Ming-Chi Kuo: Apple Likely to Release Mixed Reality Headset in January 2023

Industry analyst Ming-Chi Kuo, a respected figure in all things Apple supply chain leaks, says the Cupertino tech giant is likely preparing to launch its long-rumored mixed reality headset early next year.

In a Medium post, Kuo outlines a few key points based on how he gathers the industry is headed.

In short, Kuo posits that Meta is slowing down investment in VR hardware due to looming economic recession, but this will provide others opportunity to play catchup as market share shifts away from Meta to companies such as Sony, Valve, Pico, and HTC. It’s not VR, its Meta’s core business that’s taking a hit.

Kuo says there’s still a “vast” potential demand for VR headsets in China which could be filled by companies with ready access to the Chinese market, such as ByteDance subsidiary Pico Interactive and Taiwan’s HTC.

Apple is also tapped to fill growing demand. Codenamed N301, Apple’s MR headset will “likely release in January 2023,” Kuo maintains, and is set to “favor the continued rapid growth of the headset sector,” adding that it’s “the most complicated product Apple has ever designed.”

“Although Apple has repeatedly reiterated its focus on AR, I believe Apple AR/MR supporting video see-thru could also offer an excellent immersive experience,” Kuo says. “Therefore, the launch of Apple AR/MR will further boost the demand for immersive gaming/multimedia entertainment.”

N301 is said to combine VR displays with passthrough cameras for both VR and AR applications. Check out the roundup below for all of the rumors surrounding Apple’s MR headset:

What We (think we) Know About N301 Mixed Reality Headset

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Apple Quietly Released One of The Most Impressive AR Room-mapping Tools

Apple has barely mentioned augmented or virtual reality in its big keynotes lately, however at WWDC 2022 earlier this month, the company quietly released probably one of the best 3D room-mapping tools for mobile AR yet.

Called RoomPlan, the ARKit Swift API uses the camera and LiDAR scanner on recent iPhones and iPads to create a 3D floor plan of a room, including key characteristics such as dimensions and types of furniture.

It’s not for consumers (yet) though. Apple says it’s aiming to appeal to professionals like architecture and interior designers for conceptual exploration and planning, as well as developers of real estate, e-commerce, or hospitality apps; developers can integrate RoomPlan directly into their AR-capable apps.

When it was released earlier this month, Jonathan Stephens, Chief Evangelist at spatial computing company EveryPoint, took RoomPlan for a test drive to see what it could do. The results are pretty surprising.

RoomPlan seems to be able to deal with a number of traditionally difficult situations, including the mirror seen above, but also messy spaces, open and closed doors, windows, and generally complex architecture. Still, Stephens’ house isn’t just a bunch of cube-shaped rooms, so there’s a few bits that just didn’t match up.

Vaulted ceilings, wall openings, multifloor areas like you might find in foyers were all a bit too difficult for RoomPlan to correctly digest. Although not perfect, it seems to at least autocorrect to some degree based on some assumptions of how things might best fit together.

RoomPlan isn’t just for app integrations though. Apple says it outputs in USD or USDZ file formats which include dimensions of each component recognized in the room, such as walls or cabinets, as well as the type of furniture detected.

If you’re looking to finetune the scan, dimensions and placement of each individual components can be adjusted when exported into various USDZ-compatible tools, such as Cinema 4D, Shapr3D, or AutoCAD, Apple says.

We’re still no closer to learning when the company plans to release its rumored mixed reality headset or its full-fledged AR glasses, however either AR or MR headset would need extremely robust space-mapping capabilities. Seeing Apple make these sorts of strides using its existent platforms certainly shows they’re on the right track.

If you haven’t been following along with the Apple rumor mill, check out some of the links below regarding the company’s mixed reality headset, codenamed N301:

What We (think we) Know About N301 Mixed Reality Headset


A special thanks to Hrafn Thorisson for pointing us to the news!

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NYT: Mandalorian Director Favreau Building Dinosaur Experience For Apple’s Headset

The New York Times reports that Jon Favreau is developing “video content” for Apple’s upcoming mixed reality headset, expected to launch next year.

The content will be related to the recent Apple TV+ show Prehistoric Planet, which debuted on the streaming service last month with Favreau as showrunner and David Attenborough as the narrator.

The report contains few other details on the nature of the Prehistoric Planet content for Apple’s headset, except that Favreau is “working to bring that show’s dinosaurs to life on the headset.” That being said, some kind of 3D immersive experience seems likely.

