The next Apple Pencil could work on the Vision Pro for spatial sketching

A rumor claims the Apple Vision Pro headset will one day support a future model of the Apple Pencil. This news comes from MacRumors, who got their information from an anonymous “source familiar with the matter,” so we'll take it with a grain of salt. Details on the update are scarce as you can imagine, but if it is indeed real, it could quite literally turn the world into your personal canvas.

The report states the upcoming Apple Pencil could be used on flat surfaces, like a desk, “complete with pressure and tilt sensitivity” to accurately display your artistic vision on one of the headset’s illustration apps. Support for a stylus would require a software upgrade, “but it is unclear which version” of visionOS will see the patch. MacRumors points out the first beta for visionOS 1.2 could come out this week  with the Apple Pencil support. However, nothing can be said with total confidence. We can only surmise that testing is currently ongoing internally.

No word on when the update will roll out, if at all, and it’s entirely possible this will never see the light of day. However, MacRumors seems to believe we could see something during the expected reveal of visionOS 2 at WWDC 2024 this June.

It is worth mentioning an Apple Pencil refresh is supposed to come out alongside new iPads models very soon. Whether or not this refresh and a Vision Pro update are one and the same remains to be seen. 

Analysis: Picking up the digital pen

Assuming this is all true (and fingers crossed that it is), an Apple Pencil on the Vision Pro would do wonders for achieving precise control. The hands-free control scheme is one of the main selling points for the headset. You don’t need special controllers to navigate the user interface. Thanks to an array of cameras and sensors, owners can simply use their eyes and hands to command the software. This method of navigation is fine for most things, but when it comes to drawing, it turns into a nightmare.

TechRadar’s Editor At Large Lance Ulanoff dealt with this first hand when he tried to illustrate on the Vision Pro. He ended up calling the whole experience “insanely frustrating and difficult.” The main problem is that the gaze controls clash with the hand gestures. If your eyes move between a reference image and the digital canvas, the art piece falls apart because the headset prioritizes what you’re looking at. Then there are other problems, like the numerous bugs affecting the current slate of art apps.

The hope with the future Apple Pencil is it’ll help keep the canvas steady. That way, there isn’t this weird back and forth between the two methods of controls.

If you're looking to pick up illustration as a hobby, check out TechRadar's list of the best free drawing software for 2024.

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Apple confirms the Vision Pro will get international launch this year

The Apple Vision Pro VR headset has wowed many of those who have given it a whirl, but one major issue keeping the device out of people’s hands is availability – if you live outside the US and want to buy one, you’re out of luck. That’s set to change, though, with Tim Cook confirming that the headset will launch in at least one other country this year: China.

Apple has previously hinted at a wider Apple Vision Pro release coming in 2024, and while speaking at the China Development Forum in Beijing over the weekend Tim Cook specifically mentioned China as one of the lucky countries that's set to get the headset before the end of the year.

Beyond confirming that a China release is on the cards, Cook didn’t reveal a specific release date or pricing: however, a Vision Pro release outside the US before June 2024 was hinted at by analysts earlier this year, and it's unlikely that China will be the only country where it's released. 

Is a worldwide Vision Pro release coming soon?

China, Japan, Canada, Australia, and the UK, among a few others, are regions where Apple is looking to hire a 'Briefing Experience Specialist' for the Vision Pro. When the job postings were spotted it was believed they hinted at where the wider Vision Pro release would begin, and Cook’s China confirmation suggests that this may indeed be the case.

As such, we wouldn’t be surprised if the UK and Australia (and the rest) saw an Apple Vision Pro release around the same time as China. As mentioned above, Apple analyst Ming-Chi Kuo has previously suggested Apple is likely to launch the Vision Pro outside of the US before WWDC – which is due in June – so we might only be a month or two away from seeing the Vision Pro in more people’s hands. 

If you're interested in picking up the Apple headset, we'd suggest first reading our Apple Vision Pro review to help you decide if the $ 3,500 device (around £2,800 / AU$ 5,350) is worth it for you.

