Posts with «provider_name|engadget» label

DJI's Mic 2 now records high-quality audio to your smartphone via Bluetooth

After making a cameo appearance in the Osmo Pocket 3 camera, DJI's Mic 2 wireless microphone system has officially arrived with some nice upgrades over its popular predecessor. It can now connect directly to your smartphone via Bluetooth, while also offering improved internal recording quality, AI noise reduction, a bigger touchscreen, easier control and more. 

The transmitters come in grey with a new see-through design and DJI introduced a white color option as well. They're slightly smaller than before, but largely resemble their predecessors with a clip, magnetic mount and 3.5mm mic input. The power and link buttons are now on the same side and round instead of oblong, with the record button and USB-C input on the other side. 

DJI

In one welcome change, DJI moved the power-on LED to the sides, rather than near the front as before, where it would annoyingly appear on camera. The DJI logo is front and center, though, so you'll still need a piece of black tape to cover that up. 

The receiver has changed substantially, with a larger 1.1-inch touchscreen and a new thumbwheel to make adjustments easier. DJI has made connecting the transmitter directly to your phone simpler as well via included USB-C and Lightning adapters. 

A big plus of the Mic 2 over other kits like the Rode wireless Go 2 is the charging case that's sold with the two-transmitter kit. It now supports up to 18 hours of use on a charge, up from 15 before, and the transmitters have been upgraded from 5.5 to six hours.

DJI

Topping the list of new features is direct Bluetooth connection support, letting you pair a transmitter mic to your phone (or DJI's Osmo Pocket 3 and Action Cam 4) without the need for a receiver. That'll allow creators on a budget to purchase a transmitter mic by itself for $99, or add DJI's Lavalier Mic for an additional $35. 

Linking a phone is relatively easy — hold the record button for three seconds to put it in Bluetooth mode, then press and hold the link button for two seconds. From there, your phone should detect the transmitter. It worked great with my Pixel 7a, even though it's not on the approved list, and I was able to start recording video with much better quality audio, to say the least. 

There are a couple of caveats: the AI noise cancelling feature doesn't work when connected to a smartphone and you can only use one transmitter at a time. If you have the transmitter/receiver combo, though, you can also get audio by connecting the receiver directly to your phone as before. 

DJI

Speaking of, the Mic 2 has a couple of improvements in audio quality. It promises "brighter and more natural sounding voices" for the interviews or standup work where it's mainly used. And though the original DJI Mic supported internal recording as a backup to camera files, it now captures that at higher 32-bit float quality, letting you max out gain without fearing distortion. It also supports a higher acoustic overload point (AOP), up to 120 dB from 114 dB, meaning you'll see less distortion on higher audio levels. 

The other quality trick is AI noise cancelling, allowing the Mic 2 to lower the environmental noise so vocals stand out better. DJI promises that it works in "complex and noisy environments, such as streets and restaurants." 

A full review is to come, but I tried out the Mic 2 in a variety of situations, including inside a car, riding on a bicycle and in a howling wind. It performed well in nearly all those situations, with all distracting noise blocked in the car and bike shots, leaving just some pleasant environmental sound. However, it was unable to block out a direct 30-40 MPH wind on a sand dune, even with the included wind muff installed. It still worked well enough for me to get the shot, though, which was impressive.

DJI

Key features carrying over from the last model include the option for a safety track recorded at a lower -6 dB (in case you accidentally blow out the levels), an 820 foot range with the transmitter/receiver combo (524 feet in the EU), magnetic clips and a muff for each transmitter. For the receiver, DJI has also included preset gains for different cameras so that it'll work relatively well out of the box. It doesn't include all recent cameras, so hopefully firmware updates will address that. 

With the new options, particularly the smartphone Bluetooth connectivity and Osmo Pocket 3/Action 4 support, the Mic 2 is again likely to strike a chord with creators. It's now available for $349 with two transmitters, a receiver and charging case, $219 for a transmitter and receiver and $99 for individual transmitters. You can also purchase the charging case separately for $69. 

