Following an early access period, Minecraft is now more broadly available on Chromebook. You can snap up Minecraft: Bedrock Edition from the Google Play Store for $20. Doing so will grant you access to the Android version of Minecraft, which typically costs $7, at no extra cost. If you have already bought the game on Android and use the same Google account on Chromebook, you can snag the latest port for $13.
Mojang started offering this version on Chromebook in early access in March. At the time, it was only accessible on certain models that met the minimum specifications.
Minecraft will work on any Chromebook from the last three years along with other models that meet the minimum specifications, according to Google. It includes full cross-play support, so you can explore and create with friends who use the Bedrock Edition on mobile, Xbox, PlayStation, Nintendo Switch and Windows. Other versions of Minecraft were previously available on Chromebook, namely the older Java version and the Education Edition. Game Pass Ultimate subscribers are also able to access the game on Chromebook via Xbox Cloud Gaming.
The latest Chromebook version also includes access to the Minecraft Marketplace and the new Trails & Tales update. The latter allows you to, among other things, encounter new mobs and blocks, and leave messages for friends on editable hanging signs.
This article originally appeared on Engadget at https://www.engadget.com/minecraft-for-chromeos-leaves-early-access-works-on-more-machines-150054992.html?src=rss
Today, Apple updated its developer program to allow anyone access to the beta operating systems. Pointed out by user iSoftware Updates on Twitter and confirmed by Apple’s developer program comparison page, OS beta releases can be installed without needing to pay the annual $99 fee for the Apple Developer Program. This means that eager users will be able to install the various betas starting today, including iOS 17, for free versus having to wait until July for the public beta.
Earlier today, Apple "accidentally" released the iOS 17 beta to the public, allowing those who weren’t part of the developer program access. This may have been an intentional move by Apple to prepare for the bigger change, allowing anyone access to the beta program.
Earlier this year, Apple made a change to how it distributes betas to developers. Previously, developers had to download and install a configuration profile on a per-device basis. But the system now allows users to install betas by simply checking an option within the software update settings directly on their devices. Despite the change, Apple still required you to pay $99 per year in order to gain access to the developer betas. Now, users that don’t want to pay the fee won’t have to wait for the public beta, which was always available for free but typically is released later than developer betas. This year, Apple says the public betas should arrive in July.
We highly discourage running betas on your main devices as there can be bugs and issues, especially early on in the cycle. These betas are intended for developers, who typically have secondary devices to test their applications against the new software. Certain betas, such as watchOS 10, tvOS 17, HomePod 17, and AirPods betas prevent you from rolling back to public, stable software. For those platforms, as soon as you install the beta, you’ll be stuck on it until the next public release comes out, which is typically available later in the fall. Definitely install these betas at your own risk. But those who aren’t risk-averse can download these now.
This article originally appeared on Engadget at https://www.engadget.com/apples-developer-betas-are-now-free-to-download-and-install-213626729.html?src=rss
1Password’s previously announced passkey feature is rolling out to users starting today. Passkey is the proposed solution to end passwords for good that’s finally starting to gain some momentum. The technology uses your device’s biometric sensors – whether that’s fingerprint or facial recognition – to authenticate you. It’s not too dissimilar to using biometrics to unlock your phone.
Announced via a press release, 1Password says that starting today, you’ll be able to add passkey logins via the password manager. For example, when you create a passkey for your Google account, 1Password will detect that and add it to your 1Password account. Then, when you need to log in to your Google account next, 1Password will automatically log you in. So, as long as your fingers aren’t wet or your face isn’t obscured, you won’t need a password.
The company says that support will start with beta extensions for Safari on macOS, as well as Chrome, Firefox, Edge and Brave on macOS, Windows and Linux. You'll also be able to view, edit, move, share and delete passkeys on 1Password for Mac, iOS, Windows, Android and Linux.
With the wide adoption of biometrics on phones, tablets, and laptops, this seems like a logical next step. If you were using a password manager like 1Password, you were likely already using biometrics to autofill logins on websites and apps. It sounds like passkeys will remove the step of having to autofill a username and a password, in addition to having to press the login button entirely.
