Apple

macbook-airs-get-an-m3-upgrade,-while-the-m1-model-is-finally-retired

MacBook Airs get an M3 upgrade, while the M1 model is finally retired

bout time —

M2 Air is the new $999 base model, M1 Air goes away after more than 3 years.

Apple is refreshing the MacBook Air with M3 chips but leaving everything else about the 2022 redesign intact.

Enlarge / Apple is refreshing the MacBook Air with M3 chips but leaving everything else about the 2022 redesign intact.

Apple

Apple has quietly refreshed its MacBook Air lineup, bringing new chips (and in some cases, new prices) to its most popular laptops. New 13- and 15-inch MacBook Airs include Apple’s latest-generation M3 chip, while the old M2 MacBook Air now replaces 2020’s M1 MacBook Air as Apple’s $999 entry-level laptop. The new 13- and 15-inch M3 systems start at $1,099 and $1,299; they can be ordered today and will be released on March 8.

The new Airs use the same design as the M2 versions. Compared to older M1 and late-Intel-era Airs, they have slightly larger displays with a prominent notch, a non-tapered but still thin-and-light chassis, larger trackpads, modestly refined keyboards, and a MagSafe port for charging.

All of the new Airs use the M3, with no options to upgrade to faster or more capable processors (frustratingly, this means the Air is still restricted to just a single external display). The $1,099 13-inch Air does use a slightly cut-down version of the chip with 8 GPU cores instead of 10, with the 10-core GPU available as a $100 upgrade; all 15-inch models use the fully enabled M3 with the 10-core GPU.

Aside from the M3 chip, the new laptops also support Wi-Fi 6E, and hardware-accelerated video decoding for the AV1 video codec. But other specs, including RAM and storage options, stay the same as before. Both laptops start with 8GB and 256GB or RAM and storage, respectively, and top out at 24GB and 2TB. Both Airs’ performance should generally be similar to the 14-inch M3 MacBook Pro that starts at $1,599, though the Pro has a cooling fan that may help it run heavy workloads a bit more quickly.

All versions of the M3 include four high-performance CPU cores and four high-efficiency CPU cores, the same as the M1 and M2, though Apple says that chip upgrades have made the M3 “up to 60 percent faster” than the M1. Performance upgrades compared to the M2 will be a bit milder.

The update gets the 13- and 15-inch Airs onto the same update schedule, though the timing is a bit awkward for the barely nine-month-old 15-inch M2 MacBook Air. That’s an even shorter life cycle than we saw with the M2 MacBook Pros that Apple replaced last November after just 11 months. But the 13-inch M2 MacBook Air originally came out in July of 2022 and was well overdue for an upgrade.

The only Macs without an M3 update are Apple’s desktops: the Mac mini, the Mac Studio, and the Mac Pro. Of these, the M2 Mac mini is the oldest, and Apple has already released the M3 and M3 Pro chips that would probably be used in a refresh. It’s possible that Apple is waiting to get the mini and the Studio models in sync with one another to prevent some of the awkward overlap that happened last year when the Mac mini got an M2 upgrade but the Studio still used M1 chips.

MacBook Airs get an M3 upgrade, while the M1 model is finally retired Read More »

i-worked-exclusively-in-vision-pro-for-a-week—here’s-how-it-went

I worked exclusively in Vision Pro for a week—here’s how it went

  • A close-up look at the Vision Pro from the front.

    Samuel Axon

  • There are two displays inside the Vision Pro, one for each eye. Each offers just under 4K resolution.

    Samuel Axon

  • This is the infamous battery pack. It’s about the size of an iPhone (but a little thicker), and it has a USB-C port for external power sources.

    Samuel Axon

  • There are two buttons for the Vision Pro, both on the top.

    Samuel Axon

  • You can see the front-facing cameras that handle passthrough video just above the downward-facing cameras that read your hand gestures here.

    Samuel Axon

  • Apple offers several variations of the light seal to fit different face shapes.

    Samuel Axon

You can get a lot of work done while wearing Apple’s Vision Pro and have fun doing it—but it’s not yet at the stage where most of us will want to fully embrace spatial computing as the new way of working.

I spent more than a week working almost exclusively in the Vision Pro. I carried on Slack conversations, dialed into Zoom video calls, edited Google Docs, wrote articles, and did everything else I do within my day-to-day responsibilities as an editor at Ars Technica.

