Apple Vision Pro Sets Tracking Benchmark as $3,500 Developer Tool

Apple Vision Pro Impressions! — Marques Brownlee

Marques Brownlee

Superior eye tracking and macOS integration make Apple's headset a technical milestone, but physical heft, a two-hour battery life, and a $3,500 price tag restrict the device to an experimental platform for developers and wealthy early adopters.

AI-assisted summary of Apple Vision Pro Impressions! — original source. Check the original for full context.

Source published:

Key ideas

  • Apple announced the Vision Pro, an ultra-premium $3,500 standalone spatial computer launching in early 2024 powered by an M2 compute chip alongside a dedicated R1 real-time sensor co-processor. (0:00)
  • The headset completely abandons handheld physical controllers, relying instead on high-precision internal eye tracking and subtle lap-level pinch gestures that Brownlee describes as bordering on magic. (1:22)
  • Hardware highlights include class-leading full-color passthrough and an exterior curved OLED 'EyeSight' display, though its synthetic 3D Digital Personas for FaceTime remain in the uncanny valley. (5:22)
  • Major ergonomic and hardware trade-offs include significant facial heft from machined aluminum and glass, zero tactile haptic feedback, and an external battery tethered for roughly two hours of runtime. (14:43)
  • Positioned like the original 2015 'Series 0' Apple Watch, the device is tailored as an expensive developer platform and early adopter showcase to define killer spatial apps before mainstream hardware arrives. (18:10)

Detailed notes

## Background Published on YouTube by Marques Brownlee on June 6, 2023, this video covers his first hands-on impressions of Apple's newly revealed spatial computer. According to the description, Brownlee provides his honest thoughts after testing the $3,500 mixed-reality headset following its unveiling at WWDC.

## TL;DR Marques Brownlee breaks down his 30-minute demonstration of the Apple Vision Pro, highlighting its class-leading eye tracking, fluid gesture navigation, and ultra-sharp 4K micro-OLED passthrough. While celebrating Mac virtual display mirroring and immersive sports entertainment, he critiques the uncanny valley of digital personas, the complete absence of physical haptics, and the social awkwardness of recording 3D spatial video. He also underscores significant ergonomic challenges, notably the heavy glass-and-aluminum chassis and a tethered external battery with a two-hour runtime. Brownlee concludes that the $3,500 device is an exploratory 'Series 0' platform built primarily as a muse for developers and affluent tech enthusiasts rather than mainstream consumers.

## Atmosphere & style The presentation is measured, analytical, and refreshingly pragmatic, balancing genuine awe at boundary-pushing hardware with grounded consumer skepticism. Brownlee communicates with calm, articulate authority, methodically dissecting the headset's engineering triumphs against its unmistakable physical compromises. Watching the video feels like receiving an objective, backstage debriefing that punctures Silicon Valley hype to confront the real-world friction of wearing a computer on your face.

## Bulletin - [00:00](https://www.youtube.com/watch?v=OFvXuyITwBI&t=0s) Apple announced the Vision Pro, an ultra-premium $3,500 standalone spatial computer launching in early 2024 powered by an M2 compute chip alongside a dedicated R1 real-time sensor co-processor. - [01:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=82s) The headset completely abandons handheld physical controllers, relying instead on high-precision internal eye tracking and subtle lap-level pinch gestures that Brownlee describes as bordering on magic. - [05:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=322s) Hardware highlights include class-leading full-color passthrough and an exterior curved OLED 'EyeSight' display, though its synthetic 3D Digital Personas for FaceTime remain in the uncanny valley. - [14:43](https://www.youtube.com/watch?v=OFvXuyITwBI&t=883s) Major ergonomic and hardware trade-offs include significant facial heft from machined aluminum and glass, zero tactile haptic feedback, and an external battery tethered for roughly two hours of runtime. - [18:10](https://www.youtube.com/watch?v=OFvXuyITwBI&t=1090s) Positioned like the original 2015 'Series 0' Apple Watch, the device is tailored as an expensive developer platform and early adopter showcase to define killer spatial apps before mainstream hardware arrives.

## Key takeaways - [00:00](https://www.youtube.com/watch?v=OFvXuyITwBI&t=0s) Vision Pro is an independent, first-generation spatial computer featuring dual 4K micro-OLED displays per eye, powered jointly by Apple's M2 and R1 processors. - [01:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=82s) Navigation is entirely hands-free and controller-free, operating through internal infrared eye tracking, downward and side cameras, and voice dictation. - [01:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=82s) Gaze tracking operates with telepathic precision, allowing users to execute selections via subtle finger pinches while resting their hands naturally at waist level. - [01:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=82s) Fitting requires an iPhone TrueDepth scan for custom light seals, magnetic ZEISS prescription inserts for spectacle wearers, and Optic ID iris scanning for authentication. - [05:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=322s) The EyeSight curved exterior OLED renders a reconstructed 3D view of the wearer's eyes to maintain eye contact, shifting to an ambient glow when in full VR. - [05:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=322s) The internal real-time video passthrough provides zero-lag, full-color stereo vision that ranks as the sharpest passthrough experience on any consumer headset. - [07:28](https://www.youtube.com/watch?v=OFvXuyITwBI&t=448s) visionOS organizes spatial computing around computing, content, and connection, borrowing floating-window interface paradigms from iPadOS. - [08:57](https://www.youtube.com/watch?v=OFvXuyITwBI&t=537s) Foveated rendering concentrates full 4K graphical fidelity strictly where the user's pupil focuses while downscaling peripheral zones to reduce eye strain and power consumption. - [08:57](https://www.youtube.com/watch?v=OFvXuyITwBI&t=537s) Mac continuity allows users to simply look at a physical Mac laptop to instantly mirror macOS into an expandable, floating 4K virtual display compatible with Bluetooth accessories. - [10:35](https://www.youtube.com/watch?v=OFvXuyITwBI&t=635s) FaceTime employs 3D Digital Personas mapped from an initial facial scan, though current real-time tracking nuances still sit noticeably inside the uncanny valley. - [11:56](https://www.youtube.com/watch?v=OFvXuyITwBI&t=716s) Media consumption and prospective virtual courtside sports broadcasting provide compelling immersion, easily dialed between real-world passthrough and VR using the Digital Crown. - [11:56](https://www.youtube.com/watch?v=OFvXuyITwBI&t=716s) Recording 3D spatial photos and home videos while wearing a visor in front of family members carries a jarring social stigma reminiscent of Google Glass. - [14:43](https://www.youtube.com/watch?v=OFvXuyITwBI&t=883s) The absence of physical controllers results in zero haptic feedback, breaking sensory immersion when virtual objects interact with the user's hands. - [14:43](https://www.youtube.com/watch?v=OFvXuyITwBI&t=883s) Dense aluminum and curved glass construction makes the unit noticeably heavy on the face, while the tethered external battery lasts only about two hours. - [18:10](https://www.youtube.com/watch?v=OFvXuyITwBI&t=1090s) Apple's entrenched ecosystem provides continuity and cross-device integration that competing hardware manufacturers cannot replicate point-for-point. - [18:10](https://www.youtube.com/watch?v=OFvXuyITwBI&t=1090s) At a starting price of $3,500, the Vision Pro is not built for the mass market, functioning instead as a 'Series 0' exploratory device for developers and wealthy early adopters.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=OFvXuyITwBI&t=0s) First Impressions and Hardware Specs