Favreau is an acclaimed Hollywood filmmaker, director and actor. His directing credits include Elf (2003), Iron Man (2008), Chef (2014) and The Jungle Book (2016), as well as most recently working on popular Star Wars series The Mandalorian for Disney+. He also been heavily involved in various capacities with Marvel Cinematic Universe films.

However, Favreau is no stranger to virtual reality either. In 2016, he worked on a VR narrative experience called Gnomes & Goblins for the HTC Vive. Even more recently, he’s been using VR headsets to visualize shots on the sets of movies like the 2019 remake of The Lion King.

“[We] created this multiplayer VR filmmaking game where all the crew put on headsets and they were able to walk around and look around the Pride Lands and watch the animated performances and set cameras inside VR,” he told Jimmy Kimmel in 2019. “So it felt like we were making a live action film inside virtual reality.”

Speaking to UploadVR in 2016 about Gnomes & Goblins, Favreau said he wasn’t sure if he could see himself spending the majority of his time as a director working in an immersive medium. Nonetheless, it’s clear virtual and mixed reality has kept his interest since then.

According to industry analysts and publications, Apple’s mixed reality headset is set to be revealed either this year or early next, for a release in 2023.

Apple May Announce AR/VR Operating System at WWDC Next Week, Trademark Suggests

Recent reports maintain we may be seeing a mixed reality headset from Apple sometime soon, however it appears the Cupertino tech giant has filed a global trademark for realityOS, its alleged XR operating system, which could suggest we’ll learn more about that and its XR device(s) as early as next week.

The trademark was discovered by Parker Ortolani, a brand licensing manager at Vox Media. As first reported by The Verge, Ortolani’s investigative work points to a possible reveal or mention of realityOS at WWDC’s keynote, taking place June 6th.

The trademark for realityOS, which is supposed to be used with “wearable computer hardware”, wasn’t filed by Apple directly. Instead, it was filed back in December 2021 by an entity called “Realityo Systems LLC”, which seems to have all of the hallmarks of a shell company specifically created to obfuscate the actual trademark holder. In the past, the company has used similar shells to register its successive macOS update names including Yosemite, Big Sur, and Monterey.

As Ortolani points out in a Twitter tread, the trademark was initially filed just two months before “realityOS” began showing up in Apple source code. The June 8th deadline to renew this filing is conveniently slated to take place only two days after the upcoming WWDC keynote.

“Apple typically files trademarks for products announced at WWDC a day or two after the keynote. This would be one helluva coincidence,” Ortolani concludes.

Image courtesy USPTO via Parker Ortolani

Unless someone is looking for a trademark dispute that they’ll surely lose against Apple, it’s possible we’re seeing the dominoes fall in place for the company to formally announce realityOS, and possibly allude to its first XR headset.

Earlier this month, a report from The Information alleged that Apple showed off a host of AR/VR prototypes to its board as far back as 2016. The report maintained that, more recently, project lead Mike Rockwell and then-Apple hardware designer Jony Ive found themselves in a bit of a tussle when it came to just how the company’s first immersive headset would function. It’s said the headset, codenamed N301, was in the end set to become a standalone headset with VR displays and passthrough AR camera sensors, making it a ‘mixed reality’ headset.

We’ve assembled some of the key takeaways from reports past. Like all things Apple, we’re unable to verify any of the claims below, so please take them with a big grain of salt:

What We (think we) Know About N301 Mixed Reality Headset

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Report Details Apple MR Headset Design Challenges & Internal Hurdles

Apple is a notorious black box when it comes to internal projects, although sometimes details based on supply chain rumors shed a sliver of light on what might be happening with the company’s AR/VR headset behind closed doors. Much less common coming from Apple are direct internal leaks, however a report from The Information alleges that 10 people on Apple’s mixed reality headset project team have detailed some of the past design challenges and possible direction the headset may take moving forward.

The report (via 9to5Mac) details some anecdotes reaching back as far as 2016, when the company allegedly first showed off a number of AR and VR prototypes to industry leaders and Apple elite.

Former Vice President Al Gore, then–Disney CEO Bob Iger and other Apple board members walked from room to room, trying out prototype augmented and virtual reality devices and software. One of the gadgets made a tiny digital rhinoceros appear on a table in the room. The creature then grew into a life-size version of itself, according to two people familiar with the meeting. In the same demo, the drab surroundings of the room transformed into a lush forest, showing how users could seamlessly transition from AR, in which they can still view the physical world around them, to the more immersive experience of VR—a combination known as mixed reality.

