Apple Vision Pro - A PC Guy’s Perspective

Linus Tech Tips
2 Mar 202424:49

Summary

TLDRThe video script critically reviews Apple's Vision Pro, a spatial computing device. It compares the device's groundbreaking features, like its superior build quality, exceptional screen resolution, and advanced hand and eye tracking, with its limitations, such as discomfort in wear, mediocre field of view, and subpar gaming performance. The reviewer explores its capabilities in professional settings, highlighting its augmented reality experiences and virtual desktop functionalities. However, they note the device's lack of engaging content and practical applications, concluding that while technologically impressive, the Vision Pro isn't a necessity for most users, especially considering its high cost.

Takeaways

  • 🚀 The Vision Pro is hailed as the most exciting piece of technology in years, offering a unique and immersive experience with its high-quality build and exceptional display.
  • 🔎 Apple's Vision Pro showcases superior material quality and design in VR headsets, but faces comfort issues due to non-rotating hinges causing pressure points.
  • 📱 The device's high-resolution screens and lack of discernible screen door effect provide an unparalleled visual experience, significantly outperforming competitors like the Meta Quest 3.
  • 👁️ Apple's R1 chip enables advanced features like video stitching, eye tracking, and hand tracking, enhancing the immersive experience.
  • 🚫 Critics point out the Vision Pro's field of view is limited, potentially impacting user experience despite its innovative eye tracking and compensation technologies.
  • 🛠️ Gaming on the Vision Pro reveals its strengths in visual fidelity and weaknesses in hand tracking precision, affecting the gameplay experience.
  • 📈 Integrating the Vision Pro with PC for gaming is straightforward, offering a unique but slightly laggy experience due to streaming limitations.
  • 📷 The device's emphasis on spatial computing and professional work applications opens up new possibilities, though with some practical limitations and challenges.
  • 💻 Compatibility with Windows via streaming apps like Steam Link and Moonlight enhances the Vision Pro's utility, despite some latency issues.
  • 📚 Despite its groundbreaking features, the Vision Pro's current lack of compelling content and high price point may limit its appeal to a broader audience.

Q & A

  • What is the key difference between the Apple Vision Pro and Meta's virtual reality headsets, according to the script?

    -The script highlights that the Apple Vision Pro's video pass-through capability, which combines a live view of the real world with virtual elements, is far superior to Meta's efforts. It provides a more realistic and immersive experience in blending the virtual and physical realms.

  • What are some of the notable hardware features of the Apple Vision Pro mentioned in the script?

    -The script praises the Vision Pro's exceptional build quality, including its aluminum frame, curved glass front, and fabric headband. It also mentions the high-resolution displays (nearly 4K per eye), eye-tracking, hand-tracking, and the powerful R1 chip for video stitching and tracking.

  • What are some of the limitations or drawbacks of the Apple Vision Pro discussed in the script?

    -The script mentions several limitations, such as the limited field of view (79-110 degrees), the inability to grab and pin virtual objects in your peripheral vision, video fidelity issues like motion blur and drab real-world colors, and the lack of proper controller input for gaming.

  • How does the script evaluate the Apple Vision Pro's gaming capabilities?

    -The script suggests that while the Vision Pro excels in rendering high-quality virtual content, its lack of precise hand tracking and controller input makes it unsuitable for fast-paced or competitive gaming experiences. However, it notes that streaming games from a powerful PC can provide an excellent gaming experience on the Vision Pro's large virtual display.

  • What are some of the potential productivity use cases for the Apple Vision Pro mentioned in the script?

    -The script discusses using the Vision Pro for professional work in virtual spaces, taking private notes or working on sensitive material in group settings, sharing and marking up documents with others, and having multiple virtual displays for increased productivity.

  • How does the script compare the convenience and practicality of the Apple Vision Pro with other devices?

    -The script argues that while the Vision Pro is an incredible technological achievement, its current form factor and lack of compelling software make it less convenient and practical than existing devices like smartphones, laptops, and TVs for most everyday tasks. It suggests that the Vision Pro needs to overcome this convenience hurdle to gain widespread adoption.