Marques Brownlee shares his immediate thoughts following a hands-on, 30-minute demonstration of the newly unveiled Apple Vision Pro. Emphasizing that he walked into the briefing with “about a trillion questions” to pepper Apple with, he sets out to unpack everything currently known about the hardware, especially since no external media cameras were permitted to film the device in active use. At its foundation, Vision Pro represents a rare occurrence in modern consumer tech: an entirely brand-new, first-generation product category from Apple that will retail for a starting price of $3,500 when it ships early next year.

Unlike previous accessory-driven peripherals, the headset is not a tethered display meant to pair continuously with an iPhone or a Mac. It is a completely independent spatial computer packed with top-tier silicon. Processing is split between an Apple M2 chip running compute tasks and a dedicated, real-time co-processor dubbed the R1 chip, which is tasked with handling the continuous flood of data streaming from its dense array of onboard sensors. Visuals are powered by dual micro-OLED displays—roughly 4K resolution per eye—paired with custom spatial audio speakers integrated directly into the strap above each ear, alongside dedicated Wi-Fi connectivity.

- **Starting Price:** $3,500, slated for release in early 2024. - **Compute Architecture:** Apple M2 processor paired with a new custom R1 real-time sensor processing chip. - **Display Tech:** Dual micro-OLED displays outputting approximately 4K resolution per eye. - **Audio & Networking:** Integrated dual-driver audio pods positioned right above each ear; standalone Wi-Fi. - **Device Category:** Standalone augmented reality (AR) and virtual reality (VR) spatial computer built with premium glass and aluminum.

“This is a first generation device from Apple, which we don't see very often, but it is an augmented reality/virtual reality headset with a bunch of cameras and sensors inside that you strap to your face,” Marques Brownlee explains.

---

[01:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=82s) Sensor Suite and the "Magical" Eye Tracking

Traditional VR headsets rely on external shells with a handful of tracking cameras alongside dedicated handheld physical motion controllers. Apple, however, has discarded physical controllers entirely. There are no pack-in controllers, no optional first-party accessories planned, and no designs in development; every single interaction is navigated using hand gestures, eye movements, and voice commands. To achieve this, the chassis is loaded with an extensive sensor array: two primary forward-facing cameras, two downward-facing cameras to monitor lap and hand movement, two side-facing cameras, two infrared illuminators, a LiDAR scanner, and an external TrueDepth camera module. On the interior, surrounding the lenses, sits an array of infrared cameras and illuminators focused entirely on tracking the user’s pupils.

