Apple Vision Pro: A Stunning, Damp Future Bridge

 Apple Vision Pro: A Stunning, Damp Future Bridge


Battery-operated Apple Vision ProANSHEL SAG

I want to share with you my initial impressions of the Apple Vision Pro headset in this review after use it for both work and play for a week. I'll also share my opinions regarding the XR sector overall and how the AVP alters things. In a longer-term review that may be published in several episodes, there will soon be direct comparisons to rival headsets as well as a more thorough technical evaluation.

The Purchase Process, Including in-store demonstration

I want to start by saying that I detest whoever thought of the 5 a.m. PST pre-order window for a limited-edition launch in the United States. To ensure a precise fit for the headset, I also had to scan my face using my iPhone's front-facing FaceID camera. Following that annoyance, getting the headset just meant attending to the Apple Store on the Friday morning of the AVP launch during the time allotted for me. Early on, it appeared that the store was running a touch behind schedule and was understaffed, but reinforcements arrived to provide demonstrations and assist customers with setting up their headsets.

Apple vision pro


Apple Vision Pro with a case for protection

The Vision Pro before the Apple Store demonstration, with its protective cover on.ANSHEL SAG

I think it's great that before sending new customers home with the headset, Apple Store employees demonstrate it for them. A staff member takes another picture of your face to confirm the measurements are accurate before the demo begins. The employee serves you with an iPad to go over the features and interfaces of the Vision Pro headset once it arrives on a plate akin to a fine dining experience. If you're truly unsure, they can also test the fit right there in the store.

After the demo, you proceed to another table where your headset is being packed and delivered to you. I also purchased the $199 travel case, which I affectionately call the "marshmallow" case, in addition to the headset. I decided to wait until I returned home, although other people choose to set up their accounts there as well.

These in-store demonstrations are important because Apple designed the Vision Pro as the ultimate device to complement its spatial computing platform. A $3,500 headset isn't going to sell that many units, and to be honest, the demo is necessary to fully get and appreciate what this headset is capable of.

Apple wants to accomplish with it. In other words, even though I've been covering XR and spatial computing professionally for years, I learned a lot from the demo. Regardless of their past interactions with XR, the demo guarantees that consumers may experience the flagship features of the Vision Pro for the first time in a supervised setting with the help of an Apple Store's knowledgeable staff.

Hardware for Apple Vision Pro

Naturally, Apple gave careful thought to numerous design choices when creating the Vision Pro. The lack of working USB ports on the headset for data or peripherals is one of the first things that caught my attention. This means, among other things, that users cannot access their accounts on this device using NFC tags or other hardware authentication tokens.

Apple vision pro's Hardware

The AVP has a single USB port for charging the battery; it lacks any data pathways and is connected to the battery pack using a proprietary connector on both ends of the cable. Because the headset is already very hefty and it would be challenging to maintain system cooling if the battery were inside the headset, using a battery pack is also a deliberate choice.

The easiest way to handle this issue would have been to have the battery positioned in the back, which would have served as a counterweight and kept the battery apart from the headset's hefty front section. I think Apple most likely abandoned this design for aesthetic reasons.

But, the configuration I'm talking about is the aftermarket setup I presently have on my Meta Quest 3; it increases the device's battery life and improves its comfort level when worn for extended periods of time. The HTC Vive XR Elite and Microsoft HoloLens 2 headsets have both shown good performance with the same setup.

To be fair, the Vision Pro's regular strap is incredibly comfy, but it's not the best for extended use. This seems like a case of form over utility, and the longer-wearing dual-loop strap design certainly seems and looks like an afterthought.

With the Sony screens on this headset—which, according to iFixit, measure 3660 x 3200—Apple really hit the mark when it came to micro-OLED technology. Both eyes will receive an astounding 23 megapixels of clarity. When combined, the resolution of these screens is in the range of 4K (8 megapixels) to 8K (32 megapixels). This is astonishingly slightly more pixel-rich than my desk-mounted Dell UltraSharp 32-inch 6K display, which boasts 21 million pixels.

