Apple

apple-reportedly-cuts-production-targets-for-vision-pro-due-to-manufacturing-complexity

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 »

oculus-founder-explains-what-apple-got-right-&-wrong-on-vision-pro

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 »

apple-releases-vision-pro-development-tools-and-headset-emulator

Apple Releases Vision Pro Development Tools and Headset Emulator

Apple has released new and updated tools for developers to begin building XR apps on Apple Vision Pro.

Apple Vision Pro isn’t due out until early 2024, but the company wants developers to get a jump-start on building apps for the new headset.

To that end the company announced today it has released the visionOS SDK, updated Xcode, Simulator, and Reality Composer Pro, which developers can get access to at the Vision OS developer website.

While some of the tools will be familiar to Apple developers, tools like Simulator and Reality Composer Pro are newly released for the headset.

Simulator is the Apple Vision Pro emulator, which aims to give developers a way to test their apps before having their hands on the headset. The tool effectively acts as a software version of Apple Vision Pro, allowing developers see how their apps will render and act on the headset.

Reality Composer Pro is aimed at making it easy for developers to build interactive scenes with 3D models, sounds, and textures. From what we understand, it’s sort of like an easier (albeit less capable) alternative to Unity. However, developers who already know or aren’t afraid to learn a full-blown game engine can also use Unity to build visionOS apps.

Image courtesy Apple

In addition to the release of the visionOS SDK today, Apple says it’s still on track to open a handful of ‘Developer Labs’ around the world where developers can get their hands on the headset and test their apps. The company also says developers will be able to apply to receive Apple Vision Pro development kits next month.

Apple Releases Vision Pro Development Tools and Headset Emulator Read More »

the-best-thing-about-apple-vision-pro?-meta-finally-has-big-competition

The Best Thing About Apple Vision Pro? Meta Finally Has Big Competition

Meta has undeniably been the lone looming Goliath in a field of smaller Davids in the XR scene for years now. With Apple finally making its entrance into the market, Meta won’t be able to go at its own pace.

Apple’s new headset might be an absurd $3,500, putting it in a completely different class than Meta’s upcoming Quest 3 at $500, let alone the Quest 2 now at $300. But the pressure will still be on as comparisons are made between the experience Apple has crafted and what Meta offers.

After all, there’s no denying that while the Vision Pro is packed full of hardware, and has the benefit of Apple’s proprietary and powerful M2 chips, so much of what the headset is doing right is about the software experience rather than the fidelity that’s unlocked with the hardware.

Great Hardware, Struggling Software

The thing is, Meta’s headsets are plenty capable. Quest 2 is still a solid product that is in many ways still best in class and Quest 3 only promises to up the ante later this year with more power, higher resolution, improved lenses, and better passthrough AR. Meta’s hardware has always been quite impressive, even as far back as the original Oculus Rift CV1.

But on the software side the company has seriously struggled to make usability a priority. For all the lessons the company learned about the power of reducing friction in VR—by building a standalone headset that doesn’t need a computer or external tracking beacons—there has been seemingly little emphasis on making the same reduction in friction by creating a cohesive interface between Quest’s system interface, and Meta’s own first-party apps; let alone providing a set of clear and useful guidelines so that developers and users alike can benefit from a common user experience.

Lean on Me

Meta has leaned substantially on third-party developers to make using its headsets worthwhile to use. Game developers have done the painstaking work of refining how users should control their apps and interact with their worlds in entertaining ways. When you’re inside of a VR game, the developer is fully controlling the experience to make it cohesive and enjoyable, while sussing out the pitfalls that would turn off users—like bugs, convoluted menus, and inconsistent interactions.

If Meta’s headsets didn’t have games—but still did everything else they’re capable of—they would be dead in the water because of how painful it can be to use the headset outside of carefully crafted game experiences designed to entertain. On the other hand, Apple Vision Pro has a minimal emphasis on gaming (at least at the outset), but is spending significant effort to make everything else the headset does easy and consistent. By doing so, Apple is ensuring that the headset will be great for more than just gaming.

Despite the price difference between Vision Pro and Quest headsets, Meta is still going to have to stare this thing in the face and come to grips with what it could be doing better—for users, developers, and itself. The good news, at least, is that much of the room for improvement is in the software side of things.

The Vacuum

Until now, Meta has had no serious competition in this space. Its headsets—despite the criticisms I’ve laid out here—have consistently offered the best value in their class, with great hardware and a great game library, all at a very attractive price that others have largely been unable to match.

That’s made it hard for other headset makers to compete and left Meta little need to respond even if other companies do something better or innovative. It’s also meant that developers and users have very little leverage over what Meta decides to do—after all, where else are they going to go if they want an affordable standalone headset with the best library of content?