It was more of a conceptual showcase at the time, the report maintains, as some prototypes ran on Windows while others were based on the original HTC Vive. Like the ‘The Sword of Damocles’ built by Ivan Sutherland in the late 60s—the founding father of virtual reality—one such prototype was also supposedly so heavy it was “suspended by a small crane so the Apple board members could wear it without straining their necks.”

None of that’s particularly uncommon practice when it comes to hardware development—just ask Magic Leap insiders from the early days—however the report notes the company’s MR headset hasn’t gained the same support from Apple’s current CEO, Tim Cook, that Steve Jobs had for iPhone’s development. The report says Cook “rarely visits the group at its offices away from the main Apple campus.”

There’s also allegedly been some political infighting that has stymied development, which we’ve heard in a previous report from 2019 when it was alleged Apple was pumping the breaks on the headset due to discord between then-Apple hardware designer Jony Ive and project lead Mike Rockwell. Ive has since departed the company in 2019 to pursue his own design company, LoveFrom.

Rockwell, Meier and Rothkopf soon encountered pushback from Ive’s team. The three men had initially wanted to build a VR headset, but Ive’s group had concerns about the technology, said three people who worked on the project. They believed VR alienated users from other people by cutting them off from the outside world, made users look unfashionable and lacked practical uses. Apple’s industrial designers were unconvinced that consumers would be willing to wear headsets for long periods of time, two of the people said.

While the teams proposed adding passthrough cameras to the front of the headset, codenamed N301, Apple industrial designers were decidedly more intrigued with a concept for what sources tell The Information was an “outward-facing screen on the headset. The screen could display video images of the eyes and facial expressions of the person wearing the headset to other people in the room.”

The report doesn’t go any further than 2019, however The Information’s Wayne Ma is supposedly publishing a piece soon that covers “pivotal moment for the Apple headset.”

Like we said, Apple is a black box, which means it doesn’t comment on on-going projects or respond meaningfully to media requests for clarity. Looking back at previously reports however may provide a rough picture of what to expect. The information below is based on reports, so please take it with a grain of salt.

What We (think we) Know About N301 Mixed Reality Headset

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Top 10 Features We’d Love For Apple’s Mixed Reality Headset

All reports and rumors point to a mixed reality headset on the horizon from Apple. But what Apple features do we want to see supported on this upcoming headset?

Credit to The Information for the mockup drawing of Apple’s headset, featured above in the cover image of this article. 

While initially thought to launch this year, it now seems that Apple’s unannounced mixed reality headset could be pushed to a 2023 launch. Nonetheless, last week we assessed how Apple’s key competitive advantage will be its long history of software and operating system development, matched with an extensive feature set and intuitive, integrated design.

This week, we’re going to run through our list, in no particular order, of existing Apple features that we’d love to see support on the company’s mixed reality headset. Apple is all about parity and integration across its ecosystem of devices, so it’s fair to expect that it will leverage many existing features (and the familiar branding behind them) to bolster the user experience of its headsets.

Keep in mind — some of the features listed below are fairly safe bets, while others might be further down the pipeline or simply more speculative/hypothetical in nature. Here’s our list:

AirDrop

AirDrop is one the best features across Apple’s ecosystem and it would make perfect sense on a headset. 

People mostly use AirDrop to share photos between phones, but its functionality extends well beyond that – you can use it to send links to a secondary device, share contacts, send files between devices, and much more. Integrating AirDrop into Apple’s headset would allow users to quickly share content with each other and between their existing Apple devices and the headset. This would come in handy when trying to send your headset a link from your phone, for example, or when trying to quickly transfer a VR screenshot or video recording across from the headset to another device. 

iCloud

iCloud support seems like a no-brainer, if not near guaranteed, inclusion on an Apple headset. Like other Apple devices, this would seamlessly sync content between all devices as well as back up your headset to the cloud in case it needs to be reset or you upgrade to a new headset in the future.

Likewise, this would allow system-level integration with iCloud Files, allowing you to access the same files from your headset, phone and computers at all times. It would also sync your VR screenshots, videos and app data across all devices, providing another easy way to access content you create in VR from another device at any time. 