With just an M2 SoC, Apple was able to drive a large number of pixels in a compact area (3,386 PPI) by utilizing superior eye tracking technology created by SMI, a business it purchased in 2017. This makes foveated rendering possible, which allows the headset to render in full resolution for the little region the user is currently looking on.

This helps guarantee faster and more consistent frame rates while also reducing the number of GPU cycles used, which enhances thermals and battery life. The lenses that cause a lot of bloom when bright objects appear on the screen are located behind these displays; it seems like this is a problem that has already been resolved by other headsets from the previous generation using more recent pancake lenses.

In addition to all of this, when a user is looking out into the actual world, an external lenticular display known as EyeSight allows others to view a digital depiction of their eyes. Regarding the EyeSight display's utility, people's opinions have been divided, especially considering that the device likely gained a substantial amount of weight.

I think the reason for this is more related to Apple's interpretation of augmented reality and their desire to classify the Vision Pro as an AR device even if it is essentially a VR device with mixed-reality passthrough. An array of cameras on the Vision Pro powers additional important features like hand tracking and AR passthrough.

All of these are powered by Apple's specially designed R1 CPU, which has a latency of only 12 ms. (Qualcomm had set the bar at 90 frames per second in 2016 for a satisfactory mixed reality experience.)

Unfortunately, this headset is difficult to dock or charge due to Apple's design choices. Even when the headset is stored within the case, there isn't a convenient way to charge it.

Given Apple's lengthy history of producing aesthetically pleasing products, I honestly would have expected the firm to take advantage of a lot more opportunities to enhance the ergonomics and use of the Vision Pro.

In the end, the Vision Pro is an incredibly high-quality piece of hardware constructed from premium materials, but in comparison to easily accessible competitors like the Quest 3, it is too cumbersome and hefty (weighing over 600g).

In my longer-term evaluation, I will go into greater detail regarding weight comparisons. With its Apple M2 SoC and 16GB of RAM, the Vision Pro is unmatched, but Apple also erred greatly by offering a 256GB base model while its own $3,500 M3 MacBook Pro starts at 1TB.

I doubt Steve Jobs would have been pleased with many of the design decisions made for the Vision Pro, given all these trade-offs. Watch iFixit's disassembly and analysis of the Vision Pro's repairability if you'd like to go deeper into the device's hardware.

Apple vision pro's Structure


Apple Vision Pro Configuration

The majority of the Vision Pro's setup was quite simple. The only thing that frustrated me was having to use my Apple ID to log in on the device itself when I could have done it much more quickly and efficiently from my iPhone. Additionally, there should be improved communication in other areas as well, such as notifications and possibly even app streaming and mirroring, between the iPhone and the Vision Pro. Finding and downloading apps to your headset from your phone is, in my opinion, also crucial.

Next, the eye-tracking calibration procedure is simple as well, which is crucial because it needs to be done each time a new user dons the headset, even while they are in guest mode. In relation to guest mode, I find it absurd that an Apple ID may only be paired with one $3,500 gadget. Even worse, you can't create lasting visitor profiles or accounts because guest mode resets every time. Although the headset is meant to be customized for the original user, it shouldn't really matter if my wife or someone else uses it occasionally. The initial setup was simple, aside from that.

I had to log into a number of different programs and services, just like with any new product. I will admit that because there were so many services that required logins, it took me days to get to the point where I was logged into everything. Apple ought to make this as simple as they have made phone switching. The lack of USB connections with data or NFC capability, however, was my major complaint about the setup as it prevented me from synchronizing my contacts and login into my Google account.

It will now be laborious for me to manually export my contacts from Google and import them into iCloud. Although Apple does provide developers with MacBook connectivity through a $300 USB-C developer strap, it is unclear whether this would be effective for token authentication, aside from being an absurd workaround (and expensive solution) to my issue.

Apple Vision Pro UX and Interfaces

First, the positive update. The pinch gesture in conjunction with eye tracking (refer to the figure below) makes for an easy-to-use interface. Aside from that, it's practically magical to be able to position a window or app wherever and have it remain attached there until you move it. It is, in fact, the most reliable tracking mechanism I have seen in an XR device to yet. Nevertheless, it's still far from ideal. For instance, there should be a mechanism to dock windows next to one another so that they line up; now, there isn't a simple way to "snap" them together like Windows apps do.