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Anyone can now browse through Apple Vision Pro apps on the web

You no longer need an Apple Vision Pro to look at Vision Pro apps, because the visionOS App Store is now available for browsing on the web – just like the equivalent App Stores for iOS, iPadOS, macOS, and tvOS.

Head to the Vision Pro App Store in your browser (as spotted by 9to5Mac), and you're able to browse through categories including business, entertainment, and education. You can also find iPhone and iPad apps and games that'll run on the Vision Pro.

You can read our Apple Vision Pro review to get an idea of how much we love the mixed reality headset – and it's now even more appealing, because you don't have to don the device to check out new apps you might be interested in.

What's more, it gives people who don't own one of the headsets a chance to see the apps that are available for it. When you're spending $ 3,499 (about £2,750 / AU$ 5,330) and up on a piece of hardware, maybe you want to see what you'll be able to do on it before buying.

A wider roll out

Apple Vision Pro App Store

See anything you like? The Apple Vision Pro App Store (Image credit: Future)

The experience of browsing through the visionOS App Store is very similar to what you may already be familiar with when you browse for apps for other devices – and some app listings have simply had an extra Apple Vision tab added to them.

You can check out screenshots, see descriptions of the apps and reviews that have been left by other users, and get information about the data collected by each app. Details of app prices and in-app purchase prices are also shown.

It's possible that the launch of the Vision Pro App Store on the web is something to do with the headset's rumored international launch. At the moment, you can only buy the device in the US, but that could be changing in the near future.

There's also been talk that a cheaper version of the Vision Pro could be in the pipeline – though it might not break cover until 2026. It may not be selling in massive numbers yet, but there's no doubting Apple's commitment to the Vision Pro.

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Apple’s Vision Pro successfully helps nurse assist in spinal surgery – and there’s more mixed-reality medical work on the way

In a fascinating adoption of technology, a surgical team in the UK recently used Apple’s Vision Pro to help with a medical procedure.

It wasn’t a surgeon who donned the headset, but Suvi Verho, the lead scrub nurse (also known as a theater nurse) at the Cromwell Hospital in London. Scrub nurses help surgeons by providing them with all the equipment and support they need to complete an operation – in this case, it was a spinal surgery. 

Verho told The Daily Mail that the Vision Pro used an app made by software developer eXeX to float “superimposed virtual screens in front of [her displaying] vital information”. The report adds that the mixed reality headset was used to help her prepare, keep track of the surgery, and choose which tools to hand to the surgeon. There’s even a photograph of the operation itself in the publication. 

Vision Pro inside surgery room

(Image credit: Cromwell Hospital/The Daily Mail)

Verho sounds like a big fan of the Vision Pro stating, perhaps somewhat hyperbolically, “It eliminates human error… [and] guesswork”. Even so, anything that ensures operations go as smoothly as possible is A-OK in our books.

Syed Aftab, the surgeon who led the procedure, also had several words of praise. He had never worked with Verho before. However, he said the headset turned an unfamiliar scrub nurse “into someone with ten years’ experience” working alongside him.

Mixed reality support

eXeX, as a company, specializes in upgrading hospitals by implementing mixed reality. This isn’t the first time one of their products has been used in an operating room. Last month, American surgeon Dr. Robert Masson used the Vision Pro with eXeX’s app to help him perform a spinal procedure. Again, it doesn’t appear he physically wore the headset, although his assistants did. They used the device to follow procedural guides from inside a sterile environment, something that was previously deemed “impossible.”

Dr. Masson had his own words of praise stating that the combination of the Vision Pro and the eXeX tool enabled an “undistracted workflow” for his team. It’s unknown which software was used. However, if you check the company’s website, it appears both Dr. Masson’s team and Nurse Verho utilized ExperienceX, a mixed reality app giving technicians “a touch-free heads up display” 

Apple's future in medicine

The Vision Pro’s future in medicine won’t just be for spinal surgeries. In a recent blog post, Apple highlighted several other medical apps harnessing visionOS  Medical corporation Stryker created myMako to help doctors plan for their patients’ joint replacement surgeries. For medical students, Cinematic Reality by Siemens Healthineers offers “interactive holograms of the human body”. 