Getting fitted for the device requires a custom facial scan using an iPhone's TrueDepth sensor—a process designed to be conducted in Apple Stores—to tailor a light-blocking facial seal and breathable, contoured fabric headband. For spectacle wearers, custom magnetic ZEISS optical inserts snap in place. Once fitted and booted through a brief calibration routine where the user simply follows a pattern of glowing dots, the eye tracking proves astonishingly precise. Brownlee describes the gaze detection as bordering on telepathy, highlighting minute interface targets instantaneously across the operating system without needing deliberate head orientation. Selecting an item requires only a subtle tap of the index finger and thumb together. Because the exterior cameras capture a wide field of view downward and sideways, hands can rest comfortably on one’s lap or armrests without being held up in the air. For text input, users can gaze at a virtual floating keyboard, dictate directly via the onboard microphones, or authenticate instantly upon donning the unit via Optic ID iris scanning.

```mermaid flowchart TD accTitle: Vision Pro Interaction Pipeline accDescr: Sensor inputs processed by M2 and R1 chips resulting in hands-free OS actions.

subgraph Sensors["Hardware Sensor Arrays"] A["External Cameras & LiDAR<br/>(Forward, Downward, Side)"] B["Internal IR Illuminators<br/>& Eye Cameras"] C["Array Microphones"] end

subgraph Processing["Apple Silicon"] D["R1 Real-Time Chip<br/>(Sensor Fusion)"] E["M2 Chip<br/>(visionOS Engine)"] end

subgraph Interaction["Interaction Output"] F["Gaze Selection"] G["Fingertip Pinch Click"] H["Optic ID & Voice Input"] end

A --> D B --> D C --> E D --> E E --> F E --> G E --> H ```

- **Exterior Sensor Package:** 2 forward cameras, 2 downward cameras, 2 side cameras, 2 infrared illuminators, 1 LiDAR scanner, and 1 TrueDepth camera. - **Interior Eye Tracking:** Dedicated internal IR illuminators and high-speed infrared cameras. - **Fitting and Ergonomics:** Face scan for custom light-seal cutouts, magnetic ZEISS prescription inserts, and a breathable, stretchable rear fabric headband. - **Gesture Control:** Subtle index-to-thumb pinch clicks that register even when hands rest relaxed at waist level. - **Biometric Security:** Optic ID, which identifies unique iris patterns immediately upon putting on the headset.

“I'm not even kidding, this eye tracking is sick,” Marques Brownlee emphasizes, adding that “the eye tracking in this headset as it looks at your eyes and keeps track of where your eyes move around, is the closest thing that I've experienced to like magic.”

---

[05:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=322s) Two-Way Passthrough and the EyeSight Display

A striking visual element of the Vision Pro is the apparent transparency of its front curved glass, showing the wearer's eyes to anyone in the room. In reality, the visor is completely opaque; the effect is powered by an exterior-facing curved OLED panel running what Brownlee calls a "two-way passthrough" system dubbed EyeSight. While traditional VR headsets remain solid plastic blocks that occasionally pipe low-resolution monochrome or stereo feeds into internal screens so users avoid bumping into walls, Apple’s internal video passthrough is in full color, high-resolution stereo, zero-lag real time, and easily ranks as the sharpest passthrough experience on the market.

Simultaneously, the outer OLED renders a synthetic, real-time 3D representation of the wearer's eyes reconstructed from the internal infrared cameras. When the wearer is in standard AR mode looking at the room, their eyes appear visible to outsiders to maintain social connection. When the user turns the Digital Crown into a fully immersed VR environment—such as watching a feature film or playing an immersive game—the exterior display fades out the eyes and projects a continuous bluish, shimmering light pattern across the front glass to signal that the wearer cannot see out. While Brownlee finds the visual aesthetic bold and slightly uncanny, he doubts competitors will follow suit due to the immense cost of adding an external display.

- **Exterior Display:** Curved outward-facing OLED panel designed to project the wearer's eye perspective to bystanders. - **Internal Passthrough Quality:** Real-time, stereo color video feed with high fidelity and ultra-low latency. - **Contextual EyeSight States:** Displays rendered eyes when AR passthrough is active; switches to an ambient luminous graphic when fully immersed in VR. - **Market Viability:** Exterior displays are uniquely cost-prohibitive, making it unlikely for lower-cost consumer VR headsets to imitate.

“The passthrough on Apple's headset is again the best I've ever seen in a headset,” Marques Brownlee observes, while noting that seeing someone's eyes light up through a headset on an airplane remains “a really interesting look, it's a bold look.”

---

[07:28](https://www.youtube.com/watch?v=OFvXuyITwBI&t=448s) Core Capabilities and Spatial Computing in visionOS

To evaluate the utility of the hardware, Brownlee breaks down its functions into three primary buckets: computing, content, and connections. Because the headset is being previewed many months before its retail launch, the current software interface strictly features Apple's first-party applications, paralleling the original 2007 iPhone launch before the App Store existed. Apple announced the platform well ahead of launch primarily to give third-party developers a runway to build dedicated, high-utility spatial software.

The first pillar, computing, takes direct aim at enterprise-oriented hardware like Meta's $1,500 Quest Pro, though Brownlee suspects standard desktop computing may end up being the least common everyday use case for average buyers. The system runs on visionOS, a new operating system that feels spiritually adjacent to iPadOS. Users can spawn, arrange, resize, and pin multiple floating 4K windows throughout physical room space, navigating between Safari tabs and native utilities through gaze-targeting and finger pinches. Throughout the demo, the speed, fluidity, and responsiveness of window management significantly outpaced any competing standalone headset.

- **Three Core Pillars:** Computing, Content, and Connections. - **First-Party Baseline:** Launch ecosystem currently limited to Apple’s core application suite to jumpstart third-party developer creation. - **Platform OS:** visionOS, drawing interface metaphors from iPadOS adapted for spatial eye-and-gesture manipulation. - **Enterprise Target:** Directly challenges hardware like the $1,500 Meta Quest Pro via persistent, floating 4K multi-window workspaces.

“Now, actually I should preface this all by saying this is a first gen product,” Marques Brownlee reflects, noting that “the reason this is coming out, or at least getting announced so early, but it's not coming out till next year, is to give this window for developers to start developing their own apps and making cool things for this headset to do that are way more interesting and way more functional.”

[08:57](https://www.youtube.com/watch?v=OFvXuyITwBI&t=537s) Hand Gestures, Selective Rendering, and Mac Mirroring

Interacting with windows inside visionOS feels remarkably natural and fluid. To scroll through a webpage in Safari, you simply bring your fingers together in mid-air and drag; the window responds nearly in real time. Marques found himself tossing windows across his field of view, catching them, tossing them back, flicking to scroll through feeds, and grabbing edges to resize windows with pure finger gestures. Addressing concerns about whether a headset could realistically replace a monitor for prolonged computer work without causing severe eye strain, Marques explains Apple’s implementation of foveated rendering. The system leverages its internal eye tracking to concentrate graphical computing power entirely on the exact micro-target of the display you are looking at, rendering that spot in razor-sharp 4K fidelity while dropping resolution in the peripheral regions to conserve power.

The rendering transitions occur so instantaneously that the process is completely invisible in practice. Marques notes that while any display strapped to your face will eventually trigger fatigue, the combination of high pixel density and a refresh rate that subjectively felt around 120Hz made the experience far easier on the eyes than competing headsets. For heavier productivity tasks, the integration with the broader Apple ecosystem stands out: a user wearing Vision Pro can simply look at their physical Mac laptop, and the headset instantly recognizes the machine, mirroring macOS as a floating 4K display in the virtual room. From there, users can pair a standard Bluetooth keyboard and trackpad to navigate full desktop applications within an expansive, customizable workspace.

```mermaid flowchart TD accTitle: Vision Pro Selective Rendering Flow accDescr: How eye tracking drives foveated rendering to deliver sharp visuals while preserving system compute power. subgraph Detection["Gaze Detection"] A["High-Speed Eye Tracking Sensors"] --> B["Pinpoint Focal Target"] end subgraph Rendering["Selective Rendering Engine"] B --> C["Render Focused Area in Sharp 4K"] B --> D["Conserve Power on Peripheral Regions"] end subgraph Output["Visual Experience"] C --> E["Seamless Low-Fatigue Image"] D --> E end ```

- High-resolution dual 4K micro-OLED displays eliminate visible pixel grids. - Refresh rate felt smoothly calibrated, subjectively around 120Hz. - Full macOS integration automatically detects Macs and mirrors their display into a floating virtual monitor. - Supports native pairing with external Bluetooth keyboards and trackpads for full computing workflows.

As Marques Brownlee summarized regarding visual optimization: “So the computing power is basically focusing on sharply rendering the part of the screen that you're actually looking at, while saving power on the rest.”

---

[10:35](https://www.youtube.com/watch?v=OFvXuyITwBI&t=635s) Communication and the Uncanny Valley of Digital Personas

Beyond desktop computing, communication is central to the Vision Pro pitch. Users can type out messages in floating iMessage windows just as they would on a Mac, but FaceTime presents a unique hardware puzzle: without holding an external camera up to your face, what do call recipients see? Apple’s answer is the Digital Persona, an interactive 3D digital recreation generated by scanning the user’s face in advance using an iPhone’s TrueDepth camera. When a call connects, the headset's internal cameras and sensor arrays track facial expressions and eye movements in real time, mapping those nuances directly onto the 3D model.

Testing the FaceTime feature revealed both the technical marvel and its current social limitations. While dynamic and far more expressive than a cartoon Memoji, the digital recreation falls into the uncanny valley. Marques likens the experience to Google's Project Starline telepresence experiments, noting that while the technology successfully transmits facial expressions, you are still acutely aware that you are conversing with a synthesized simulation rather than looking directly into another human being's eyes.

- Users can position multiple FaceTime call windows anywhere in their spatial environment for hands-free conversations. - Personas are initially created by enrolling the user's face via an iPhone scan. - Onboard headset sensors match micro-movements, mouth shapes, and eye blinks onto the 3D persona in real time.