This article originally appeared on Engadget at https://www.engadget.com/djis-mic-2-now-records-high-quality-audio-to-your-smartphone-via-bluetooth-130018964.html?src=rss

The Morning After: A closer look at Apple’s Vision Pro

With pre-orders opening later this week, Engadget experienced a more in-depth demo of Apple's mixed-reality headset. Editor-in-chief Dana Wollman and deputy editor Cherlynn Low were fitted with the Vision Pro for some more extensive demos, including immersive video, a little bit of Disney+ and attempts to type in thin air on the Vision Pro’s floating keyboard.

Apple

They discuss the fitting process, the attention to detail in Disney+’s viewer app and where there's room for improvement with keyboards, comfort and utility. This is the company’s first new product for a while — and I had strong feelings about its last one. Early impressions suggest Apple seems to have made a fluid, intelligent headset experience — but are you willing to spend $3,499 on it?

— Mat Smith

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Take-Two’s lawyers think Remedy’s new R logo is too similar to Rockstar’s R logo

The Last of Us Part 2 Remastered review

A new roguelike No Return mode steals the show.

When a PS5 remake of the 2013 title The Last of Us Part I launched, it was hard to stomach the $70 price tag. Yes, the game looked incredible, there were some new modes, but the level design and gameplay were identical. It was, for all intents and purposes, a money grab.

With The Last of Us Part II Remastered, that seems less true. First, it’s a $10 upgrade for people who bought the PS4 versions (or $50 outright). Second, there’s a new roguelike game mode called No Return, which may be worth that upgrade price on its own. Nathan Ingraham, TLOU die-hard, explains.

Continue reading.

Yamaha takes on Teenage Engineering with its own colorful groovebox

The SEQTRAK is an all-in-one production studio.

Yamaha

Yamaha is a pillar of the electronic music-making world, but it’s perhaps best known for its stage synthesizers and studio monitors. Now, it’s taking Teenage Engineering with the SEQTRAK groovebox. Stylistically, it seems heavily inspired by TE.

The SEQTRAK includes a drum machine, sampler, FM and sample-based synthesizers and that semi-eponymous sequencer along with a built-in battery (three to four hours expected playtime) plus a built-in speaker, so it works without plugging in anything else. The SEQTRAK is available to pre-order at retailers for $399, which undercuts the heady pricing of Teenage Engineering’s similar product.

Continue reading.

Apple shipped more smartphones than anyone else last year

It’s the first time Apple has held the top spot.

Both IDC and Canalys’ most recent analysis of smartphone shipments shows Apple has beaten Samsung to roll out more smartphones than any other company. IDC’s preliminary data said Apple shipped 234.6 million units in 2023, equal to 20.1 percent of the market share. In comparison, Samsung shipped 226.6 units for 19.4 percent of the market share. This is the first time Samsung has fallen from the number-one spot since 2010. 

Back then, Nokia was in the lead.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-a-closer-look-at-apples-vision-pro-121522078.html?src=rss

Google now admits it could collect data in Chrome's Incognito mode

When users open an Incognito browser on Chrome, they'll see a notification warning them that other people using their device won't be able to see their activity but that their downloads, bookmarks and reading items will still be saved. Now, Google has updated that disclaimer in Chrome's experimental Canary channel, shortly after agreeing to settle a $5 billion lawsuit accusing it of tracking Incognito users. As first noticed by MSPowerUser, the company has tweaked the disclaimer in Canary to add language that says Incognito mode won't change how websites collect people's data.

"Others who use this device won’t see your activity, so you can browse more privately," the new disclaimer reads. "This won't change how data is collected by websites you visit and the services they use, including Google. Downloads, bookmarks and reading list items will be saved." The publication spotted the updated warning in Canary on Android and Windows, and we can confirm that the same language appears in the version of Chrome for Mac. 

Google was hit with a lawsuit in 2020, accusing it of tracking users' activities even if they're on Incognito mode. The plaintiffs told the court that the company used tools like its Analytics product, apps and browser plug-ins to monitor users. They also argued that by tracking users on Incognito, Google was giving people the false belief that they could control the information they're willing to share. A Google spokesperson explained at the time that the mode could only hide a user's activity on the device they're using but that their information could still be collected. That's not clearly communicated in the current disclaimer for the public version of Chrome, but it looks like that could change in the near future. 

