- Tech
- Computing
Long-awaited and still mysterious, Apple's VR headset could be the spark for a whole new wave of hardware and software.


Scott Stein Editor at Large
I started with CNET reviewing laptops in 2009. Now I explore wearable tech, VR/AR, tablets, gaming and future/emerging trends in our changing world. Other obsessions include magic, immersive theater, puzzles, board games, cooking, improv and the New York Jets. My background includes an MFA in theater which I apply to thinking about immersive experiences of the future.
Expertise VR and AR, gaming, metaverse technologies, wearable tech, tablets Credentials
- Nearly 20 years writing about tech, and over a decade reviewing wearable tech, VR, and AR products and apps
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7 min read
Apple's next big product looks like it'll cost $3,000, rest on your face and need to be tethered to a battery pack. Whatever this expected VR headset ends up being, it isn't immediately clear what it'll do or who it's for. The Reality Pro headset, as it's expected to be called when it's likely unveiled at Apple's WWDC developer conference on June 5, is Apple's biggest new product in nearly a decade. It's also totally different than anything Apple has ever made before.
VR headsets have been a standard consumer tech thing for years, and your family, or families you know, may already have one lying in a corner. They're used for games, fitness, creative collaboration, even theater. Still, VR and AR have been outlier technologies, not deeply connected enough to the phones, tablets and laptops most of us use every day.
Apple could change that. And of course, don't expect the word "metaverse" to be uttered even once. The metaverse became Meta's buzzword to envision its future of AR and VR. Apple will have its own parallel, possibly unique, pitch.
A connection to everything?
I pair my Quest 2, from Meta, to my phone, and it gets my texts and notifications. I connect it to my Mac to cast extra monitors around my desk using an app called Immersed. But VR and AR don't often feel deeply intertwined with the devices I use. They aren't seamless in the way my watch feels when used with an iPhone, or AirPods feel when used with an iPad or Mac.
Apple needs this headset to bridge all of its devices, or at least make a good starting effort. Reports say the headset will run iPad apps on its built-in 4K displays, suggesting a common app ecosystem. It's also possible that the Apple Watch could be a key peripheral, tracking fitness and also acting as a vibrating motion-control accessory.
VR is a self-contained experience, but mixed reality – which Apple's headset should lean on heavily – uses pass-through cameras to blend virtual things with video of the real world. In Apple's case, its own devices could act as spatially linked accessories, using keyboards and touchscreens and ways to show virtual screens springing from real ones.
Apple's expected headset is supposed to be self-contained, a standalone device like the Quest 2 and Quest Pro. But that interconnectivity, and its position in Apple's continuity-handoff connected ecosystem, is a big opportunity and a big question mark.
However, Apple does have a big AR head start: Its iOS ecosystem has supported AR for years, and the iPhone and iPad Pro already have depth-sensing lidar scanners that can map out rooms in ways that Apple's headset should replicate. Apple could emphasize making its existing AR tools on other devices more usable and visible through a new interface.
Apple's head of AR, Mike Rockwell – the person expected to be leading this new headset's development – told me in a conversation about AR in 2020 that "AR has enormous potential to be helpful to folks in their lives across devices that exist today, and devices that may exist tomorrow, but we've got to make sure that it is successful. For us, the best way to do that is to enable our device ecosystem, so that it is a healthy and profitable place for people to invest their time and effort."
How do we control it?
I'm less curious about the Apple headset display – which sounds extremely promising with a possible 4K resolution per eye and a Micro OLED display – and more focused on how Apple solves what we do with our hands.
Interfaces in VR and AR are very much a work in progress. VR has tended to lean on split game controllers for most inputs, with optional (and steadily improving) hand tracking that still isn't perfected.
Apple isn't expected to have any controller at all with its Reality Pro headset. Instead, it'll likely use both eye tracking and hand tracking to create a more accurate and possibly streamlined style of interface that could make targeting intended actions feel faster. Eye tracking already works this way, sometimes, in headsets that use it: The PlayStation VR 2 has some games that use eye tracking for controlling menus.
Accessibility is a big question here. Apple's design choices are often very accessibility-conscious, and VR and AR headsets often rely on eye movement or physical hand movements that aren't always easy for everyone. Voice control is a possible option here, or maybe some Apple Watch-connected functions that improve gesture accuracy and offer some touch controls could be in the cards, too. I don't know. Apple already added some gesture controls for accessibility purposes on the Apple Watch, so the door's open.
A lot of hand gestures in VR feel complicated to me, and involve lots of movement. Can Apple make a gesture language that feels as intuitive and as easy as multitouch on iPhones and iPads? It's a big hurdle.
