The Apple Vision Pro And Future Of Immersive Content

Vincent T.
High-Definition Pro
7 min readJun 12, 2023

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The future of immersive content is looking promising and exciting. The technology continues to evolve, advancing to allow users more immersive experiences that are realistic, interactive, and widespread. One aspect of it is called MR (Mixed-Reality) and combines virtual and augmented reality using a headset.

On that note, Apple is back to the cutting edge of innovation with a product introduced at their WWD Conference 2023 (You can watch this 26 minute condensed presentation from The Verge). The Vision Pro is here, and it brings us Apple’s own version of the mixed-reality headset. Some tech reviewers (MKBHD, Mrwhosetheboss, Linus Tech Tips) have given a good impression in terms of experience using the device. Others were concerned about more controversial issues (I will not get into that for this article).

Headsets like this have been around prior, with products like the HoloLens (Microsoft) and the previous Oculus (Lenovo/Meta) now Quest headset. While they did make some impression early on, they did not have that impact to make the products highly in demand in the market. They also failed on some key features like usability (UI/UX), hardware issues, and availability of user applications.

While the applications for these headsets were focused on gaming and entertainment, they can also have other uses. Apple is exploring those use cases, and they are the type of company that can transform a consumer product to an essential commodity, like what they did for smartphones with the iPhone.

Introducing The Vision Pro

Apple has given this device a purpose for computing, content, and connectivity applications. Unlike other headsets, the Vision Pro was not targeted at gamers. Instead you have a more general purpose headset for virtual experiences, like online conferences, video chat, 3D video, technical training, virtual/augmented reality (VR/AR), metaverse and interactive websites.

(Source: Apple)

For Apple, that meant building a device with its own operating system (VisionOS) that makes use of the tech giant’s own processors (M2 and R1). You do not need an iPhone or iPad to operate the headset. It is also built in typical Apple fashion, with catchy aesthetics that gives the product a pleasing look.

This device is full of technology that the competition does not (or did not) yet have. The headset is a singular piece of three-dimensionally formed laminated glass that flows into an aluminum alloy frame that gently curves around your face. This is what gives a user full immersion once it is worn.

It contains an array of advanced cameras and sensors that work together to deliver the user the experience of virtualization. It is also used to detect hand inputs and gather data from the surrounding environment to bring digital content to any physical space you are in.

Why was this device even necessary? There are already headsets that allow you to watch movies, play games and surf the Internet in an immersed virtual environment. Problem is, they are not quite as good as the Vision Pro.

Immersed In Virtual Reality

The Vision Pro stands out because it offers superior performance. This is what makes it relevant, and once again Apple was able to develop a gadget it did not invent to become a better version of the original.

The best examples of use cases for the headset, are in virtual worlds with a more immersive environment. A user gets a virtual display anywhere they look. It also provides more ease of use and depth tracking of the eyes, allowing users to access items on a virtual screen and opening it with finger gestures.

Navigating through the screen can be via voice, fingers and the eyes. That is why there are so many sensors incorporated into this device. It is similar to how Apple designed the iPhone for FaceID, allowing sensors to keep track of movement to know where the eyes are focused and performing operations based on what the sensors perceive.

Vision Pro provides a virtual display wherever you are (Source: Apple)

It is not just for surfing the web. A device like this would probably be overkill if you are just browsing web pages and watching streaming video. However, there are users who value such an experience.

Apple also shows how headsets can be used for messaging and collaboration, as a social interface. Users can see each other via their image taken during the device setup, and interact virtually. This is one way for allowing the sharing of information through a totally new interface and design.

Collaboration in a virtual space (Source: Apple)

A feature of this headset is that when not in use, the lens becomes transparent. That means your eyes are exposed through the lens. This is a way to show when you are using the device, the lens will be opaque.

Quality Rules

Content creators are going to be focused on the quality of the graphics and smooth flow of animations. Since it is a visual interface, you cannot have poor graphics performance with noticeable delays or aliasing. The M2 and R1 processors help provide the performance needed.

To provide graphics quality, Apple built the Vision Pro with a custom micro‑OLED display system that features 23 MP (Mega Pixels). That is a total of 23 million pixels in front of your eyes that are tightly packed so you will not notice individual pixels.

The view from wearing a Vision Pro (Source: Apple)

This is like wearing a big screen display in front of your face. If it is that good, why would you even bother to buy a 4K UHD TV or monitor. That is perhaps a matter of choice.

The Takeaways

The price tag of about $3,500 is probably the deal breaker for many. There are those who are willing to pay the early adopters fee, but not for the average person (in this economy). What justifies the price tag is Apple’s technology and brilliant design of the product. You are not getting something that can already be found in other brands, you are getting the best in the market.

An issue that many users might find to be a problem is that you will not last more than 2 hours on battery charge with the headset. It is understandable since the device was not made for marathon web surfing and gaming, two activities in which users spend hours with a device. You can however keep the headset plugged in, but that restricts some mobility since you have to be near a power outlet.

It would be nice to have a device like this that can last for hours, especially when you are immersed in the content. When going on long trips where there are no power outlets available, it would be a bummer. It also gives anxiety having to think about how much power is left with your battery, and that too can affect the immersive experience.

Comfort could be an issue as with early versions of headsets. The Vision Pro is heavier than your typical headset because of the materials used. It did not seem to bother most users during their trial, but that is because they did not spend more than an hour. When used continuously for hours, the results would be interesting to know.

Headsets offer a different medium that can enhance the experience, adding more enjoyment. Unfortunately, you cannot share that experience with other users unless they also have this expensive headset. These are individual personal devices that are not meant for groups of users together. What if you can use the headset to project what you can see (e.g. holograms) to share with others.

Hopefully, the Vision Pro can also become an ideal device for gamers and content creators. At this iteration of the device, I do not see that yet. Apple is not a gaming company and creating content using a headset does not offer any big advantage. We need to see more use cases for them, and that would come from developers to build these apps.

Synopsis

You can make your argument for who this product is really for, but I think that this will be a platform model for the next generation of devices. As with early iterations of a gadget, it will look clunky and awkward at first. It is just about to make its mark and if its features are truly significant, it will shape the delivery of immersive content to users.

It will still need some time for it to become more ubiquitous to the point where using it becomes an essential daily driver. Right now it is for early adopters with deep pockets, until it will reach scale and drop in price and become just as common as the iPhone.

Disclaimer: The opinion provided is not based on experience or endorsement for Apple, but from the reports regarding the product. Please DYOR always to verify information and create your own perspective.

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Vincent T.
High-Definition Pro

Blockchain, AI, DevOps, Cybersecurity, Software Development, Engineering, Photography, Technology