  • What is the script's overall assessment of the Apple Vision Pro's current state?

    -The script acknowledges the Vision Pro as an engineering marvel and a glimpse into the future of spatial computing. However, it concludes that the current version is not compelling enough for the author's needs due to its limitations, lack of software support, and high price point relative to existing devices that can perform many of the same tasks more conveniently.

  • How does the script compare the Apple Vision Pro's virtual display capabilities to traditional physical displays?

    -The script suggests that while the Vision Pro's virtual display can be massive and positioned anywhere, traditional physical displays can offer similar or better text clarity and field of view with less head movement required, at a much lower cost than the Vision Pro.

  • What are some of the potential use cases for the Apple Vision Pro mentioned in the script beyond productivity and gaming?

    -The script suggests that the Vision Pro could be compelling for watching movies and TV shows in a private virtual theater environment, as well as reliving spatial photos and videos captured with an iPhone in an immersive 3D setting.

  • How does the script evaluate the overall value proposition of the Apple Vision Pro compared to its high price tag?

    -The script argues that for the Vision Pro's current price of around $3,500, users could instead purchase a range of existing devices like a Kindle, laptop, TV, and gaming console that collectively offer similar or better functionality and convenience for most tasks, without the limitations and friction points of the Vision Pro.

Outlines

00:00

🤔 Initial Impressions and Design Review of Vision Pro

The video begins by comparing public reactions to Mark Zuckerberg's and Tim Cook's (referred to as Tim Apple) visions of virtual reality, noting a more positive reception towards Apple's Vision Pro. The host explains their excitement about the Vision Pro, describing it as the most thrilling technology they've used in years, despite its eventual storage. The Vision Pro's exceptional build quality and material choices are highlighted, but the design's lack of hinge flexibility is criticized for causing discomfort. Despite these issues, the screen's quality, with its high resolution and lack of screen door effect, impresses the host. The device's advanced features, such as 3D live view and seamless integration of hand and eye tracking, are praised, though the need to avoid smudging the cameras is noted. The Vision Pro's field of view is measured and found wanting compared to other VR headsets, but its capability to adapt to the user's vision and increase the field of view through adjustments is acknowledged.

05:01

🎮 Gaming and Professional Use on Vision Pro

This section delves into the Vision Pro's performance in gaming and professional contexts. Despite its high-resolution displays and environmental mapping, the Vision Pro struggles with fast-paced games like Fruit Ninja due to inadequate tracking fidelity. The host explores alternative gaming solutions, such as using the SteamLink app for game streaming, which proves simple but limited by resolution and latency issues. The potential of Sunshine and Moonlight apps for streaming PC games at higher resolutions is discussed, though network limitations can hinder performance. The Vision Pro excels in creating a vast, high-fidelity virtual workspace, enabling private note-taking and sensitive work in public settings. However, the lack of easy display mirroring and the cumbersome setup for each work session are noted as significant drawbacks. The host concludes that while the Vision Pro offers unparalleled virtual display capabilities, practical issues limit its utility for professional work compared to traditional multi-display setups.

10:02

👓 Exploring Vision Pro's Limitations and Potential

The host expresses disappointment with the Vision Pro's limited entertainment options and the jarring experience of its pass-through video feature, which warps the perception of reality. The high fidelity of virtual content makes the real world appear dull in comparison, and motion blur issues further detract from the experience. Despite these challenges, the host acknowledges the device's potential for professional use, allowing for immersive work in virtual spaces. However, the inability to save workspace layouts and the discomfort from extended use are highlighted as significant issues. The host also critiques the Vision Pro's lack of touch interaction, predicting that this limitation might drive Apple to adopt touch screens for Macs. The video concludes with a reflection on the Vision Pro's place in the market, suggesting that while it's an engineering marvel, its current form and functionality do not justify its high cost for most users.