Fitness focus
VR has already been a surprisingly effective fitness tool for years. Apple could address a whole bunch of opportunities that could open the landscape a lot further, though.
I've used Beat Saber and Supernatural on the Quest 2 for years as home exercise options, but the Quest 2 (and most VR headsets) aren't designed with fitness in mind. Foam and silicone face pieces get sweaty, hardware can feel weirdly balanced, and no company has really spent targeted effort yet on making headgear that's aimed at breathability and comfort like a piece of athletic equipment. There are plenty of third-party Quest accessories that help, but it still feels like an imperfect situation.
That's Apple's wheelhouse. After designing the Apple Watch, AirPods and, most recently, the Watch Ultra's new straps, conceiving of materials and design that could feel better during workouts seems like an achievable goal. If the Reality Pro feels like a better piece of workout gear, it could inspire others to invest in better designs, too.
Apple should, and could, integrate the Apple Watch and fitness and health tracking into the headset's functions. The Quest 2 can do this too to some degree, but most smartwatches and fitness trackers, like Fitbit, don't have deep connections with VR headsets yet. They should, and again, introducing a clear wearable relationship between watch and headset feels like an overdue bridge.
Of all the things I'm trying to imagine Apple positioning an expensive headset to be in people's lives, a fitness device keeps coming to mind as a much more likely proposition than a gaming gadget. Not that many people own gym equipment, or have space for it. Could headsets fill that role? I think they could. For me, they already do, sometimes.
Will Apple just focus on making it a great wearable display?
I'm starting to wonder if maybe Apple's first goal with Reality Pro is just to nail a great audio/video experience. I've thought of VR/AR glasses as eventually needing to be "earbuds for your eyes," as easy to use and as good as headphones are now. VR and AR headsets I've used all far short of being perfect displays, with the exception of the highly expensive Varjo XR-3. Could Apple achieve making the Reality Pro a headset that looks and sounds good enough to truly want to watch movies in?
Some reports that the Apple headset runs iPad apps, and that perhaps the iPad Pro with its lidar/camera array is in fact the "developer kit" for the headset, make me wonder if the headset will feel like a wearable extension of iOS rather than a whole new experience.
What about my glasses?
VR and AR headsets aren't making it easy for me to live with my own eyewear. Some hardware fits right over my own chunky glasses, and some doesn't. As headsets get smaller, a lot of them are trying to add vision-adjustment diopters right into the hardware – like the Vive XR Elite – or add optional prescription inserts.
Maybe someday we'll have AR glasses that double as our own everyday glasses, and Apple can morph into a Warby Parker optical shop for its retail glasses fittings. In the meantime, these sometimes-on headsets also need to work without being annoying. Am I going to have to order prescription lenses? And how? And will they fit my needs? It's a big responsibility for VR/AR manufacturers, and I've found that some of the insert options don't meet my heavily near-sighted needs.
What are the killer apps?
Finally, of course, I'm curious about how this headset is defined. The Quest 2 is a game console with benefits. The Quest Pro was aimed at work. The PlayStation VR 2 is a PS5 extension.
The iPhone was a browser, an iPod, and an email device at first. The iPad wanted to be an easy way for users to read and look at the web. The Apple Watch was a fitness device, iPod, and wrist-communicator. What will Version One of the Apple Mixed Reality Headset be positioned as?
Apple did pepper a ton of extras into the Apple Watch at first, almost to test the waters with possibilities: a camera remote, a virtual way to send love taps and scribbles, voice memos. Reports of an avatar-based FaceTime, multiscreen immersive sports, and maybe 3D immersive versions of Apple's already 3D-enabled Maps are clear starts. Apple's collaborative Freeform app could be pitched as a mixed reality workplace, and movies could be watched in a virtual theater, in a way that VR headsets have enabled for years (but maybe here with an even better display and audio). AR-enabled iPhone and iPad home improvement apps, 3D scanning apps, and games could be ported over, leaning on similar lidar-scanning AR functions in-headset. Apple fitness workouts, clearly, could be big. Gaming? With Arcade, or some early partners, sure.
Will any of these be enough? Will Apple define a territory that right now has had a hard time defining itself beyond gaming? This first headset may not be the one most people buy, but it could be the one that tries to map out some clear directions for development beyond gaming. With Samsung and Google's headset on the horizon, and possibly a lot more after that, these devices will start to reinvent themselves as they become more phone-connected and portable. Apple could have an early chance at shaping that narrative... or, if it doesn't, others will get a chance after Apple. We'll likely know more, or at least get an early glimpse, at WWDC.
