Apple’s secretive AR and VR Headset plans altered by internal differences
bloomberg.com
bloomberg.com
I own an Oculus Quest, which is fairly light weight and totally self contained while my Brother owns a more capable Oculus device that is tethered to his gaming PC.
I use my Quest many times a day, often for just a few minutes at a time. It is so easy to get up from my desk, and jump into a ping pong game, enjoy a favorite part of Vader Immortal, randomly try a VR art piece, etc., etc.
I don’t want to spend huge amounts of time on the quest, rather to just use it the way I would take a walk or a hike.
I love the Oculus Quest, and if Apple sells something better with good content, then I am all in.
Other than ease of use Oculus Quest the price point (sub 500) might be another factor but OTOH I don't think that's a big factor if its an apple product.
I agree, but I believe the battery will need upgrade as well
Self contained VR is the way forward IMO. I would only use tethered VR for seated simulations such as flight or racing, which would typically use more peripherals anyway.
VR is not a forgiving environment for latency. If your target 72fps (Quest), about 862 miles is an upper bound for distance. That's just to get data round-trip at fiber speed, additional latency sources (wifi, rendering, encoding, wifi again) are going to make things worse. Prediction and "timewarp" only get you so far.
I'm all for wireless headsets to eliminate the tether when using a PC, but to me the Quest is compelling primarily because it's standalone. I can bring it almost anywhere (empty warehouse, a large field outside, hotel rooms) and not need to worry about lugging a bunch of extra gear.
It's also really compelling for quick product demos if that's your thing. We can keep builds of software installed on a headset that can go from packed in a small hard-case to ready to show off in about the time it takes to boot.
This is sort of a self-plug, but we're experimenting with the idea of an app that has a comic reader, book reader, Reddit client, art viewer, video player syncing/streaming from a desktop, if you are interested in trying builds. We sort of looked to build the same thing, something you use a little bit everyday because it's better than tiny screens.
And I think as usual, Apple may be what will make VR mainstream, and that'll take quite some time given their AR/Glass focus.
Why? I have all of those on my computer without strapping anything to my head.
[edit] typo
I know the pixel density isn’t there yet but I don’t want different screens. The AR/VR would be the “single good display” you’re looking for. I want glasses I can use for literally everything I need a screen for.
Apple’s device(s) should be the same.
I've similarly seen much more usage of the Quest from non-technical people as it's much less intimidating to get going.
But yes, I do like the easy experience of using the Quest. I expect Apple’s gear to be similarly easy to enjoy.
You could still do that. Just plugging in something in the same room is not that much more difficult. I personally would’ve preferred higher graphics. I love my quest but there needs to be a premium offering that is wireless and it seems like that’s what they were going to do. Ive’s response about not taking people out of the world is stupid. That’s the point of VR.
I certainly trust Kuo's track record for accuracy more than I trust Gurman's.
It was great in that until recently. I leave my quest powered on between gaming sessions. Sometimes I even leave game (beat saber or boxvr) open. It worked great for some time, but for about a couple of months I am experiencing a lot of bugs when it's impossible to recenter headset (using hardware button) and image weirdly freezes for a couple of seconds.
Reboot fixes everything until next time.
It really ruins using headset for frequent short sessions.
And support was really unhelpful.
Fingers crossed it's a temporary regression. Exactly like you, it's been a boon working from home because I will get up for 10 minutes after a long stint of video call and do some SynthRiders etc., which has been amazing for fitness, concentration, etc. Adding 3 minutes to reboot the thing definitely tips it past a critical threshold for that kind of use.
This is the major problem will all the mobile tech based VR. The content is not and will never be compelling to the audience that actually wants this tech.
Prime example is the Apple Watch... who "wears" it now? Sports people...
"Apple now sells more watches than the entire Swiss watch industry"[0]
[0] https://www.theverge.com/2020/2/5/21125565/apple-watch-sales...
Two years ago I was on vacation in Hawaii and took a whale watching / snorkel tour. I was the only person on the boat not wearing an Apple Watch. They are pretty much ubiquitous, like the iPhone, among an upper middle class demographic.
What is the minimum key value to take a chunk from Luxotica?
The thing that most amazes me about how well this works is that I can actually get a great experience rendering remotely on a cloud pc (Shadow, 350 miles away) using VirtualDesktop or one of the other streaming solutions.
So there's a bit to be said for both approaches. But as far as the hardware goes, a decently powerful standalone device is still necessary for a lot of local operations such as view reprojection or frame interpolation that is necessary to make the remote experience usable.
You are not the arbiter of that.
One of the Google cardboard demos has you flying along with a bunch of seagulls. The first time I saw that I was extremely annoyed they didn’t just make it an endless loop of flying. It felt magical, if I could have put on some psybient music with it it would have been 10/10 relaxing. I also showed the demo to my 60yr+ mom and she felt similar.
That is where the big money for VR would be, once polished, in the same way that mobile games went absolutely stratospheric and are worth more than 50% (in value) of the gaming market. You want to tap the mainstream.