Mindmap

Keywords

💡Vision Pro

The Vision Pro is a central piece of technology discussed in the script, presumably a VR or AR headset with advanced features. It represents a significant leap in technology, offering experiences like high-resolution displays, eye tracking, and spatial computing. The script highlights the user's mixed feelings about the device, praising its technical prowess while critiquing its practicality and current utility.

💡Spatial Computing

Spatial computing refers to the use of a computer or device to interact with and manipulate the physical space around the user. It's a core concept for devices like the Vision Pro, enabling users to work with virtual objects in real-world environments. The script discusses how this technology allows for innovative applications but also notes the limitations and challenges it presents.

💡Pass-through

Pass-through technology allows users of VR or AR headsets to see the real world around them through the device's cameras. The script mentions this feature of the Vision Pro, highlighting its quality and the immersive experience it provides, yet pointing out the disorienting effect it can have on the perception of reality.

💡Field of View (FOV)

Field of view in the context of VR/AR headsets refers to the extent of the observable world at any given moment. The script discusses how the Vision Pro's FOV is not explicitly stated by the manufacturer and suggests it might be less impressive compared to other devices, impacting the user's experience.

💡Eye Tracking

Eye tracking technology in VR/AR headsets monitors the user's gaze direction to provide more intuitive interactions and improve image rendering. The script describes how the Vision Pro uses eye tracking to enhance user experience, such as adjusting the field of view based on where the user is looking.

💡Virtual Desktop

A virtual desktop is a feature that allows users to interact with their computer's interface within a virtual or augmented reality environment. The script explains how this can be a powerful tool for productivity, enabling users to work with a large, adjustable screen in a virtual space.

💡Streaming

Streaming in the context of the script refers to the ability to play games or use applications on the Vision Pro by streaming them from a PC. This feature expands the device's capabilities beyond its native applications, though it may introduce latency or require a strong network connection.

💡Hand Tracking

Hand tracking allows users to interact with virtual environments using their hands, without the need for physical controllers. The script critiques the Vision Pro's hand tracking fidelity, suggesting it might not be precise enough for certain applications or games.

💡Latency

Latency in VR/AR refers to the delay between a user's action and the system's response. The script discusses how latency can affect the gaming experience on the Vision Pro, emphasizing the importance of low latency for a seamless and responsive user experience.

💡Augmented Reality (AR)

Augmented reality is a technology that overlays digital information on the real world. The script touches on how the Vision Pro, despite being primarily a spatial computing device, can offer AR experiences, allowing users to interact with virtual objects in their actual environment.

Highlights

Mark Zuckerberg's vision of the future involving VR was initially mocked, but excitement followed Tim Apple's similar vision with the Vision Pro.

The Vision Pro's material quality and build are exceptional, setting a new standard for VR headsets.

Despite its high-quality build, the Vision Pro has comfort issues due to non-rotating hinges.

The screen quality of the Vision Pro is unparalleled, offering a nearly 4K experience per eye with no discernable screen door effect.

Apple's R1 silicon enables impressive video stitching and pass-through, eye tracking, and hand and head movements.

Vision Pro's field of view is considered lacking compared to other headsets.

The device's pass-through and environmental mapping create a realistic and immersive spatial computing experience.

Despite its gaming capabilities, the Vision Pro's lack of physical controllers limits its tracking fidelity for fast-paced games.

Streaming games from a PC to the Vision Pro via Steam Link and Moonlight is simple and enhances the gaming experience.

The Vision Pro excels at creating virtual desktops for professional work, but lacks the ability to save layouts.

Initial content and app support for the Vision Pro is limited, affecting the overall user experience.

Watching movies and viewing spatial photos and videos offer the best experiences on the Vision Pro.

The Vision Pro's high cost is a significant barrier, especially when comparing its functionalities to traditional devices.

Apple's Vision Pro is an engineering marvel that promises new ways of interacting with digital content, but its current practical applications are limited.

The Vision Pro's success may be hindered by its lack of convenience compared to more accessible devices like smartphones.