Sidecar

Sidecar is one of Apple’s recent features allowing an iPad to operate as a mirrored or second display for a Mac computer. It works wirelessly and remarkably well, in my experience, providing users with an easy two-monitor setup while on the go.

We’d love to see Sidecar’s functionality extended with new features for the mixed reality headset. Instead of using another device as a second monitor for a computer, it would be awesome to see Sidecar add support for using an iPad, iPhone or other Apple device while in mixed reality. Perhaps something similar to Horizon Workrooms’ remote desktop, allowing iPads and iPhones to be tracked, represented and usable in mixed or virtual reality.

Pushing the idea even further, it would be cool to see Sidecar allow an iPad or iPhone to work as customizable peripheral accessory for mixed reality — a physical device that you could pick up and interact with, tracked by the headset, displaying some kind of custom content while using the headset.

FaceID

FaceID remains one of the most reliable and fast methods of face-recognition on the smartphone market. As VR avatars get closer to photo-realism, user authentication and authorization is going to be increasingly crucial. While we don’t know what sensors to expect in Apple’s first-generation headset, it would be great to one day see FaceID adapted for VR using face tracking sensors to verify the owner of the headset. It would be equally useful as a way recognize different users on one headset, allowing the headset to automatically switch profiles for each. 

iMessage

Apple’s now-infamous blue bubble iMessage system is standard among Apple users. Much like how users can send Facebook Messenger messages on Quest 2, it would only make sense to see iMessage supported on Apple’s headset.

Facetime & Memoji Support

On existing Apple devices, Facetime now supports audio and video calls. Being able to accept audio Facetime calls while using Apple’s headset would be great, but it would also be fantastic to see Facetime expanded with additional made-for-VR functionality. One option would be to add a new option for VR calls, allowing headset users to talk and interact with each other on call in 3D virtual space with personal avatars. Apple’s Memoji system seems like a natural system to use for VR avatars in these instances, akin to Meta’s recently updated avatar styles.

SharePlay

SharePlay is a newer feature, only recently launched as part of iOS 15. Tied together with Facetime, it lets users sync up video and audio content with each other, so they can watch/listen together at the same time. The obvious next step for SharePlay would be allowing headset users to join a SharePlay session together in VR cinemas or home environments, similar to Horizon Home.

AirPlay with VR Casting Support

One of Quest 2’s best features is the ability to cast your view from VR onto a computer, TV or other Chromecast-enabled device, so that others can follow along. It would be remiss of Apple not to include a similar feature at launch for its own headset, and AirPlay would be the obvious way to do it.

AirPlay works similarly to Google Cast, allowing you to share your screen or content with other AirPlay-enabled devices. Being able to seamlessly share your view in VR to a Mac computer, iPhone, iPad, Apple TV or other device would be fantastic.

2D iOS App Support

One of Meta’s big 2021 Connect announcements was expanded support for 2D apps, like Instagram and Dropbox, coming to Quest 2. However, the app selection is still quite small and still expanding. Apple has a slam dunk opportunity to one-up Meta instantly here, by adding support to run all, or at least most, existing iOS and iPad OS apps in 2D on its headset.

The headset is rumored to feature one of Apple’s proprietary processors, perhaps on par with the M1 Pro chip. This should, from a tech perspective,  make it a possibility for native 2D iOS/iPad OS apps to run on the headset.

This could even work similarly to how iOS app support worked on the iPad at launch. Some apps had iPad-specific designs and features at launch, but many didn’t. To this day, iOS apps that don’t have iPad-specific support can still be run on the system — instead of a native iPad app, you simply use the app as it’s designed for iOS, but scaled up and enlarged to fit as much of the iPad’s screen as possible. Developers can choose to add support for a native iPad version of their iOS apps, which will automatically run instead of the iOS version, once implemented.

A similar approach could be taken for 2D iOS and iPad OS apps on Apple’s headset — supported at launch, but mostly running the same iPhone and iPad versions you’re used to. Developers could then choose to add headset-native versions of the apps over time, which would take full advantage of the platform.

Apple Wallet/Apple Pay

Entering details like a card number while in VR is a huge hassle and switching quickly between real life and VR to enter some text into your headset is never fun. If implemented, Apple Pay would remove the need to enter any card details in your headset and would use automatically suggest cards that are already stored in your Apple Wallet.  Having this connected functionality in VR would be a huge time saver, allowing new headset owners to purchase experiences in a hassle-free way just by linking their Apple account. 