Phones enabled casual gaming but don't believe VR is for casual users (except maybe VR porn). Sealing yourself off from the world in a 3x3 meter space (or even on the sofa) is just not a "casual user" use case so chasing the casual VR users with low-powered VR devices is doomed to fail IMO.
I'll probably jump into Quest if wireless to PC gets an official solution and if they fix the low refresh rate. VR sickness is not fun.
It's not perfect, but I got HL Alyx running via the cloud with no local hardware.
If you have a chance, try playing one of the three parts to the Vader Immortal trilogy. It is like being inside a Star Wars movie. At first Darth Vader is not too bad but the more you work with him to try to bring Padme back to life, the scarier he gets. Really unlike a regular game because of the motion of your body. When you are fighting with a light saber in one hand and levitating rocks to hurl at opponents with your other hand, the whole experience is very compelling.
About 25 years ago I did VR projects for SAIC and Disney, and I have written little games for fun since the 1970s, and being where I am now in my life, I am thrilled at the Oculus Quest experience and I can’t wait to see Apple’s system and what 3rd parties write for it.
But a new wearable - a lifestyle product, slim and stylish enough to go anywhere and slide into a pocket if need be - is right up Apple's alley. On top of that, there's the incredibly obvious solution of pairing it to the user's iPhone for heavy-lifting, making use of those absurdly powerful mobile chips and gaining a new source of ecosystem synergy (or lock-in, depending on your perspective) in the process.
It's shocking to me that someone holding such high regard in Apple could be so out of touch.
Gurman's sources are good enough that I imagine he has the narrative right, but this sounds a little bit like the iPad / iPhone evolution in retrospect: As I understand the history, the iPad was actually under development first, but it became obvious that the better initial market to target with the technology was smartphones. It wouldn't shock me if they belatedly have the same revelation again.
Maybe they have sold themselves on a kind of "meet in the middle" strategy, where major YoY improvements in AR-enhanced smartphones build a market for mobile-focused apps, while the HUD technology is ramped up and refined in an environment where you don't worry so much about power and portability.
But again, if I were Apple, I'd stick to mobile and wait until they are ready to leapfrog everyone else rather than try to build a market with awkward enthusiast tech.
One giant question I have in this space is, where the hell is Google? Are they really so burned by Google Glass that they are going to give up on an area that has a small but realistic chance of being a large part of the future of both consumer and business computing?
Really poor timing considering I think the Quest (for mobile) and Alyx (for tethered content) are an inflection point for the medium imho.
Apple for long tried to license display tech from Beijing university, a solid state microled chip with microlenses, but they never agreed on lump sump payment Apple wanted, despite it being "n-times the price" of their whole IP trading business.
So, it became a blocker, with relationship souring, and them resorting to "patenting around," poaching their engineers, and other nasties.
They tried to recreate the chip by themselves, but Beijing uni got a tip of it, and claimed that Apple is now "IP tainted" by what they saw under NDA, and them hiring their engineers.
And so, Apple went on developing "ordinary" transparent VR glasses instead.
A company called Kura is said now to reuse the same chip from Beijing university IC company in their own take on what Apple tried originally.
The idea of a combined VR/AR device sounds silly, and I think Ive is right: AR is where Apple should be focusing right now. There is something there for AR, and Apple has been laying the groundwork for AR for years with iOS and iPad OS. VR is very much stuck in a niche right now, and it seems like it will be for awhile.
Think of Google Glass sans camera, and creepiness.
For anything else, there is simply no practical tech on this planet.
The lowest common denominator for "a real world usable AR" is well known: an emissive display, and a simple reflective projection system on some semitransparent medium/mirror dots/viewfinder-overlay-like prisms. No magic.
Pretty much everything else requires battery packs bigger than the glasses themselves, especially if you want daylight visibility.
> I'm not sure if I'd put a lot of stock in an Apple supplier knowing more than people who talk to internal engineers
You will be surprised how much RnD stuff Apple outsources around in China.
Maybe they design their products in California, but they definitely engineer them here in Shenzhen.
I had hard time understanding why they were so skittish talking about their RnD centres in China, and even once denying their existence, when the whole city knew of them, and where they are.
Saying VR is a niche for XR headsets would be like saying word processing was a niche for home computers in the 70s. The tech simply isn't here yet to make an appealing product without everything you need for the "niche" application, so you might as well include it anyway.
There were about 30 people in the original iPhone team. Something tells me larger teams find it hard to bring out innovations faster.
https://www.theverge.com/2017/6/13/15782200/one-device-secre...
"Apple started working on an augmented reality headset at least as early as 2006, but put the idea on ice because it seemed a mere curiosity compared to the iPhone. The possibility of some sort of iGlass device was confirmed by Tony Fadell, the former iPod division head who is now the CEO of Nest Labs, during an interview for the oral history."
https://www.fastcompany.com/3018060/apples-iglasses-are-real...
https://www.computerworld.com/article/2474968/innovation--ap...
