After tons of typing and running around Apple’s campus, we’re ready to wrap up WWDC 2023. This week, Devindra chats with Editor-in-Chief Dana Wollman and Senior Writer Sam Rutherford about Apple’s foray into spatial computing with the Vision Pro, the 15-inch MacBook Air, and the company’s many (many) software announcements. Also, we discuss Spotify’s latest podcast flubs, Diablo 4, and the new Genndy Tartakovsky animated series Unicorn: Warriors Eternal.
Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Apple’s AR Headset, iOS 17, MacOS 14 and everything else we expect to see at WWDC 2023 – 1:16
Meta Quest 3 details drop ahead of Apple’s developer conference next week – 33:48
Oppo debuts MR Glass Developer Edition – 37:41
AI leaders issue dire warning on its risks, neglecting their own responsibility in its development – 41:46
Chatbot rolled out by National Eating Disorders Association taken offline after giving bad advice – 45:37
Working on – 52:17
Listener mailbag – 56:41
Pop culture picks – 58:39
Livestream
Credits Hosts: Devindra Hardawar and Sam Rutherford Guest: Dana Wollman Producer: Ben Ellman Music: Dale North and Terrence O'Brien Livestream producers: Julio Barrientos Graphic artist: Luke Brooks and Joel Chokkattu
This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-apple-wwdc-2023-wrap-up-123029415.html?src=rss
It’s not always easy (or affordable) to wrangle kids together for a trip to the cinema. And for new parents, it’s often tough to find childcare for a date night. A better option for dads and moms is a home entertainment upgrade – something that can help them relax once the kids are asleep, or to have a fun family movie night. Here are some of our favorite gift options to elevate any parent’s viewing experience.
Sonos Beam
There are plenty of soundbars out there, but few are as versatile as the Sonos Beam. It's a sleek box that'll instantly upgrade any TV with expansive and detailed sound. But, it's also a smart speaker with support for Amazon Alexa and Google Assistant. That makes it a viable alternative to devices like the Echo. Being able to shout "Play some Sesame Street songs!" comes in really handy for new parents. Trust me.
LG C2 OLED
There’s no better home entertainment upgrade than a new TV, and LG’s C2, like the company’s previous flagship OLEDs, remains one of the best. It’ll deliver astounding 4K HDR and Dolby Vision content, with all of the eye-searing contrast and inky blacks you’d expect from an OLED panel. While LG has a newer C3 model, we think the C2 remains a better option for most people, especially since it costs far less.
PlayStation 5 Media Remote
If your entertainment runs through a game console, and dad just wants to kick back to watch a game or some Blu-ray discs, then he’ll appreciate navigating things with a remote instead of a gamepad. The PS5 Media Remote matches the console aesthetically, and includes shortcut buttons for several popular apps. Plus, its batteries will last longer than the one in a DualSense so it will always be ready to go. Your biggest problem could be probably finding one in stock, although if you managed to snag the console then we think you’ll be able to figure this out too. For Xbox owners, the PDP Media remote works for systems from the One through the new Series X/S. Instead of shortcut keys it includes a fairly standard universal remote setup so that there’s not a lot of re-learning involved.
Roku Streaming Stick 4K
Anyone with an older TV set would appreciate Roku’s Streaming Stick 4K. It’s a $50 dongle that’ll do just about everything you’d want from a streaming device: Access a vast library of apps, offer fast performance and play content in 4K (and on supported TVs, it can also handle HDR and Dolby Vision). Even if a TV already has built-in apps, there’s a good chance the Streaming Stick will be faster, especially if the set is a few years old. Roku’s stick also makes for a great travel companion: Instead of logging into services on a hotel TV, dad just needs to plug this in.
Apple TV 4K 2022
The latest version of the Apple TV 4K is, unsurprisingly, the best. It’s faster than ever, it’s far more affordable and it includes Apple’s revamped Siri Remote, which has a responsive (and clickable) circular trackpad. The new version is a solid upgrade for anyone with the original 4K model, and it’s even a bigger leap for owners of the company’s older set-top boxes. Sure, Apple’s TV app is also available on many competing devices, but we still prefer the user experience of the Apple TV 4K. Consider it a must buy for any iPhone-toting parents in your life.
Sony WH-1000XM5
Sony’s latest pair of noise-canceling headphones are among the best we’ve ever seen. The XM5 are supremely comfortable, offer excellent sound quality, and have far more powerful noise-blocking capabilities than before. While they’re not great for group watching, they’re the perfect pair of cans for a new dad who wants to fully immerse themselves in the latest Fast and Furious movie.
Philips Hue White + Color Starter Kit
Whether the house is already leaning into automation or not, this starter kit of Philips Hue White and Color lights should be a good fit. It comes with three bulbs that can glow in millions of colors, as well as a button for easy manual control and a Hue bridge. The latter will be important if dad eventually wants to add to its lighting system as it supports up to 50 connected lights. He’ll be able to control his lights from anywhere using the companion mobile app, set schedules and routines and use Alexa, Google Assistant or Siri commands to change the lighting in the house as he sees fit. That means it’ll be easier than ever for dad to get the right ambiance for his next movie night.
BenQ HT2050AA projector
For the biggest and best screen possible, you’ll always want a projector. The BenQ HT2050A is as good of an option as you’ll find, and your dad can brag about how much of a deal it was at under $750. What this 1080p projector lacks in resolution and dynamic range it more than makes up for in value, and is a perfect choice to get someone started on live the projector lifestyle. Just find a blank wall and pop this on a table for an incredible movie or game night with a few vaccinated friends. A proper projection screen, blackout shades and seating upgrades are follow-up gifts that everyone will get to use.