Evaluating the social realism of the feature, Marques Brownlee concluded: “It feels sort of in that like uncanny valley, you know, moving 3D model territory, instead of looking at an actual person.”

---

[11:56](https://www.youtube.com/watch?v=OFvXuyITwBI&t=716s) Entertainment Immersion and the Awkwardness of 3D Video Capture

Media consumption is the category Marques believes is poised to explode now that Apple has entered spatial computing. Backed by its massive brand influence, Apple has the leverage to rally Hollywood studios, sports leagues, and independent filmmakers to craft bespoke high-resolution formats. During his hands-on demo, Marques was completely sold on virtual sports broadcasting, enthusiastically noting that while it cannot replicate the physical roar and tactile energy of an in-person stadium crowd, he would gladly pay a $10 to $20 ticket price or a monthly subscription to watch NBA games from an ultra-crisp, courtside perspective. Standard 2D entertainment also benefits significantly; sitting back on an airplane with the headset and a pair of headphones creates a personal, private cinema. By rotating the hardware Digital Crown clockwise, users can dial up environmental immersion to completely replace their real-world room with virtual scenery, or turn it counterclockwise to dial back passthrough video and remain aware of their physical surroundings.

However, the headset's spatial camera feature drew sharp skepticism. Vision Pro allows wearers to record stereoscopic 3D photos and spatial videos using its outward-facing cameras, which can later be replayed to recreate past moments with genuine depth. While reviewing a prerecorded clip of a child blowing out birthday candles proved technically impressive, Marques found the social reality of recording such events deeply alienating. The prospect of an adult pacing around a family party wearing a piece of glass and metal over their eyes invokes the exact social stigma that doomed Google Glass a decade earlier.

- The physical Digital Crown smoothly balances full VR environments against real-world video passthrough. - Front-facing stereoscopic cameras allow users to record three-dimensional video memories with spatial audio. - High-resolution playback simulates sitting front row at sporting events or inside private theater environments.

Reflecting on the social optics of recording home videos with a headset on, Marques Brownlee questioned: “What kind of memory is that for the other people around you?”

---

[14:43](https://www.youtube.com/watch?v=OFvXuyITwBI&t=883s) Strengths, Missing Haptics, Weight, Battery Life, and the $3,500 Price Tag

When answering the primary question of whether the Apple Vision Pro is actually good, Marques emphasizes that its foundational tracking tech is exceptional. The precision of the eye tracking combined with gesture inputs outclasses anything else on the market. However, ditching physical hand controllers introduces notable sensory trade-offs. During an interactive demo, a wall in front of Marques opened to reveal a dinosaur, followed by a virtual butterfly fluttering across the room to rest directly on his outstretched finger. Although the volumetric lighting and positional tracking executed the moment flawlessly, the complete lack of physical haptic feedback immediately broke the illusion, starkly reminding him that he was merely wearing a screen.

Physical ergonomics and hardware constraints also present challenges. Much like the aluminum-and-steel AirPods Max, the Vision Pro abandons lightweight plastic in favor of machined aluminum and glass, resulting in a distinctly heavy chassis. Even during a 30-minute demonstration, the physical heft was noticeable, raising concerns about facial fatigue over several hours of continuous use. To keep excess weight off the head, Apple offloaded the battery into an external aluminum pack tethered by a proprietary locking braided cable. That battery pack provides only about two hours of standalone runtime—barely enough to finish a feature-length film without plugging into a wall via USB-C. Additionally, visible vent grills suggest active internal cooling fans that might get audible or pull significant wattage under sustained load. Finally, there is the staggering $3,500 price point: while undeniably steep, Marques observes that Apple has once again built a device with no direct one-to-one equivalent, packing advanced sensor and display engineering that no competing consumer headset currently matches.

- Eye tracking and hand tracking are the most responsive Marques has encountered in any VR or mixed reality device. - Lack of physical controllers means there is zero haptic feedback when touching virtual objects. - High-end metal and curved glass construction makes the unit noticeably heavier than conventional plastic VR headsets. - External battery pack connects via a tethered proprietary cable and yields roughly two hours of untethered runtime. - The battery bank features a USB-C port for continuous pass-through power when seated near an outlet. - Priced at $3,500 at launch, placing it in an ultra-premium niche similar to the Pro Display XDR.

Summing up the standard-setting hardware controls, Marques Brownlee stated: “Some of the parts of this headset that I tried are actually the best I have ever seen in any VR headset by a mile, specifically, the eye tracking and the hand tracking.”

[18:10](https://www.youtube.com/watch?v=OFvXuyITwBI&t=1090s) The Ecosystem Moat and the "Series 0" Verdict

Marques Brownlee highlights that the true differentiator for Apple Vision Pro isn’t merely the hardware or software execution, but rather Apple’s deeply entrenched ecosystem. Even if a rival tech company built an identical spatial headset that matched every single capability point-for-point, it still would lack core Apple continuity features. A third-party competitor wouldn’t have native FaceTime integration or the frictionless experience of looking over at a Mac to have its high-resolution virtual display instantly pop up in mid-air. As Marques summarizes the competitive landscape, “So this is kind of something that only Apple could pull off.”

Looking at the product as a whole after testing it, Marques emphasizes that while it is an undeniably impressive piece of technology, it is unequivocally not meant for average consumers. With a staggering price tag of $3,500 and the word "Pro" baked directly into the branding, it occupies the exact same cultural and functional space as the original Apple Watch "Series 0." Just like that first watch in 2015, this initial iteration is an exploratory hardware platform where early adopters and third-party developers will be responsible for defining its killer use cases and steering the software trajectory. Over time, that foundational testing could pave the way for a drastically more accessible consumer device—something akin to a hypothetical $400 "Vision SE" that achieves mainstream, mass-market adoption. For the immediate future, Marques frames the device with sharp clarity: “It's the rich person's toy and the developer's muse for right now.”

- **Release and Positioning**: Priced at $3,500 and launching the following year, the device is aimed strictly at high-end enthusiasts, affluent early adopters, and software developers rather than the mass market. - **The Series 0 Analogy**: The original Apple Watch also launched without a fully proven single purpose; user and developer feedback over successive generations shaped watchOS into the fitness and health juggernaut it became. - **Wrap-up and Outro**: Marques closes out by noting that Vision Pro was only one part of a massive WWDC keynote, encouraging viewers to check out his upcoming video recap covering the rest of Apple's software and hardware announcements, as well as tuning into the next episode of the *Waveform* (*WVFRM*) podcast.