Google

This article originally appeared on Engadget at https://www.engadget.com/google-now-admits-it-could-collect-data-in-chromes-incognito-mode-103807146.html?src=rss

Minecraft x Planet Earth III is the least offensive corpo collab of the year

If you own a copy of Minecraft: Bedrock Edition or Minecraft: Education Edition, you can now grab a free expansion pack based on the BBC's Planet Earth III. Much like the previous Frozen Planet II experience, this new wildlife documentary DLC lets players explore five scenarios through the lens of animals — arctic wolves, ocelots, musk oxen, leopards, Cape fur seals, great white sharks, impalas and more. 

Basically, be the hunter or be hunted; you get to play both sides on locations ranging from the Arctic tundra to the Okavango Delta. In the case of the lily-trotter, you're either the father protecting your chicks from crocodiles, or you're one of the chicks following your father's signals. There's also an activity involving the fascinating interaction between unlikely insect allies: the tree hopper and the stingless bee, with the latter in charge of shooing ants and assassin bugs away from the tree hoppers' nest.

A new addition to this educational experience is the "BBC Planet Earth Field Station," which is set in the heart of a pixelated jungle. This serves as a portal to the five biomes, with extra goodies including sound boards, animal facts and a cinematics album. Upon the completion of each activity (which can be repeated), you'll receive rewards that can be used to decorate the hub or dress up your avatar.

With the game reaching its 15th anniversary this year, Minecraft has become the best-selling video game of all time, reaching over 300 million copies sold as of October last year. There's also a movie adaptation in the works, reportedly starring Jack Black and Jason Momoa when it comes out in April 2025.

This article originally appeared on Engadget at https://www.engadget.com/minecraft-x-planet-earth-iii-is-the-least-offensive-corpo-collab-of-the-year-040438095.html?src=rss

Apple updates US App Store guidelines allowing developers to link to third-party payments

Apple is relaxing a key App Store rule that has long been a source of frustration to developers. The iPhone maker will allow U.S. developers to link to outside websites for in-app purchases, according to the company’s updated developer guidelines.

The change comes shortly after the United States Supreme Court rejected an appeal to reconsider a lower court ruling requiring Apple to allow developers to direct customers to alternative payment methods. The change only applies to iOS and iPadOS apps in the U.S. app stores and developers are still required to pay a commission for in-app purchases not made via the App Store.

It seems that Apple will continue to maintain tight control over payments, even under the new rules. According to a support page, developers will need approval from Apple before they can take advantage of the new rule, and app makers will only be permitted to notify users about alternative payment methods in specific ways. For example, the company’s guidelines to developers stipulate that links can only be shown in an app one time, and only in “a single, dedicated location.” App makers are also prohibited from using in-app pop-ups or mentioning outside payments in their App Store listing.

The company is also officially requiring developers to pay it a commission for purchases made outside of its App Store. The commission is set at 12 percent for developers who are part of its small business program, and 27 percent for larger developers. But, as 9to5Mac points out, the company may have some trouble enforcing those terms. In court documents, the company argued that it would be “exceedingly difficult and, in many cases, impossible” to collect the fees.

Still, the change is a significant concession for Apple, which has long been criticized for developers for App Store rules sometimes viewed as draconian and arbitrary. The company’s rule barring developers from communicating with users about alternative (and often cheaper) payment methods was a central aspect of the Epic v. Apple trial in 2021. The company had previously loosened some of these rules following the trial and a subsequent class-action lawsuit from developers.

Developing...

This article originally appeared on Engadget at https://www.engadget.com/apple-updates-us-app-store-guidelines-allowing-developers-to-link-to-third-party-payments-235836357.html?src=rss

Prison Architect 2 is a 3D sequel to a beloved indie game, and it's arriving March 26

The cult hit Prison Architect is getting a sequel and it's actually releasing pretty soon. The franchise follow-up launches on March 26 for PC via Steam, Xbox Series X/S and PlayStation 5. There’s even a trailer, posted below. Of note, Prison Architect 2 brings the series to 3D, as the original was a strictly top-down affair. The sequel has a cartoonish look that’s slightly reminiscent of newer Dragon Quest games, but the gameplay is anything but a JRPG.