This article originally appeared on Engadget at https://www.engadget.com/the-best-home-entertainment-gift-ideas-for-dad-134509519.html?src=rss
We’ve survived day one of Apple’s WWDC 2023, and we’re ready to talk about the company’s new Vision Pro mixed reality headset. In this bonus episode, Cherlynn and Devindra dive into their thoughts on Apple’s spatial computing play, as well as Devindra’s 30-minute hands on session with the headset. It’s undoubtedly the best AR/VR experience we’ve seen yet, but there are still plenty of issues Apple needs to solve.
Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Father’s Day is, ideally, a day for dad to have some fun and few things are more fun than a good game. If your father figure likes to spend his free time in other worlds, there are several gifts you could buy to make his play time more enjoyable. Below, we’ve rounded up a selection of our favorite gaming-related gear, from consoles and controllers, to artwork and coffee table books.
8BitDo Ultimate Bluetooth Controller
The 8BitDo Ultimate Bluetooth Controller is a versatile alternative to Nintendo’s Switch Pro Controller that also works easily on PC. It connects over Bluetooth, a wireless dongle, or a USB cable and notably uses magnetic Hall effect sensors in its joysticks, which means it’s much less susceptible to developing the dreaded “stick drift” than traditional controllers. While it might feel a little cramped for those with particularly large hands, its shape doesn’t have any weird curves or quirks, and all its inputs are appropriately crisp to press. Battery life is solid at 20-ish hours, too, and the whole thing comes with a slick charging dock. If dad wants to get hardcore, 8BitDo’s companion app offers a wealth of customization options, such as adjusting the sensitivity of the triggers or assigning macros to certain buttons. 8BitDo sells a few cheaper variants of this controller as well, but those sacrifice the Hall effect sticks, among other features. — Jeff Dunn, Senior Commerce Writer
Grid Studio artwork
If dad has a soft spot for classic gaming hardware, a frame from Grid Studio might be a nice way to spruce up his space. This is a company that deconstructs classic gadgets and neatly showcases their individual components in a piece of wall art. Each part is labeled for good measure. For gaming specifically, the selection includes consoles like the original Game Boy and PSP and controllers like the Wiimote and Sega Dreamcast pad. (Several non-gaming gadgets are available, too.) These don’t come cheap, and they might make dad cringe if he fancies himself a preservationist, but Grid’s artwork generally strikes the right balance between a nerdy nostalgia trip and tasteful decor. — J.D.
Steam Deck
Busy dads, especially one with younger kids, probably don't have much time to sit in front of a gaming PC. That's where the Steam Deck comes in handy. Valve's portable gaming system puts a ton of games into their hands, and it has enough power to play most indie titles and some AAA ones. Mostly, though, we found it to be a great way to clear out a PC gaming backlog — perhaps as they’re holding a little one who will only nap in their arms.
With the Steam Deck, they can carve out slices of gaming time when they have time to breathe. I've personally found it very useful in that wonderful period right after putting the kids down to sleep. They can play PC games in bed without moving a muscle! And if they already have a PC, they can also stream demanding games directly from it. While there are a few Steam Deck competitors on the horizon – we're particularly intrigued by the ASUS ROG Ally – there's something to be said about the simplicity of Valve's experience. It's the most console-like way to enjoy PC games so far. (If handhelds aren't their thing, take a look at our gaming console guide too!) — Devindra Hardawar, Senior Reporter
The Game Console 2.0: A Photographic History from Atari to Xbox
The Game Console 2.0is a good coffee-table book for any dad who enjoys looking back on gaming’s history. It’s a visual tour of more than 100 different consoles, from the Magnavox Odyssey to the PlayStation 5 to less-remembered fare like the Tapwave Zodiac. The author, Evan Amos, is best known for taking many of the stock photos of gaming hardware you’d find on Wikipedia (and beyond), so it shouldn’t be a surprise to hear that the shots in his book are consistently clean and sharp. Each console has some light yet interesting background detail, and Amos neatly organizes the systems he documents by console generation. It’s not the deepest dive into the industry’s past, but it should be a pleasure for any gaming enthusiast to flip through every now and then. — J.D.
Game Pass Ultimate
Microsoft's pitch with Game Pass Ultimate is hard to pass up. For $15 a month, you get access to a large library of Xbox and PC titles, including day-one releases from Microsoft studios. Now that new game prices have crept up to $70, Game Pass Ultimate seems like a better deal than ever. It's a useful way to dive into new and older games, and it's also helpful for keeping kids busy once they turn into little gamers. If they end up liking a particular title, there are discounts if dad wants to permanently add something to their library.
Game Pass Ultimate also unlocks Xbox cloud streaming, which I've found to be useful on the road (all you need is a laptop and an Xbox controller to get some playtime!). It's also helpful for previewing a game quickly, without waiting for it to be downloaded and installed. Progress is also stored on Microsoft's servers, so dad can also pick up and keep playing if they choose to download a cloud title eventually. — D.H.