Apple vision pro's UI

My engagements with numerous apps have already changed as a result of the Vision Pro's eye tracking, which forms the basis of many of these interactions. It brings back memories of the earliest touch-screen computers. I actually discovered myself attempting to look-and-pinch to use my smartphone after a week of using the Vision Pro. However, there have been a few instances where the eye tracking required recalibration due to what appeared to be drifting.

The eye tracking is incredibly good when it's accurate, but aggravating when it's not. Additionally, the foveated rendering is rather effective and goes unnoticed by me most of the time. But if you swiftly move your gaze to the edge of the screen, you'll notice that the resolution improves a little bit later as the foveated rendering catches up to you.

While hand tracking is equally good and generally extremely reliable, there are situations when it is difficult to determine whether your hand is in range. To guarantee that users have a positive experience, perhaps some best practices could be implemented. Additionally, there is a severe dearth of haptic input in any form—on the headset, in controllers, or through wearable technology like watches.

If Apple were to implement force feedback and advanced haptics, I would like to feel a vibration whenever you pinch to pick an object. Though it's already in development, this absolutely need to have been prepared for release. Given that Apple is a global leader in haptics (recall the Taptic Engine, which eliminated the headphone jack), it is unfortunate that haptics was not included in the headset when it was first released.

The Apple Vision Pro App Store

Apps that are ported from the iPad and those created specifically for VisionOS are the two categories of apps that can be used with the AVP. You will find yourself combining the two types and using them in the same space because there aren't many VisionOS apps available right now.

Apple vision pro's apps

In essence, the iPad apps are two-dimensional (2D) programs that operate within a movable window in a three-dimensional (3D) environment. The majority of Microsoft software for VisionOS, including Word, Excel, Outlook, and others, function exactly like iPad apps. Actually, I wrote the majority of this article using a Magic Keyboard and Magic Trackpad in the Vision Pro.

The fact that programs like Box accept USDZ and other 3-D file formats and let you open those files in your own personal spatial computing area thrilled me. Both Zoom and WebEx have VisionOS apps that primarily work as 2-D apps but seem like they were designed with Vision Pro in mind.

Since Adobe just transferred the iPad version of Lightroom, I've been dissatisfied with its performance on the AVP thus far. Lightroom is so richly feature-rich for Mac and Windows that the iPad version offers a rather constrained experience. Better still, the Adobe Firefly implementation runs on VisionOS and at least seems to make use of spatial computing.

The streaming performance of the Vision Pro is excellent. There are numerous streaming apps available, such as Crunchyroll, IMAX, Max, Disney+, and AppleTV+ (obviously). Although there has been a lot of discussion about the lack of a Netflix app online, if you've used Meta's Quest's Netflix app in the past few years, you won't be missing anything.

The AVP is a "subscale" platform, according to Netflix's CEO, which is business jargon for "This headset won't ship anywhere near enough units for us to pay attention to it." Although it's incredibly interesting and feels like a trip to the future, the NBA streaming app only lets you watch five basketball games at once and requires a separate monthly subscription.

For those who are trying on the headset, the Encounter Dinosaurs experience is an excellent demo app. However, more apps like it are needed, and doing so will only take time and money from the content producers. Overall, the quality of the 3-D video offered by the various streaming applications truly amazed me, and I anticipate that there will be a ton more content released soon.

Thus yet, the AVP primarily relies on Apple Arcade for gaming. While there are some terrible games, there are also some really enjoyable ones, including Fruit Ninja, which feels like it was designed specifically for VisionOS, and the board game app. There aren't many exercise applications, however there are a few meditation apps, such a free version of Tripp.

That may be because Apple is holding off on making a Supernatural rival, or it could be because this headset is too pricey and bulky to wear while working out. Though the Personas feature for Facetime and other apps didn't quite live up to my expectations, since the VisionOS 1.1 beta version was released a week after launch, the quality has already significantly improved. The fact that I could utilize Personas in apps other than Facetime—including iPad apps like Zoom and Discord—was something I found rather interesting.