What features do you want to see on Apple’s upcoming headset? Let us know in the comments below. 

Report: Apple’s VR Headset Delayed to 2023 Amid Development Challenges

Apple’s upcoming VR headset was purportedly slated to arrive sometime this year. Now according to a recent Bloomberg report, those launch plans may be delayed by a few months, potentially pushing release to 2023.

According to the report, Apple’s VR headset was originally set to get its big reveal at Apple’s Worldwide Developers Conference (WWDC) this June, and would be subsequently released sometime later in 2022.

Citing people familiar with the situation, the report maintains that development challenges related to “overheating, cameras and software” have been stumbling blocks, likely pushing its 2022 launch to 2023.

Thermal challenges are owed to the standalone headset’s chipset, which is said to be similar in power to the M1 Pro chip released in the latest MacBook Pro.

It’s said that Apple is sourcing the device’s on-board cameras for passthrough AR from LG Innotek, however production may begin “as early as the second quarter of this year.”

As for software, the standalone is said to run its own operating system called rOS, which is said to focus on communication tools and media consumption.

Bloomberg’s source maintains that the Cupertino-based tech giant is planning to bring focus during its 2023 developer conference to filling out a bespoke virtual and augmented reality app store for the device.

Apple has purportedly informed supply-chain partners of the delay, however vendors have been instructed to have units available at the end of this year in preparation for launch.

Previous reports held that Apple’s upcoming VR headset will have AR capabilities, making it a precursor to its long-rumored full-fledged AR glasses. It’s rumored to be equipped with more than a dozen cameras for room-scale tracking, hand-tracking, eye-tracking, and passthrough AR. The device, which is allegedly fitted with dual 8K displays, is also said to cost $3,000.

Like all things Apple, none of that has been confirmed by the company, so we’ll just have to wait and see what specs and price Apple is targeting.

Meanwhile, Meta (formerly Facebook) is working on its own VR/AR headset, codenamed Project Cambria, which may be positioned as direct competition to Apple’s own when the time comes.

Granted, Meta has been leading the charge with consumer-focused devices that typically fit somewhere around console prices whilst Apple is, well, Apple. If these admittedly tantalizing reports can be believed, it appears both Apple and Meta are using VR headsets with passthrough AR (sometimes referred to as mixed reality) will play out as valuable test beds for future AR glasses—a thus far enterprise-focused segment that’s aiming to eventually replace the smartphone as the dominant portable computing device.

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Editorial: With Apple Approaching, Meta Needs A More Intuitive VR User Experience

As we head into 2022, the virtual and augmented reality industry is starting to look a little more competitive than it has in the last few years. But with Apple approaching the market, Meta needs to change its approach to user interface and experience in VR headsets.

Since its launch in 2019, Meta’s Quest platform has dominated the VR market. But with PSVR2 specs announced and Apple’s VR/AR headset potentially arriving as soon as this year, competition is on the rise. 

Recent reports indicate that Apple and Meta are in competition over talent, both enticing their existing employees to stay while also trying to lure the competition away.

Meta is building up its AR efforts after showcasing its prototype AR project, Nazare, while also moving towards release of its Project Cambria headset later this year. Cambria is expected to feature high-resolution color passthough, eye and face tracking and much more.

The Information Apple VR
A reported rough depiction of Apple’s unannounced mixed reality headset, drawn by The Information.

Apple’s VR/AR headset is expected to focus on mixed reality using high resolution color cameras, along with a 300-400 gram weight range, dual 4K OLED microdisplays and “M1 MacBook level performance.”

While Meta has seen the most success with the Quest platform, the expected specs for Cambria and Apple’s headset would position them more in competition with each other than with the Quest.

Both companies are essentially building towards the next big leap in personal computing. As they take these next steps, it becomes increasingly important for both Meta and Apple to pair cutting-edge hardware with a seamless and intuitive user interface and experience.

Guiding the User

For Apple, this is an area of expertise. Apple is known for providing an unparalleled, seamless experience within its own ecosystem. This intuitive ‘walled garden’ approach is both chided and praised from a wider technological standpoint, but the benefit to the Apple user experience is undeniable. 

Apple pairs smartly-designed, intuitive user interfaces with a notorious “it just works” attitude to new software and features, capped off by unmatched integration across its own ecosystem of devices. For most users, Apple’s software is the easiest to instantly understand — the complicated technology gets out of the way. Apple’s interfaces are designed to be used with little instruction, from either the device or other people. 