Meta has been able to create a vacuum in the consumer VR space which on the surface might look like success… but in reality, it has left Meta unfocused on what it needs to do to make its headsets appeal to a broader audience.

Better for Everyone

Now we have Apple in the game, ready to challenge Meta on hardware and the software experience. Price advantage is clearly in Meta’s favor, but it’s going to need to up its game, otherwise it risks losing not just customers, but more importantly developers, who might see greener grass on the other side—especially if they’re looking forward to a future where Apple’s headset comes down in price.

Apple’s entrance into the market might seem like a threat, but ultimately Meta now gets to sit back and examine all the hard work Apple has done over the years, then choose the best ideas to incorporate into its own offerings, while ignoring what it sees as missteps by Apple.

In the end, Apple’s headset is going to force Meta’s headsets to get better, faster. And that’s good for everyone, including Meta.

The Best Thing About Apple Vision Pro? Meta Finally Has Big Competition Read More »

apple-vision-pro-debrief-on-the-voices-of-vr-podcast

Apple Vision Pro Debrief on the Voices of VR Podcast

Apple’s announcement of Vision Pro is reverberating throughout the industry. Beyond just a new headset, the company’s entrance into the space introduces new ideas that are now being discussed around the tech-sphere. To dig further into what Apple Vision Pro means for the XR industry more broadly, I spoke with host Kent Bye on the Voices of VR podcast.

Kent Bye has been consistently documenting the XR space since 2014 through his prolific podcast, Voices of VR, which now spans more than 1,200 episodes.

Over the years I’ve had the fortune of joining Bye on the podcast during pivotal moments in the XR industry. With the long-awaited release of Apple Vision Pro, it was once again time for a check-in; you can listen here to episode #1,217 of the Voices of VR podcast.

Beyond my previously published hands-on impressions with the headset, our discussion on the podcast covers some of the broader implications of Apple Vision Pro, including how the company’s ecosystem plays a major role in the value of the headset, whether or not the headset’s ergonomics are aligned with its use-case vision, and the ways in which Apple’s entrance into the space feels like a reboot of the industry at large.

Bye also interviewed several others for their takes and impressions of Apple Vision Pro. You can check out episode #1,216 to hear from Sarah Hill, CEO of Healium, and Raven Zachary, COO of ARound; episode #1,218 with Ian Hamilton, Editor at UploadVR; and episode #1,219 with Scott Stein, Editor at CNET.

Voices of VR is a listener-supported podcast; if you like what you hear, you can support Bye’s work on Patreon.

Apple Vision Pro Debrief on the Voices of VR Podcast Read More »

watch-apple’s-wwdc-keynote-right-here-at-10am-pt

Watch Apple’s WWDC Keynote Right Here at 10AM PT

Apple’s WWDC keynote is today, and the company is heavily expected to reveal an immersive headset for the first time. Here’s where to see the action live.

Apple’s WWDC keynote will be held at 10AM PT on June 5th (your timezone here). You can catch the official livestream from Apple embedded below:

Follow for Up-to-the-minute Updates

I’ll be on-site at Apple Park for the WWDC keynote, and maybe more than that… if you want the most up-to-the-minute updates for what comes after the keynote, follow along on Twitter: @benz145.

What to Expect

We’re expecting that Apple’s WWDC keynote will first focus first on its existing products, including major updates to its mobile and desktop operating systems, with the potential for a revamped 15-inch MacBook Air.

But of course the thing we’re looking for is the rumored announcement of Apple’s first XR headset, which we expect will come at the end of the keynote—though we’re still 50/50 on whether or not it’ll be preceded by the words “one more thing,” which the company hasn’t dropped since 2020.

Rumors for what an Apple XR headset might actually do or look like have varied substantially over the years, though recent leaks suggest the following:

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hot-swappable for longer sessions.
  • PassthroughISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • ControllerApple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking:  Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.

It’s very likely that this is only an initial announcement of the company’s headset, with a heavy focus on what developers will be able to do with it (need we remind you, this is Apple’s Worldwide Developers Conference). We don’t expect it to launch until later this year at the earliest, but when it does it’s not clear if Apple will position the device like a sort of early adopter development kit, or market it to consumers outright. The latter seems less likely considering the rumored price between $1,500–$3,000.

While Apple pretty much never launches any product as a ‘dev kit’, an XR headset might be such a shift for the company and its army of iOS developers that they will need that interim step to hone the experience ahead of a full blown push to consumers. We’ll find out soon enough.

Watch Apple’s WWDC Keynote Right Here at 10AM PT Read More »

apple’s-rumoured-mixed-reality-headset-may-be-the-miracle-the-european-xr-industry-needs

Apple’s rumoured mixed reality headset may be the miracle the European XR industry needs

Apple’s rumoured mixed reality headset may be the miracle the European XR industry needs

Callum Booth

Story by

Callum Booth

Managing Editor

Callum is the Managing Editor of TNW. He covers the full spectrum of technology, looks after editorial newsletters, and makes the occasional Callum is the Managing Editor of TNW. He covers the full spectrum of technology, looks after editorial newsletters, and makes the occasional odd video.

