4/5, Xbox, iOS, Android, and standard monitors via Steam.

Rec Room was the only native VR app shown during the part of the keynote discussing third-part apps, which are coming to the headset via Apple’s integration of the Unity game engine.

Notably, Vision Pro doesn’t offer any sort of motion controller, instead relying on hand and eye-tracking, and voice input. In the past, Rec Room has primarily targeted motion controllers for VR input, however the apps is also set to bring both full-body avatars and new hand models to the platform, which will seemingly do away with the game’s wristless mitten-hands.

Apple Vision Pro to Support One of VR’s Most Prominent Social Apps Read More »

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Apple Unveils Vision Pro, Its First XR Headset

Today at Apple’s Worldwide Developers Conference (WWDC) the Cupertino tech giant unveiled its long-awaited XR headset, dubbed Vision Pro.

Similar to Meta’s Quest Pro and newly unveiled Quest 3 headset, Apple’s first mixed reality headset is capable of both virtual reality and augmented reality thanks to its color passthrough cameras, however it appears the company is focusing much more on AR tasks.

Called a “spatial computer” by Apple, the device is in large part targeting general computing tasks such as content consumption, video chatting, and productivity apps–the sort you might find on the company’s iPads and Macs, albeit available through its own device-specific App Store.

Apple Vision Pro’s input is based on optical hand tracking, eye-tracking, and voice input, and doesn’t feature controllers like headsets decidedly more dedicated to gaming.

Image courtesy Apple

Here’s a brief breakdown of the spec shared with us today: Apple’s M2 chipset runs the standalone headset, while its new R1 chip processes input from 12 cameras, five sensors, and six microphones. R1 is said to stream new images to the displays “within 12 milliseconds — 8x faster than the blink of an eye,” the company says. That cable and pack you see in the image above is actually a battery, which the company says provides two hours of use.

Image courtesy Apple, via ArsTechnica

Vision Pro features custom micro‑OLED display system which the company says packs in 23 million pixels, or more than a 4K TV. We’re still learning about more specific hardware specs, such as field-of-view (FOV) and more concrete numbers for its displays.

The headset also features an exterior display to show a user’s eyes. A system, called EyeSight, can either obscure the digital version of your eyes to other people in the room, or show them to indicate you’re ready to talk face-to-face.

Image courtesy Apple

Vision Pro is coming to the US first in early 2024, priced starting at $3,500, putting it clearly in the “enthusiast” camp. Apple calls it its “most advanced personal electronics device ever.”

We’re at Apple’s campus for WWDC today and are going hands-on with Vision Pro today. Check back soon for our full impressions, and to find out if Apple’s first big entry into XR was worth the wait.


This story is breaking. Check back soon for more info.

Apple Unveils Vision Pro, Its First XR Headset Read More »