Metroid Prime Remastered
There are a million different games worth gifting for Father’s Day, but if dad never got around to playing Metroid Prime back in the GameCube days, getting him the recent Switch remaster is a fantastic way to rectify that. This new version sharpens up the original’s already stunning art direction and includes a more modern dual-stick control scheme. The first-person adventure at the heart of it all remains one of the most entrancing games ever made. It channels the isolation and wonder of the series’ NES roots, and manages to be thrilling even as it encourages you to slow down and take in the world’s details. While it has its share of action, it’s not a first-person shooter so much as a first-person exploration game. Some 20 years after Prime’s initial release, few titles have made encountering an alien world through someone else’s eyes feel more authentic. — J.D.
Scuf Instinct Pro
There’s no shortage of customizable gift ideas you’ll find for Father’s Day, but if your dad likes to spend time gaming, a custom pillow, frame or plaque may not be as useful as a customized controller. Scuf makes a number of controllers, and you can personalize almost every part of them, down to the color of the thumbsticks. The wireless Instinct Pro works with Xbox, PC, Mac and mobile OSes, and we like its remappable paddles and its adjustable instant triggers, which remove pull down and make it feel more like a mouse click. It’s a more than capable controller that any gamer would love to receive, but the cherry on top will be customizing it with their favorite colors and hues. — Valentina Palladino, Senior Commerce Editor
SteelSeries Arctis Nova Pro Wireless
SteelSeeries' previous high-end gaming headphones, the Arctis Pro, were some of the best we've ever heard. The company's new Nova Pro headsets improve on that design with better sound quality, and a plethora of new adjustment options. They also support 360-degree spatial audio on Windows PCs and the PlayStation 5. We're recommending the $350 wireless model since it allows for more freedom – useful for parents who may also need to rush off to console a crying child at night – but if they don't mind a cable the $250 wired model sounds just as good. And if dad would prefer a headset he can use in more ways than one, our best gaming headsets guide has a ton of all-purpose options. — D.H.
Razer Basilisk V3
The Razer Basilisk V3 is a comfortable and responsive mouse for any dad who does a lot of PC gaming. The top pick in our best gaming mouse guide has a sturdy frame that should fit all but the smallest of hands and well-sized buttons that are satisfying to press. While it’s not the lightest mouse, and won’t be the absolute fastest for twitchy shooting games, it tracks smoothly and accurately. And outside of games, the fact that its scroll wheel can tilt side-to-side and swap to a free-spinning mode makes it a handy option for navigating large documents and Excel sheets. Just note that, like many gaming mice, it’s made for righties first. — J.D.
Satisfye ZenGrip
The Switch is a wonderful device, but it’s not the most ergonomic thing out there. If dad has complained about this before, a Satisfye ZenGrip can help him stave off sore wrists and tingly fingers while running around Tears of the Kingdomor Super Mario Odyssey. This is a molded, hard plastic grip that slots around a Switch and makes it feel more like you’re holding a very wide Xbox or PlayStation controller instead of a flat rectangle. It won’t make the buttons feel any better, and it certainly adds a bit of bulk, but it’s solidly constructed and sized for medium or large hands. Unlike many other Switch grips, the design won’t scuff the console when removed, plus it leaves enough room for the Switch’s fans. Satisfye sells grips for all three Switch models in various colors as well as bundles that pair the accessory with a specially designed case. — J.D.
Backbone One
If dad likes to game on his phone, the Backbone One will give him a more natural way to play. This is a mobile gamepad that attaches directly to a phone’s Lightning or USB-C port and works with any game that supports controllers. It has all the inputs needed to play modern games, and while its buttons won’t feel as luxurious as a full-size pad, they’re still responsive and properly spaced given the size constraints. The contoured grips are comfy to hold over time, plus there’s a built-in headphone jack and charging port for your phone. For beefy mobile games or streaming PS5 and Xbox games, it’ll be much less fiddly than touch controls. — J.D.
My Arcade Micro Player mini arcade cabinets
It’s best viewed as a show piece on a shelf rather than something dad would play seriously, but one of My Arcade’s Micro Player mini arcade cabinets is an adorable way for him to display a retro favorite. While there are certainly cheaper and more convenient ways to play old games, these 6.75-inch cabinets don’t feel flimsy and generally convey the spirit of each game well. (Just note that the artwork is usually “inspired by” the game in question, not a replica of its original cabinet.) Their buttons are surprisingly responsive and, while the 2.75-inch screen looks washed out from an angle, it’s bright and colorful enough to be usable. There’s a speaker and headphone jack built in, plus each joystick is removable if dad would rather use the mini d-pad instead. The line includes several classics, including Pac-Man, Galaga, Street Fighter IIand Space Invaders, among many others. — J.D.
Panic Playdate
Panic's Playdate won't ever compete with the Nintendo Switch, or even the PlayStation Vita, when it comes to graphics or the depth of its library. But it's undoubtedly one of the most intriguing pieces of gaming we've seen recently. Imagine a super-slim version of the Game Boy with a sharp screen and a cute crank on the side, and you've got the Playdate.
While it only has two buttons and a directional pad, most games are built to use the crank, perhaps to steer a surf board as you're trying to catch some waves, or to direct a bumbling robot as he tries (and fails) to reach his date on time. It's a limited system (it doesn't even have a backlight!), but those limitations have led to some truly unique gaming experiences. — D.H.
Wingspan
If dad wants to get more into tabletop games and doesn’t mind going beyond the usual high-fantasy fare, Wingspan is worth a look. This is a popular, award-winning “engine builder” that casts up to five players as bird lovers trying to attract feathered friends to their wildlife preserve. The rules are straightforward enough to appeal to newbies, but there are numerous strategies you can take to win, so the game is easily replayable. Plus, the whole thing is gorgeous, with 170 illustrated bird cards, pastel egg pieces and a faux-birdhouse for dice rolls. It’s also possible to play the game solo. — J.D.