As the name suggests, it’s a robust prison-building simulator. We loved the original and wrote that it was nearly impossible to play the game in a humane way, as limitations would eventually force you to mistreat prisoners in the name of “fiscal responsibility.” This correlation with our real-world prison system was likely not an accident, as the end-goal of the game was to sell your prison for a hefty profit.

We don’t know if the sequel will keep this critical eye on America’s for-profit prison system, but it's more than likely. The trailer, after all, shows a dehumanized inmate being prevented from escape at every turn. Sure, it's a cute-looking cartoon inmate, but an inmate all the same. Also, one of the game’s taglines is “will your prisons end up being monuments to rehabilitation or retribution? Most importantly, will they pay the bills?”

Prison Architect 2 is bringing a host of new features to the table, beyond a jump to 3D. The developer says the inmates are now smarter and will develop relationships with one another based on wants and needs. Your design will “affect every aspect” of their lives, so plan accordingly. The first game liked to tighten the purse strings just when you wanted to build a library or even walls around a toilet.

There’s also an upgraded career mode, in which you can build multiple prisons in the same city, and more control options for creating facility policies. Developer Paradox Interactive, who made the first one, has teased new gameplay scenarios, like escapes, gang wars and “all sorts of expensive and destructive problems.”

Prison Architect 2 will cost $40 when it releases in late March. In related news, private prison “industry leader” GEO Group posted record profits in 2023 and the Corrections Corporation of America is currently enjoying around 14 percent of year-to-year growth since 2009.

This article originally appeared on Engadget at https://www.engadget.com/prison-architect-2-is-a-3d-sequel-to-a-beloved-indie-game-and-its-arriving-march-26-193848301.html?src=rss

Supreme Court declines appeals from Apple and Epic Games in App Store case

The US Supreme Court has declined to hear the appeals filed by both Apple and Epic Games following a judge’s ruling that Apple must allow developers to offer alternative methods to pay for apps and services other than through the App Store. It did not provide an explanation as to why it refused to review either appeal, but it means the permanent injunction giving developers a way to avoid the 30 percent cut Apple takes will remain in place.

Apple made the appeal to the high court back in September of last year, requesting it review the circuit court’s decision it deemed “unconstitutional.” The case brought forward by Epic Games is the first to challenge the business model of the App store, which helps Apple rake in billions. In May 2023, Apple said that developers generated about $1 trillion in total billings through the App Store in 2022. Gaming apps sold on the App Store generate an estimated $100 billion in revenue each year.

The Supreme Court denied both sides’ appeals of the Epic v. Apple antitrust case. The court battle to open iOS to competing stores and payments is lost in the United States. A sad outcome for all developers.

— Tim Sweeney (@TimSweeneyEpic) January 16, 2024

While the Ninth Circuit ruled in favor of Epic’s appeal that Apple has indeed broken California's Unfair Competition law, it rejected Epic’s claim that the App store is a monopoly. In addition to declining to hear Apple’s appeal, SCOTUS also will not review Epic’s appeal that the district court had made “legal errors.”

Epic claimed that Apple violates federal antitrust laws through its business model, however, this is not an issue the high court will consider. The CEO of Epic Games, Tim Sweeney, called the appeal denial “a sad outcome” on X.

Epic Games has been front and center in the fight against Apple’s developer transaction fee policy since 2020. Other companies, including Spotify and the New York Times, are also trying to challenge app store policies on Apple and Google platforms. The Coalition for App Fairness, which consists of more than 60 companies now, believes no developers should be required to use the app store exclusively. The Epic lawsuit was just the start — problems have been piling up for Apple. Even the Department of Justice (DOJ) is reportedly considering filing an antitrust case against it. The DOJ has been conducting an investigation into whether Apple’s App Store practices have killed competition in the space.