Transcripts

00:00

when Mark Zuckerberg told us the future

00:02

is living in a one-bedroom apartment

00:04

experiencing the world through my

00:06

plastic VR accessory

00:09

understandably we mocked him but then

00:13

when Tim Apple did it we were excited

00:15

beyond all reason why what is it about

00:18

the Vision Pro that caused this sudden

00:20

shift and can the world of spatial

00:23

Computing be accessed by us PC folk it

00:26

turns out the answer is yes so let's

00:29

talk about about why the Vision Pro is

00:31

the most exciting piece of technology

00:34

that I've used in years and why I can't

00:37

wait to pack it up and put it

00:48

away Odo their all-in-one software will

00:51

let you focus on running and improving

00:53

your business rather than playing hot

00:55

potato with a bunch of mismatching apps

00:58

click the link below or watch till the

00:59

the end of this video to learn more

01:01

first contact with the Vision Pro is

01:03

something you won't soon forget the

01:05

material choices and the build quality

01:07

are exceptional to the point where I

01:08

would say they are the best we have ever

01:10

seen on a VR headset from the aluminum

01:13

frame to the curved glass front to the

01:15

fabric headband it is on a whole

01:18

different level which should result in a

01:21

very comfortable headset but there is

01:24

one small

01:25

problem these hinges do not rotate the

01:30

hinge where it attaches is no hinge at

01:32

all it doesn't swivel which from my

01:35

experience means choosing between either

01:38

extra pressure on your forehead or

01:41

wearing it higher and having extra

01:43

pressure on your cheekbones and in my

01:44

case particularly the bridge of my nose

01:48

now Apple acknowledges this with the

01:50

inclusion of their dual Loop band but

01:52

this has the exact same problem of

01:55

inflexibility meaning that say for

01:57

example you like to wear a back ponytail

02:00

you better learn to wear a top one or a

02:02

low one and it makes mounting the device

02:05

more annoying and still resulted in

02:07

subpar comfort for me the good news is

02:11

that it's easy to forget at least for a

02:13

while the second the screen turns on

02:16

believe every single word you heard from

02:20

the Apple evangelists in your life

02:21

because Holy balls does this thing ever

02:24

look incredible at just under 4K per eye

02:28

with nearly three times the pixel count

02:30

of the meta Quest 3 not to mention no

02:33

discernable screen door effect

02:35

whatsoever it is unlike anything that I

02:37

have ever experienced the 12 cameras on

02:40

the front and bottom of the device

02:41

create a three-dimensional live view of

02:44

the world around you that again crushes

02:47

Mr Zuckerberg's best efforts and this is

02:49

all thanks to Apple's latest homegrown

02:51

silicon the R1 which handles the video

02:54

stitching and pass through as well as

02:56

eye tracking hand tracking and head

02:59

movements in a way that I just didn't

03:01

think would be possible for quite a long

03:04

time now one thing to be careful of is

03:06

getting fingerprints on the cameras as

03:08

it's very easy to do accidentally while

03:10

putting the headset on and it will make

03:12

things look a little fuzzy when it's

03:14

working its best though my goodness is

03:16

it ever incredible you look around you

03:18

resize you reposition objects in Virtual

03:21