Apple is a sector definer. While the company rarely creates entirely new products, its hardware ends up being the baseline other devices are measured by. You only need to look at how the iPod, iPhone, and iPad defined what people expect from MP3 players, phones, and tablets.

Now, Apple is hoping it can repeat this trick with an entirely new product: its rumoured VR/AR headset, expected to be announced on June 5th.

This is a huge moment for not only the company, but the European extended reality (XR) sector as a whole. While Apple has had some successes with products like the Apple Watch, it’s not released anything in recent years that has grabbed the world by the scruff of its neck in the way, say, the iPod did.

With its VR/AR headset, the Cupertino giant is on the brink of jumping into an entirely new industry, one that could either reinforce or destroy its reputation as a sector definer.

And for European XR companies? Apple’s hardware has the potential to do miraculous things. To find out exactly what and how, we spoke with several European companies — but before we get there, let’s spend some time analysing what’s actually happening with XR on the continent.

The state of extended reality in Europe

There are two sides you need to consider when looking at mixed reality in Europe: the consumer and the professional.

Let’s begin with the former. Various studies have found the European public are largely nonplussed about virtual reality and the metaverse — two of the current biggest elements of XR. This is something I’m certain many of us have experienced colloquially. It feels as though most people are generally unexcited by extended reality; hell, even those I know with headsets seem to stop using them quickly.

Where the consumer side of XR seems jaded, things are very different on the professional front. These sectors drive the majority of growth in the extended reality market, with the healthcare, industrial, and education sectors embracing the technology wholeheartedly and rapidly.

To put it another way, professional sectors have found uses for XR in Europe — while consumers are still waiting for a reason to adopt the technology. Despite this separation between the two markets, analysts are united in believing the continent’s XR market is about to get bigger. Much bigger.

According to Statista, the AR and VR market in Europe was worth $2.8 billion (€2.61 billion) in 2021. By 2025, this is expected to hit $20.9 billion (€19.4 billion), a 7.5x increase over four years.

This places consumer-focused European companies in the sector in a precarious situation. There’s potential to make a lot of money, but no guarantee that the public will actually embrace the technology.

An Apple-sized gamble

“The magnitude of the opportunity is enormous, but there’s a real risk that the technology could just not take off,” Leo Gebbie — Principal Analyst of Connected Devices at CCS Insight — tells TNW. “We’ve seen Meta pour billions of dollars into VR and the metaverse in recent years, but the technology has failed to inspire the masses.”

When I asked Gebbie why this is the case, he pointed to one major cause: “a lack of killer apps.”

The B2B XR market is growing because those tools have a clear use case, thinking training for surgeons or drivers. The thing is, that’s not the market Apple is after. It wants to put headsets into the homes of the public at large and, with no clear use cases for the public, Apple is taking a gargantuan risk.

The question, then, is what impact this dice roll will have on European companies already working in the sector?

More eyes means more money

There was one common response across all the companies TNW spoke with for this article: the release of Apple’s AR/VR headset will bring a lot of attention to the industry — and that will have financial implications for everyone.

“We expect it to have a substantial impact on the XR space,” Jerome Botbol — the Group Head of Immersive at Happy Finish, a creative production agency — says to TNW. When you consider Apple’s track record, especially when it comes to products that “command market share and drive adoption,” the headset could be “a major milestone for the industry.”

This is coming from a consumer perspective — precisely the market Apple’s headset will be targeting — as, generally, Happy Finish creates immersive experiences for the public on behalf of B2C clients

But will it have the same impact on the B2B sector? Or will things be different?

I put this question to Jakob Way, the CEO of Gleechi, a Stockholm-based development company making VR training software. So far, Gleechi has raised over $33 million (€30.78 million) in funding.

“The launch of Apple’s VR/AR headset holds tremendous potential for our industry,” Way says. “Apple has a history of disrupting markets, and their entry into the VR/AR space could have a transformative effect.”

Way continues, telling me that an Apple headset “could have a significant impact on the adoption and mainstream acceptance of [XR] technologies.”

Apple creating a consumer-focused VR/AR headset will pay dividends for the professional market too. In fact, it will be beneficial for the European industry as a whole, as it increases the knowledge and understanding of the technology across a wide spread of people.

Gebbie from CCS Insight confirms this though: “The VR industry would welcome an Apple entry into the market as it would immediately drive interest and investment from all quarters.”

In other words, Apple entering the XR market will deliver a lot more attention, which will turn on the money taps for European companies and startups in the sector, no matter whether they’re consumer or B2B focused.