This article originally appeared on Engadget at https://www.engadget.com/supreme-court-declines-appeals-from-apple-and-epic-games-in-app-store-case-192755323.html?src=rss

Google is laying off hundreds of workers who sell ads to big businesses

Days after laying off more than a thousand employees from Pixel, Nest, Fitbit, Google Assistant and core engineering divisions, Google is cutting “hundreds of roles” on its advertising sales team, a company spokesperson told Engadget on Tuesday.

“Every year we go through a rigorous process to structure our team to provide the best service to our Ads customers,” the company said in a statement. “We map customers to the right specialist teams and sales channels to meet their service needs. As part of this, a few hundred roles globally are being eliminated and impacted employees will be able to apply for open roles on the team or elsewhere at Google.”

The spokesperson declined to share information about the exact number of employees impacted by the cuts or where they were located. The news was first reported by Business Insider, which obtained a memo that Google’s chief business officer Philipp Schindler sent staff on Tuesday.

Google’s latest cuts continue the trend of layoffs at tech companies, which shed thousands of jobs in 2023. In the first two weeks of this year, for instance Amazon cut hundreds of workers in video game streaming service Twitch, Prime Video, MGM Studios, and Audible. Discord, Meta, Unity and Duolingo have also let go employees in 2024.

In December, The Information reported that Google was planning to reorganize its ad sales unit, which has more than 30,000 people, in favor of using machine learning to help customers buy more ads on flagship products like Google Search and YouTube, which is how the company makes a bulk of its revenue. Most of the company’s cuts taking place today will focus on ad sales teams selling ads to large businesses.

Meanwhile, the company is reportedly throwing millions of dollars of stock at select researchers at DeepMind, its artificial intelligence unit, to stop them from decamping to rivals like OpenAI.

This article originally appeared on Engadget at https://www.engadget.com/google-is-laying-off-hundreds-of-workers-who-sell-ads-to-big-businesses-190057680.html?src=rss

Take-Two’s lawyers think Remedy’s new R logo is too similar to Rockstar’s R logo

Take-Two Interactive has filed an opposition to Remedy Entertainment’s newest logo, claiming the symbol infringes on Rockstar Games’ logo despite the two having little in common besides the letter “R” representing a video game publisher. First reported by RemedyFirst, the trademark dispute was filed against two versions of the Remedy logo (one with the company’s name, one without) in September with the UK’s Intellectual Property Office.

The UK’s IP rules mean Take-Two’s objection to the logo suggests Rockstar’s parent company sees “a likelihood of confusion by the public.” Engadget reached out to Take-Two and Remedy for comment, and we’ll update this article if we hear back.

Remedy revealed its new logo last spring, describing it as a “refreshed visual identity” that moves its image away from a 23-year-old game, better reflecting its current stable of Control and Alan Wake. “The bullet in the letter R in the old logo represented the era of Max Payne, but the Remedy of now is much bigger than a single game; we have a whole portfolio of games, new and old,” the publisher explained in an April blog post.

“It was time to update and redefine our visual identity to bring more consistency, showcase our evolution over the years, and better express our vision of today’s Remedy,” the post continued.

Remedy Entertainment

The icon was well received. Design blog Creative Bloq wrote, “Gamers can’t get enough” of the new logo. “The new Remedy logo is made from three letter ‘R’s chopped and stitched together as if the letter itself is moving; the curved right side of the R is shaped into an arrow and the points of the character form further arrows, pointing in new directions,” editor Ian Dean wrote. Social media reactions also appeared positive.

Ironically, the two studios are currently working together on a revamp of the game Remedy’s new logo is diverting away from. In April 2022, Remedy said it would collaborate with Rockstar on fully remastered versions of the first two Max Payne games, bringing the oughts-era franchise to a new generation.

RespawnFirst noted Take-Two’s legal team has a precedent of being trigger-happy on attacking IP in a way that stretches the definition of “infringement.” The publisher filed a trademark claim in 2021 against Hazelight Studios for its game It Takes Two. IGN highlighted incidents of Take-Two going after a clothing brand called Max Fayne, an axe-throwing company in Florida called Rockstar Axe Throwing and a music book called Think Like a Rockstar. The company has also sued GTA modders and the creators of reversed-engineered Grand Theft Auto III and Vice City fan projects.