Steve Jobs coining Apple’s now-infamous “it just works” mentality, on stage announcing iCloud at WWDC 2011.

On the other side of the coin, Meta offers a very different approach to user interface and experience. Despite being one of the largest social media platforms in history, Facebook is a cluttered and confusing mess of an interface. This is partly because the site’s design is constantly changed, re-designed and evolved to improve engagement. It’s a live experiment in progress, always. 

From a sales point of view, Quest 2 has been a phenomenal success and it’s now a fantastic content platform for some of VR’s biggest releases. However, the base user experience mimics the Facebook design principles of confusion, evolution and convolution.

Quest 2 runs a custom VR operating system, built around a modified version of Android. Meta has made significant improvements (both in terms of design and available features) to the OS since the original Quest launch in 2019. For dedicated users and those accustomed to advanced technology, the Quest UI does its job.

For a casual audience however, Quest 2’s interface and user experience is often clunky, unintuitive and confusing to navigate. Simple actions and features are frequently hard to find or hidden away.

The latest iteration of the Quest 2 UI.

This became apparent to me personally over the holiday period, while trying to help my Dad launch an app on his Quest 2. He only uses the headset once every few months, but is otherwise adept when it comes to phones, computers and other technology platforms. 

What followed was a series of endless troubleshooting questions for very basic actions. “Have you found the app menu? It’s the icon with a grid of squares. It’s on the dashboard, at the bottom, can you see the dashboard? You bring it up by pressing the Oculus button. No, not that one. It’s the one that has no indentation, it’s flat, at the bottom of the face on the right controller. Can you see the dash now? Okay, can you find the app? It’s in the app menu…”

For a device that can fabricate an entire world around you, with limitless design options, it feels less natural and more confusing to navigate than almost any other platform. Meta’s UI on Quest obfuscates simple actions, over-complicates the basics and seemingly fails at guiding the user around the headset. 

A Tale of Two Operating Systems

The reasons for this are somewhat clear – Meta does not have Apple’s breadth of experience in the computer platform realm. Apple have been doing this for decades, Meta just over one. 

Perhaps some of the answers to these UI design problems will be solved with Meta’s proprietary VR/AR operating system, which is being developed internally and was, until recently, led by Mark Lucovsky (formerly of Microsoft, now developing an AR OS for Google). 

Project Cambria
Meta’s upcoming Project Cambria headset.

But with Cambria releasing this year, it seems unlikely it would run Meta’s proprietary OS — a continuation of the modified Android build pioneered for Quest seems like the safer bet.

Apple’s headset will probably feature much of the same design language, features and experience that has propelled Apple to become one of the most esteemed technology companies on the planet. So if Apple’s headset releases later this year, will Cambria’s competing user experience hold up to Apple’s standard?

Apple has spent more than a decade perfecting, streaming-lining and synergizing the design of its three big operating systems: iOS, MacOS and iPad OS. The upcoming headset is rumored to run its own operating system, rOS, and job openings describe engineers working on VR/AR problems alongside Apple’s existing UI frameworks and system software teams.

Meta may have a lead in the VR/AR content war and now seems laser-focused on building its own metaverse, but Apple could easily outplay them on a system software level. How? Let’s speculate on the hypothetical user experience offered by Apple’s upcoming headset, based off the company’s existing products and ecosystem-spanning features.

The (Hypothetical) Apple Headset Experience

Like most Apple devices, the headset will probably pair automatically with your account when placed in proximity to another Apple device you own, eliminating the need for almost any user setup. This would automatically connect the headset to your existing Wi-Fi networks, Bluetooth and Apple devices, and your iCloud account.

In terms of user interface, the headset will likely borrow a lot of visual and interface cues from iOS/iPad OS, adapted for mixed reality. With an Apple chip inside, native support for existing 2D iOS and MacOS apps might be possible, if not expected. If so, automatic pairing would likely sync your existing app data and files across instantly using iCloud, syncing everything inside and outside of VR perfectly.

Apple Export
Apple’s heavily-integrated product ecosystem. 

Likewise, the headset would instantly connect to your accessories, like AirPods, right out of the box. Screenshots or video recordings taken in VR or mixed reality will probably upload automatically to iCloud, ensuring easy access from other non-VR devices. It wouldn’t be a surprise to see other Apple services, like AirDrop or AirPlay, to be integrated at launch as well.