Throughout the experience, I never stopped thinking about how cool it was, like I was a character in a cyberpunk novel. The Vision Pro opens some new ways of approaching day-to-day work that could appeal to folks with certain sensibilities, and it offers access to some amenities that someone who hasn’t already invested a lot into their home office setup might not already have.

At the same time, though, I never quite zeroed in on a specific application or use case that made me think my normal habit of working on a MacBook Pro with three external monitors would be replaced. If you don’t already have a setup like that—that is to say, if you’ve just been working on a laptop on its own—then the Vision Pro can add a lot of value.

I plan to explore more use cases in the future, like gaming, but this is the last major piece in a series of sub-reviews of the Vision Pro that I’ve done on various applications, like entertainment or as an on-the-go mobile device.

My goal has been to see if the Vision Pro’s myriad use cases add up to $3,500 of value for today’s computing enthusiast. Productivity is front and center in how Apple markets the device, so this is an important one. Let’s see how it holds up.

The basics

Outside the realm of entertainment, visionOS and its apps are mostly about flat windows floating in 3D space. There are very few apps that make use of the device’s 3D capabilities in new ways that are relevant to productivity.

There are two types of visionOS apps: spatial apps and “Compatible Apps.” The former are apps designed to take advantage of the Vision Pro’s spatial computing capabilities, whereas Compatible Apps are simply iPad apps that work just fine as flat windows within the visionOS environment.

Let's find out if the Vision Pro can be an adequate replacement for this, my usual work space.

Enlarge / Let’s find out if the Vision Pro can be an adequate replacement for this, my usual work space.

Samuel Axon

In either case, though, you’re usually just getting the ability to put windows around you. For example, I started out by sitting at my kitchen table and putting my writing app in front of me, Slack and my email app off to the side, and a browser window with a YouTube video playing on the other side. This felt a bit like using several large computer monitors, each with an app maximized. It’s cool, and the ability to shift between your real environment and fully immersive virtual ones can help with focus, especially if you do intensive creative work like writing.

If there’s one thing Apple has nailed better than any of its predecessors in the mixed reality space, it’s the interface. Wherever your eyes are looking, a UI element will glow to let you know it’s the item you’ll interact with if you click. Clicking is done by simply tapping two of your fingers together almost anywhere around your body; the headset has cameras all over, so you don’t have to hold your hands up or in front of you to do this. There are also simple pinching-and-moving gestures for scrolling or zooming.

I worked exclusively in Vision Pro for a week—here’s how it went Read More »

apple-changes-course,-will-keep-iphone-eu-web-apps-how-they-are-in-ios-17.4

Apple changes course, will keep iPhone EU web apps how they are in iOS 17.4

Digital Markets Act —

Alternative browsers can pin web apps, but they only run inside Apple’s WebKit.

EU legislation has pushed a number of changes previously thought unthinkable in Apple products, including USB-C ports in iPhones sold in Europe.

Enlarge / EU legislation has pushed a number of changes previously thought unthinkable in Apple products, including USB-C ports in iPhones sold in Europe.

Getty Images

Apple has changed its stance on allowing web apps on iPhones and iPads in Europe and will continue to let users put them on their home screens after iOS 17.4 arrives. They will, however, have to be “built directly on WebKit and its security architecture,” rather than running in alternative browsers, which is how it had worked up until new legislation forced the issue.

After the European Union’s Digital Markets Act (DMA) demanded Apple open up its mobile devices to alternative browser engines, the company said it would remove the ability to install home screen web apps entirely. In a developer Q&A section, under the heading “Why don’t users in the EU have access to Home Screen web apps?”, Apple said that “the complex security and privacy concerns” of non-native web apps and what addressing them would require “given the other demands of the DMA and the very low user adoption of Home Screen web apps,” made it so that the company “had to remove the Home Screen web apps feature in the EU.” Any web app installed on a user’s home screen would have simply led them back to their preferred web browser.

Apple further warned against “malicious web apps,” which, without the isolation built into its WebKit system, could read data, steal permissions from other web apps, and install further web apps without permission, among other concerns.

That response prompted an inquiry by the European Commission officials, who asked Apple and app developers about the impact of a potential removal of home screen web apps. It also prompted a survey conducted by the Open Web Advocacy group. Apple has until March 6 to comply with the DMA. Apple’s move to block web apps entirely suggested that allowing web apps powered by Safari, but not other browser engines, might violate the DMA’s rules. Now, some aspect of that cautious approach has changed.