Take-Two briefly got a taste of its own medicine in 2014 when actor Lindsay Lohan sued the publisher for using what she claimed was her likeness in GTA V and its marketing materials. That case was dismissed the following year on the grounds that video game parodies are fair game.

This article originally appeared on Engadget at https://www.engadget.com/take-twos-lawyers-think-remedys-new-r-logo-is-too-similar-to-rockstars-r-logo-181534083.html?src=rss

Apple Vision Pro hands-on, redux: Immersive Video, Disney+ app, floating keyboard, and a little screaming

With pre-orders for the Apple Vision Pro headset opening this week, the company is getting ready to launch one of its most significant products ever. It announced this morning an “entertainment format pioneered by Apple” called Apple Immersive Video, as well as new viewing environments in the Disney+ app featuring scenes from the studio’s beloved franchises like the Avengers and Star Wars.

We already got hands-on once back at WWDC when the headset was first announced, but two of our editors, Dana Wollman and Cherlynn Low, had a chance to go back and revisit the device (and Dana’s case, experience it anew). Since we’ve already walked you through some of the basic UI elements in our earlier piece, we decided to focus on some of the more recently added features, including Apple Immersive Video, the new Disney+ environments, a built-in “Encounter Dinosaurs” experience, as well as the floating keyboard, which didn’t work for us when we first tried the device in June of last year. Here, too, we wanted to really get at what it actually feels like to use the device, from the frustrating to the joyful to the unintentionally eerie. (Yes, there was a tear, and also some screaming.)

Fit, comfort and strap options

Cherlynn: The best heads-up display in the world will be useless if it can’t be worn for a long time, so comfort is a crucial factor in the Apple Vision Pro’s appeal. This is also a very personal factor with a lot of variability between individual users. I have what has been described as a larger-than-usual head, and a generous amount of hair that is usually flat-ironed. This means that any headgear I put on tends to slip, especially if the band is elastic.

Unlike the version that our colleague Devindra Hardawar saw at WWDC last year, the Vision Pro unit I tried on today came with a strap that you stretch and ends up at the back of your head. It was wide, ridged and soft, and I at first thought it would be very comfortable. But 15 minutes into my experience, I started to feel weighed down by the device, and five more minutes later, I was in pain. To be fair, I should have flagged my discomfort to Apple earlier, and alternative straps were available for me to swap out. But I wanted to avoid wasting time. When I finally told the company’s staff about my issues, they changed the strap to one that had two loops, with one that went over the top of my head.

Apple

Dana: The fitting took just long enough — required just enough tweaking — that I worried for a minute that I was doing it wrong, or that I somehow had the world’s one unfittable head. First, I struggled to get the lettering to look sharp. It was like sitting at an optometrist's office, trying out a lens that was just slightly too blurry for me. Tightening the straps helped me get the text as crisp as it needed to be, but that left my nose feeling pinched. The solution was swapping out the seal cushion for the lighter of the two options. (There are two straps included in the box, as well as two cushions.) With those two tweaks — the Dual Loop Band and the light seal cushion — I finally felt at ease.

Cherlynn: Yep, that Dual Loop band felt much better for weight distribution, and it didn’t keep slipping down my hair. It’s worth pointing out that Apple did first perform a scan to determine my strap size, and they chose the Medium for me. I also had to keep turning a dial on the back right to make everything feel more snug, so I had some control over how tightly the device sat. Basically, you’ll have quite a lot of options to adapt the VIsion Pro to your head.

Immersive Video

Dana: Sitting up close in the center of spatial videos reminded me of Jimmy Stewart’s character in It’s A Wonderful Life: I was both an insider and outsider at the same time. In one demo, we saw Alicia Keys performing the most special of performances: just for us, in a living room. In a different series of videos, we saw the same family at mealtime, and a mother and daughter outside, playing with bubbles.

As I watched these clips, particularly the family home videos that reminded me of my own toddler, I felt immersed, yes, but also excluded; no one in the videos sees you or interacts with you, obviously. You are a ghost. I imagined myself years from now, peering in from the future on bygone videos of my daughter, and felt verklempt. I did not expect to get teary-eyed during a routine Apple briefing.