While all of the above is hypothetical, it’s not necessarily unlikely — new Apple devices tend to fit into the ecosystem perfectly. Ecosystem features like AirDrop and automatic pairing are standard fare on every new Apple device.

Many of these features are already available on Quest, some in a different or much less convenient manner. However, the way that Apple melds intuitive design with convenient features is what counts. The average consumer doesn’t have to search very far to AirDrop a photo from one device to another — it’s just a button press or two away at all times.  On Quest 2, moving a screenshot from the headset to a phone or computer is unclear and cumbersome every step of the way. For ease of use and intuitive design, it’s still apples and oranges — even when counting recent improvements on Meta’s end.

If Cambria launches with such a low standard of user experience, then Apple’s headset shipping with AirDrop and other ecosystem staples would set it up to outclass Meta in several areas almost overnight.

A Fruitful Opportunity

Meta has arguably bought and developed its way to an impressive content library and feature set, but it lacks the experience to leverage that as part of an effective, integrated platform. At launch, the opposite might be true for Apple’s headset.

Both headsets are aiming higher than a gaming market — they are the next generation of personal computing. If Meta wants to compete with Apple on that level, then it will need to adapt and make some serious changes — and soon.

Clear and intuitive user experience is becoming increasingly crucial as VR reaches a wider audience. Apple joining the fray should present the industry with some well-needed competition in this department – let’s hope Meta bites back. 

Report: Lucrative Hiring Push Sees Microsoft, Apple Employees Defect To Meta

Reports from Bloomberg and The Wall Street Journal indicate Microsoft and Apple employees are leaving to join Meta Platforms, as part of the latter company’s increased push into AR. To counter, Apple are offering some employees lucrative and unusual stock options as bonuses if they stay.

Meta, formerly Facebook, has consistently shown interest in expanding its VR/AR team for the last several years, including studio acquisitions and head-hunting competitors’ employees. However, the company’s recent emphasis on the metaverse and its latest product and prototype announcements seem to be resulting in an increased hiring push.

According to a report from The Wall Street Journal, Microsoft’s AR team (reportedly around 1500 people) has lost around 100 employees in the last year.

HoloLens 2 Review (2)

Of those staff, 70 were from the HoloLens team (headset pictured above), 40 of which went on to join Meta Platforms. This includes Charlie Han, former head of customer feedback for HoloLens, and Josh Miller, formerly part of the HoloLens display team and now display director at Meta.

Given their experience shipping an AR headset, former HoloLens staff would be enticing hires for Meta as part of the increased push towards consumer AR devices. In September, Meta shared a look at its prototype AR glasses project, subtitled Nazare, pictured below.

Project Nazare AR Meta

Microsoft also reportedly failed to hire ample new staff to manage the $20+ billion contract it signed with the US Army in April 2021. This army contract would see Microsoft supply ruggedized AR headsets, based on the HoloLens program, to frontline soldiers.

However, The Wall Street Journal reports that the program faced technical difficulties, particularly involving bringing high-quality night vision to the HoloLens. These strains reportedly enticed some members of the team to consider competitor offers. Despite this, Microsoft told the Wall Street Journal that it has a “strong team and is making progress on the project.” In October, the US Army announced it would move further testing of the project into 2022.

However, Microsoft is not the only one facing stiff competition in the VR/AR space. According to The Wall Street Journal, Apple is facing similar defections to Meta from within its AR/VR team.

More specifically, Bloomberg reports around 100 employees left Apple to join Meta in the last few months. That being said, Apple also reportedly managed to entice some key Meta employees across in the same period.

The Information Apple VR

Apple is working toward release of a VR/AR mixed reality headset in the near future, potentially as early as this year, with high resolution color cameras for mixed reality. The embedded image above is a concept drawn by The Information, reportedly depicting an impression of the headset.

To counter Meta’s recent interest in its employees, Apple is reportedly offering some of its engineers lucrative and unusual stock bonuses to entice them to stay. These options, which would be vested over four years, are being offered to only some engineers in “silicon design, hardware, and select software and operations groups.” The bonus amounts range from $50,000 to $180,000, with “as much as $120,000 in shares.”

You can read the full reports at The Wall Street Journal and Bloomberg.

New VR Headsets 2022: 4 Devices To Look Out For

Looking for a hardware upgrade? Then check out our list of new VR headsets 2022!