Under an updated version of that section heading, Apple reiterates its security and privacy concerns and the need to “build new integration architecture that does not currently exist in iOS.” But because of requests to continue web app offerings, “we will continue to offer the existing Home Screen capability in the EU,” Apple writes.

The long, weird road to where web apps are now

Apple has long offered web apps (or Progressive Web Apps) that opened as a separate application rather than in a browser tab. Web apps installed this way offer greater persistence and access to device features, like notifications, cameras, or file storage. Web apps were initially touted by Apple co-founder and then-CEO Steve Jobs as “everything you need” to write “amazing apps” rather than dedicated apps with their own SDK. Four months later, an iPhone SDK was announced, and Apple declared its enthusiastic desire for “native third-party applications on the iPhone.”

While Apple does not break out App Store revenues in its earning statements, its Services division recorded an all-time high of $22.3 billion in the company’s fourth quarter of 2023, including “all time revenue records” across the App Store and other offerings.

As part of its DMA compliance as a “gatekeeper” of certain systems, Apple must also allow for sideloading for EU customers, or allowing the installation of iOS apps from stores other than its own official App Store. This week, more than two dozen companies signed a letter to the Commission lamenting Apple’s implementation of App Store rules. Developers seeking to utilize alternative app stores will have to agree to terms that include a “Core Technology Fee,” demanding a 0.50 euro fee for each app, each year, after 1 million downloads. “Few app developers will agree to these unjust terms,” the letter claims, and will thereby further “Apple’s exploitation of its dominance over app developers.”

In a statement provided to Ars, Apple said that its “approach to the Digital Markets Act was guided by two simple goals: complying with the law and reducing the inevitable, increased risks the DMA creates for our EU users.” It noted that Apple employees “spent months in conversation with the European Commission,” and had “in little more than a year, created more than 600 new APIs and a wide range of developer tools.” Still, Apple said, the changes and safeguards it put in place can’t entirely “eliminate new threats the DMA creates,” and the changes “will result in a less secure system.”

That is why, Apple said, it is limiting third-party browser engines, app stores, and other DMA changes to the European Union. “[W]e’re concerned about their impacts on the privacy and security of our users’ experience—which remains our North Star.”

Apple changes course, will keep iPhone EU web apps how they are in iOS 17.4 Read More »

after-a-decade-of-stops-and-starts,-apple-kills-its-electric-car-project

After a decade of stops and starts, Apple kills its electric car project

Project Titan —

Report claims Apple leadership worried profit margins simply wouldn’t be there.

An enormous ring-shaped building on a green campus.

Enlarge / Apple’s global headquarters in Cupertino, California.

After 10 years of development, multiple changes in direction and leadership, and a plethora of leaks, Apple has reportedly ended work on its electric car project. According to a report in Bloomberg, the company is shifting some of the staff to work on generative AI projects within the company and planning layoffs for some others.

Internally dubbed Project Titan, the long-in-development car would have ideally had a luxurious, limo-like interior, robust self-driving capabilities, and at least a $100,000 price tag. However, the ambition of the project was drawn down with time. For example, it was once planned to have Level 4 self-driving capabilities, but that was scaled back to Level 2+.

Delays had pushed the car (on which work initially began way back in 2014) to a target release date of 2028. Now it won’t be released at all.

The decision was “finalized by Apple’s most senior executives in recent weeks,” according to Bloomberg’s sources. Apple’s leadership worried that the car might never find the profit margins they previously hoped for. This development won’t surprise many who have been following closely, though. The project has been known to be troubled for a while, and Apple would have had to face high startup costs and a difficult regulatory environment even had it been able to get a product together.

The shift in focus was announced to staff by Apple executives Jeff Williams and Kevin Lynch. Many employees who were working on the self-driving feature of the car will be moved under AI chief John Giannandrea to work on various projects, including generative AI. However, the fates of others who worked on other aspects of the car, like automobile engineering and design, are less certain. The report says layoffs are likely but doesn’t specify how many or on what timeline.

For a long time, it was known that Apple was investing in two major expansions: one into the automobile space and one into augmented reality. The first step in the latter was rolled out in the form of the Vision Pro headset a few weeks ago. With the car project canceled, Apple’s known areas of planned future expansion include mixed reality, wearables, and generative AI.

After a decade of stops and starts, Apple kills its electric car project Read More »

apple-vision-pro’s-components-cost-$1,542—but-that’s-not-the-full-story

Apple Vision Pro’s components cost $1,542—but that’s not the full story

Headset Economics —

The OLED displays account for more than a third of the component costs.