In terms of headset apps, I would grade Apple a C overall. The AVP has the advantage of allowing me to be both productive and amused, which is a plus. However, the poor app discoverability is the cause for the C grade; for instance, I was unaware that the Vision Pro had an IMAX app until after I had been using the headset for about a week.

Additionally, there aren't any social apps at all, which seems like a major oversight given how much social media sites encourage usage and stickiness for wearable and mobile devices. It would appear that having more social apps will help to dispel the stigma associated with VR, as the technology has been condemned by many for being solitary.

I believe that Apple's lack of transparency leading up to the AVP launch is the main cause of the software shortage; the firm could have gotten in touch with developers sooner to ensure they had more apps ready for the device when it launched. Apps will likely start to appear now as developers catch up.

The economics of the headset don't look good for big developers looking to invest in a platform that might not even sell one million units in its first year, even though I do expect the app situation to improve throughout 2024. For instance, Google claims that a YouTube app is being developed, but it has not provided a release date. This developer has plenty of capital to invest. This could imply that we have to wait months or even years for a YouTube app, which would be a huge loss given the abundance of 3-D material available on the platform.

The Market Segment for the Apple Vision Pro

The typical Apple client is not the Vision Pro's intended market. Apple's vision for spatial computing is physically represented via the Vision Pro. With this headgear, Apple spared no expense, which is why the price is $3,500. The $3,500 price tag, in my opinion, also guarantees that Apple places this first-generation headset in the hands of the precise individuals it desires. Unless you have a lot of money to spend or are prepared to invest in this headset for emotional or professional reasons, you won't spend $3,500 on a gear like this.

Having said that, I do think that the Vision Pro is a gadget that will serve as a link between the VR headsets of today and the AR headsets of tomorrow. It lays the groundwork for developers to comprehend Apple's future plans for its spatial computing platform and gets them ready for it. In that regard, the AVP is unquestionably both a prosumer and a developer device. I think this headset was never meant to be a mass-market item, but it will only get better with time.

My Future Expectations For The Vision Pro

The industry severely needs competition, and I predict that the Vision Pro will excite the headset market and create a lot of it. Some of this heightened competition has already been evident in Mark Zuckerberg's AVP Instagram assessment. In my opinion, it will also encourage greater funding for the XR industry and redirect developer efforts toward other platforms, such as VisionOS.

At the Worldwide Developers Conference in June, Apple is probably going to make some significant announcements on the Vision Pro, either because of developer input already received or just because it's doing the right actions to expand the ecosystem. For instance, I predict that Apple will eventually use more of its own unique content to improve the Vision Pro and VisionOS's value proposition. I'm eager to watch MLB or MLS games in three dimensions on the AVP with AppleTV+.

Unit sales will remain incredibly low through 2024, but that shouldn't be a concern in my opinion because, as was previously mentioned, shipping big quantities of the first-generation device was never the intention. Secondly, the base will expand over time. My main worry is that, within a realistic timeline (I'm talking about the next two or three years, max), Apple won't follow the Vision Pro with a gadget that has a more AR focus and a more accessible price. After all, the Vision Pro was not released by Apple until 2024, even though its first release was scheduled for 2019.

Although I am aware that Apple is not the best at announcing when new products are going to be released, I still believe it's critical to let prospective buyers know that something more accessible and reasonably priced is on the horizon. In all likelihood, the greatest uses for Vision Pro haven't even occurred to consumers yet, which contributes to the continued ambiguity surrounding the product. As Apple is aware, spatial computing is a huge medium with lots of potential applications. Much more is yet to come, so keep an eye on this (XR) space.

Last Words

Apple did a great job, in my opinion, with the Vision Pro. Even though I disagree with many of Apple's design choices, the device accomplishes its intended functions. I do believe that certain aspects, like the battery, the cost, and the degree of comfort, will be deal-breakers for many consumers, and that is very reasonable. When people ask me about the Vision Pro, I still find that I usually suggest the Quest 3. Simply put, it's very difficult to justify investing $3,500 for a headset, even one with exquisite, cutting-edge graphics, considering how much potential there is for the platform to develop in terms of usability, apps, and interfaces.

Nevertheless, in terms of features and functionality, the first-generation Vision Pro is comparable to many of its competitors’ second- or third-generation headsets, though not as much in terms of comfort. Furthermore, there are still a lot of elements that make this headset fascinating and different, even with so much space for improvement.