## Notable quotes > [05:22](https://www.youtube.com/watch?v=OFvXuyITwBI&t=322s) The passthrough on Apple's headset is again the best I've ever seen in a headset — Marques Brownlee

## Mentioned Apple Vision Pro, Marques Brownlee, Apple M2, Apple R1, Optic ID, EyeSight, visionOS, ZEISS, Meta Quest Pro, FaceTime, Google Project Starline, Google Glass, AirPods Max, Pro Display XDR, Apple Watch, Waveform Podcast

## Video description I tried Apple's first ever spatial computing device, a $3500 VR headset. These are my honest thoughts.

Google Project Starline: https://youtu.be/J1oEWiUsKgU

The podcast: https://youtube.com/waveform

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Tech I'm using right now: https://www.amazon.com/shop/MKBHD

Intro Track: Jordyn Edmonds http://smarturl.it/jordynedmonds​​​​​ Playlist of MKBHD Intro music: https://goo.gl/B3AWV5

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[Source](https://www.youtube.com/watch?v=OFvXuyITwBI)

中文简报

售价3500美元的Apple Vision Pro树立眼动追踪新标杆,定位偏向开发者工具 出色的眼动追踪和macOS深度整合使苹果这款头显成为技术里程碑,但沉重的机身重量、两小时的电池续航以及3500美元的高昂售价,使其局限于面向开发者与富裕尝鲜者的实验性平台。 Marques Brownlee详细解析了他对Apple Vision Pro长达30分钟的体验,重点提到了其行业领先的眼动追踪、流畅的手势交互导航以及极其清晰的4K micro-OLED透视效果。在肯定Mac虚拟显示镜像和沉浸式体育娱乐体验的同时,他也对数字人(Personas)的“恐怖谷”效应、完全缺乏实体触觉反馈以及拍摄3D空间视频时的社交尴尬感提出了批评。他还强调了重大的人体工学挑战,尤其是沉重的玻璃加铝合金机身,以及续航仅约两小时的外接挂载电池。Brownlee总结认为,这款售价3500美元的设备是一个探索性质的“Series 0”初代平台,主要面向开发者和富裕的科技爱好者以激发灵感,而非针对主流大众消费者。 苹果发布了Vision Pro,这是一款售价高达3500美元的高端独立空间计算设备,定于2024年初发售,搭载M2计算芯片与专用的R1实时传感器协处理器。 (0:00) 该头显彻底摒弃了手持实体手柄,转而依赖高精度的内置眼动追踪以及在腿部即可完成的细微捏合手势,Brownlee形容这种体验近乎“魔法”。 (1:22) 硬件亮点包括同级领先的全彩透视功能和外侧弧面OLED“EyeSight”显示屏,不过FaceTime中生成的合成3D数字人形象仍处于“恐怖谷”范畴。 (5:22) 主要的人体工学与硬件权衡包括精密铝合金与玻璃带来的沉重面部压迫感、完全没有触觉反馈,以及约两小时续航的外接连线电池。 (14:43) 该设备的定位类似于2015年的初代(Series 0)Apple Watch,更像是一个昂贵的开发者平台和早期尝鲜展示载体,旨在主流硬件问世之前确立杀手级空间应用。 (18:10)

Source quotes

[5:22] Marques Brownlee: The passthrough on Apple's headset is again the best I've ever seen in a headset