This article originally appeared on Engadget at https://www.engadget.com/best-gaming-gifts-for-dads-133016759.html?src=rss
"Wow, wow, wow. Bellissimo." That was the first thing I heard from one excited WWDC attendee as I waited to test Apple's Vision Pro mixed reality headset. That level is excitement is exactly what Apple is hoping for. Realistically, not everyone will be able to afford a $3,499 device. But if Apple can get mainstream consumers excited about the idea of spatial computing, then it'll be able to make a bigger splash when it inevitably unveils a more affordable follow-up.
After spending thirty minutes with the Vision Pro, my reaction is more tempered than that excitable attendee. It's undoubtedly the best mixed reality (VR/AR) experience I've had yet, delivering an unparalleled sense of immersion, displays sharp enough to read text on websites, and an intuitive gesture-based user interface. And yet... it's still ultimately a VR headset, with many of the issues endemic to the entire category.
But let's start at the beginning: Before I was anywhere near the Vision Pro, I had to jump through a few setup hoops on an iPhone. First I rotated my head around to map my face, then I gave the phone a full view of my ears for it to personalize the headset's spatial audio. I hopped into another room, took off my glasses, and an Apple representative used a machine to detect my prescription. The Vision Pro can't be used with glasses, so anyone who needs vision correction will have to order additional lenses.
After a few minutes of admiring Apple's meticulously designed corporate campus, I entered a room to see the Vision Pro in action. It looked even more impressive than when I first caught a glimpse of it in the morning, but that's probably because I didn't have to fight off desperate Apple media at the same time. I slipped it on like any other VR headset: I held the front lenses in my left hand, pulled the rear headstrap back a bit, and gently guided the device over my head.
The Vision Pro's stretchy rear headband felt better on my noggin than any of Meta's VR devices, but the headset still placed a bit of pressure against my eyes and around my nose once I securely tightened it with a rear dial. The prototype unit also had a velcro strap going over my head, just like the Meta Quest. That's not visible on any of Apple's promotional materials, but the company tells me that the headset's modular design supports additional straps if necessary.
Even without the overhead strap, though, I'd wager the Vision Pro would still feel noticeable against your eyes. You probably won't forgot you're wearing it, which would ultimately cut into its sense of immersion.
But I'll admit, I mostly forgot about that slight discomfort once I saw the Vision Pro in action. When the screen lit up, I was confronted with the same posh meeting room I initially entered, except this time I could also see an array of app icons hovering in front of me. Thanks to the headset's high-resolution front cameras, I had a clear view of my surroundings, along with the Apple representatives guiding my demo. It wasn't a perfect representation of reality, but it was better than any VR or AR product I've seen yet.
After a bit of eye tracking training, which involved following dots moving around the screen with just my eyes, it also felt like I gained a superpower. A mere glance at an app icon, or a specific menu or button, would instantly highlight it. Then I learned two key gestures, a finger pinch for selecting things, and a pinch-slide motion for scrolling up/down, or left/right. Unlike the Quest, you can also make those hand gestures comfortable on your lap, you don't have to hold your hands up like an amateur symphony conductor.
It may be a cliche to say this, but after just a few seconds of learning those gestures, I felt like Tom Cruise in Minority Report. A glance and a pinch is all it took for me to open up apps and breeze through the interface. I also figured out a flick and pinch motion could quickly scroll through websites, a genuinely intuitive gesture that simply felt delightful. After years of living with touchscreen interfaces on iOS and iPadOS, I don't think anyone is going to have trouble learning how to use the Vision Pro.
With the basics down, I was ready to experience the Vision Pro's most wondrous bits of hardware: Its dual 4K micro-OLED displays. They look sharper than any screen I've seen before, be it a VR headset or a TV. Photos look incredibly crisp, especially panoramic pictures, which completely fill your entire field of vision. And 3D videos shot with the Vision Pro's front cameras look eerily lifelike — almost as if you were replaying a perfectly captured memory.
I was most impressed with how the Vision Pro handled a 3D clip of Avatar: The Way of Water. The movie looked crisp and clear with all of the 3D depth I remembered from the theater. At times, the 3D looked even better than in cinemas, since I didn't have to reduce the brightness of the film with shaded 3D glasses. Apple wouldn't confirm if the Vision Pro could play The Way of Water in in a 48fps high frame rate — the film initially swapped between 24fps and 48fps footage in theaters — but even without that capability, it's something I'd still prefer to watch on headset instead of a 2D 4K TV.
Apple
Like other VR headsets, you can also hop into a virtual cinema to watch videos. By default, that mode puts you in the middle of a theater, but as a dedicated front row sitter, it wasn't nearly close enough for me. (Fight me, I don't care.) Thankfully, the Vision Pro gives you options: I was able to virtually move much closer to the screen, while back row weirdos can also create that experience. Seeing Avatar: The Way of Water projected in clear 3D, at a size close to my local multiplex, felt miraculous. Just imagine slipping this thing on during a long flight and having a movie marathon.
The Vision Pro's side speakers also do a great job of recreating cinematic spatial sound. Since they're basically just tiny speakers, though, other people can also hear them. For a truly private experience, you'll have to slip in a pair of AirPods or AirPods Max.