FAQs
What will Apple's mixed reality headset do? ›
Inward-looking cameras will reportedly track the position of your eyes, while the external cameras will allow you to see the outside world while wearing the headset. It's also possible that Apple will include iris-scanning biometric technology to authenticate purchases made using the Reality Pro.
Is Apple working on a virtual reality headset? ›After years of rumour and speculation, Apple is expected to launch a reality-altering headset at its June 5-9 Worldwide Developers Conference (WWDC) at its headquarters near San Jose, California.
What is the resolution of Apple VR? ›It offers 2160 x 2160 for each eye, totaling 4320 x 2160 combined resolution. The Apple headset will reportedly use ultra-high-resolution 8K displays. Such a pixel-dense screen would produce an ultra-sharp image without any "screen door effect," the term used for early VR headsets' tendency to display visible pixels.
What is the purpose of using mixed reality headsets? ›They are a type of head-mounted display that allows users to not only view but also interact with virtual objects in the real world.
What is the difference between VR and mixed reality? ›Mixed Reality (MR): a view of the real world—physical world—with an overlay of digital elements where physical and digital elements can interact. Virtual reality (VR): a fully-immersive digital environment. Extended reality (XR): an umbrella term that covers all these different technologies, including AR, MR, and VR.
What are the pros and cons of Merge VR? ›Pros: VR is pretty good for a Google Cardboard headset, instructions are easy to walk through, material feels soft on the face. Cons: Expensive Google Cardboard headset, hard to get a device in and out of the foam material, limited to higher-end mobile phones.
What will Apple VR be called? ›In late August 2022, Apple filed trademarks for the names “Reality Pro,” “Reality One,” and “Reality Processor.” Gurman believes Reality Pro is the name Apple will use for its first headset, and that name indicates it will be a high-end device, perhaps one to rival Meta's upcoming Quest Pro.
Does Apple allow virtual machines? ›Install and run macOS in a virtual machine using the Virtualization framework.
Does Apple have virtual machines? ›The Virtualization framework provides high-level APIs for creating and managing virtual machines (VM) on Apple silicon and Intel-based Mac computers. Use this framework to boot and run macOS or Linux-based operating systems in custom environments that you define.
What is the highest resolution VR system? ›What VR has the highest resolution? Technically, the HTC Vive Pro 2 has the highest resolution display on our list. Per-eye, you get 4896 x 2448 pixels. For gaming, it doesn't get much better than that up or down the price bracket.
What resolution does the human eye need for VR? ›
But as VR displays are at most an inch or two from the viewer's eyes, they can only achieve around 15 PPD. To match the resolution limits of the human eye, VR displays need to squeeze between 7,000 and 10,000 pixels into each inch of display, say the authors.
What is the benefit of mixed reality? ›Mixed Reality is a personal and engaging experience.
No other form of media can be as personal and engaging as virtual reality. The viewer is transported outside of their surroundings and taken to a completely different experience. This isolates the viewer's attention and allows for full immersion.
Mixed reality is a blend of physical and digital worlds, unlocking natural and intuitive 3D human, computer, and environmental interactions. This new reality is based on advancements in computer vision, graphical processing, display technologies, input systems, and cloud computing.
What are good examples of mixed reality? ›Examples of mixed reality are Instagram or Snapchat filters, virtual makeup applications, and virtual furniture fitting. Highlighting the essence of the natural world and promoting a digital environment with eye-catching visuals has made mixed reality a perfect tool for marketing and information delivery.
How is mixed reality being used? ›Mixed reality has been used in applications across fields including design, education, entertainment, military training, healthcare, product content management, and human-in-the-loop operation of robots.
Do you need glasses for mixed reality? ›Quick Answer: Yes, you can wear a Windows Mixed Reality headset both with and without glasses.
What is benefit of augmented virtual and mixed reality? ›Augmented reality has proven useful in actual interventions, presenting data that a surgeon or interventionalist can use during the actual procedure. But mixed reality offers the ability to interact with digital data and with the real world in the same context and time frame.
What is the biggest problem with VR? ›VR Sickness Among Consumers
A new term has cropped up in the VR community — VR sickness. Essentially, VR sickness is a term that describes the negative physical effects some users experience while immersed in a VR world. Common symptoms include eye strain, nausea, dizziness, disorientation and motion sickness.
VR equipment can be expensive, making it less accessible to some people, which is a disadvantage of VR. Health Concerns: Some VR experiences might cause motion sickness or other physical discomforts. Using VR equipment for a long time might negatively affect vision and balance.
