The speaker introduces the topic of Apple’s new AR/VR headset and explains that it is a first-generation device with a standalone computer, costing $3,500 and going on sale early next year.

What is the Apple AR/VR Headset?

The headset is an augmented reality/virtual reality device with cameras and sensors inside.
It is a standalone computer with its own Wi-Fi connection and M2 chip.
It has a 4K micro OLED display for each eye, speakers above each ear, and an R1 chip for real-time processing.
There are no controllers; users control the device entirely with their hands, eyes, and voice.

How Does it Work?

  • The headset has sensors all over it to track what’s happening around it and to track users’ hands in front of their face.
  • Infrared illuminators and cameras on the inside track users’ eyes.
  • Users must go through a calibration process before using the headset to measure their face with the true depth camera on an iPhone.
  • Eye tracking is impressive; users can select things by looking at them and clicking their fingers together.

User Interface

  • Users control everything by looking at things; there are no controllers or external sensors required.
  • Sensors all around the headset pick up hand movements accurately so that users can click without moving their head.
  • A keyboard pops up when needed for typing.

The speaker concludes by emphasizing how impressive the eye tracking is and how it feels like telepathy. They also note that there are still many unanswered questions about the device, but they will continue to provide updates as more information becomes available.

Final Thoughts

Eye tracking is the most impressive feature of the headset.
There are still many unknowns about the device, but more information will be provided in the future.

Optic ID and Pass-Through Mode

This section discusses the unique biometric pattern of the eyes used for logging in, the pass-through mode, and how it works.

Optic ID

The headset uses a unique biometric pattern of the eyes to log in.
The eyes seen from outside are actually an OLED display showing what your eyes look like to the cameras inside the headset.

Pass-Through Mode

  • The headset has a 2-way pass-through mode that allows users to see their environment without taking off the headset.
  • Apple’s pass-through mode is stereo, color, sharp, real-time, and shows your eyes whenever you’re using any sort of pass-through mode.
  • When using a fully immersive VR experience like watching a movie or playing a game, it won’t show your eyes but instead will show graphics over them.

Computing Content and Connections

This section discusses how Apple’s headset can be used as its own computer with web browsing capabilities and connections.

Computing

  • Users can use this thing as its own computer with web browsing capabilities with these 4K windows in front of you that you can move around and do all kinds of stuff with your hands.
  • It runs on its own operating system called Vision OS which is similar to iPad OS. You look at something then touch your fingers together just like normal touch.
  • Selective rendering based on eye tracking focuses computing power on sharply rendering part of the screen that you’re looking at while saving power on other parts.

Content

Currently only Apple apps are available on the home screen, but developers will have a chance to develop their own apps before its release next year.

Connections

The headset can be used for connections and is a direct shot at what Meta just did with the Quest Pro.

Using the Apple VR Headset for Mac OS Stuff

In this section, the speaker talks about how to use the Apple VR headset with a Mac computer. The headset can mirror the display of the Mac and allow users to work on it using a Bluetooth keyboard and trackpad.

Using the Apple VR Headset with a Mac

  • The Apple VR headset can mirror the display of a Mac computer.
  • Users can work on their Mac using a Bluetooth keyboard and trackpad while wearing the headset.
  • FaceTime is available on the headset, allowing users to see 3D rendered models of people they are talking to.
  • The 3D model of users’ faces is created by scanning their face with an iPhone camera.

Content and Entertainment on the Apple VR Headset

In this section, the speaker discusses how content creators can make use of Apple’s new VR technology. He also talks about how users can watch movies and other content on the headset.

Watching Content on the Apple VR Headset

  • Users can watch movies in virtual reality as if they were in a theater.
  • The digital crown on the side of the headset allows users to adjust their level of immersion in virtual reality environments.
  • Users can take stereoscopic 3D photos and videos with cameras built into the headset itself.

Creating Content for Apple’s VR Technology

  • Content creators such as motion picture studios and sports leagues are expected to create content specifically for Apple’s new VR technology.
  • The speaker would pay to watch an NBA game court side in the VR headset.

The Apple VR Headset’s Eye and Hand Tracking

In this section, the speaker talks about the eye and hand tracking capabilities of the Apple VR headset.

Eye and Hand Tracking

The eye tracking and hand tracking capabilities of the Apple VR headset are some of the best in any VR headset.
There is no haptic feedback because users interact with virtual reality environments using only their hands.

Apple Vision Pro

In this section, the speaker discusses their experience with the Apple Vision Pro headset and provides insights on its design, battery life, and price.

Design

  • The VR headset is heavy due to its metal and glass construction.
  • The battery is not attached to the headset to reduce weight.
  • The battery life of the headset is two hours, which may be insufficient for some users.
  • There is a USB-C port on the battery bank for charging.

Price

The Apple Vision Pro is expensive at $3,500.
The device offers features that are not available in other headsets such as eye tracking and hand tracking.

Conclusion

This product is not intended for mass consumption but rather for early adopters and developers to shape future versions of it.