An antidote for developer woes

While attracting more eyes to XR in general will be a boon for the European industry, another interesting advantage of Apple’s headset will be the reaction it’s likely to inspire from developers.

As Gebbie previously mentioned, one of the big issues impacting the progression of the consumer XR space in Europe is “a lack of killer apps.” One way this could be remedied is bringing more developers into the fold.

Max Kraynov — Group CEO of FunCorp, an app development company — tells TNW that Apple entering the market could alter the talent balance in the industry. “Another major player providing a platform to develop on” makes it “highly likely” that the industry will see “a spike in VR software development, and talent procuring/nurturing.”

This is something that Gebbie from CCS Insight also believes, saying that “developers who may have stayed away from VR so far due to the small size of the market are likely to show willingness to work with Apple given the potential for a headset from the company to sell in volume.”

The swell in interest that Apple entering the market will cause may motivate European developers who previously didn’t see the point in developing XR applications, or thought the sector was merely a flash-in-the-pan. But when the Cupertino giant gets involved, that’s a signal to professionals everywhere that there may be a shift afoot. 

User experience: A helpful baseline

Apple “has a habit of redefining expectations around a technology and turning new ideas into smash hit products,” Gebbie tells TNW.

As previously discussed, one of the things Apple is most famous for is taking pre-existing devices and giving people a reason to use them. Generally, it has achieved this by creative thinking, attention to user experience, and delightful form factors — a trio of points that the XR industry has historically struggled with.

“The problem we’ve had so far is that people put on a headset, and may have only experienced content that was created by enthusiasts, not professionals,” Matt Littler, CEO and founder, ARK Immersive, a VR production house, says. “There [is] no governance, cinematic language, or real stringent base to build an experience from, which leaves people not wanting to do it again.”

Apple excels at these factors. The company “creates compelling use cases that provide purposeful experiences,” Littler says. “Immersive optimisation is about to begin.”

These factors — and particularly the focus on user-centric design — are key in encouraging consumers to overcome their distrust of extended reality. 

Consider the advent of smartphones. At the beginning of the sector’s journey, there were a myriad of different designs and user experience languages. Yet, with the iPhone, Apple effectively defined the way handsets should operate — many of these elements being adopted by other manufacturers along the way. 

The hope for European XR developers and creators, then, is that Apple’s headset provides a baseline user experience and design language. This may then not only draw the public towards XR as a whole — as the benefits of using it will be clearer — but also provide structure for those making software and content in the space on the continent, something that will benefit B2B applications too.

Will it be all rainbows and stardust?

While we’ve seen that developers and creators of XR content in Europe are likely to benefit from Apple’s headset, one element we haven’t discussed are the businesses making competing hardware.

On first inspection, one would assume Apple’s entry would be negative, with the company usurping those companies’ user bases and gobbling up market share. But is this the case? We put this to Varjo, a Finnish company making advanced VR headsets. To date, it has received over $165.8 million (€154.58 million) in funding over ten rounds.

“Varjo is the only company currently offering high-fidelity video passthrough technology, similar to what Apple is rumoured to be using,” Timo Toikkanen, Varjo’s CEO says. This, he tells TNW, is a validation of his work — and a technology that will be “​​the winning approach [to XR headsets] for a very long time.”

Where Toikkanen is particularly positive though is in how Varjo’s target audience differs from that of Apple’s.

“Instead of trying to go after consumer applications that are untested and unproven, we’ve built a whole market around advanced professional use cases,” he says. “Today, already 25% of Fortune 100 companies are using our products.”

Once again, the separation between consumer and professional XR rears its head.

If B2B-centric XR companies like Varjo are unworried about any negative impact Apple’s headset might have on their own hardware, what about other companies making consumer-focused VR/AR devices?

“Apple would pose a direct threat to headset makers already in the market, such as Meta and Pico,” Gebbie from CCS Insight says. This could somewhat explain why the former company unveiled its Meta Quest 3 headset merely days before the rumoured announcement of Apple’s device. It’s trying to both remain relevant in the XR hardware discussion and ride the wave of publicity Apple is generating.

Despite this, Gebbie believes that the launch of Apple’s headset could actually benefit businesses like Meta, saying that “this negative [threat] would likely be offset by a swell in interest in VR overall, which would likely help all companies to sell more devices.” 

Final thoughts: One headset to rule them all

Whatever happens with the launch of Apple’s headset, it’ll be good for European XR companies —in the short term, at least.

The interest and investment that Apple’s legacy and reputation brings will drag the extended reality market into a previously unseen amount of light. Whether that’s getting more consumer eyes on the market, encouraging developers to get involved, or providing a baseline for XR design language, Apple’s entry will have a positive knock-on effect for any European company in the industry. 