While I'm mainly dreaming of the private cinema possibilities of the Vision Pro, Apple is positioning it as a next-generation computing platform. You can launch many of the company's native apps from its home screen, including Safari, the aforementioned Photos, and Messages. Keeping the dream of Minority Report alive, you can also drag windows to specific spots in your room. As you open new windows, apps also reposition themselves to make room, as you'd expect.
Apple's visionOS, which powers the headset, feels like a cross between iOS and macOS. Apple fans will be right at home. Tapping the Digital Crown on the upper right side of the headset brings you to the home screen, which is organized into Apps, People and Environments. The latter includes 3D captures of scenic spaces, like Oregon's Mount Hood.
When I loaded that space, I found myself sitting in front of a peaceful lake, but I could still see the Apple meeting room around the edges of my vision. As I rotated the Digital Crown, the 3D environment completely overtook what I was seeing, transforming into a fully VR experience. That seamlessness was astonishing — it's even better than a similar feature I saw on the Magic Leap 2.
I was similarly impressed with a glimpse at Apple's new video format, Apple Immersive Video, which delivers razor-sharp 180-degree videos in 3D. While 360-degree VR videos are nothing new, even the best of them look fuzzier than real life. Apple's tech, which relies on 8K footage from a new camera developed by the company, looks startlingly real. It captured the wonder of flying through the air, as well as the thrilling moment of a well-placed soccer goal. If Apple's spatial vision tech gains some traction, I'm sure plenty of sports fans would be eager to have a field-level view of the action. Notably, the footage still managed to feel immersive, even though it didn't fully wrap me in 360-degrees of video.
A Mindfullness app demo also showed off how effortlessly the Vision Pro can take over your reality. As I worked through a calm breathing exercise for a minute, my field of vision was slowly filled with a virtual flower, which blocked out my view of the meeting room.
As impressed as I was by much of the Vision Pro, it's clear that Apple's mixed reality universe isn't fully baked. While it was fascinating to have a FaceTime chat with another Apple representative wearing her own headset, I found the computer-generated "Persona" avatar to be strangely off-putting. It looked human, but it was stiff and robotic, the uncanniest of valleys. If you were to FaceTime your parent, I'd bet they'd rather see your actual face, with all of its imperfections, instead of a cold CG simulacrum.
I thought back to that 3D video that initially wowed me: It showed a child blowing out their birthday candles and having fun with their siblings. But to take that video, a parent had to be wearing the Vision Pro headset, effectively separating themselves from fully experiencing that moment. Is a moment captured in time worth not being present for the actual moment? (It also brings to mind another scene from Minority Report, where a broken Tom Cruise finds a brief moment of solace by watching a hologram of his missing son.) Perhaps the Vision Pro could be placed on a stand to shoot 3D video, but that doesn't fully solve the odd inhumanity of Apple's initial pitch.
I ended my Vision Pro demo with an encounter with a dinosaur. When I launched the experience, the far wall of my meeting room transformed into an enormous prehistoric portal. I could see small reptiles crawling around the grown, and in the distance, I could hear an enormous dinosaur approaching. After asking if I was comfortable with being up close with a dino, the Apple reps suggested that I get up out of my seat and walk towards the wall. The dinosaur approached end eventually walked through the portal and partially entered the meeting room. It sniffed my hand when I held it out. Its scales looked impossibly real.
But, like so many VR experiences, it was a completely solitary endeavor. Maybe someone could have joined me if they had their own Vision Pro headset nearby, but how many people will actually buy this $3,499 device? Apple is positioning the headset as an alternative to an expensive home theater, but that's also something you can enjoy with other people. I'm pretty sure my wife would rather see Avatar: The Way of Water in 2D on our TV, instead of just hearing me wax about how great it looks in the Vision Pro. (More than one Apple representative suggested that problem could eventually be solved by buying multiple headsets. I laughed.)
Apple is still straddling the line between immersion and isolation with the Vision Pro. Some features, like EyeSight, which projects your eyes onto an OLED screen on the front of the device, can connect the headset's users with others nearby. I also thought the ability to see your hands in mixed reality, as well as to see others when they got close, was all pretty thoughtful. But those hands you see aren't real. The eyes on the headset are just a replication of your own. They're efforts to solve some of the more annoying issues with VR, but they aren't complete fixes.
Perhaps I'd be more enamored with the Vision Pro as a computing platform if I saw more of its capabilities. I couldn't try out the virtual keyboard, or its integration with Bluetooth keyboards, trackpads and mice. I couldn't see what it was like to project my MacBook's screen into a virtual display — something I predicted we'd see last week.
At the very least, Apple has succeeded in crafting the most impressive pitch for spatial computing yet. It's not just about games or forcing people to care about the metaverse. The Vision Pro wants to bring the things you already do on your computers into mixed reality. Perhaps this will lead to cheaper and more consumer-friendly headsets down the line. Maybe it sets Apple up for a hologram-filled future, where you don't even need to wear glasses to see digital elements. So much is uncertain. But for Apple, jumping into spatial computing could be worth the risk.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/apple-vision-pro-hands-on-a-new-milestone-for-mixed-reality-060943291.html?src=rss
Apple isn't letting us try on its Vision Pro mixed reality headset just yet, but I was able to briefly glimpse the hardware after fighting through the crowds at WWDC. And, well, it looks like yet another headset — almost like a souped up version of the Meta Quest Pro. But even with just a short glance, it's clear that the Vision Pro is pure Apple: It's like seeing the iPod compared to the clunky MP3 players of its era, or the iPhone next to a BlackBerry.