A render of the displays inside the headset

Enlarge / The Vision Pro has two micro-OLED displays.

Apple

Research firm Omdia has published the first publicly available educated estimates of how much the materials for each Vision Pro really cost Apple. The analysis sets an overall price tag for the materials and identifies which components cost the most money.

Omdia Senior Research Director David Hsieh estimates that the total bill of materials comes in at around $1,542. The consumer price for the headset starts at $3,499 but can be as much as a thousand dollars more than that, depending on the configuration the buyer chooses.

Vision Pro presents both the real and the virtual worlds to the user with two micro-OLED displays, one for each eye. Together, these dual displays are the most expensive component in the headset, costing $456. Another external display (the one used for EyeSight) costs around $70, Hsieh estimates. That means that Omdia estimates the device’s displays account for about 35 percent of the total cost of the device’s materials.

The runner-up category is silicon; a roll-up cost estimate of both the M2 system-on-a-chip and the R1 processor together lands at $240, or just over 15 percent of the total cost of the device’s materials.

You can see the full table of materials in Omdia’s estimate here, as first seen in one of the firm’s blog posts:

No matter how accurate that $1,542 number is, we should steer clear of the temptation to declare that Apple profits $1,957 on each Vision Pro sold for $3,499, as that’s certainly not the case.

A bill of materials like this doesn’t take into account manufacturing, shipping, or marketing, nor does it factor in the cost of research and development. There’s no way to know from these estimates how much profit Apple earns on each Vision Pro sold, but it’s definitely a lot less than the difference between the price tag and the bill of materials.

Apple has historically maintained substantial profit margins on its hardware products like the iPhone, and Vision Pro could follow in those footsteps, or it could be that Vision Pro is anomalous. Only Apple knows for sure. In any case, analysts expect some of these costs to come down with time.

Apple Vision Pro’s components cost $1,542—but that’s not the full story Read More »

imessage-gets-a-major-makeover-that-puts-it-on-equal-footing-with-signal

iMessage gets a major makeover that puts it on equal footing with Signal

Stylized illustration of key.

iMessage is getting a major makeover that makes it among the two messaging apps most prepared to withstand the coming advent of quantum computing, largely at parity with Signal or arguably incrementally more hardened.

On Wednesday, Apple said messages sent through iMessage will now be protected by two forms of end-to-end encryption (E2EE), whereas before, it had only one. The encryption being added, known as PQ3, is an implementation of a new algorithm called Kyber that, unlike the algorithms iMessage has used until now, can’t be broken with quantum computing. Apple isn’t replacing the older quantum-vulnerable algorithm with PQ3—it’s augmenting it. That means, for the encryption to be broken, an attacker will have to crack both.

Making E2EE future safe

The iMessage changes come five months after the Signal Foundation, maker of the Signal Protocol that encrypts messages sent by more than a billion people, updated the open standard so that it, too, is ready for post-quantum computing (PQC). Just like Apple, Signal added Kyber to X3DH, the algorithm it was using previously. Together, they’re known as PQXDH.

iMessage and Signal provide end-to-end encryption, a protection that makes it impossible for anyone other than the sender and recipient of a message to read it in decrypted form. iMessage began offering E2EE with its rollout in 2011. Signal became available in 2014.

One of the biggest looming threats to many forms of encryption is quantum computing. The strength of the algorithms used in virtually all messaging apps relies on mathematical problems that are easy to solve in one direction and extremely hard to solve in the other. Unlike a traditional computer, a quantum computer with sufficient resources can solve these problems in considerably less time.

No one knows how soon that day will come. One common estimate is that a quantum computer with 20 million qubits (a basic unit of measurement) will be able to crack a single 2,048-bit RSA key in about eight hours. The biggest known quantum computer to date has 433 qubits.

Whenever that future arrives, cryptography engineers know it’s inevitable. They also know that it’s likely some adversaries will collect and stockpile as much encrypted data now and decrypt it once quantum advances allow for it. The moves by both Apple and Signal aim to defend against that eventuality using Kyber, one of several PQC algorithms currently endorsed by the National Institute of Standards and Technology. Since Kyber is still relatively new, both iMessage and Signal will continue using the more tested algorithms for the time being.

iMessage gets a major makeover that puts it on equal footing with Signal Read More »

report:-apple-is-about-to-be-fined-e500-million-by-the-eu-over-music-streaming

Report: Apple is about to be fined €500 million by the EU over music streaming

Competition concerns —

EC accuses Apple of abusing its market position after complaint by Spotify.