At first. Because if Apple’s headset falls flat, the initial spike in attention will swiftly drop, and this failure will likely be seen as a sign that the whole consumer side of the XR industry is untenable. If Apple can’t make a VR/AR headset an attractive proposition for the public, who can?

Of course, there will remain a thriving B2B market for the technology, but this will hardly be unscathed by the potential failure of Apple’s headset. The more money and interest that flows into a product category, the better and more efficient it will become. The reason laptops and phones are so advanced isn’t because they’re good for business, it’s because everyone wants them — and the same goes for XR headsets.

Apple is on a precipice, one that will shape the fate of the whole European XR industry. But, as Littler from ARK Immersive puts it, “If anyone can simplify the process, improve UX and ultimately get your grandma in a VR headset, it’s Apple.”

Get the TNW newsletter

Get the most important tech news in your inbox each week.

Also tagged with


Apple’s rumoured mixed reality headset may be the miracle the European XR industry needs Read More »

apple-invites-xr-media-outlets-to-wwdc-keynote-for-the-first-time

Apple Invites XR Media Outlets to WWDC Keynote for the First Time

Apple has sent invitations to its upcoming WWDC keynote to select media outlets, including Road to VR.

Apple has historically not invited XR media to its events, let alone commented in any way on its XR R&D that has been reportedly happening behind the scenes at the company for years.

Road to VR is among the XR media outlets who have received an invitation to Apple’s WWDC keynote for the first time. Our friends at UploadVR confirmed the same.

It’s difficult not to interpret the invitations amidst the growing number of reports that Apple plans to reveal its first XR device at the keynote which takes place on June 5th at 10AM PT.

Apple’s official entrance into the XR space has been rumored for years, with many expecting it to be a boon for the industry thanks to Apple’s penchant for solving usability challenges, one of the core issues that has held XR back from more mainstream usage. Much speculation has happened about whether the company will lean most into AR, VR, or MR.

Alas, we’ll have to wait until we’re there to find out for ourselves just what Apple has up its sleeve.

Apple Invites XR Media Outlets to WWDC Keynote for the First Time Read More »

apple-analyst-ming-chi-kuo-confident-in-wwdc-headset-unveiling,-2nd-gen-expected-in-2025

Apple Analyst Ming-Chi Kuo Confident in WWDC Headset Unveiling, 2nd Gen Expected in 2025

Independent tech analyst Ming-Chi Kuo says Apple’s highly anticipated mixed reality headset is very likely set for its reported Worldwide Developers Conference (WWDC) unveiling in June. Another generation is also in the pipeline, Kuo maintains, which he suggests may come at some point in 2025.

Kuo, a long-time Apple analyst and respected figure in supply chain leaks, says in a Medium post it’s “highly likely” we’ll see an unveiling at WWDC. This comes despite earlier reports of supply chain delays that would ultimately see the headset launch later this year. He says Apple is “well prepared” for the announcement of the headset, which is rumored to cost $3,000.

Should Apple’s MR headset announcement surpass expectations, Kuo suggests the device will pave the way for a transformative investment trend in the industry, as other makers follow suit to jump on the trend.

A positive announcement at WWDC could be a promising development for the share prices of companies involved in the headset’s production, Kuo maintains. Apart from Luxshare-ICT, which the analyst says has an exclusive assembly agreement for the headset, companies such as Sony (micro-OLED display), TSMC (dual processors), Everwin Precision (primary casing supplier), Cowell (12 camera modules), and Goertek (external power supply) may greatly benefit from their involvements as exclusive component suppliers.

Furthermore, Kuo claims a second-generation Apple headset is expected to go into mass production in 2025, which will be offered in both a high and low-end version.

“Shipments of the 2nd generation in 2025 are expected to be around ten times those of the 1st generation in 2023,” Kuo says in a separate Medium post.

Outside of the avalanche of leaks, and even a brief tweet by Oculus founder Palmer Luckey stating Apple’s headset was “so good”, the whole industry is waiting for the June 5th keynote at the company’s annual developer conference. One thing is for sure: whether a hit or miss, however you slice it Apple’s headset will be pivotal for the XR industry as a whole.

Apple Analyst Ming-Chi Kuo Confident in WWDC Headset Unveiling, 2nd Gen Expected in 2025 Read More »

apple’s-upcoming-headset-“so-good”,-according-to-oculus-founder

Apple’s Upcoming Headset “so good”, According to Oculus Founder

Palmer Luckey, the founder of Oculus who left the company in 2017, appears to have insider knowledge of the upcoming Apple XR headset, which is expected to be unveiled at its Worldwide Developers Conference (WWDC) next month. To Luckey, Apple’s hotly awaited entrance into the space is apparently “so good.”

The Apple headset is so good.