The Vision Pro is Apple's bold entry into the world of spatial computing, and it seems like the company has learned a lot from the VR and AR headsets before it. The front of the device features an OLED screen that can display your eyes, making you more connected to the people in the real world. Its springy side bands and ribbed rear headband look like suitably high-end. And, simply put, it has the wow factor you'd expect from a prestige Apple product.
Still, there's some reason for concern. The required battery pack is a bit un-Apple, since you'll have to stuff it into your pocket or find somewhere to store it. And we've yet to see someone wearing this headset in the real world. Apple's event staff stressed that we couldn't touch the Vision Pro or lean too close. Of course, we won't see if Apple's spatial computing vision lives up to its slick promotional videos until we can actually wear this thing.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/apple-vision-pro-first-look-spatial-computing-future-201844231.html?src=rss
Will Apple's rumored mixed reality headset set the company up for failure, or for a future where smart glasses are everywhere? That's the big question running through my mind as we prepare for its annual Worldwide Developers Conference next week. Despite Apple's track record with disrupting nascent technology — most notably, with the iPod and iPhone — there's plenty of reason for skepticism when it comes to mixed reality. Existing mixed reality headsets like the HoloLens 2 and Magic Leap 2 are targeted mainly at corporate customers that can more easily stomach the high prices. VR headsets have arguably plateaued when it comes to the depth of their experiences and their potential market. Just look at the PlayStation VR2, which mostly recycles existing VR games.
And then there's the major problem, the one Apple needs to solve more than anything else: Why would mainstream consumers — not the geeky early adopters or impassioned gamers — want to wear something on their head for extended periods? A mixed reality headset wouldn't be like the iPod or iPhone, which expanded the possibilities of existing products but could easily slip into your pocket. It's not just like the AirPods or the Apple Watch, accessories meant to compliment Apple's existing hardware. A headset, by its very definition, would have to be an all-consuming product, a persistent reminder that you're seeing the world through Apple's eyes.
At its WWDC keynote on Monday, Apple will need to make the case for its mixed reality headset as deftly as Steve Jobs unveiled the iPhone and iPod. But this time, it likely won't have a completed product meant for mainstream users. (Admittedly, the iPhone took a few years to transform into something more compelling with the addition of 3G and the App Store.) Instead, we’ll probably see an appeal to developers to help build its mixed reality ecosystem, and for consumers to have faith that it'll eventually be more affordable and truly useful.
Reporting from Bloomberg's Mark Gurman points to Apple's mixed reality headset — potentially called the Reality One or Reality Pro — being a $3,000 device with a focus on gaming, exercise and productivity. It’s said to rely on finger gestures to navigate a floating interface, and there will be a virtual keyboard along with support for physical keyboards. Additionally, Gurman notes that there will be a Digital Crown, similar to the Apple Watch, that can transition the headset from fully immersive VR into mixed reality, which will combine the digital interface with the real world using onboard cameras.
Magic Leap founder (and This Week in XR podcast co-host) Rony Abovitz sees Apple's potential headset as a major boost for the mixed reality industry. "If Apple actually reveals an XR system next week, that act alone will help to validate the belief shared by many XR pioneers that XR is the next important computing platform," he told Engadget over email. "It will take time and a number of generations to perfect, but we should see the market move more quickly after this milestone."
The Magic Leap 2 mixed reality headset
Devindra Hardawar/Engadget
But not everyone is convinced that "mixed reality" (MR) is the way forward. Edward Saatchi, the founder of the VR studio Fable and the original founder of Oculus's Story Studio, tells me he still he's "unconvinced" about the concept of MR: "As a VR and AR creator, there are significant differences between making AR content and making VR content and it’s hard to see how an MR headset which can’t decide between AR and VR will be hugely successful."
"AR and VR present significantly different design challenges and you can’t port an AR app over to a VR app," Saatchi added. He likens it to smartphone gamepad accessories, like the Backbone and Razer Kiyo, that aim to let you play either complex console games or casual phone games. Putting those together just "doesn't quite feel right" to him.
As cloudy as Apple's intentions may seem right now, the mixed reality industry is primed for the sort of disruption the company is known for. After all, Apple didn't make the first MP3 device, or the first smartphone. But it was the first company to create a simple music store supported by the music industry, and the iPhone represented a dramatic leap forward over what the BlackBerry and other smartphone platforms offered in 2007.
"The biggest piece that Apple brings to the table with this [headset] is the Apple installed base, and the ability to leverage all of the other Apple tech with a wealth of already installed hardware," Jack Gold, President and Principal Analyst at J. Gold Associates told Engadget. "Meta doesn’t have that same ability since it’s really only a browser/software play. Apple could easily couple any headset with links (and OS updates) to iPhones and Macs and have a built-in market of millions. So Apple has a head start against anyone in the market with an installed base of users that could be easily upgraded."
Gold notes it also makes sense that Apple is focusing on developers first: "Given the price and the relatively low volumes expected, it’s much better to get [headsets] to creators than consumers, and save the consumers for follow on products with better features (which are also being debugged by the developers), and a lower price."
Even if Apple manages to build one of the most sophisticated mixed reality headsets on the market, it's still unclear what the mainstream pitch for such a device would be. For it to be truly compelling, I'd imagine the company has to go a step further from what we've seen with the Meta Quest (and the upcoming Meta Quest 3). It'll need to go beyond games to deliver experiences you can't get anywhere else.