Report: Apple is about to be fined €500 million by the EU over music streaming

Brussels is to impose its first-ever fine on tech giant Apple for allegedly breaking EU law over access to its music streaming services, according to five people with direct knowledge of the long-running investigation.

The fine, which is in the region of €500 million and is expected to be announced early next month, is the culmination of a European Commission antitrust probe into whether Apple has used its own platform to favor its services over those of competitors.

The probe is investigating whether Apple blocked apps from informing iPhone users of cheaper alternatives to access music subscriptions outside the App Store. It was launched after music-streaming app Spotify made a formal complaint to regulators in 2019.

The Commission will say Apple’s actions are illegal and go against the bloc’s rules that enforce competition in the single market, the people familiar with the case told the Financial Times. It will ban Apple’s practice of blocking music services from letting users outside its App Store switch to cheaper alternatives.

Brussels will accuse Apple of abusing its powerful position and imposing anti-competitive trading practices on rivals, the people said, adding that the EU would say the tech giant’s terms were “unfair trading conditions.”

It is one of the most significant financial penalties levied by the EU on Big Tech companies. A series of fines against Google levied over several years and amounting to about 8 billion euros are being contested in court.

Apple has never previously been fined for antitrust infringements by Brussels, but the company was hit in 2020 with a 1.1 billion-euro fine in France for alleged anti-competitive behavior. The penalty was revised down to 372 million euros after an appeal.

The EU’s action against Apple will reignite the war between Brussels and Big Tech at a time when companies are being forced to show how they are complying with landmark new rules aimed at opening competition and allowing small tech rivals to thrive.

Companies that are defined as gatekeepers, including Apple, Amazon, and Google, need to fully comply with these rules under the Digital Markets Act by early next month.

The act requires these tech giants to comply with more stringent rules and will force them to allow rivals to share information about their services.

There are concerns that the rules are not enabling competition as fast as some had hoped, although Brussels has insisted that changes require time.

Brussels formally charged Apple in the anti-competitive probe in 2021. The commission narrowed the scope of the investigation last year and abandoned a charge of pushing developers to use its own in-app payment system.

Apple last month announced changes to its iOS mobile software, App Store, and Safari browser in efforts to appease Brussels after long resisting such steps. But Spotify said at the time that Apple’s compliance was a “complete and total farce.”

Apple responded by saying that “the changes we’re sharing for apps in the European Union give developers choice—with new options to distribute iOS apps and process payments.”

In a separate antitrust case, Brussels is consulting with Apple’s rivals over the tech giant’s concessions to appease worries that it is blocking financial groups from its Apple Pay mobile system.

The timing of the Commission’s announcement has not yet been fixed, but it will not change the direction of the antitrust investigation, the people with knowledge of the situation said.

Apple, which can appeal to the EU courts, declined to comment on the forthcoming ruling but pointed to a statement a year ago when it said it was “pleased” the Commission had narrowed the charges and said it would address concerns while promoting competition.

It added: “The App Store has helped Spotify become the top music streaming service across Europe and we hope the European Commission will end its pursuit of a complaint that has no merit.”

The Commission—the executive body of the EU—declined to comment.

© 2024 The Financial Times Ltd. All rights reserved. Not to be redistributed, copied, or modified in any way.

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apple-disables-iphone-web-apps-in-eu,-says-it’s-too-hard-to-comply-with-rules

Apple disables iPhone web apps in EU, says it’s too hard to comply with rules

Digital Markets Act —

Apple says it can’t secure home-screen web apps with third-party browser engines.

Photo of an iPhone focusing on the app icons for Phone, Safari, Messages, and Music.

Getty Images | NurPhoto

Apple is removing the ability to install home screen web apps from iPhones and iPads in Europe when iOS 17.4 comes out, saying it’s too hard to keep offering the feature under the European Union’s new Digital Markets Act (DMA). Apple is required to comply with the law by March 6.

Apple said the change is necessitated by a requirement to let developers “use alternative browser engines—other than WebKit—for dedicated browser apps and apps providing in-app browsing experiences in the EU.” Apple explained its stance in a developer Q&A under the heading, “Why don’t users in the EU have access to Home Screen web apps?” It says:

Addressing the complex security and privacy concerns associated with web apps using alternative browser engines would require building an entirely new integration architecture that does not currently exist in iOS and was not practical to undertake given the other demands of the DMA and the very low user adoption of Home Screen web apps. And so, to comply with the DMA’s requirements, we had to remove the Home Screen web apps feature in the EU.