— Palmer Luckey (@PalmerLuckey) May 14, 2023

Luckey hasn’t quantified his experience beyond this, or even said that his impressions indeed come from a personal demo of Apple’s long-rumored mixed reality headset, which, like Meta Quest Pro, is thought to be capable of both virtual reality and passthrough augmented reality thanks to outward facing cameras. Whatever the case, the VR pioneer is sufficiently impressed with whatever the fruit company has in store.

Luckey, who founded defense company Anduril after his 2017 Facebook departure, is no stranger to candidly voicing his opinions on headset design. When unicorn AR startup Magic Leap released its ML1 headset in mid-2018, he called it a “tragic heap,” further stating the AR headset was “a tragedy in the classical sense.”

Palmer Lucker donning ML1 | Image courtesy Palmer Luckey

At the time, Magic Leap was just as secretive about its hardware as Apple is today. And Luckey’s opinion was undoubtedly tinged by the company’s self-generated hype which grew in the shadow of that secrecy.

“Magic Leap needed to really blow people away to justify the last few years,” Luckey wrote in his review of the headset. “The product they put out is reasonably solid, but is nowhere close to what they had hyped up, and has several flaws that prevent it from becoming a broadly useful tool for development of AR applications. That is not good for the XR industry.”

Does this mean Apple is actually delivering on the hype and pushing the ball forward with the reported $3,000 headset? Even with an avalanche of patently unverifiable leaks to go on and Luckey’s word, we truly won’t know until that ‘one more thing’ is announced on stage. Then again, you simply never can tell with Apple. We have our calendars marked for the June 5th WWDC keynote, so join us then to find out.

Apple’s Upcoming Headset “so good”, According to Oculus Founder Read More »

eye-tracking-is-a-game-changer-for-xr-that-goes-far-beyond-foveated-rendering

Eye-tracking is a Game Changer for XR That Goes Far Beyond Foveated Rendering

Eye-tracking—the ability to quickly and precisely measure the direction a user is looking while inside of a VR headset—is often talked about within the context of foveated rendering, and how it could reduce the performance requirements of XR headsets. And while foveated rendering is an exciting use-case for eye-tracking in AR and VR headsets, eye-tracking stands to bring much more to the table.

Updated – May 2nd, 2023

Eye-tracking has been talked about with regards to XR as a distant technology for many years, but the hardware is finally becoming increasingly available to developers and customers. PSVR 2 and Quest Pro are the most visible examples of headsets with built-in eye-tracking, along with the likes of Varjo Aero, Vive Pro Eye and more.

With this momentum, in just a few years we could see eye-tracking become a standard part of consumer XR headsets. When that happens, there’s a wide range of features the tech can enable to drastically improve the experience.

Foveated Rendering

Let’s first start with the one that many people are already familiar with. Foveated rendering aims to reduce the computational power required for displaying demanding AR and VR scenes. The name comes from the ‘fovea’—a small pit at the center of the human retina which is densely packed with photoreceptors. It’s the fovea which gives us high resolution vision at the center of our field of view; meanwhile our peripheral vision is actually very poor at picking up detail and color, and is better tuned for spotting motion and contrast than seeing detail. You can think of it like a camera which has a large sensor with just a few megapixels, and another smaller sensor in the middle with lots of megapixels.

The region of your vision in which you can see in high detail is actually much smaller than most think—just a few degrees across the center of your view. The difference in resolving power between the fovea and the rest of the retina is so drastic, that without your fovea, you couldn’t make out the text on this page. You can see this easily for yourself: if you keep your eyes focused on this word and try to read just two sentences below, you’ll find it’s almost impossible to make out what the words say, even though you can see something resembling words. The reason that people overestimate the foveal region of their vision seems to be because the brain does a lot of unconscious interpretation and prediction to build a model of how we believe the world to be.

Foveated rendering aims to exploit this quirk of our vision by rendering the virtual scene in high resolution only in the region that the fovea sees, and then drastically cut down the complexity of the scene in our peripheral vision where the detail can’t be resolved anyway. Doing so allows us to focus most of the processing power where it contributes most to detail, while saving processing resources elsewhere. That may not sound like a huge deal, but as the display resolution of XR headsets and field-of-view increases, the power needed to render complex scenes grows quickly.

Eye-tracking of course comes into play because we need to know where the center of the user’s gaze is at all times quickly and with high precision in order to pull off foveated rendering. While it’s difficult to pull this off without the user noticing, it’s possible and has been demonstrated quite effectively on recent headset like Quest Pro and PSVR 2.

Automatic User Detection & Adjustment

In addition to detecting movement, eye-tracking can also be used as a biometric identifier. That makes eye-tracking a great candidate for multiple user profiles across a single headset—when I put on the headset, the system can instantly identify me as a unique user and call up my customized environment, content library, game progress, and settings. When a friend puts on the headset, the system can load their preferences and saved data.