Cherlynn: The Immersive Video part of my demo was near the end, by which point I had already been overwhelmed by the entire experience and did not quite know what more to expect. The trailer kicked off with Alicia Keys singing in my face, which I enjoyed. But I was more surprised by the kids playing soccer with some rhinos on the field, and when the animals charged towards me, I physically recoiled. I loved seeing the texture of their skin and the dirt on the surface, and was also impressed when I saw the reflection of an Apple logo on the surface of a lake at the end. I didn’t have the same emotional experience that Dana did, but I can see how it would evoke some strong feelings.

Apple

Disney+ app

Dana: Apple was very careful to note that the version of the Disney+ app we were using was in beta; a work in progress. But what we saw was still impressive. Think of it like playing a video game: Before you select your race course, say, you get to choose your player. In this case, your “player” is your background. Do you want to sit on a rooftop from a Marvel movie? The desert of Tatooine? Make yourself comfortable in whatever setting tickles your fancy, and then you can decide if actually you want to be watching Ted Lasso in your Star Wars wasteland. It’s not enough to call it immersive. In some of these “outdoor” environments in particular, it’s like attending a Disney-themed drive-in. Credit to Disney: They both understand – and respect – their obsessive fans. They know their audience.

Cherlynn: As a big Marvel fangirl, I really geeked out when the Avengers Tower environment came on. I looked around and saw all kinds of easter eggs, including a takeout container from Shawarma Grill on the table next to me. It feels a little silly to gush about the realism of the images, but I saw no pixels. Instead, I looked at a little handwritten note that Tony Stark had clearly left behind and felt like I was almost able to pick it up. When we switched over to the Tattooine environment, I was placed in the cockpit of Luke Skywalker’s landspeeder, and when I reached out to grab the steering controls, I was able to see my own hands in front of me. I felt slightly disappointed to not actually be able to interact with those elements, but it was definitely a satisfying experience for a fan.

Typing experience

Cherlynn: Devindra mentioned that the floating keyboard wasn’t available at his demo last year, and was curious to hear what that was like. I was actually surprised that it worked, and fairly well in my experience. When I selected the URL bar by looking at it and tapping my thumb and forefinger, the virtual keyboard appeared. I could either use my eyes to look at the keys I wanted, then tap my fingers together to push them. Or, and this is where I was most impressed, I could lean forward and press the buttons with my hands.

It’s not as easy as typing on an actual keyboard would be, but I was quite tickled by the fact that it worked. Kudos to Apple’s eye- and hand-tracking systems, because they were able to detect what I was looking at or aiming for most of the time. My main issue with the keyboard was that it felt a little too far away and I needed to stretch if I wanted to press the buttons myself. But using my eye gaze and tapping wasn’t too difficult for a short phrase, and if I wanted to input something longer I could use voice typing (or pair a Bluetooth keyboard if necessary).

Apple

Dana: This was one of the more frustrating aspects of the demo for me. Although there were several typing options – hunting and pecking with your fingers, using eye control to select keys, or just using Siri – none of them felt adequate for anything resembling extended use. It took several tries for me to even spell Engadget correctly in the Safari demo. This was surprising to me, as so many other aspects of the broader Apple experience – the pinch gesture, the original touch keyboard on the original iPhone – that “just work,” as Apple loves to say about itself. The floating keyboard here clearly needs improvement. In the meantime, it’s harder to imagine using the Vision Pro for actual work. The Vision Pro feels much further along as a personal home theater.

Meditation

Cherlynn: As someone who’s covered the meditation offerings by companies like Apple and Fitbit a fair amount, I wasn’t sure what to expect of the Vision Pro. Luckily, this experience took place in the earlier part of the demo, so I wasn’t feeling any head strain yet and was able to relax. I leaned back on the couch and watched as a cloud, similar to the Meditation icon in the Apple Watch, burst into dozens of little “leaves” and floated around me in darkness. As the 1-minute session started, soft, comforting music played in the background as a voice guided me through what to do. The leaves pulsed and I felt enveloped by relaxing visuals and calming sounds and altogether it felt quite soothing. It’s funny how oddly appropriate a headset is for something like meditating, where you can literally block out distractions in the world and simply focus on your breathing. This was a fitting use of the Vision Pro that I certainly did not anticipate.