It will still be possible to add website bookmarks to iPhone and iPad home screens, but those bookmarks would take the user to the web browser instead of a separate web app. The change was recently rolled out to beta versions of iOS 17.4.

The Digital Markets Act targets “gatekeepers” of certain technologies such as operating systems, browsers, and search engines. It requires gatekeepers to let third parties interoperate with the gatekeepers’ own services, and prohibits them from favoring their own services at the expense of competitors. As 9to5Mac notes, allowing home screen web apps with Safari but not third-party browser engines might cause Apple to violate the rules.

Apple warns of “malicious web apps”

As Apple explains, iOS “has traditionally provided support for Home Screen web apps by building directly on WebKit and its security architecture. That integration means Home Screen web apps are managed to align with the security and privacy model for native apps on iOS, including isolation of storage and enforcement of system prompts to access privacy impacting capabilities on a per-site basis.”

Apple said it won’t be able to guarantee this isolation once alternative browser engines are supported. “Without this type of isolation and enforcement, malicious web apps could read data from other web apps and recapture their permissions to gain access to a user’s camera, microphone or location without a user’s consent. Browsers also could install web apps on the system without a user’s awareness and consent,” Apple’s FAQ said.

Despite the change, Apple said that “EU users will be able to continue accessing websites directly from their Home Screen through a bookmark with minimal impact to their functionality.”

Apple previously announced that its DMA compliance will bring sideloading to Europe, allowing developers to offer iOS apps from stores other than Apple’s official App Store.

Browser choice, security requirements

One browser-related change will be immediately obvious to EU users once they install the new iOS version. “When users in the EU first open Safari on iOS 17.4, they’ll be prompted to choose their default browser and presented with a list of the main web browsers available in their market to select as their default browser,” Apple’s developer FAQ said.

Apple said it had to prepare carefully for the requirement to let developers use alternative browser engines because browser engines “are constantly exposed to untrusted and potentially malicious content and have visibility into sensitive user data,” making them “one of the most common attack vectors for malicious actors.”

Apple said it is requiring developers who use alternative browser engines to meet certain security standards:

To help keep users safe online, Apple will only authorize developers to implement alternative browser engines after meeting specific criteria and committing to a number of ongoing privacy and security requirements, including timely security updates to address emerging threats and vulnerabilities. Apple will provide authorized developers of dedicated browser apps access to security mitigations and capabilities to enable them to build secure browser engines, and access features like passkeys for secure user login, multiprocess system capabilities to improve security and stability, web content sandboxes that combat evolving security threats, and more.

Overall, Apple said its DMA preparations have involved “an enormous amount of engineering work to add new functionality and capabilities for developers and users in the European Union—including more than 600 new APIs and a wide range of developer tools.”

Apple disables iPhone web apps in EU, says it’s too hard to comply with rules Read More »

our-unbiased-take-on-mark-zuckerberg’s-biased-apple-vision-pro-review

Our unbiased take on Mark Zuckerberg’s biased Apple Vision Pro review

No way would Zuckerberg be photographed wearing a Vision Pro, but let's just imagine he's looking at a picture of one in his headset here...

Enlarge / No way would Zuckerberg be photographed wearing a Vision Pro, but let’s just imagine he’s looking at a picture of one in his headset here…

@zuck Instagram | Aurich Lawson

Since the launch of the Apple Vision Pro, it’s not been hard to find countless thoughts and impressions on the headset from professional reviewers and random purchasers. But among all those hot takes, the opinions of Meta CEO Mark Zuckerberg stand out for a few reasons—not least of which is that he and his company have spent years of development time and lost tens of billions of dollars creating the competing Quest headset line.

For that reason alone, Zuckerberg’s Instagram-posted thoughts on the Vision Pro can’t be considered an impartial take on the device’s pros and cons. Still, Zuckerberg’s short review included its fair share of fair points, alongside some careful turns of phrase that obscure the Quest’s relative deficiencies.

To figure out which is which, we thought we’d go through Zuckerberg’s review and give a quick review of the points he makes. In doing so, we get a good viewpoint on the very different angles with which Meta and Apple are approaching mixed-reality headset design.

