![]() The gap between the two was closer than I would have expected, and it's what makes Apple's take on mixed reality in VR work so well. My own everyday vision wasn't that much sharper than what Apple's passthrough cameras provided. ![]() But even more so, I was impressed when I took off the headset. And so did a butterfly that danced through the room and tried to land on my extended finger. As the dinosaur snapped at my hand, it felt pretty real. This sounds like it wouldn't be an impressive demo, but again, the quality of the visuals and how they looked in relation to the room's passthrough video capture was what made it feel so great. Creatures that looked like carnotauruses slowly walked through the window and into my space.Īll my demos were seated except for this one, where I stood up and walked around a bit. The final demo was an app experience called Encounter Dinosaurs, which reminded me of early VR app demos I had years ago: An experience emphasizing just the immersive "wow" factor of dinosaurs appearing in a 3D window that seemed to open up in the back wall of my demo room. 3D objects popped up in the Freeform app, a full home scan. We demoed a bit of Apple's Freeform app, where a collaboration window opened up while my Persona friend chatted in another window. How would it look for someone I know, like my mom? Here, it was good enough that I forgot it was a scan. ![]() ![]() The Pro has an ability to scan jaw movement similar to the Quest Pro, and the Persona I chatted with was friendly and smiling. The woman whose Persona was scanned appeared in her own window, not in a full-screen form.Īnd I wondered how expressive the emotions are with the Vision Pro's scanning cameras. Apple's Persona looked better than Meta's phone-scanned avatar, although a bit fuzzy around the edges, like a dream. Those are stunning, and I've also seen Meta's phone-scanned step-down version in an early form last year, where a talking head spoke to me in VR. I've chatted with Meta's ultra-realistic Codec Avatars, which aim for realistic representations of people in VR. I didn't see how that outer display worked, but I had a FaceTime with someone in their Persona form, and it was good. Watch this: Apple, Disney Partner on Vision Pro EntertainmentĠ3:59 Convincing avatars (I mean, Personas)Īpple's Personas are 3D-scanned avatars generated by using the Vision Pro to scan your face, making a version of yourself that shows up in FaceTime chats if you want, or also on the outside of the Vision Pro's curved OLED display to show whether you're "present" or in an app. I don't feel that way in other VR headsets. But the scenes of Way of Water sent little chills through me. Apple's mixed-reality passthrough can also dim the rest of the world down a bit, in a way similar to how the Magic Leap 2 does with its AR. I played a 3D clip of Avatar: The Way of Water in-headset, on a screen in various viewing modes including a cinema. The cinema demo was what really shocked me, though. Apple's execution of mixed reality felt much more immersive, rich and effortless on most fronts, with a field of view that felt expansive and rich. Again, I've seen mixed reality in VR headsets before (Varjo XR-3, Quest Pro), and I've understood its capabilities. Mixed reality in Apple's headset looks so casually impressive that I almost didn't appreciate how great it was. I could turn the dial to slowly extend the 3D panorama until it surrounded me everywhere, or dial it back so it just emerged a little bit like a 3D window. Apple's digital crown, a small dial borrowed from the Apple Watch, handles reality blend.
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