Dana: I wanted more of this. A dark environment, with floating 3D objects and a prompt to think about what I am grateful for today. The demo only lasted one minute, but I could have gone longer.

Encounter Dinosaurs

Cherlynn: Fun fact about me: Dinosaurs don’t scare me, but butterflies do. Yep. Once you’ve stopped laughing, you can imagine the trauma I had to undergo at this demo. I’d heard from my industry friends and Devindra all about how they watched a butterfly land on their fingers in their demos at WWDC, before dinosaurs came bursting out of a screen to roar at them. Everyone described this as a realistic and impressive technological demo, since the Vision Pro was able to accurately pinpoint for everyone where their fingers were and have the butterflies land exactly on their fingertips.

I did not think I’d have to watch a butterfly land on my body today, and just generally do not want that in life. But for this demo, I kept my eyes open to see just how well Apple would do, and, because I had a minor calibration issue at the start of this demo, I had to do this twice. The first time this happened, I… screamed a bit. I could see the butterfly’s wings and legs. That’s really what creeped me out the most — seeing the insect’s legs make “contact” with my finger. There was no tactile feedback, but I could almost feel the whispery sensation of the butterfly’s hairy ass legs on my finger. Ugh.

Then the awful butterfly flew away and a cute baby dinosaur came out, followed by two ferocious dinosaurs that I then stood up to “pet”. It was much more fun after, and actually quite an impressive showcase of the Vision Pro’s ability to blend the real world with immersive experiences, as I was able to easily see and walk around a table in front of me to approach the dinosaur.

Dana: Unlike Cher, I did not scream, though I did make a fool of myself. I held out my hand, to beckon one of the dinosaurs, and it did in fact walk right up to me and make a loud sound in my face. I “pet” it before it retreated. Another dinosaur appeared. I once again held out my hand, but that second dino ignored me. As the demo ended, I waved and heard myself say “bye bye.” (Did I mention I live with a toddler?) I then remembered there were other adults in the room, observing me use the headset, and felt sheepish. Which describes much of the Vision Pro experience, to be honest. You could maybe even say the same of any virtual reality headset worth their salt. It is immersive to the point that you will probably, at some point, throw decorum to the wind.

Apple

Final (ish) thoughts

Cherlynn: I had been looking forward to trying on the Vision Pro for myself and was mostly not disappointed. The eye- and hand-tracking systems are impressively accurate, and I quickly learned how to navigate the interface, so much so that I was speeding ahead of the instructions given to me. I’m not convinced that I’ll want to spend hours upon hours wearing a headset, even if the experience was mind-blowing. The device’s $3,500 price is also way out of my budget.

But of all the VR, AR and MR headsets I’ve tried on in my career, the Apple Vision Pro is far and away the best, and easily the most thought-out. Apple also took the time to show us what you would look like to other people when using the device, with a feature called EyeSight that would put a visual feed of your eyes on the outside of the visor. Depending on what you’re doing in visionOS, the display would show some animations indicating whether you’re fully immersed in an environment or if you can see the people around you.

Dana: The Vision Pro was mostly easier to use than I expected, and while it has potential as an all-purpose device that you could use for web browsing, email, even some industrial apps, its killer application, for now, is clearly watching movies (home videos or otherwise). I can’t pretend that Apple is the first to create a headset offering an immersive experience; that would be an insult to every virtual reality headset we’ve tested previously (sorry, Apple, I’m going to use the term VR). But if you ask me what it felt like to use the headset, particularly photo and video apps, my answer is that I felt joy. It is fun to use. And it is up to you if this much fun should cost $3,500.

This article originally appeared on Engadget at https://www.engadget.com/apple-vision-pro-hands-on-redux-immersive-video-disney-app-floating-keyboard-and-a-little-screaming-180006222.html?src=rss