There’s “high-quality” and then there’s “high-quality”

Near the start of his analysis, Zuckerberg says that the “Quest 3 does high-quality passthrough with big screens, just like Vision Pro.” This is only true in the most technical sense. Saying both headsets have “high-quality passthrough” is like saying an old 720p LCD TV and a new 4K OLED both have “high-quality screens.”

Compared side by side, Apple’s array of cameras and higher-resolution displays combine for a much sharper and more dynamic view of the “real world” than the Quest 3, which barely limps over the “good enough” passthrough threshold, in my experience. That display quality extends to the “big screens” Zuckerberg mentions, too, which are noticeably clearer and easier to read on the Vision Pro.

A view of my mixed reality

Enlarge / A view of my mixed reality “office” in the Quest 3 app Immersed.

Speaking of those “big screens,” the experience with 2D virtual displays is quite different in both headsets. The Vision Pro seems built from the ground up with the ability to place and resize thousands of flat iOS apps anywhere around your virtual space. Those virtual windows react to the light in the room, cast gentle shadows in your virtual view, and get occluded by objects in the real world, adding to the sense that they are really “there” with you.

The Quest, on the other hand, was built more with immersive VR experiences in mind. Yes, recent Quest OS upgrades added the ability to snap selected flat apps and system tools (e.g., the store) into place in your Quest “home environment.” But the system-level “huge floating screens” experience is still much more limited than that on the Vision Pro, which offers easy free positioning and resizing of all sorts of apps. Quest users looking for something similar need to rely on a third-party tool like Virtual Desktop, which also has its own quirks and limitations.

Our unbiased take on Mark Zuckerberg’s biased Apple Vision Pro review Read More »

asahi-linux-project’s-opengl-support-on-apple-silicon-officially-surpasses-apple’s

Asahi Linux project’s OpenGL support on Apple Silicon officially surpasses Apple’s

who needs metal? —

Newest driver supports the latest versions of OpenGL and OpenGL ES.

Slowly but surely, the Asahi Linux team is getting Linux up and running on Apple Silicon Macs.

Enlarge / Slowly but surely, the Asahi Linux team is getting Linux up and running on Apple Silicon Macs.

Apple/Asahi Linux

For around three years now, the team of independent developers behind the Asahi Linux project has worked to support Linux on Apple Silicon Macs, despite Apple’s total lack of involvement. Over the years, the project has gone from a “highly unstable experiment” to a “surprisingly functional and usable desktop operating system.” Even Linus Torvalds has used it to run Linux on Apple’s hardware.

The team has been steadily improving its open source, standards-conformant GPU driver for the M1 and M2 since releasing them in December 2022, and today, the team crossed an important symbolic milestone: The Asahi driver’s support for the OpenGL and OpenGL ES graphics have officially passed what Apple offers in macOS. The team’s latest graphics driver fully conforms with OpenGL version 4.6 and OpenGL ES version 3.2, the most recent version of either API. Apple’s support in macOS tops out at OpenGL 4.1, announced in July 2010.

Developer Alyssa Rosenzweig wrote a detailed blog post that announced the new driver, which had to pass “over 100,000 tests” to be deemed officially conformant. The team achieved this milestone despite the fact that Apple’s GPUs don’t support some features that would have made implementing these APIs more straightforward.

“Regrettably, the M1 doesn’t map well to any graphics standard newer than OpenGL ES 3.1,” writes Rosenzweig. “While Vulkan makes some of these features optional, the missing features are required to layer DirectX and OpenGL on top. No existing solution on M1 gets past the OpenGL 4.1 feature set… Without hardware support, new features need new tricks. Geometry shaders, tessellation, and transform feedback become compute shaders. Cull distance becomes a transformed interpolated value. Clip control becomes a vertex shader epilogue. The list goes on.”

Now that the Asahi GPU driver supports the latest OpenGL and OpenGL ES standards—released in 2017 and 2015, respectively—the work turns to supporting the low-overhead Vulkan API on Apple’s hardware. Vulkan support in macOS is limited to translation layers like MoltenVK, which translates Vulkan API calls to Metal ones that the hardware and OS can understand.

Apple’s OpenGL support has been stuck at the 4.1 level since macOS 10.9 Mavericks was released in 2013. Since then, the company has shifted its focus to its proprietary Metal graphics API, which, like DirectX 12 and Vulkan, is a “low-overhead” API meant to reduce the performance overhead sometimes associated with older APIs like OpenGL. But despite declaring OpenGL officially deprecated in 2018, Apple has left its existing OpenGL implementation alone since then, never updating it but also maintaining support even as it has transitioned from Intel’s processors to its own CPUs and GPUs.