space and it's shockingly smooth and

03:25

natural as long as you don't want to do

03:27

something Apple says you're not allowed

03:28

to do like oh I don't know Zoom

03:31

something in more than you're allowed to

03:34

another Apple thing is that they tend to

03:36

be selective about publishing their

03:37

specs and they opted not to publish a

03:40

field of view number for this headset

03:43

now that could be because it varies

03:45

depending on your exact face shape and

03:46

how you wear it the thicker cushion for

03:48

example will shrink it a little bit but

03:51

the more likely reason is that it kind

03:53

of sucks let's find out using what Alex

03:56

calls oh thank you the fov finder

04:00

5,000 uh for context the valve index is

04:03

around 110° and the leading headset from

04:07

pimax is about 160 with the original

04:09

Oculus Rift being 88 I am going to go

04:13

ahead and move this until I can no

04:15

longer see the edges which occurs that's

04:20

79°

04:22

oh well that's not very good is it that

04:24

test actually wasn't 100% accurate

04:26

because we measured the fov of the

04:28

cameras not Linus's actual fov which

04:32

would be a little bit larger because

04:33

apple is distorting stuff so look if I

04:36

put this on right here and look at this

04:38

grid on the wall when I look at it

04:40

straight on everything seems to be

04:42

pretty straight in the middle and then

04:43

on the sides it'll be curved but if I

04:45

look at the corner it is actively

04:47

compensating for those distortions in my

04:50

eyes what's even more surprising is that

04:52

if I go in here take off the light guard

04:55

and put it on like this my expectation

04:58

was that the camera fov would stay the

05:00

same but it actually gets much larger so

05:03

before I could only see about the edges

05:04

of this now I can see all the way out to

05:08

here which is why you can get between

05:10

like 90 up all the way to 110 on this

05:14

and it's using the eye tracking to

05:15

actively compensate for those

05:17

differences of course Apple has made it

05:19

abundantly clear that the Vision Pro is

05:21

not a VR headset it is a spatial

05:24

Computing device for professional work

05:26

it's meant for serious things so

05:29

naturally the first thing we wanted to

05:31

do was game on it because on paper it

05:34

should be very good $7 for an apple

05:37

arcade subscription later

05:40

and we're in the headliner game for the

05:43

Apple Vision Pro appears to be super

05:45

fruit ninja and I can't think of a

05:48

better game to illustrate both its

05:50

incredible strengths and its complete

05:52

and utter failings so let's go ahead and

05:55

fire it

05:56

up look at this you guys everything

05:59

around me in spite of the high

06:02

resolution of these displays is rendered

06:04

in crystal clear image quality with no

06:07

discernable frame rate drops it is Far

06:10

and Away the best that I have ever seen

06:13

on a headset and that is thanks to the

06:16

same M2 Chip as the current

06:20

MacBooks and this too Apple's

06:22

environmental mapping and the solidity

06:25

of the placement of virtual objects in

06:27

the real world makes everything else

06:30

I've ever seen look like a cheap toy in

06:32

comparison

06:34

unfortunately the whole thing falls

06:36

apart the second you try to interact

06:38

with the

06:40

game remember when I said no frame rate

06:43

[Music]