Because 1Password is platform agnostic, it will work for those who regularly switch operating systems or entire ecosystems. Unlike Apple or Google’s current implementations, 1Password works and syncs across ecosystems. And just like any other item in 1Password, you’ll be able to share your passkeys with friends and family, and even set time limits on how long they’ll have access.
This article originally appeared on Engadget at https://www.engadget.com/passkey-support-for-1password-arrives-in-beta-today-183010530.html?src=rss
Apple is supposed to release an iOS 17 public beta in July, but the company inadvertently gave users an early peek. As AppleInsiderexplains, Connor Jewiss and other users have noticed that the iOS 17 developer beta was available to install in the Beta Updates section of Settings whether or not you paid for the necessary account. The macOS Sonoma and watchOS 10 previews have been available this way, too.
We wouldn't count on any of the developer betas being available as we write this. As it is, you likely won't want to install them. These are the first pre-release versions available to people outside of Apple, and they're the most likely to include bugs and app compatibility issues. That could cause problems if you install them on must-have devices. Unless you're a developer who wants to start preparing app updates, you're probably better off waiting until either the public beta or the finished version releases this fall.
iOS 17 is an iterative upgrade, but it adds more than a few features you might appreciate, such as live voicemail transcripts, easier sharing, more intelligent autocorrection and a journaling app. MacOS Sonoma adds perks like desktop widgets, Safari privacy updates and a Game Mode, while watchOS 10 is a significant revamp that centers on quick-glance widgets. For the most part, there's no rush to try them right away.
This article originally appeared on Engadget at https://www.engadget.com/apple-accidentally-released-the-ios-17-developer-beta-to-the-public-155233150.html?src=rss
Apple is supposed to release an iOS 17 public beta in July, but some recent changes made the developer betas more accessible this year. The iOS 17, iPadOS 17 and macOS Sonoma betas were released yesterday and for the first time, those with free developer accounts can access these preview software. As AppleInsiderexplains, Connor Jewiss and other users have noticed that the iOS 17 developer beta was available to install in the Beta Updates section of Settings whether or not you paid. The macOS Sonoma and watchOS 10 previews have been available this way, too.
For some context — previously, to access the various OS betas right after the WWDC keynote, you'd have to be have a paid developer account, which cost about $100 a year. While a free tier was always available, the developer betas weren't included in that option.
That technically means that since you won't have to pay for a developer account for access to these betas, you can probably sign up for Apple's Developer Program to check them out. But you likely won't want to install them. These are the first pre-release versions available to people outside of Apple, and they're the most likely to include bugs and app compatibility issues. That could cause problems if you install them on must-have devices. Unless you're a developer who wants to start preparing app updates, you're probably better off waiting until either the public beta or the finished version releases this fall.
iOS 17 is an iterative upgrade, but it adds more than a few features you might appreciate, such as live voicemail transcripts, easier sharing, more intelligent autocorrection and a journaling app. MacOS Sonoma adds perks like desktop widgets, Safari privacy updates and a Game Mode, while watchOS 10 is a significant revamp that centers on quick-glance widgets. For the most part, there's no rush to try them right away.
Update (at 9:50pm ET): This article was edited to correct some mistakes around how and why access to these developer betas is now available for free. We also added context to explain the difference this year. We apologize for the error.
This article originally appeared on Engadget at https://www.engadget.com/apple-released-the-ios-17-developer-beta-for-free-155233993.html?src=rss
If you're looking to buy a new smartwatch, the Apple Watch SE remains one of the better values on the market, and right now its 40mm model is back on sale for $219 at Amazon and Best Buy. Target, meanwhile, has it for a dollar more. We've seen the watch fall to this price a number of times over the past few months, but it's still about $15 below the device's average street price and $30 below Apple's MSRP. If you want the larger 44mm model, that watch is also $30 off Apple's list price at $249. Note that these offers apply to the watch's Midnight, Starlight and Silver finishes.