>For Ive, who left last year after almost three decades at the company, a more realistic experience was potentially problematic: He didn’t want Apple promoting technology that would take people out of the real world.
And, on a philosophical level, that's not his decision to make. People build artificial worlds to suit or make up for their imperfections; that's just who we are as a species. I notice that those who are successful in the real-life social or corporate world are often horrified at the prospect of those not being central to the average person's experience, but the truth is that they're just as manufactured and distracting from "reality" as anything else. What is reality? I would say, "The base layers of Maslow's hierarchy," with everything above being artifice. Apple's contemporaries have shown that one doesn't need a false 3D overlay of their apartment to be swayed by the unreal; all you need is a willing mind and a text editor/reader. The problem is therefore orthogonal to the medium, and instead a matter of mental self-regulation of the near-limitless bounds of our imaginations. Let's get that figured out and stop trying to hold technology back.
Here's the full text in archive: https://archive.vn/Ue3Kp
The goal is new UI extension of iOS similar to the watch. Eventually making it so you don’t need to pull out your iPhone to interact with software (and the world) at all.
Probably at first will be notifications and such. No idea if there’s any truth to this video, but it makes sense to me that Apple would focus on this as the next platform when the hardware becomes possible: https://www.youtube.com/watch?v=r5J_6oMMG7Y
I think there’s huge potential for a massive shift in capability if this is done right.
Some of the decisions made under him should be re-visited it seems, his product instincts beyond the design were flat out wrong.
https://www.macrumors.com/2020/06/12/arm-based-macs-12-inch-...
I wonder if either of them will be as generally useful for a wide group of people day to day. I don't mean useful as in apps, I mean tolerated by eyes and brain.
Wireless tethering would be best, but a thin wire would be fine too, I'd probably prefer that to having a radio on my temple all the time.
I wonder what kind of display tech they are planning to use - laser projection or something else? I've been seeing tiny 1" OLED displays from China lately with 2560x2560 resolution on Alibaba, pretty cool. But of course they block your vision, unlike a projector.
They need VR credibility, especially after Valve dropping Mac support for SteamVR: https://www.macrumors.com/2020/05/01/valve-drops-steamvr-mac...
5 months until they bring in John Carmack?
https://www.theverge.com/2019/11/13/20963899/john-carmack-st...
If not - then I'm suggesting it. ;-)
Interesting theory.
Apple should perfect this idea instead, make it look like a normal set of highend overear headphones from the outside, and integrate a AR screen into the headband. This form factor is a winner for bulkier AR/VR headsets because people already wear headphones around their necks, people are used to seing other people wearing them like that. Meaning that one of the biggest barriers of adoption (where to store it, looks) is already solved.
A portable mobile cinema/AR viewer, and a Macbook/Ipad auxiliar screen through USB-C would be enough for a v1.
They'd have the capability to integrate powerful technology into such a package.
They shouldn't be thinking about market segments or if it looks cool enough. Just make the next step in human-computer interaction. Make history.
“When we invented the personal computer, we created a new kind of bicycle... a new man-machine partnership... a new generation of entrepreneurs.” — Steve Jobs, c. 1980
People don't realize Steve Jobs was the great integrator.
The ipod was a great achievement, but it was dwarfed by his ability getting the music people and the computer people together.
AR glasses on the other hand they could bust wide open, but it all depends on the display technology. Literally nothing else matters unless the display is a huge breakthrough. I doubt that it will be good enough by 2023, unless Apple goes for a niche market first and expands wide a few generations later. But that doesn't really seem their style.
I hope that Apple will have Screen Time on this device.
If anything I could see the iPhone acting as the hub (for the first few generations at least) in the same way the iPhone is the hub for the Apple Watch. Not sure what protocol they would use to communicate, Bluetooth doesn't have the bandwidth and Wifi is still a power hog.
The killer applications of AR would be when glasses are as ubiquitous as smartphones and display the same virtual world for everyone:
Imagine walking outside and seeing your neighbor's favorite fictional character mowing their lawn, because that's the avatar they chose to display themselves to other AR users.
Or seeing kids battling their Pokémon in the park. :)
It just looked like a million other AR demos I've seen: gimmicky with less utility than what I've got now. I can imagine a place for AR, but "worse interface for something I can do right now on my phone" is not it.
> worse interface for something I can do right now on my [computer]
Were quite literally the arguments people used against the advent of smartphones. :)
What problems do you think smartphones solved? People were not exactly clamoring for them.
Why do you think the Apple Watch became so successful?
When you don't HAVE to hold a phone to be able to do something, you wouldn't want to. In fact, I could see smartphones being supplanted by a combination of smartwatch + AR glasses.
Mobility
One of Apple’s core tenets is that convenience trumps everything.
Often to the chagrin on power users. Always to the chagrin of spec lovers. But it has worked very well for them until now.