06:46

drops in a traditional Inside Out

06:48

headset like the quest 3 or the psvr2

06:52

not only are there cameras tracking

06:54

where your hands are there are gyros

06:57

thank you and accelerometers in inside

06:59

the controllers that will handle quick

07:01

movements fine movements or fill in the

07:04

gaps during any times when your hands

07:06

are not visible or the cameras

07:08

temporarily lose tracking for some

07:10

reason without that accelerometer input

07:13

The Vision Pro simply doesn't have the

07:15

tracking Fidelity for a game like fruit

07:17

ninja with every single loss that I

07:20

experienced on the device feeling like

07:22

the Apple Vision Pro was to blame not my

07:27

skills hey hey hey hey and honestly

07:31

playing anything but the slowest paste

07:33

of iPad apps made me feel pretty much

07:36

the same way I just immediately wanted

07:39

my stupid slab of glass back of course

07:42

we went into this knowing the Vision Pro

07:44

isn't a VR gaming headset so why don't

07:47

we move on to one of its greatest

07:48

strengths putting an enormous High

07:51

Fidelity display anywhere you want and

07:53

then using that to play real games now I

07:57

went into this assuming that getting

07:59

Windows working on this headset would be

08:01

a chore and a half or at least 1.3

08:03

chores I mean Apple doesn't even let you

08:06

buy the vision Pro if you don't already

08:08

have a reasonably current iPhone but as

08:10

it turns out the process is incredibly

08:13

simple if you only want to play games

08:16

all you've got to do is download the

08:17

steamlink iPad app from the App Store

08:19

choose what computer you want to stream

08:21

from and it figures out the

08:24

rest I mean is that something or what

08:28

what kind of absolute mad lad would have

08:30

a TV this

08:35

big it's a little

08:39

laggy would I find it easier to play

08:42

just looking at the laptop screen with

08:44

the 12 milliseconds or so have passed

08:46

through

08:48

dude with all the just like compression

08:50

blocking and everything and the fact

08:52

that this is only at

08:54

1080p The Experience like

08:57

this is pretty

09:02

similar of course the key difference is

09:05

that I can't put that display anywhere

09:07

that I want and as much as I might

09:10

complain about the latency it's good

09:12

enough for most gamers in most games for

09:16

example in Forza assuming you're a

09:18

halfway decent driver you'll probably

09:20

find that frame pacing is more important

09:23

than a little bit of leg here or there

09:25

but if you were to play other games

09:27

competitive games even driving ones like

09:29

say rocket League the latency is too

09:32

high to for example counter a last

09:35

second fake out from your opponent

09:36

steamlink also has some big limitations

09:39

regardless of which headset you're using

09:41

the highest resolution that you can

09:43

stream is 1080P and you can only play

09:46

games but that my friends is where

09:49

sunshine and Moonlight come in and no

09:53

I'm not telling you to go outside

09:55

Sunshine available on the lizard bite

09:57

GitHub page allows you to easily easily

09:59

convert your PC or laptop into a

10:01

streaming server then the Moonlight iPad

10:05

app on your Vision Pro will give you

10:06

full access to your Windows machine at

10:09

up to 4K 120 frames per second though it

10:13

should be noted you're going to need one

10:15

heck of a wireless access point in order

10:17

to hit that consistently 4K here we go

10:21

I'm not even going to try 120 right now

10:23

our Wi-Fi in this part of the office is

10:25

uh not

10:27

great the spatiality of the audio is

10:31

incredible like that TV is behind me now

10:34

no

10:37

question unfortunately with our Wi-Fi on

10:39

the sets not being as good as we'd like

10:41

sunshine and Moonlight didn't perform

10:43

that great in gaming but the big killer

10:46

app is not really games it's the ability

10:49

to just use a Windows PC with a virtual

10:52

desktop in The Vision Pro and for that

10:55

it works freaking great like look at

10:58

this honestly Alex I gotta say the

11:01

latency feels very very similar to the

11:04

native connection to the MacBook I'll

11:06

try it this is going to be the thing

11:08

that finally breaks apple and makes them

11:11

integrate touch into Mac OS the fact

11:15

that people are going to be sitting

11:16

there in their Vision Pro and just want

11:17

to click on things and then they're

11:19

going to introduce it and everyone's

11:21

going to be like wow it's so obvious

11:23

sometimes it's nice to be able to tap on

11:24

things and then they're going to put

11:25

touch screens on Max this is it mark my

11:27

words and if it doesn't happen

11:29

then it is only because of Apple's

11:31

complete and utter stubbornness there's

11:32

no other reason wow it is struggling a

11:35

lot more in this environment but over at

11:38

the lab I did not have the same problem

11:40

it was a little laggy it was fine yeah

11:43

once again I've got serious latency

11:45

issues which underscores that you are

11:48

going to need a really nice modern

11:51

access point for the best possible

11:52

experience on this I'll show you a

11:54

little bit of contrasting footage here

11:57

to give you some idea of what this is

11:59