What are 3 advantages of VR? ›- Learning can become fun. ...
- On-the-job learning made possible. ...
- Speed up the learning process. ...
- The “try-before-you-buy” concept. ...
- Remote training made possible. ...
- Trigger an emotional response from the learners.
What is the future of VR headsets? ›
With key developments in VR technology, hardware, and software driving the market forward, VR game revenues are projected to increase sixfold in five years, from $0.5 billion in 2019 to $3.2 billion in 2024. However, declining sales of VR headsets dampen this positive outlook.
What is the refresh rate of Apple VR? ›"Wi-Fi 6 helps Oculus Air Link operate more stably and allows for a display refresh rate of up to 120Hz (compared to 72Hz or 90Hz for Wi-Fi 5)."
What is the next VR system? ›Sony PSVR 2
The biggest name in VR we're likely to see at CES 2023 is Sony's PSVR 2. Sony announced the final details of this much-teased headed in November 2022. And with the first units shipping from February 2022, CES offers one of the last big tech events at which it can top-up the hype.
Are virtual machines illegal? Using a virtual machine is perfectly legal. However, you might run into issues if you don't have licensed versions of the operating system or software you're running within the virtual machine.
Are Apple virtual sessions free? ›Schedule a free session with a Specialist and cover the topics you want — from the basics to pro tips. When you shop with Apple, we'll help you get the most out of your new device.
Can I develop iOS apps on virtual machine? ›Option 1: Use Virtual Machines
Set up a virtual machine on your Windows computer and install macOS on it. This will allow you to install and run Xcode and develop iOS and macOS apps as if you were using a real Mac.
Windows. Linux. Meet Apple Silicon.
UTM employs Apple's Hypervisor virtualization framework to run ARM64 operating systems on Apple Silicon at near native speeds. On Intel Macs, x86/x64 operating system can be virtualized.
To get started on your virtualization journey, VM VirtualBox offers a free virtual machine license for personal, educational, or evaluation use.
What is Apple virtual machine Service? ›A virtual machine (VM) is a replication of an operating system within a users computer—which means the ability to run Windows on Mac allows a user to unlock endless possibilities with their Apple device.
What VR headset has the best field of view? ›HP Reverb G2
For serious gamers (or VR racing sim fans), it's probably your best choice. The 2,160x2,160-per-eye resolution and 114-degree field of view are the best at this price range, and the lightweight, comfy headset also has fantastic dropdown speakers designed by Valve.
Is VR harder to run than 4K? ›
Is VIrtual Reality More Demanding Than 4K? A game run at 4K resolution at 60fps on PC is typically a little less demanding than the same game run in a modern VR headset with the same graphical settings. 4K resolution at 90fps is a little more graphically demanding than current VR headsets.
What is the highest quality 8K VR? ›With the widest FOV, the highest resolution, and among the highest refresh rates of any headset on the market, the Pimax Vision 8K X is easily the most powerful VR headset on the market to date.
Is VR better for your eyes than a screen? ›Similar to devices that deliver audiovisual content like TVs and smartphones, VR headsets present the same risks, including eye strain and fatigue, discomfort, and blurred vision. Studies have shown that the human eye tends to blink less when using digital screens.
Will VR be blurry without glasses? ›Why can't I see without my glasses when I'm in VR? I'm assuming you're wondering this because you're near sighted. The lenses used in VR make stuff appear far awar, and the focal point is about 2 meters, so if you can't see that far in real life then you will still need glasses in VR.
Is VR too close to eyes? ›Even though the screen is physically just a few inches away from your eyes, the lenses you're looking through in the headset are designed to make it appear that the screens are a good distance out in front of you. This is because the lenses in your eyes are limited in how flexible they can be.
What aspect ratio is best for VR? ›View VR Resolutions & Output Specifications
HMDs based on mobile devices (Cardboard, GearVR) tend to favor 16:9 aspect ratio, typically at UHD (3840x2160), because the hardware decoders on these devices max out at UHD resolution.
While 4K is 3,840×2,160 pixels, 8K moves up to 7,680×4,320 pixels. So 8K is about the number of pixels displayed; four times as many as 4K UHD and 16 times the resolution of full 1920×1080 HD). Paired with features like enhanced color depth and High Dynamic Range (HDR), 8K provides a truly stunning viewing experience.
What are the disadvantages of mixed reality? ›Social Barriers: Mixed reality can create social barriers between users who are experiencing the same environment but are seeing different things. This can be a challenge in collaborative settings and may limit the adoption of MR technology.