Eye-tracking can also be used to precisely measure IPD (the distance between one’s eyes). Knowing your IPD is important in XR because it’s required to move the lenses and displays into the optimal position for both comfort and visual quality. Unfortunately many people understandably don’t know what their IPD off the top of their head.

With eye-tracking, it would be easy to instantly measure each user’s IPD and then have the headset’s software assist the user in adjusting headset’s IPD to match, or warn users that their IPD is outside the range supported by the headset.

In more advanced headsets, this process can be invisible and automatic—IPD can be measured invisibly, and the headset can have a motorized IPD adjustment that automatically moves the lenses into the correct position without the user needing to be aware of any of it, like on the Varjo Aero, for example.

Varifocal Displays

A prototype varifocal headset | Image courtesy NVIDIA

The optical systems used in today’s VR headsets work pretty well but they’re actually rather simple and don’t support an important function of human vision: dynamic focus. This is because the display in XR headsets is always the same distance from our eyes, even when the stereoscopic depth suggests otherwise. This leads to an issue called vergence-accommodation conflict. If you want to learn a bit more in depth, check out our primer below:

Accommodation

Accommodation is the bending of the eye’s lens to focus light from objects at different distances. | Photo courtesy Pearson Scott Foresman

In the real world, to focus on a near object the lens of your eye bends to make the light from the object hit the right spot on your retina, giving you a sharp view of the object. For an object that’s further away, the light is traveling at different angles into your eye and the lens again must bend to ensure the light is focused onto your retina. This is why, if you close one eye and focus on your finger a few inches from your face, the world behind your finger is blurry. Conversely, if you focus on the world behind your finger, your finger becomes blurry. This is called accommodation.

Vergence

Vergence is the inward rotation of each eye to overlap each eye’s view into one aligned image. | Photo courtesy Fred Hsu (CC BY-SA 3.0)

Then there’s vergence, which is when each of your eyes rotates inward to ‘converge’ the separate views from each eye into one overlapping image. For very distant objects, your eyes are nearly parallel, because the distance between them is so small in comparison to the distance of the object (meaning each eye sees a nearly identical portion of the object). For very near objects, your eyes must rotate inward to bring each eye’s perspective into alignment. You can see this too with our little finger trick as above: this time, using both eyes, hold your finger a few inches from your face and look at it. Notice that you see double-images of objects far behind your finger. When you then focus on those objects behind your finger, now you see a double finger image.

The Conflict

With precise enough instruments, you could use either vergence or accommodation to know how far away an object is that a person is looking at. But the thing is, both accommodation and vergence happen in your eye together, automatically. And they don’t just happen at the same time—there’s a direct correlation between vergence and accommodation, such that for any given measurement of vergence, there’s a directly corresponding level of accommodation (and vice versa). Since you were a little baby, your brain and eyes have formed muscle memory to make these two things happen together, without thinking, anytime you look at anything.

But when it comes to most of today’s AR and VR headsets, vergence and accommodation are out of sync due to inherent limitations of the optical design.

In a basic AR or VR headset, there’s a display (which is, let’s say, 3″ away from your eye) which shows the virtual scene, and a lens which focuses the light from the display onto your eye (just like the lens in your eye would normally focus the light from the world onto your retina). But since the display is a static distance from your eye, and the lens’ shape is static, the light coming from all objects shown on that display is coming from the same distance. So even if there’s a virtual mountain five miles away and a coffee cup on a table five inches away, the light from both objects enters the eye at the same angle (which means your accommodation—the bending of the lens in your eye—never changes).

That comes in conflict with vergence in such headsets which—because we can show a different image to each eye—is variable. Being able to adjust the imagine independently for each eye, such that our eyes need to converge on objects at different depths, is essentially what gives today’s AR and VR headsets stereoscopy.

But the most realistic (and arguably, most comfortable) display we could create would eliminate the vergence-accommodation issue and let the two work in sync, just like we’re used to in the real world.

Varifocal displays—those which can dynamically alter their focal depth—are proposed as a solution to this problem. There’s a number of approaches to varifocal displays, perhaps the most simple of which is an optical system where the display is physically moved back and forth from the lens in order to change focal depth on the fly.

Achieving such an actuated varifocal display requires eye-tracking because the system needs to know precisely where in the scene the user is looking. By tracing a path into the virtual scene from each of the user’s eyes, the system can find the point that those paths intersect, establishing the proper focal plane that the user is looking at. This information is then sent to the display to adjust accordingly, setting the focal depth to match the virtual distance from the user’s eye to the object.

A well implemented varifocal display could not only eliminate the vergence-accommodation conflict, but also allow users to focus on virtual objects much nearer to them than in existing headsets.

And well before we’re putting varifocal displays into XR headsets, eye-tracking could be used for simulated depth-of-field, which could approximate the blurring of objects outside of the focal plane of the user’s eyes.