supposed to look

12:02

like yeah unfortunately that's not the

12:05

kind we have here on the set so using

12:07

Windows on a big old virtual spatial

12:10

display incredible the latency is very

12:13

similar to using it on the MacBook which

12:15

means there is some regardless of your

12:18

access point but it's very very usable

12:20

and worth the tradeoff of the giant

12:23

display the only thing that I'd say is

12:24

different is that it doesn't have that

12:26

really cool augmented reality connect

12:28

thing that is such

12:30

a it just works moment now if you do

12:34

have some weirdness part of that comes

12:36

down to the way that Apple made their

12:37

Wireless chipset and apparently setting

12:39

your router to use Channel 149 can help

12:42

Solve IT bottom line incredible for

12:45

non-competitive games with a powerful

12:48

GPU in the streaming system I'd say this

12:51

is pretty much the definitive way to

12:53

experience balers Gate 3 or something

12:56

from The Witcher series but if you're a

12:58

competitive game gamer you could get

13:00

nearly the same field of view while

13:01

having much lower latency for a lot less

13:05

money so gaming perspective aside then

13:09

let's take a look at the Vision Pro more

13:11

in the ways that Apple intended which is

13:13

where the device starts to get in some

13:15

ways cooler but in other ways a bit more

13:18

complicated I've already stated that

13:20

this is the best video pass through that

13:22

I've encountered by a metric mile but

13:25

pass through has never been a core

13:27

function of a headset to quite the same

13:29

degree before on a psvr or most PC

13:33

headsets it's a convenience feature so

13:36

you can find your water bottle in

13:37

between rounds but on the Vision Pro the

13:40

expectation is that you're doing work

13:43

probably in an office with other humans

13:46

while in pass through mode for extended

13:48

periods of time which can get rather

13:51

strange because it literally warps your

13:54

perception of

13:56

reality oh yeah that's really disor

13:59

orientating they won't be seeing it in

14:01

3D so they won't realize how this tree

14:05

like you see the camera distorts your

14:08

perception of objects particularly ones

14:11

that are too close and while the pass

14:13

through is shockingly low latency

14:15

allowing you to easily Dodge a thrown

14:20

object the perception of depth of really

14:23

everything around you is going to be a

14:26

bit off the good news

14:29

is that your brain is really good at

14:32

compensating for this so when you hear

14:35

people say yeah the first 30 minutes was

14:39

kind of weird but then it just clicked

14:42

you can expect to have a pretty similar

14:45

experience the weird one though is that

14:47

your brain also clicks the other way so

14:50

when you take the headset off it's

14:52

typical to have a minute or two of whoa

14:55

hold on a second before things click

14:58

back into Place speaking of things

15:00

clicking into place a big pet peeve of

15:02

mine with this product is the complete

15:05

inability to grab something in the

15:07

virtual world and pin it in your

15:10

peripheral vision while you go about the

15:11

rest of your life In fairness to Apple

15:14

the accuracy of the way that it takes an

15:17

object and keeps it exactly where you

15:20

left it is incredible it's just that I

15:22

don't always want to have to carry

15:24

things around with me when I want to

15:26

refer back to them like this script

15:29

another thing that bummed me out anytime

15:31

I spent an extended period in pass

15:33

through was the video Fidelity and look

15:36

I don't want to take anything away from

15:37

what Apple has achieved here but I could

15:42

never forget that I was looking at a

15:44

video feed of the world through phone

15:46

cameras compounding this issue is the

15:49

fact that virtual content rendered by

15:51

The Vision Pro is so high fidelity and

15:54

so vibrant that the real world ends up

15:57

looking drab and dull by comparison here

16:01

I can demonstrate this that right there

16:04

is a color cheer Classic on what is a by

16:07

all accounts beautiful and color

16:09

accurate screen this is a color Checker

16:13

classic in the real world see the

16:18

difference another major issue is motion

16:20

blur while the pixel response times of

16:23

this micro OLED display allow objects to

16:25

look extremely crisp even when in motion

16:28

As you move your head it's normal for

16:31

the whole world to end up looking and

16:33

feeling a little bit jelly also apple is

16:36

regularly forced to use weird shutter

16:38

angles in order to compensate for the

16:40

flickering of lights around you which

16:42

can in some cases cause them to have to

16:44

crank the iso adding a bunch of noise to

16:47

the image even in well-lit rooms while

16:50

we spent a lot of time so far talking

16:52

about things you can do with the Vision

16:54

Pro I actually spent most of my time

16:56

with the device doing what you are

16:58

supposed to do which is professional

17:01

work in my own virtual space and it can

17:04

be really sweet I love being able to

17:08

take private notes in a meeting or work

17:11

on sensitive material in a group setting

17:14

but the problem is that it cuts both

17:17

ways one of the first things that I