What are limitations of mixed reality? ›Here are the cons of mixed reality:
The high cost of development; Additional costs to procure head-mounted displays; There is a learning curve for the everyday uses of mixed reality.
Answer: There are three important features of any MR system: (1) combining the real-world object and the virtual object; (2) interacting in real-time; and (3) mapping between the virtual object and the real object to create interactions between them [2]. Explanation: Pls Mark me as Brainlist.
Why is mixed reality different? ›
Mixed reality is similar to augmented reality as it won't remove you from your surroundings, but rather read your surroundings and add digital objects to your environment. However, unlike with AR content, which can be retrieved using a mobile device, you will need a headset to experience mixed reality.
What is the role of mixed reality in metaverse? ›Mixed Reality (MR):
MR is sometimes referred to as hybrid reality, it is the merging of the virtual and physical worlds to produce a new environment where interactions among virtual and physical objects are enabled in real-time.
Snapchat filters, virtual makeup, and furniture fitting are good examples of mixed reality usage. In contrast, VR puts you in a completely virtual environment but requires specific equipment: a VR headset and controllers.
Which two features are most important for virtual reality? ›Explanation: Immersion and Interaction are most important for virtual reality to provide a smooth and enjoyable experience for the user.
What is mixed reality also known as? ›Mixed reality is sometimes also referred to as hybrid reality or extended reality (XR). A headset form factor follows the user's gaze and maps the user's physical surroundings and software then uses deep learning algorithms to align digital content with specific areas of the map.
What can mixed reality do? ›Mixed Reality allows you to see and immerse yourself in the world around you even as you interact with a virtual environment using your own hands—all without ever removing your headset.
What can I do with virtual reality headset? ›- Meditation. ...
- Attend Live Concerts and Sports With Friends. ...
- Create Art. ...
- Virtual Workouts. ...
- Learn To Play Instruments. ...
- Be A Virtual Explorer. ...
- Take A Tour Around The World. ...
- Healthcare.
»The Brainlab Mixed Reality Viewer is a revolutionary tool to help students understand the complex nasal anatomy and different surgical approaches to the paranasal sinuses. Furthermore, it is a creative innovation that can help patients understand their upcoming treatment. «
What is the benefit of virtual and mixed reality? ›Mixed Reality is a personal and engaging experience.
No other form of media can be as personal and engaging as virtual reality. The viewer is transported outside of their surroundings and taken to a completely different experience. This isolates the viewer's attention and allows for full immersion.
Examples of mixed reality are Instagram or Snapchat filters, virtual makeup applications, and virtual furniture fitting. Highlighting the essence of the natural world and promoting a digital environment with eye-catching visuals has made mixed reality a perfect tool for marketing and information delivery.
What are the negative impacts of mixed reality? ›
Exposure to virtual reality can disrupt the sensory system and lead to symptoms such as nausea, dizziness, sweating, pallor, loss of balance, etc., which are grouped together under the term "virtual reality sickness".
Can you watch Netflix with VR headset? ›Netflix is available on the Quest, Quest 2, and Meta Quest Pro headsets. Netflix is available on supported devices in all regions where Netflix is available. Browse rows of movie posters or press Search to find TV shows or movies. Watch TV shows and movies in 480p resolution.
Do you need anything to use a VR headset? ›Often, you have to work with a cable to use a VR headset with the computer. You also need a gaming PC with at least one NVIDIA GeForce GTX 1060 video card or a similar one. In addition, the PC must have at least 8GB RAM, an Intel Core i5 processor, and enough USB ports.
What is the purpose of virtual reality VR? ›Virtual reality is a simulated 3D environment that enables users to explore and interact with a virtual surrounding in a way that approximates reality, as it is perceived through the users' senses.
Do you need glasses to see mixed reality? ›Quick Answer: Yes, you can wear a Windows Mixed Reality headset both with and without glasses.
What devices do you need for mixed reality? ›Thus, mixed reality must be viewed through semi-transparent glasses or MR headsets equipped with a camera (in order to film and display the user's environment). A small number of well-known video headsets and MR glasses– including the Microsoft HoloLens and the Magic Leap One– already dominate the market.
What are 3 advantages of virtual reality? ›- Learning can become fun. ...
- On-the-job learning made possible. ...
- Speed up the learning process. ...
- The “try-before-you-buy” concept. ...
- Remote training made possible. ...
- Trigger an emotional response from the learners.
VR equipment can be expensive, making it less accessible to some people, which is a disadvantage of VR. Health Concerns: Some VR experiences might cause motion sickness or other physical discomforts. Using VR equipment for a long time might negatively affect vision and balance.