These two and more are available for download off the App Store, although some of the software requires a connection to the developer’s platform to work. You can download if you want to, but keep in mind they're primarily for medical professionals.

If you're looking for a headset with a wider range of usability, check out TechRadar's list of the best VR headsets for 2024.

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Forget the Apple Car – Porsche has been using the Apple Vision Pro with its record-breaking new Taycan

Porsche has just unveiled its most dynamic Taycan so far – the Porsche Taycan Turbo GT. This takes the Taycan Turbo S, gives it more power, reduces the weight and primes it for the track. There are two versions of the new car, the Taycan Turbo GT and the Taycan Turbo GT with Weissach package, which loses the backseats and gains a rear wing to make it a record-breaking track car. 

The unveiling of any new Porsche model wouldn't be complete without some mention of its performance credentials and a portion of the launch presentation included coverage of a record-breaking lap from the Laguna Seca raceway in California. 

It seems that Porsche CEO Oliver Blume couldn't make it to The Golden State himself, so instead, he watched it using Apple Vision Pro. Cut to Tim Cook congratulating Porsche on their record-breaking new car, one of many examples of Porsche and Apple's strong ongoing partnership.

Blume wasn't just watching a video feed on Apple Vision Pro, however. He was in a full-on spatial computing mode, virtual track map, multiple windows of telematics, video feed from the car on the track – even the driver's heart rate was displayed. A celebration of cutting-edge tech at a corporate level? You bet. 

an image of the Apple Vision Pro being used with a Porsche virtual cockpit

(Image credit: Porsche / Chris Hall)

“What an amazing experience it was to join the team virtually along with Apple Vision Pro. Thanks to our custom race engineer cockpit app, it felt like I was right there in Laguna Seca with Lars [Kern, Porsche development driver],” said Blume.

“It has been great to bring the best of German engineering and Apple's inspiring product innovations together.”

Cue Tim Cook's surprise cameo. “Congratulations to you and the Porsche team on the new record you set with this incredible new vehicle. It's these kinds of extraordinary milestones that show the world what can happen when a team of incredibly dedicated people come together to break new ground on a big idea,” said Cook.

“Porsche has always been known for excellence,” continued Cook, “and we're proud to see a number of our products play a role in what you do. And it's so great to see Apple Vision Pro helping reimagine track experiences.”

The mutual backslapping continued for a little longer, before Blume dropped the next nugget: “We appreciate the great partnership we have established over the years, starting with the My Porsche app on Apple CarPlay and now we're taking it one step further with Porsche's Apple Vision Pro race app to bring the best user experience to our employees and customers.”

The appearance of Apple Vision Pro went virtually unnoticed, however. There was no mention of any Apple Vision Pro app in the press materials and when asked at the launch site in Leipzig, there was no more information forthcoming. Porsche it seems, aren't saying any more about it.

Chalk it down as the ultimate tease perhaps: there doesn't seem to be a name for the app that was used – Oliver Blume himself referred to it in two different ways – but it does demonstrate that Porsche and Apple are continuing to work on technologies together beyond Apple CarPlay and the customisation of the Porsche digital displays.

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Apple Vision Pro update makes Personas less creepy and can take the creation process out of your hands

I finally look slightly less creepy in my Apple Vision Pro mixed reality headset. Oh, no, I don't mean I look less like an oddball when I wear it but if you happen to call me on FaceTime, you'll probably find my custom Persona – digital Lance – a little less weird.

While Apple Vision Pro hasn't been on the market very long and the $ 3,499 headset is not owned in iPhone numbers (think tens of thousands, not millions) this first big visionOS update is important.

I found it under Settings when I donned the headset for the first time in a week (yes, it's true, I don't find myself using the Vision Pro as often as I would my pocketable iPhone) and quickly accepted the update. It took around 15 minutes for the download and installation to complete.