Original transcript

[0:00] (upbeat music) [0:03] - Okay, I've used the new Apple Vision Pro. [0:08] I had about a 30-minute demo just using this new headset. [0:12] I had about a trillion questions, [0:13] so I tried to ask as many of them as I possibly could [0:15] of Apple to get all the answers I could for you [0:18] and for myself. [0:19] So without any further ado, let's just jump right in. [0:21] This is everything you need to know so far [0:24] about Apple's new AR/VR headset. [0:28] So the first question, naturally, what is it? [0:31] So first things first, [0:32] this is a first generation device from Apple, [0:34] which we don't see very often, [0:36] but it is an augmented reality/virtual reality headset [0:40] with a bunch of cameras and sensors inside [0:42] that you strap to your face. [0:44] It'll start at $3,500 and it'll go on sale [0:48] starting sometime early next year. [0:51] Nobody's been able to shoot video of using it yet, [0:54] so I'm gonna have to do my best with descriptions here. [0:57] But fundamentally, this isn't something that's paired [0:59] to your iPhone or your Mac by default, [1:01] it's a standalone computer [1:03] with an M2 chip inside, its own wifi connection, [1:06] a roughly 4K micro-OLED display for each eye, [1:09] a set of speakers right above each ear on the band, [1:13] and then a dedicated new R1 chip, [1:15] which is doing all of the real time processing [1:17] from all the sensors that make this headset pretty special, [1:20] but we'll get to that in a second. [1:22] So, all right then how does it work? [1:25] Well, basically we've seen VR headsets [1:27] and AR headsets before. [1:29] It's typically there's screens on the inside [1:31] and then on the outside there's some sort of shell, [1:33] which has some sensors on the outside [1:35] that help detect what is in your room around you [1:37] and help to see the controllers in your hands. [1:39] But with this one, there are no controllers at all. [1:43] They're not making any for it. [1:44] There aren't gonna be any optional accessory. [1:46] They're not even gonna design any controllers. [1:48] You are controlling this thing entirely with your hands, [1:52] and your eyes, and your voice. [1:54] So you put this headset on [1:55] and basically all over the headset [1:57] there are an absolute ton of sensors. [2:00] You have two main forward-facing cameras, [2:02] two downward-facing cameras, [2:04] two more cameras for the sides, [2:06] two infrared illuminators, [2:08] a LiDAR scanner, a TrueDepth camera. [2:10] These are all to keep track [2:12] of what's happening around the headset [2:14] and also to track your hands in front of your face. [2:16] And then on the inside, [2:17] there's also a bunch of infrared illuminators [2:20] and infrared cameras that are purely there, [2:23] just there to track your eyes. [2:26] So there's actually a setup process. [2:27] Before you even get the headset, [2:29] you basically measure, [2:30] you sort of scan your face with the TrueDepth camera [2:32] on the iPhone and it uses that depth information [2:34] about your face to give you sort of a custom cutout. [2:37] This will be a process that you can do in Apple stores. [2:39] But basically you get the headset [2:41] with the custom cutout for your face. [2:42] If you have glasses, there are some ZEISS lenses. [2:45] But you finally get the headset out and you put it on, [2:48] and there's some nice meshing on the back, [2:50] some fabric that stretches and is pretty breathable. [2:53] It's built extremely well with all this metal and glass. [2:56] And then once you get it going, [2:57] the most impressive thing about this headset, [2:59] the most impressive thing is the eye tracking. [3:04] I'm not even kidding, this eye tracking is sick. [3:06] So basically the eye tracking in this headset [3:09] as it looks at your eyes [3:10] and keeps track of where your eyes move around, [3:13] is the closest thing that I've experienced to like magic. [3:17] Like I don't, I normally don't call tech things [3:19] sort of magical or surreal like this, [3:21] but this, was even for a pre-release product, [3:25] kind of unbelievable how well it does. [3:26] Anytime you move your eyes around the UI, [3:28] it would immediately highlight [3:30] and select exactly what you're looking at, [3:32] no matter how small the target was, [3:33] or what you're looking at. [3:35] And then when you wanna select something, [3:37] all you do is take your fingers like this [3:39] and just touch them together. [3:41] That's how you click. [3:42] So you look at something, click, look at something, click. [3:45] So it's actually, there's a calibration process [3:47] when you first set up the headset, [3:48] you put it on for the first time, [3:49] where you basically just look around with your eyes [3:52] at a bunch of different dots so it learns your eyes. [3:54] And then yeah, from that point on you're just cruising, [3:56] you're sailing through everything by just looking at things. [4:00] And it feels like telepathic. [4:02] You just look at something and select it, [4:04] and that's it. [4:04] So this is how the whole UI works. [4:06] Pretty much every other headset has the ability [4:09] to use your hands to select things, [4:11] but most of them rely on the sensors on the outside [4:14] to keep track of a set of controllers for maximum accuracy. [4:18] But this massive array of sensors on the outside [4:20] of Apple's headset have done an impressively good job [4:23] of picking up what my hand is doing, [4:24] kind of no matter where it is. [4:26] So like I said, [4:27] there's sensors all the way around the thing, [4:27] they're facing forward, [4:28] but they're facing sideways, and facing down. [4:30] So I can just kind of rest my hand like wherever [4:33] and look at stuff and click. [4:35] I don't even have to move my head, [4:36] I can just look at something and just click my fingers. [4:38] I kind of did it by accident a few times. [4:40] Like, I'd just sort of be sitting there [4:42] and my fingertips would actually touch [4:43] and I'd select whatever I was looking at. [4:45] But pretty quickly you get used to just this, [4:49] just doing this. [4:50] Now there are also some text boxes. [4:51] Occasionally, you want to type something. [4:52] And so you can look at the text box, select it, [4:55] and then a keyboard will pop up, [4:56] and you can look at the letters, [4:58] but also you can just look at a search box field, [5:01] and just start talking, [5:02] and it'll start filling in whatever you're saying [5:04] 'cause there's microphones on the headset. [5:05] And there's also something they're calling Optic ID, [5:08] which is basically kind of just the fingerprint ID [5:11] of the headset because it's looking at your eyes [5:13] and everyone's eyes is a different unique biometric pattern. [5:16] And so you log in just by putting the headset on [5:18] and it looks at your eyes. [5:19] So Optic ID, this thing knows your eyes really well. [5:22] So then you've probably seen all these weird looking frames [5:24] where you can see people's eyes through it, [5:28] like this this super weird thing that I've never seen [5:31] in any other headset. [5:32] So what is happening here? [5:34] Well, spoiler alert, it's not actually transparent. [5:37] It kind of looks like it's a glass transparent thing, [5:39] but it's not. [5:40] It appears to be because there's actually an OLED screen [5:44] facing out. [5:45] This is what I would call a two-way passthrough, [5:49] that's what I'm calling it. [5:50] See, a normal VR headset we've seen [5:52] is, of course, completely opaque. [5:53] Usually, it's like black plastic or something like that. [5:56] So in order to see through to your actual environment [6:00] without taking the headset off, [6:01] like for picking up your controllers, [6:02] or walking around a room without hitting a wall, [6:05] they have a pass-through mode. [6:06] So it'll turn on a camera on the outside [6:09] so you can see what's going on around you. [6:11] And some pass-through modes are better than others. [6:12] Some will do it from a single black and white camera. [6:16] Some will do stereo passthrough from two cameras. [6:18] Some will do color passthrough. [6:21] The passthrough on Apple's headset is again [6:25] the best I've ever seen in a headset. [6:26] It's stereo, it's color, it's sharp, [6:29] it's real time, it's really good. [6:31] So then the eyes you see from the outside [6:34] are actually an OLED display showing what your eyes [6:38] look like to the cameras inside the headset. [6:41] So it shows your eyes like this [6:42] whenever