Rosenzweig’s blog post didn’t give any specific updates on Vulkan except to say that the team was “well on the road” to supporting it. In addition to supporting native Linux apps, supporting more graphics APIs in Asahi will allow the operating system to take better advantage of software like Valve’s Proton, which already has a few games written for x86-based Windows PCs running on Arm-based Apple hardware.

Though there are still things that don’t work, Fedora Asahi Remix is surprisingly polished and supports a lot of the hardware available in most M1 and M2 Macs—including the webcam, speakers, Wi-Fi and Bluetooth, and graphics acceleration. Other features, like Thunderbolt, running displays over USB-C, the system’s built-in microphone, and the Touch ID fingerprint sensors, remain non-functional. Asahi’s most recent update blog post, published in mid-January, highlighted HDMI support, support for DRM-protected websites via Google’s proprietary Widevine package, Touchbar support for the handful of Apple Silicon Macs that use one, and more.

As for the newest wave of M3 Macs, Asahi developer Hector Martin said in October 2023 that basic support for the newest chips would take “at least six months.” Among other things, the team will need time to support the M3 GPU in their drivers; the team also relies primarily on Mac mini models for development, and the M3 Mac mini doesn’t exist yet.

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why-walking-around-in-public-with-vision-pro-makes-no-sense

Why walking around in public with Vision Pro makes no sense

  • A close-up look at the Vision Pro from the front.

    Samuel Axon

  • The Apple Vision Pro with AirPods Pro, Magic Keyboard, Magic Trackpad, and an Xbox Series X|S controller.

    Samuel Axon

  • You can see the front-facing cameras that handle passthrough video just above the downward-facing cameras that read your hand gestures here.

    Samuel Axon

  • There are two buttons for Vision Pro, both on the top.

    Samuel Axon

  • This is the infamous battery pack. It’s about the size of an iPhone (but a little thicker) and has a USB-C port for external power sources.

    Samuel Axon

  • There are two displays inside the Vision Pro, one for each eye. Each offers just under 4K resolution.

    Samuel Axon

  • Apple offers several variations of the light seal to fit different face shapes.

    Samuel Axon

If you’ve spent any time in the tech-enthusiast corners of Instagram of TikTok over the past few weeks, you’ve seen the videos: so-called tech bros strolling through public spaces with confidence, donning Apple’s $3,500 Vision Pro headset on their faces while gesturing into the air.

Dive into the comments on those videos and you’ll see a consistent ratio: about 20 percent of the commenters herald this as the future, and the other 80 mock it with vehement derision. “I’ve never had as much desire to disconnect from reality as this guy does,” one reads.

Over the next few weeks, I’m going all-in on trying the Vision Pro in all sorts of situations to see which ones it suits. Last week, I talked about replacing a home theater system with it—at least when traveling away from home. Today, I’m going over my experience trying to find a use for it out on the streets of Chicago.

I’m setting out to answer a few questions here: Does it feel weird wearing it in public spaces? Will people judge you or react negatively when you wear it—and if so, will that become less common over time? Does it truly disconnect you from reality, and has Apple succeeded in solving virtual reality’s isolationist tendencies? Does it provide enough value to be worth wearing?

As it turns out, all these questions are closely related.

The potential of AR in the wild

I was excited about the Vision Pro in the lead-up to its launch. I was impressed by the demo I saw at WWDC 2023, even though I was aware that it was offered in an ideal setting: a private, well-lit room with lots of space to move around.

Part of my excitement was about things I didn’t see in that demo but that I’ve seen augmented reality developers explore in smartphone augmented reality (AR) and niche platforms like HoloLens and Xreal. Some smart folks have already produced a wide variety of neat tech demos showing what you can do with a good consumer AR headset, and many of the most exciting ideas work outside the home or office.

I’ve seen demonstrations of real-time directions provided with markers along the street while you walk around town, virtual assistant avatars guiding you through the airport, menus and Yelp reviews overlaid on the doors of every restaurant on a city strip, public art projects pieced together by multiple participants who each get to add an element to a virtual statue, and much more.

Of course, all those ideas—and most others for AR—make a lot more sense for unintrusive glasses than they do for something that is essentially a VR headset with passthrough. Nonetheless, I was hoping to get a glimpse at that eventuality with the Vision Pro.

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