One possibility came to mind a few weeks ago when Sightful unveiled its augmented reality laptop, Spacetop. It's basically a small computing box which, together with customized Nreal smart glasses, lets you see a 100" AR display. While I didn't get to test it in person, it's easy to imagine something from Apple offering similar functionality when connected to a Mac, iPhone or iPad.
Just imagine toting a MacBook Air to a coffee shop, slipping on a pair of mixed reality glasses, and having a 100-inch virtual window expanding out of the laptop's screen. It'd be a boon for multitaskers, as well as people who need to work on confidential material in public. (No more people peeking over your shoulder on planes!) It’ll likely be years before this is technically feasible, but that may also align with when Apple can make a more affordable headset.
Apple's vision reportedly extends beyond mixed reality to lightweight AR glasses, but it's still unclear how feasible those will be in the future. "Pure AR glasses seem like a totally logical next step, but it was 10 years ago that we all said it would take 10 years to get there, and they still don’t seem 10 years away to me," Saatchi said.
But why stop at glasses? Apple's mixed reality ecosystem could easily translate to more advanced technology that doesn’ require you to wear anything. "I think the biggest issue is still having to wear this 'thing' over your head that takes up space and makes it so I can’t really see that well (imagine trying to walk down the street with one of these things on)," Gold said. "I think in five to ten years, what we’ll see is XR that does not require this massive thing on my head to work. That’s when it gets more meaningful, using heads up displays, even 3D displays on phones, etc."
To paraphrase Dr. Emmet Brown in Back to the Future, where we're going, we won't need screens.
This article originally appeared on Engadget at https://www.engadget.com/apple-wwdc-2023-mixed-reality-headset-analysis-180015769.html?src=rss
It’s only a few days until the beginning of Apple’s Worldwide Developers Conference next week, and we’re eager to see what the iPhone maker is cooking up. This week, Cherlynn and Devindra are joined by Engadget Senior Writer Sam Rutherford to dive into all of the Apple rumors: That fabled mixed reality headset, a potential 15-inch MacBook Air and more! But really, all eyes are on the headset. Is Apple setting itself up for failure, or for a future where smart glasses are actually a thing? Also, we discuss the late-breaking news about Meta’s Quest 3 headset, which sounds like it will offer better VR and color mixed reality support for $500.
Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Apple’s AR Headset, iOS 17, MacOS 14 and everything else we expect to see at WWDC 2023 – 1:16
Meta Quest 3 details drop ahead of Apple’s developer conference next week – 33:48
Oppo debuts MR Glass Developer Edition – 37:41
AI leaders issue dire warning on its risks, neglecting their own responsibility in its development – 41:46
Chatbot rolled out by National Eating Disorders Association taken offline after giving bad advice – 45:37
Working on – 52:17
Listener mailbag – 56:41
Pop culture picks – 58:39
Livestream
Credits Hosts: Cherlynn Low and Devindra Hardawar Guest: Sam Rutherford Producer: Ben Ellman Music: Dale North and Terrence O'Brien Livestream producers: Julio Barrientos Graphic artist: Luke Brooks and Joel Chokkattu
This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-apple-wwdc-2023-preview-123020712.html?src=rss
It didn't take long for me to fall in love with Street Fighter 6. Maybe it was during a particularly epic Drive Gauge parry, which filled my computer screen with explosive color, or while playing through the Yakuza-esque World Tour, as I picked fights with randos on the street. At some point, I felt like I was home again, combo-ing into Dragon Punches and wreaking havoc with Chun Li's endless arrays of lethal kicks. Street Fighter 6 proves that Street Fighter is back – it's a game primed to welcome new fans and bring old ones back into the fold.
When I talk about old fans, I'm referring to myself. I remember the sense of awe I felt when I first encountered a Street Fighter 2 cabinet at my local Burger King (my hometown was sadly devoid of arcades). The sprites were bigger than I'd ever seen and gorgeously animated. The characters were all distinct and filled with personality. And the controls opened my eyes to the possibilities beyond mere platformers.
There's a reason Street Fighter's special moves have lived on: They're easy to learn, but they require practice to pull off consistently. Get good enough, though, and they start to feel like an extension of yourself. If you're a hadouken master, you may as well have lightning crackling around your fingers.
Capcom
In an effort to open up to new audiences, Street Fighter 6 takes a remarkable new approach to special moves. In addition to the classic controls fans love, there's also a "Modern" scheme, which dramatically simplifies button inputs, as well as "Dynamic" controls, which basically let you mash buttons to have the game's AI take the wheel. The modern mode replaces the six separate punch and kick buttons with three buttons for light, medium and heavy attacks. There's also a standalone special move button that activates different attacks depending on how you're holding the directional pad. This change gives you four functional buttons right on the face of your gamepad, rather than shoving some attack buttons to shoulder buttons like the classic controls.
While Street Fighter's hardcore fans may decry these options as a way to water down the series, I see them as essential to its survival. The previous entry, Street Fighter V, was widely criticized for catering to e-sports players and other diehards. It took years for a traditional arcade mode to appear, but by then many had already written the game off. Street Fighter 6, on the other hand, is a direct appeal to casual fans and the Street Fighter-curious.