you're using any sort of passthrough mode. [6:45] And if you can see your environment, [6:47] it'll show your eyes. [6:48] So you're not actually like looking at someone's eyes, [6:50] but it kind of feels like you are, [6:53] kind of creepy a little bit, I don't know. [6:54] It's the simplest way of explaining it. [6:56] If they're doing something fully immersive in VR, [6:58] like watching a movie or playing a game [7:01] then it won't show their eyes. [7:02] It'll show this graphic over their eyes instead. [7:04] It's a really interesting look, [7:08] it's a bold look. [7:09] I just have this like thought of like you're on a airplane, [7:12] and the flight attendant walks up and taps you, [7:14] "Hey, do you want any water?" [7:15] And you just look up [7:16] and your eyes shine through the headset. [7:18] It's just a weird thing. [7:20] I don't think it's smart, [7:22] but I don't think other headsets are gonna do it [7:24] because most of them don't have it in the budget [7:26] to have a screen facing the outside. [7:28] But then let's get to the burning question [7:30] you've probably already been thinking. [7:31] What does it actually do? [7:34] So okay, I'm sort of, I'm separating this [7:35] into three bulk categories that I made up, [7:37] and I'm kind of proud of here, [7:38] which are computing, content, and connections. [7:43] Now, actually I should preface this all [7:45] by saying this is a first gen product. [7:47] So right now the only apps that show up on the home screen [7:51] are Apple's apps. [7:52] Just like when the first iPhone came out with no App Store, [7:55] it's just Apple's apps. [7:56] But the reason this is coming out, [7:57] or at least getting announced so early, [7:59] but it's not coming out till next year, [8:00] is to give this window for developers to start developing [8:04] their own apps and making cool things for this headset [8:06] to do that are way more interesting and way more functional. [8:10] But it does have a core set of functions. [8:12] So for computing, I think this is the one [8:14] that's probably the least likely to be used [8:16] by most normal people. [8:17] But it is a pretty direct shot at what Meta just did [8:20] with the Quest Pro, the $1,500 Quest Pro. [8:23] So you can use this thing as its own computer [8:25] with web browsing, et cetera, [8:27] with these 4K windows in front of you [8:29] that you can move around [8:30] and do all kinds of stuff with your hands. [8:32] Now, this will be its own OS. [8:34] Again, it's not running off your phone or anything, [8:36] it's running a whole new operating system called visionOS. [8:40] And it seems pretty similar, pretty similar to iPadOS, [8:43] just in the fact that, you know, [8:45] you're just touching things in iPadOS, [8:47] and in this headset you look at something, [8:49] and then you touch your fingers together, [8:51] and that's basically just like a normal touch. [8:53] But I was really impressed with the responsiveness. [8:55] Again, this was better than any headset I've seen. [8:57] With just your hands, if I wanted to scroll [8:59] through something, like a Safari window, [9:01] I literally in air would touch my fingers together [9:05] and drag the window and it would scroll nearly in real time. [9:10] I would like throw it around, like toss it, catch it, [9:12] toss it the other way, [9:13] and start scrolling through things with my finger, [9:16] resizing windows, dragging the corners of things. [9:19] And I was super impressed with that too. [9:21] Now if you're like me, [9:22] you might have also had some questions about the sharpness. [9:23] Like, do I really wanna wear something like this [9:26] for a long time to work like it's on a computer? [9:28] And I think that was also pretty smartly addressed. [9:30] They use a selective rendering [9:32] based on the super good eye tracking. [9:34] So the computing power is basically focusing [9:37] on sharply rendering the part of the screen [9:40] that you're actually looking at, [9:41] while saving power on the rest. [9:43] It's pretty cool and it works so quickly [9:45] that I did not notice it while using it. [9:48] And then the part you're looking at is actually very sharp. [9:50] Like I said before, [9:51] they're super high resolution screens, they're 4k. [9:53] I don't know if I have a number for refresh rate, [9:55] but it felt like 120 Hertz. [9:57] And, you know, eye fatigue will eventually become a thing [10:00] with any headset you strap to your face. [10:02] But this would be on the lower level of eye fatigue [10:04] compared to what I've experienced with some others. [10:06] And then for even more heavy work, this is kind of nuts, [10:08] but they showed it in the keynote. [10:09] Apparently, if you have a Mac and you wanna do MacOS stuff, [10:12] you can just with the headset on, [10:14] just look at your Mac and it will pick up what you're doing [10:18] and it'll mirror the max display as one of the 4K windows [10:21] for you in the headset. [10:23] And then you can even connect a bluetooth keyboard, [10:24] and a bluetooth track pad, [10:25] and start working around like it's an actual Mac, [10:28] just with a bigger screen wherever you want. [10:32] Yeah, ecosystem stuff. [10:33] So that's computing. [10:34] I definitely gotta try it. [10:35] But then, of course, there's the connection stuff. [10:38] You got messaging, you can type out messages [10:40] to people just like as if you were on a Mac, [10:42] but there's also impressively FaceTime. [10:44] Now, I don't even know that this is necessarily better [10:47] than a normal FaceTime holding your phone [10:49] or like on a laptop, other than the fact [10:52] that I guess you don't have to be holding anything. [10:54] But you can have people's windows floating [10:57] in front of you as you talk to them on FaceTime. [10:59] But you might also be asking, wait a second, [11:01] if I'm not holding my phone in front of me, [11:03] what do other people on FaceTime see? [11:06] Well, the answer is they'll see a 3D rendered model [11:10] of you that was scanned into the system [11:12] from your iPhone that syncs up [11:14] and matches the movements of your face [11:16] with eye tracking and all the other sensors of the headset. [11:20] So I got to try it. [11:22] It is, it works, okay. [11:25] So it's not as good as obviously looking at a person. [11:29] I just feel like a FaceTime you're trying [11:30] to have like a personal connection with the person. [11:33] And this is obviously more personal [11:34] than an avatar or like a cartoon of you, [11:38] but it's just, it feels kind of somewhere in between. [11:41] It's kind of like a Google Project Starline, [11:43] which I just did that video about a couple weeks ago. [11:45] If you haven't already seen that, [11:46] I'll leave a link with a like button [11:47] so you can check it out. [11:48] But it feels sort of in that like uncanny valley, [11:51] you know, moving 3D model territory, [11:53] instead of looking at an actual person. [11:55] It's kind of how I picture it. [11:56] But then last but not least, of course, content. [12:00] People are just gonna watch content on this thing. [12:02] And I think this is the industry now [12:04] that Apple's jumping into it that is poised to explode. [12:08] Like, we've had VR games and VR videos for a long time [12:12] and Apple is now also able to do this. [12:14] They, of course, put their own spin on it, [12:16] and they can use the power and the draw [12:18] of the Apple brand to get content creators, [12:20] and big motion picture studios, and sports leagues, [12:23] and all kinds of creatives to work to make content [12:27] that looks really good specifically on Apple's headset [12:31] and in Apple's formats. [12:32] I can personally say from my demo, [12:34] hell yes, I would watch, [12:36] I would pay to watch an NBA game courtside [12:39] in the VR headset. [12:40] The quality is good enough [12:42] and obviously it's not gonna be as immersive [12:44] as feeling the energy from the crowd, [12:46] but you're not paying courtside prices. [12:48] You'd probably pay, this is a total guess, [12:51] 10, 20 bucks to watch an NBA game courtside, [12:54] or have some subscription to do that. [12:56] I would totally do that and it would be fun. [12:58] But even with regular 2D content like movies, [13:00] just watching a regular movie, [13:01] you can totally just sit back, put the headset on, [13:04] maybe even put some headphones on, [13:05] and just like on a plain seat, [13:07] just watch a movie as if you're in a theater for one, [13:10] which is pretty sweet. [13:11] There is that digital crown on the