The VR industry finds itself at a critical point at the start of 2022. After years of perceived turmoil and sluggish sales, the Meta Quest 2 appears to have finally broken through the glass ceiling and is selling well. But, whilst it’s great to see VR developers thriving off of the sales of a headset, there are genuine concerns about the lack of true competition in the market right now.

2022 might provide the antidote to those issues. Sony’s lining up its new PS5 VR headset, Apple’s plans might finally be made public and there’s a whole host of smaller competitors vying for a slice of the pie too. Read on for the rundown of what’s on the way.

New VR Headsets 2022

Meta’s Project Cambria

We know less about Project Cambria than we thought we would at this point in time. Rumors building up to last year’s Connect conference suggested a full reveal of an ‘Oculus Quest Pro’ that could be arriving imminently. Instead, we got a quick glimpse of a new standalone headset that’s separate from the Quest line and will be arriving sometime later this year.

But some of what we heard about Quest Pro remains consistent in Cambria. We know it has color passthrough and face and eye-tracking, for example. It’s also expected to have a more compact form factor and controllers that ditch the tracking rings. But, while Cambria will have access to the Quest library of content, Meta assures it won’t be replacing the $299 headset. Think of this as a higher-end alternative for a lot of enterprise applications and enthusiast VR users, then.

While we wait, you can catch up with everything we know about Project Cambria right here.

PS5 VR/PSVR 2

Meta and Apple’s efforts might mean more for the long-term view of where VR and AR are going, but when it comes to the here and now, Sony’s PSVR follow-up promises to deliver incredible gaming experiences we can’t wait to dive into. Officially, we know PS5 VR (which isn’t yet named PSVR 2) exists. We also know it has all-new controllers. But that’s where all of the announced information ends.

Our own reporting has confirmed eye-tracking and 4K resolution among other features. It all sounds incredibly exciting but, truth be told, it’s the games we’re really interested in here. The increased power of the PS5 suggests we’ll see much more impressive titles than what we got on the original PSVR, and Meta and others are still leagues behind when it comes to securing a compelling gaming software line-up for a platform. We’ll be keeping a close eye on PSVR 2 in 2022.

Need more? Here’s everything we know about PSVR 2.

Apple’s Mixed Reality Headset

The Information Apple VR

We’ve been following the rumors surrounding Apple’s supposed mixed reality headset for the better part of a decade now, but 2022 might just be the year we finally get to see something tangible. Public comments have always seen Apple highlight the potential of AR over VR, but reports suggest this first device will be capable of both.

In fact, the latest rumors point to a $1,000 price tag for a kit with 4K OLED microdisplays, high-resolution color cameras and a new Apple chip similar to the power seen in the Mac’s M1 processor. Apple has also been on a hiring spree for AR/VR engineers for years now and has bought up relevant companies like NextVR. But, at the end of the day, all we have is speculation and hope. Will 2022 finally be the year of Apple VR?

Pimax Reality Series

As PC VR becomes an increasingly distant second priority for Meta, and Valve, Microsoft and more remain silent on the future of their own hardware efforts, the PC VR space has few new contenders to turn to in 2022. We do know that long-time headset maker Pimax is going all-in with its Reality series, which promises the highest-end experience going for VR.

So that’s 200Hz HDR LCD panels with near 6K per eye resolution and a 200 degree field of view. It’s also a standalone/PC hybrid that features an XR2 for the former (and will also scale back some of those specs when in standalone). Of course, it costs just as much as you’d think, starting at $2,499. We’ve also had issues with Pimax headsets in the past, but we’re hopeful this device improves across the board.

There’s quite a lot to keep up with on this one, though, so best read our full article here.

What Else To Look Out For

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Though they technically launched last year, the HTC Vive Flow and Varjo Aero are still in their infancy and we’ll be looking forward to new developments for both in 2022. Meanwhile, there are some relatively unknown contenders to look out for, including the recently-announced modular standalone headset from Somnium Space. The DecaGear PC VR headsets is also still in development, though it recently had to hike up its price from $450 to $700 citing tough competition, so our expectations are more reserved there. And what about that rumored Valve standalone headset, supposedly codenamed Deckard? Whilst Valve comments suggest the device could be quite real, the company’s current focus on the already-delayed Steam Deck handheld console suggests it’ll be some time before that’s a priority. As for Xbox VR? We’ll keep our fingers crossed, but persistent executive comments don’t inspire much confidence.


And that’s our list of new VR headsets 2022. What are you looking forward to? Let us know in the comments below!