While neither of these deals are all-time lows — we've seen the 40mm model very briefly fall to $200 once before — they're still strong prices for what you're getting. We gave the second-gen Apple Watch SE a review score of 89 when it arrived last September, and we note it as the best option for first-time buyers in our guide to the best smartwatches. It's essentially a stripped-down version of the Apple Watch Series 8, our top overall pick. The big sacrifice is its lack of an always-on display mode, so you'll have to physically lift up your wrist to check the time or notifications. Beyond that, its display is slightly smaller, it doesn't support fast charging and it lacks more advanced health-tracking features like a skin temperature sensor, ECG monitor and blood oxygen sensor.
Those won't be massive omissions for many people, though, and the SE keeps the rest of the Apple Watch experience largely intact. It runs on the same chipset as the Series 8, it's still water resistant and it gets you access to standard features like heart-rate monitoring and fall detection. This fall, it'll also receive the same watchOS 10 update that Apple announced at WWDC on Monday. We still think the Series 8 (which is currently available for $329) is the most well-rounded wearable for iPhone owners, and Apple will invariably launch a new Series 9 watch by the end of the year. But for first-time buyers or those looking to upgrade from an older Apple Watch on a budget, this should be a good deal.
Google's Slack-like business app Chat, previously known as Hangouts, is getting an AI update on web, the company announced. As with Docs and Gmail, Google is introducing "smart compose," suggesting relevant phrases in context as you write, effectively saving time by reducing repetitive typing. The aim, the company said, is to help you communicate with colleagues quicker "to move conversations or projects forward more efficiently."
Google has notoriously confusing communications around its messaging apps, so as a reminder, Chat is its enterprise chat app originally introduced among a slate of business offerings. It has features similar to the original Hangouts experience, but with upgrades like reactions and reply suggestions. While designed for enterprises, it's available for free to individual users as well.
Google
Chat got Google's Material Design treatment earlier this year, tying it more closely to Gmail, from where it can be directly launched. Along with new fonts, colors, panel sizing and other aesthetic changes, Google introduced a new topic button designed to make project collaboration easier.
Since Chat has a lot in common with Gmail, it makes sense to have the smart compose option in both apps. Google notes that it will be turned ON by default and can be disabled by unchecking "Enable predictive suggestions as you compose a message on web and desktop" under smart compose. As mentioned, the update only pertains to the web version — it's now rolling out to rapid release domains, and will arrive to others starting on June 26th.
This article originally appeared on Engadget at https://www.engadget.com/google-brings-its-predictive-smart-compose-feature-to-chat-113511311.html?src=rss
It’s an Apple-heavy TMA today, so strap in. After years of speculation, at its WWDC 2023 keynote yesterday, Apple revealed almost everything about its first spatial computing headset, the Vision Pro. In typical Apple style, it looks almost completely different to existing headsets. As Engadget’s Devindra Hardawar put it during his time with the device, the Vision Pro is like the iPod to MP3 players of old, the iPhone to the BlackBerry.
The Vision Pro is a standalone headset (well, with battery pack) that forgoes controllers. Instead, through external and internal sensors and cameras, you use the Vision Pro with voice input and hand/eye gestures. You can finger pinch to select things and use pinch-slide motion for scrolling up/down or left/right. Unlike the Oculus Quest series, you can even make those hand gestures comfortably on your lap – you don't have to hold your hands up dramatically like a Minority Report cosplayer. The most unusual twist might be EyeSight. Apple uses the curved display on the headset's exterior to display your eyes and reactions while you’re wearing the device.
Apple's visionOS, made for this new kind of product, feels like a cross between iOS and macOS, powered by a new R1 chip and an M2 processor to deliver what Apple describes as responsive, "lag-free" standalone performance. Tapping the digital crown (yes, like the Apple Watch) brings up your app icons, while in some demos, rotating the crown will blend the augmented reality vision into a more immersive one. Read our full impressions testing out the headset right here, but expect to wait (and save up): the Vision Pro will be $3,499, and it won't be available until early 2024. Countries outside the US will have to wait longer still.
– Mat Smith
The Morning After isn’t just a newsletter – it’s also a daily podcast. Get our daily audio briefings, Monday through Friday, by subscribing right here.