side [13:13] that actually lets you spin it clockwise [13:15] to move in more immersion [13:17] and fully envelop you in the VR environment. [13:20] Or you can turn it counterclockwise to bring in [13:23] more of your real world environment [13:24] with passthrough in your peripheral vision. [13:27] Kind of a neat trick. [13:28] And then there was also this kind of weird feature [13:30] where you can take 3D photos and videos [13:34] with the cameras built into the headset itself. [13:37] And I did not like this one. [13:39] So there was a demo of like a recording [13:42] from a headset camera of a kid blowing out some candles [13:45] on a birthday cake basically. [13:47] And I got to watch this actual scene [13:50] in the actual Apple headset. [13:51] So because there's two cameras like front facing, [13:54] they can record stereoscopic 3D. [13:56] So you can turn on the recording [13:58] and in that moment sit down [14:00] and record a super immersive video. [14:02] And then when you watch it back in the headset, [14:04] it's like you're reliving this moment in 3D, [14:08] which can feel kind of cool, [14:10] but I just, I can't get the image of like the dad [14:14] at the birthday party with the headset on, [14:16] just recording things, like walking around. [14:19] It just doesn't, it's. [14:22] What kind of memory is that for the other people around you? [14:24] You know, like I saw this [14:25] and I immediately thought back to the reasons [14:28] we all know why Google Glass failed, [14:30] which is, it was ahead of its time, [14:31] but it's also like you're walking around [14:33] with a camera on your face, [14:34] and everybody knows that you have a camera on your face. [14:37] It just wasn't cool. [14:40] Dad, what are you doing? [14:41] Why do you, why are your eyes sticking out [14:43] through the headset? [14:43] Sorry, the number one question I've gotten [14:45] after I've actually tried this thing is, is it any good? [14:49] Is this headset any good? [14:50] And the answer is, well, yeah. [14:53] Some of the parts of this headset that I tried [14:56] are actually the best I have ever seen in any VR headset [15:01] by a mile, specifically, the eye tracking [15:04] and the hand tracking. [15:05] Now, of course it's gonna be up to developers [15:07] to really make it good. [15:08] But I think the foundational, [15:09] like how do you use it part is pretty amazing. [15:13] But that doesn't mean there aren't any downsides, all right. [15:16] Number one, there was no haptics, [15:17] of course, because you don't have controllers. [15:19] You're just doing everything with your hands in the air. [15:21] There's no way to have any sort of haptic feedback. [15:25] There was a demo that I did where like I stuck my hand out, [15:28] a wall on the other side of the room opened up, [15:31] and a dinosaur was back there, and a butterfly flew out. [15:34] I held out my hand and the butterfly flew up [15:37] and landed on my finger. [15:38] It could track and see all of that information, [15:41] and the volumetric, [15:42] all the computation to make that happen was amazing. [15:45] But when the butterfly landed and I didn't feel anything, [15:47] there was that moment of like, [15:48] oh right, this is a VR headset. [15:50] But then number two, this was interesting, [15:52] this is pretty heavy. [15:53] This is a pretty heavy VR headset, [15:55] kind of the same way that AirPods Max, [15:58] the Apple's metal headphones are heavier [16:01] than most plastic headphones. [16:03] There's a reason why most other VR headsets [16:05] are just plastic. [16:06] It's not 'cause that's cheap, it's because it's lightweight. [16:08] It's fatiguing to have a heavy thing on your head. [16:11] And this is a headset made of metal and glass, [16:14] it's heavy. [16:15] Now it is also super well built. [16:17] Like, there is no arguing that. [16:19] But I do wonder about using it for longer [16:22] than the half hour that I did. [16:23] I wonder if it would be more fatiguing to my head. [16:26] That's also actually why the battery isn't attached to it. [16:28] That would be a ton of weight to carry on your head. [16:30] So they connected the battery [16:32] instead through a proprietary cable [16:34] and then actually can sit next to you on the couch, [16:36] or in your back pocket. [16:37] And that brings us to the other thing, the battery life, [16:41] two hours, two-hour battery life on the headset, [16:45] which is not that great, it's not that long. [16:47] Now there's a USB-C port on the battery bank [16:49] and you can plug that into the wall for infinite time. [16:52] But the second you unplug from the wall, [16:53] yeah, two hours from that pretty hefty battery bank, [16:56] which is like, okay, maybe most people won't be spending [16:58] a lot of time in the headset. [17:00] But you did also just show us, Apple, [17:02] an ad of people like watching a movie in the headset, [17:05] that's already like most movies are two hours plus. [17:09] So something worth thinking about. [17:11] It's just a two hour, [17:11] I'm sure people will make bigger external batteries [17:14] for this thing, but two hours. [17:15] And then also, I couldn't get a firm answer here [17:17] on if there are fans inside or not, [17:19] but I think there's fans, [17:21] like there's certainly vents for fans anyway. [17:23] And if you're gaming for long enough [17:24] or using it for long enough, [17:26] do those spin up? [17:27] Do they ever get loud? [17:29] Do they ever kill your battery? [17:30] That's kind of unclear. [17:31] But then, of course, the main thing [17:32] that everybody's talking about, it's expensive. [17:34] It's $3,500. [17:39] So is that pricey? [17:41] Yeah, that's very expensive. [17:44] But this is the thing that is always weird [17:47] with Apple products. [17:47] Like there is no direct comp. [17:49] Like I always, you always say it's expensive, [17:51] but like compared to what? [17:53] And they did this with the Pro Display XDR. [17:56] They've done this with even AirPods Max a little bit. [17:59] But like there are several things that this headset does [18:02] that no other headset does. [18:03] The eye tracking, the hand tracking, that's super good. [18:07] Even if an equivalent headset came along today [18:10] and did all of the same stuff that this does, [18:12] hardware and software wise, it still wouldn't have FaceTime, [18:15] it still wouldn't have like looking at a Mac [18:18] and then the the ecosystem allowing the Mac display [18:20] to pop up. [18:21] So this is kind of something that only Apple could pull off. [18:24] So bottom line, you know, I got to try it. [18:27] I thought it was extremely impressive. [18:28] But at the end of the day [18:29] this is not a product for the masses. [18:33] I mean obviously, right, it's $3,500. [18:36] It has the word pro in the name too. [18:38] But this feels like the Series 0, [18:40] like the Apple watch. [18:41] Remember when the Apple Watch first came out, [18:43] the Series 0 where it's really gonna be up to the first gen, [18:47] the early adopters, [18:48] and the developers to decide the direction [18:51] that this thing goes, [18:52] to decide what people actually want to use it for. [18:55] And that'll shape the future versions of it [18:57] that we may eventually get down the road. [18:59] Then maybe someday there's like a visionSE [19:04] that's like 400 bucks that the masses will all adopt, [19:07] and it'll be this next generation hit product maybe. [19:12] But as of right now, this is very much [19:13] in the sort of early adopter people like me, [19:16] people like watching this video testing phase [19:19] to figure it out. [19:20] So that's the Apple Vision Pro. [19:22] It's the rich person's toy [19:24] and the developer's muse for right now. [19:27] But we'll see how far this thing goes in the near future. [19:31] It's coming out next year. [19:32] It's not that far off, it's not that far away. [19:34] It's really interesting times. [19:35] Either way, this was also part of a huge, [19:38] all entire WWDC keynote. [19:40] So if you wanna watch my recap of the rest of that stuff, [19:42] ideally get subscribed 'cause there's gonna be a video recap [19:46] of the biggest announcements [19:47] of which there are many other things. [19:49] And also I'll shout out the WVFRM Podcast [19:52] to get subscribed there too [19:53] 'cause the next episode I'll just say it, [19:55] it's a banger, it's pretty sick. [19:57] So hit sub, hit like, hang out in the comments. [20:01] That's been it for this one. [20:02] Thanks for watching. [20:04] Catch you guys in the next one. [20:05] Peace.