As of now, there’s no major headset on the market with varifocal capabilities, but there’s a growing body of research and development trying to figure out how to make the capability compact, reliable, and affordable.

Foveated Displays

While foveated rendering aims to better distribute rendering power between the part of our vision where we can see sharply and our low-detail peripheral vision, something similar can be achieved for the actual pixel count.

Rather than just changing the detail of the rendering on certain parts of the display vs. others, foveated displays are those which are physically moved (or in some cases “steered”) to stay in front of the user’s gaze no matter where they look.

Foveated displays open the door to achieving much higher resolution in AR and VR headsets without brute-forcing the problem by trying to cram pixels at higher resolution across our entire field-of-view. Doing so is not only be costly, but also runs into challenging power and size constraints as the number of pixels approach retinal-resolution. Instead, foveated displays would move a smaller, pixel-dense display to wherever the user is looking based on eye-tracking data. This approach could even lead to higher fields-of-view than could otherwise be achieved with a single flat display.

A rough approximation of how a pixel-dense foveated display looks against a larger, much less pixel-dense display in Varjo’s prototype headset. | Photo by Road to VR, based on images courtesy Varjo

Varjo is one company working on a foveated display system. They use a typical display that covers a wide field of view (but isn’t very pixel dense), and then superimpose a microdisplay that’s much more pixel dense on top of it. The combination of the two means the user gets both a wide field of view for their peripheral vision, and a region of very high resolution for their foveal vision.

Granted, this foveated display is still static (the high resolution area stays in the middle of the display) rather than dynamic, but the company has considered a number of methods for moving the display to ensure the high resolution area is always at the center of your gaze.

Continued on Page 2: Better Social Avatars »

Eye-tracking is a Game Changer for XR That Goes Far Beyond Foveated Rendering Read More »

magic-leap-2-now-supports-openxr,-strengthening-industry-against-potential-apple-upheaval

Magic Leap 2 Now Supports OpenXR, Strengthening Industry Against Potential Apple Upheaval

Though delayed from its commitment last year, Magic Leap today announced that ML2 now fully supports OpenXR. The timing might have something to do with Apple’s looming entrance into the XR space.

Magic Leap had planned to deliver OpenXR support for its ML2 headset last year, but it was seemingly delayed until now. Today the company announced that Magic Leap 2 is conformant with OpenXR.

OpenXR is an open standard that aims to standardize the development of VR and AR applications, making hardware and software more interoperable. The standard has been in development since 2017 and is backed by virtually every major hardware, platform, and engine company in the XR industry.

“The adoption of OpenXR as a common AR ecosystem standard ensures the continual growth and maturation of AR,” Magic Leap said in its announcement. “Magic Leap will continue to advance this vision as Vice Chair of the OpenXR Working Group. In this role, Magic Leap provides technical expertise and collaborates with other members to address the needs of developers and end-users, the scope of the standard, and best practices for implementation.”

Its true that Magic Leap has been part of the OpenXR Working Group—a consortium responsible for developing the standard—for a long time, but we can’t help but feel like Apple’s heavily rumored entrance into the XR space lit a bit of a fire under the feet of the company to get the work across the finish line.

In doing so, Magic Leap has strengthened itself—and the existing XR industry—against what could be a standards upheaval by Apple.

Apple is well known for ignoring certain widely adopted computing standards and choosing to use their own proprietary technologies, in some cases causing a technical divide between platforms. You very well may have experienced this yourself, have you ever found yourself in a conversation about ‘blue bubbles and green bubbles’ when it comes to texting.

With an industry as young as XR—and with Apple being so secretive about its R&D in the space—there’s a good chance the company will have its own way of doing things, especially when it comes to how developers and their applications are allowed to interact with the headset.

If Apple doesn’t want to support OpenXR, this is likely the biggest risk for the industry; if developers have to change their development processes for Apple’s headset, that would create a divide between Apple and the rest of the industry, making applications less portable between platforms.

And while OpenXR-supporting incumbents have the upper hand for the time being (because they have all the existing XR developers and content on their side), one would be foolish to forget the army of experienced iOS developers that are used to doing things the ‘Apple way’. If those developers start their XR journey with Apple’s tools, it will be less likely that their applications will come to OpenXR headsets.

On the other hand, it’s possible that Apple will embrace OpenXR because it sees the value that has already come from years of ironing out the standard—and the content that already supports it. Apple could even be secretly part of the OpenXR Working Group, as companies aren’t forced to make their involvement known.

In the end it’s very likely that Apple will have its own way of doing things in XR, but whether that manifests more in the content running on the headset or down at the technical level, remains to be seen.

Magic Leap 2 Now Supports OpenXR, Strengthening Industry Against Potential Apple Upheaval Read More »