Apple Vision Pro: Augmented reality headset for 3500 dollars
An elaborate design, built-in speakers, 4K displays and a transparency mode in both directions - Apple wants to get closer to augmented reality with the Vision Pro headset.
Apple CEO Tim Cook presented a high-end augmented reality headset at the World Wide Developers Conference: the Apple Vision Pro. It was eagerly awaited because it marks the Californian company's entry into a new product segment. They call the headset a "spatial computer". The main areas of application shown were entertainment and productivity examples.
Many details remained vague, but the specifications seem to far exceed those of the competition - just like the price of 3500 US dollars. Apple has not given an exact date for the release of the Vision Pro. According to the website, it will be available in the USA "early next year".
Tim Cook's dream of augmented reality
With the Vision Pro, Apple is trying to realise the concept of augmented reality (AR) as well as it is possible today. AR means that your physical environment is enriched with digital content. In contrast, with virtual reality (VR) you are looking exclusively at artificial content. Finally, mixed reality (MR) is a subcategory of augmented reality. Here, virtual objects interact with physical objects. For example, a virtual ball can disappear under your desk or collide with it.
For Tim Cook, AR is the declared goal. The best technical solution to date has been via displays inside a headset. This is also how the Apple Vision Pro works. Cameras record your surroundings live and feed them into the headset. This "passthrough mode" creates a similar feeling to looking through transparent glasses. Unlike other devices, the Vision Pro does not just mix physical and virtual reality for the person wearing the headset. People in the vicinity should also be able to "see through" the headset via a display on the outside. This means that eye contact is still possible if desired.
High-end hardware
Apple has put a lot of development work into the new headset to make it all work. The micro OLED displays have a resolution of "over 4K" per eye - or "a total of 23 million pixels". This is massively more than the Meta Quest Pro, for example, which has 6.9 million. Thanks to the high pixel density, text should also be sharp according to Apple - in all areas of the field of view. This is ensured by a complex arrangement of specially developed lenses. People with glasses can attach magnetic inserts with correction.
On the outside, several cameras film the surroundings. Together with various sensors, they generate a "clear image" that is then displayed inside. To ensure this works quickly, an M2 chip and a newly developed chip called R1 work in the Vision Pro. They are "practically silent". The delay is minimal thanks to the computing power, which should prevent nausea. The headset runs a new operating system called VisionOS.
The Vision Pro does not have a controller. It is controlled exclusively via eyes, gestures and voice commands: The cameras in the headset track where you are looking and highlight controls accordingly. If you then press your index finger and thumb together, for example, you can interact with them. For example, you can move a window in your virtual office.
Apple has built speakers into the headband that sit exactly over your ears thanks to customisation. They are capable of spatial audio. Alternatively, you can connect AirPods to the headset. The headset is powered externally and does not have a built-in battery. It can be connected either to a battery or to the mains via a cable. The battery has a runtime of up to two hours.
Clear Apple signature in the design
Designer Richard Howarth spent a whole five minutes talking about the development and special features of the Vision Pro. No wonder: whether an AR headset is used at all in everyday life depends largely on its comfort. The front of the Vision Pro consists of a single curved and laminated piece of glass. It is mounted on an aluminium housing containing the displays and chips.
At the top of the housing, Apple has installed a button and a dial. Both look similar to the controls on the AirPods Max headphones. You can use the button to take photos and videos with the headset, for example. You can use the dial to set the ratio between physical and virtual reality. For example, you can choose whether you prefer to see a screen in your own living room or in a virtually generated environment.
The pads with which the Vision Pro rests against the forehead appear to be made of textile material. Judging by the video, they are also reminiscent of the AirPods Max and can be replaced on a modular basis. This should ensure a precise customised fit and a light-tight fit. The headband is also padded at the back and is wider to distribute the pressure better.
Intended for entertainment and work
An important question in the run-up was: What will the new headset be good for? Apple's application examples at the presentation focussed on productivity and entertainment. Gaming and social networks, on the other hand, were not a topic
Most of the videos showed virtual displays floating in a real environment. This is roughly how Apple envisions the future of work, with apps such as Microsoft Teams or Word running on the surfaces. The virtual screens can be moved, expanded and scaled as required. During video calls, the headset renders a photorealistic 3D model of your head in real time and transfers it to the other person's Vision Pro - Meta's avatars on steroids.
In the entertainment sector, Tim Cook brought none other than Disney boss Bob Iger on board for the presentation. He spoke of "personal experiences that allow fans to immerse themselves more deeply in Disney's stories", for example via 3D film. Interactive elements should allow you to become part of the story yourself. Aside from these lofty visions of the future, Apple also showed obvious applications such as a virtual cinema with a giant screen.
How good the Apple Vision Pro will be in practice also depends on the months leading up to its release. During this time, the developer studios must first programme enough apps for the new platform.
Cover image: Screenshot Apple keynoteMy fingerprint often changes so drastically that my MacBook doesn't recognise it anymore. The reason? If I'm not clinging to a monitor or camera, I'm probably clinging to a rockface by the tips of my fingers.