For those who are still considering purchasing this headset, I would like to offer the following small piece of advice: while the Magic Trackpad is less necessary, a Magic Keyboard is absolutely necessary for productivity with the AVP. I would also suggest getting a pair of the newest USB-C AirPod Pro earbuds if you want to take advantage of the abundance of 3-D content that is compatible with this headset. (The AVP cannot be worn with the Pro Max headphones due to their size.)

It's also crucial to remember that a lot of the conversation surrounding this headset has been skewed by individuals who are allegedly "using" the Vision Pro in public to increase their influence on social media, even though the original AVP was primarily intended to be used at home. This headset isn't comfortable enough to be worn out in the real world on a regular basis, and it lacks 5G connectivity, visual and positional location awareness, and other features.

That being said, there are real safety concerns when using it that way, and I'm waiting for the horror stories about someone having their headset torn off their face in a public area due to the device's $3,500 price tag and limited field of view. The AR world that many are attempting to create with the Vision Pro is not yet our reality. This is just a basic tool to help create that future, and much work needs to be done before that world can become a reality.

Apple Vision Pro FAQs:

Q: How much does the Apple Vision Pro cost and when is it available?

A: The Apple Vision Pro is priced at $3,500 and launched in the United States in November 2023 with limited availability.

Q: What is the purchase process like for the Apple Vision Pro?

A: The purchase process involves a pre-order, a face scan using your iPhone, and an in-store appointment for a demonstration and fitting. A staff member will guide you through the features and ensure a proper fit before sending you home with your device.

Q: What are some of the key hardware features of the Apple Vision Pro?

  • The Vision Pro boasts impressive hardware including:
  • High-resolution micro-OLED screens: Offering a combined resolution between 4K and 8K, delivering stunning visuals.
  • Apple M2 chip and R1 chip: Providing powerful processing for smooth performance and low latency.
  • Eye tracking and foveated rendering: Optimizing rendering for the area you're looking at, enhancing efficiency and battery life.
  • External EyeSight display: Allowing others to see a digital representation of your eyes while you're using the headset.
  • Advanced camera array: Powering hand tracking and AR passthrough experiences.

Q: What are the limitations of the Apple Vision Pro hardware?

  • The Vision Pro has a few drawbacks:
  • Bulkiness and weight: The headset is quite heavy, making it less comfortable for extended wear compared to some competitors.
  • Limited storage: The base model only offers 256GB of storage, which may not be sufficient for users with large media libraries.
  • No USB data ports: This restricts data transfer and peripheral connections, requiring workarounds for tasks like syncing contacts.
  • Battery pack design: While external, the battery pack adds to the overall weight and could benefit from a more ergonomic placement.

Q: How does the user experience and interface of the Apple Vision Pro work?

A: The Vision Pro primarily relies on eye tracking and pinch gestures for interaction. You can easily move and position app windows in your 3D space. However, the interface lacks features like window snapping for organization.

Q: What types of apps are available for the Apple Vision Pro?

  • The Vision Pro offers two types of apps:
  • Ported iPad apps: These are 2D apps that function within a movable window in the 3D environment, like Microsoft Office Suite.
  • VisionOS apps: These are designed specifically for the Vision Pro and take advantage of spatial computing features.

Q: Are there any drawbacks to the current app selection for the Apple Vision Pro?

  • The app ecosystem is still developing, with some notable limitations:
  • Limited VisionOS apps: The majority of available apps are ported iPad versions, offering a less immersive experience.
  • Lack of social apps: The absence of popular social media platforms hinders the social aspect of the device.
  • Discoverability issues: Finding specific apps can be challenging due to the limited selection and organization.

Q: Who is the target audience for the Apple Vision Pro?

  • The Vision Pro is primarily aimed at:
  • Early adopters and technology enthusiasts: Those willing to invest in cutting-edge technology and explore the potential of spatial computing.
  • Professionals and prosumers: Users who can leverage the device for productivity, creative work, and specialized applications.
  • Developers: The Vision Pro provides a platform for developers to experiment and build the future of spatial computing experiences.

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