That's also evident in the new World Tour mode, which involves designing your own fighter to go on a series of quests throughout an NYC-like environment. It's basically a Street Fighter RPG crossed with a Yakuza game: You'll earn experience points and level up, and you can also challenge people on the street to impromptu matches. The results are almost always ridiculous — I never got tired of seeing bored businessmen throw down — but crucially, it's also genuinely fun.
Early on, World Tour also serves as a sort of interactive training mode for new players. It helps you understand the modern fighting mode, as well as some of the finer details of street fighting. You're also coached along the way by Luke, the last character introduced in Street Fighter V, and the ostensible main character for this game. As a big brother figure, he's cocky yet supportive, a helpful combination for new players.
Even before you get into a match, Street Fighter 6 oozes style. The opening menus are a combination of neon city lights and street art, the character select theme is a catchy (if cringey) hip hop tune, and the music in every stage got my subwoofer thumping. Street Fighter 6 feels like a party that everyone's invited to, the vibes are just spot on.
Maybe that's why I had a hard time peeling myself away to deal with the real world, or to play other titles like Tears of the Kingdom. The arcade mode is breezy enough to complete in under 10 minutes. By default it includes four fighting matches and one classic vehicle destruction mini-game, and the actual gameplay feels more addictive than ever. As usual, playing through an arcade session unlocks background details for characters, but this time you also earn classic Street Fighter art, most of which hit me right in my peak ‘90s nostalgia heart.
On top of the usual super-responsive Street Fighter mechanics, there's also a Drive Gauge that unlocks a wealth of new options. You can use it to launch into attacks that throw your opponents against the wall (leaving them vulnerable to some satisfying follow-up combos), parry attacks, throw out a reversal after blocking and rush across the screen. The drive gauge, which regenerates over time and with your own attacks, can also be used to give your special moves more bite. All of the drive mechanics are relatively easy to pull off, they typically just involve hitting two buttons, but learning how to deploy them will take some time.
Super Arts, the super-powered attacks that require more complex button inputs, also make a return. (Otherwise, Street Fighter players would probably just revolt again.) They rely on a separate super gauge, and in addition to dealing tons of damage, they can be used to blow away your competitor's drive gauge.
I swapped between an Xbox Elite 2 controller and a Hori arcade stick while playing Street Fighter 6 on my PC, and both inputs felt incredibly smooth. As someone raised on SNES fighting games, I tend to favor gamepads, but I also found myself enjoying the arcade stick experience more than usual. The combination of Street Fighter 6's visuals, thumping soundtrack and overall style made me feel like I was in an actual arcade, and having a fight stick on my desk just enhanced that sensation.
In addition to Luke, Street Fighter 6 adds new characters like the Judo expert/supermodel Manon (what a concept!), and the dapper older fighter JP. It usually takes me a while to warm up to new characters, especially when I haven't had much time with the classic Street Fighter roster recently, but all of the new additions bring something to the franchise. A few are also nods to earlier characters: Kimberly is a student of the former Final Fight ninja Guy; Lily is a member of T. Hawke's Thunderfoot tribe; and Jamie takes inspiration from Yun and Yang.
As for online play, I was only able to try Street Fighter 6's multiplayer for a few short sessions, but all of my matches felt smooth and lag-free. Of course, the experience will likely be different once hordes of desperate players show up. A new dedicated Battle Hub also serves as an online space for interacting with other players using your World Tour avatar. You can queue up for matches at arcade cabinets, play older games like Final Fight and Street Fighter 2, and even jump into matches with other player's avatars. I enjoyed the social element of Battle Hub, and it made multiplayer matches far more appealing than just queuing up against faceless players.
Street Fighter 6's many modes and fighting options may feel overwhelming to new players, but it's ultimately a celebration of everything that makes Street Fighter great. Franchises like Mortal Kombat have their extreme gore and (surprisingly) robust storytelling to rely on. The joy of Capcom's series has always been around hanging out with your friends, perfecting your combos and special moves, and learning the intricacies of your favorite characters. Street Fighter 6 is a reminder that Street Fighter is for everyone, and that's a beautiful thing to behold.
This article originally appeared on Engadget at https://www.engadget.com/street-fighter-6-gets-the-vibe-right-141559193.html?src=rss
It’s a bigger than usual AI week for Microsoft, thanks to its Build developer conference. This week, we chat with Panos Panay, Microsoft’s Chief Product Officer, about Windows Copilot, a new “AI assistant” headed to Windows 11. Is this just a smarter Clippy, or will AI actually transform the way we use Windows? Also, Cherlynn and Devindra discuss what’s up with Apple’s Mixed Reality headset as we gear up for WWDC in a few weeks.
Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Microsoft announces AI in just about everything at Build 2023 – 1:42
Devindra’s interview with Microsoft Chief Product Officer Panos Panay – 11:28
Processing the interview with Panos and other headlines from Build – 33:57
Bloomberg report on Apple’s AR headset reveals significant divisions within the company – 45:55
Florida Governor Ron DeSantis announces his Presidential bid in a glitch-filled Twitter Space with Elon Musk – 56:00
Amazon’s Fire Max 11 looks read to do actual work – 1:03:22
What we’re working on – 1:08:01
Pop culture picks – 1:09:59
Livestream
Credits Hosts: Cherlynn Low and Devindra Hardawar Producer: Ben Ellman Music: Dale North and Terrence O'Brien Livestream producers: Julio Barrientos Graphic artist: Luke Brooks and Joel Chokkattu
This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-panos-panay-windows-copilot-ai-interview-123000248.html?src=rss