As expected, the new MacBook Air is extremely similar to the redesigned 13-inch version announced at WWDC one year ago – just a bit bigger. But it marks the first time Apple has released a laptop with a screen this size that wasn't part of its "pro" lineup of devices, stretching all the way back to the PowerBook era of Apple laptops. The 15-inch MacBook Air has the same M2 chip as the smaller model, but Apple hasn't said exactly what the resolution of the 15-inch MacBook Air display is yet. It doesn't have the ProMotion adaptive refresh rate up to 120Hz – this one tops out at 60Hz. Apple says it should offer 18 hours of battery life and is only about 3.3 pounds and 11.5mm thick. The laptop starts at $1,299 and is available to pre-order.
The big update to your iPhone brings a raft of improvements to smartphone basics. Incoming calls can now include custom posters for certain contacts, and you'll get Google-style live transcripts for voicemail. Messages, meanwhile, offers easier replies, audio message transcripts and a check-in feature that automatically lets people know if you've arrived or are delayed. You’ll even be able to leave voicemails through Facetime.
With NameDrop, a new feature, you can share contact details just by bringing your iPhone close to someone else's device. You can also share photos that way and leave AirDrop transferring content even when you have to step away. As rumored, you’ll also get a new Journal app, which will send shockwaves to the litany of third-party journaling and diary apps already out. The iOS 17 developer preview is available today, with a public beta coming in July. The software will officially debut this fall.
All the compatible devices for Apple's upcoming operating systems.
If you're still clinging on to an iPhone 8, iPhone 8 Plus or iPhone X, you won't be able to update it to iOS 17. In other words, your iPhone will need to have an A12 Bionic or later chip to install the new OS. If you have an iPhone XR, XS, XS Max, iPhone SE (second-gen) or later, you'll have access to features including Live Voicemail transcripts, the StandBy display mode and improved autocorrect.
Your Apple Watch may look very different when watchOS 10 arrives. As expected, the company is giving the smartwatch user interface an overhaul as part of one of the firmware's biggest updates yet. The original Apple Watch UI was designed, in part, around Glances – a carousel of widgets for different apps and features. You’ll be able to rotate the Digital Crown to access a smart stack of relevant widgets. Things like timers, stopwatches and podcasts will show up as widgets when they're in use. You can even have a widget with your favorite complications. A public beta will arrive next month, and Apple plans to release watchOS 10 this fall.
The subreddits object to pricing that could hurt apps like Apollo.
Reddit's potential threat to third-party apps is prompting a high-profile protest. Dozens of subreddits, including major examples like Earthporn, LifeProTips, ReactionGIFs and Videos, have declared they're "going dark" (that is, going private) starting June 12th in response to an API pricing increase they believe will shut out third-party clients. Some will resume public access after 48 hours, but others will "permanently" isolate themselves until Reddit addresses their concerns.
Christian Selig, the creator of popular client Apollo, says the API pricing would cost him $20 million per year. The developers of other apps, such as Narwhal and Reddit is Fun, have also warned they can't afford the new prices and will likely shut down soon as a result. Moderators are concerned because third-party Reddit apps frequently include customizations and other features that help keep subreddits in check.
This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-apple-reveals-its-mixed-reality-headset-the-vision-pro-111424711.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’s WWDC 2023 keynote was today, and with it came the company’s long-awaited mixed reality headset. Apple Vision Pro is the company's name for its much-hyped entrance into spatial computing. The headset runs a new operating system called visionOS and starts at $3,499 when it launches next year.
Vision Pro wasn’t Apple’s only new hardware for the day; it also launched several new Macs. The 15-inch MacBook Air is the biggest-ever version of that model, running the M2 chip and starting at $1,299. The company also launched a second-gen Mac Studio and the first-ever Mac Pro with Apple silicon. Of course, it also upgraded its software ecosystem, announcing iOS 17, iPadOS 17, watchOS 10 and macOS Sonoma.
That’s a lot to catch up on, but we’ve made it easier by trimming the company’s announcements down to this 23 minute edit that focuses on the highlights while leaving out the filler and extra details.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/watch-apples-wwdc-2023-keynote-in-23-minutes-233038310.html?src=rss