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Apple Reality Pro - What We Know + Expect of Apple - June Announcement

1.6K views· 38 likes· 13:41· Apr 11, 2023

With Apple set to make their move into VR by announcing their first every Virtual Reality headset at this year's WWDC on June 5th, I've taken a deep dive of all we know about the headset so far. Some very highly regarded leakers have informed us of almost every spec this powerhouse of a VR headset will be bringing to the table. At this point, the only question that remains is have Apple done enough to make you part with your hard-earned money? 0:00 Intro 0:43 Release Date 2:16 Specs + Price 2:53 Design 3:49 Eye Tracking 4:00 The Processor 4:47 The Screens 5:54 Lenses 6:30 FOV 6:44 Sensors 7:06 Controllers 8:00 Iphone 8:44 Face and Body Tracking 8:57 Biometrics 9:12 External Battery 9:32 Operating System 9:57 The Killer App? 11:09 Video Content 11:32 Games 12:03 Productivity 12:28 Will it Be a Hit?

About This Video

In this video I break down everything we know so far about Apple’s first real move into VR, the headset that’s being rumored as the Apple Reality Pro, ahead of the expected WWDC announcement on June 5th. I talk about why it’s genuinely exciting to see Apple step in—because they can reshape the market—but also why I’m not expecting an “iPhone moment.” VR isn’t new to the world anymore, and leaks suggest Apple might only ship around 1 million units in year one, which screams “niche launch” to me. I dig into the big leaks: a premium Quest Pro-style design with aluminum/glass/mesh, a front-facing screen that shows your eyes, eye tracking for foveated rendering, and an M2 processor (which I actually love the idea of—Apple silicon is seriously impressive in small, passively cooled devices). The display stack is the real headline: dual Sony micro-OLED 4K-per-eye panels, pancake lenses, and a claimed ~120° FOV, plus lots of cameras for high-end mixed reality passthrough. But I also get into what worries me: the rumored $3,000+ price, an external battery pack, and—most importantly for me as a gamer—no controllers in the box, relying on eye + hand tracking. I finish by talking about the likely “killer apps” at launch (FaceTime avatars, video playback, Mac productivity) and whether Apple can deliver enough day-one experiences to justify that kind of money.

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