VisionOS 1.1 adds, among other things, enterprise-level Mobile Device Management (MDM) controls, closed captions and virtual keyboard improvements, enhanced Home View control, and the aforementioned Persona improvements.

I didn't test all of these features, but I couldn't wait to try out the updated Personas. Despite the update, Personas remains a “beta” feature. visionOS 1.1 improves the quality of Personas and adds a hands-free creation option.

Before we start, here's a look at my old Vision Pro Persona. Don't look away.

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Apple Vision Pro 1-1 update

My original Persona (Image credit: Future)
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Apple Vision Pro 1-1 update

My original Persona (Image credit: Future)
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Apple Vision Pro 1-1 update

My original Persona (Image credit: Future)

Personas are Vision Pro's digital versions of you that you can use in video conference calls on FaceTime and other supported platforms. The 3D image is not a video feed of your face. Instead, Vision Pro creates this digital simulacrum based on a Spatial Photography capture of your face. Even the glasses I have on my Persona are not real.

During my initial Vision Pro review, I followed Apple's in-headset instructions and held the Vision Pro in front of my face with the shiny glass front facing me. Vision Pro's voice guidance told me to slowly look left, right, up, and down, and to make a few facial expressions. All this lets the stereo cameras capture a 3D image map of my face.

Because there are also cameras inside the headset to track my eyes (and eyebrows) and a pair of cameras on the outside of the headset that points down at my face and hands, the Vision Pro can, based on how I move my face (and hands), manipulate my digital persona like a puppet.

There's some agreement that Apple Vision Pro Personas look a lot like us but also ride the line between reality and the awful, uncanny valley. This update is ostensibly designed to help with that.

Apple Vision Pro 1-1 update

Scanning my face for my new Persona using the hands-free mode. (Image credit: Future)

Apple, though, added a new wrinkle to the process. Now I could capture my Persona “hands-free” which sounds great, but means putting Vision Pro on a table or shelf and then positioning yourself in front of the headset. Good luck finding a platform that's at the exact right height. I used a shelf in our home office but had to crouch down to get my face to where Vision Pro could properly read it. On the other hand, I didn't have to hold the 600g headset up in front of my face. Hand capture still happens while you're wearing the headset.

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Apple Vision Pro 1-1 update

My new visionOS 1.1 hands-free Persona (Image credit: Future)
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Apple Vision Pro 1-1 update

My new visionOS 1.1 hands-free Persona (Image credit: Future)
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Apple Vision Pro 1-1 update

My new visionOS 1.1 hands-free Persona (Image credit: Future)

It took a minute or so for Vision Pro to build my new Persona (see above). The result looks a lot like me and is, in my estimation, less creepy. It still matches my expressions and hand movements almost perfectly. Where my original Persona looked like it lacked a soul, this one has more warmth. I also noticed that the capture appears more expansive. My ears and bald head look a little more complete and I can see more of my clothing. I feel like a full-body scan and total Persona won't be far behind.

This by itself makes the visionOS 1.1 update worthwhile.

Apple Vision Pro vision 1-1

Apple Vision Pro vision 1.1 remove system apps from Home View (Image credit: Future)

Other useful feature updates include the ability to remove system apps from the Home View. To do so, I looked at an app, in this case, Files, and pinched my thumb and forefinger together until the “Remove App” message appeared.

Apple also says it updated the virtual keyboard. In my initial review, I found this keyboard one of the weakest Vision Pro features. It's really hard to type accurately on this floating screen and you can only use two fingers at a time. My accuracy was terrible. In the update, accuracy and the AI that guesses what you intended to type appears somewhat improved.

Overall, it's nice to see Apple moving quickly to roll out features and updates to its powerful spatial computing platform. I'm not sure hands-free spatial scanning is truly useful, but I can report that my digital persona will no longer send you screaming from the room.

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The Apple Vision Pro’s new 3D IMAX movies show it could succeed where 3D TVs failed

The Apple Vision Pro’s home 3D movie revival continues with the IMAX streaming app now offering stereoscopic videos for you to rent and enjoy with immersive visuals.

Currently, the selection is just three documentaries – Superpower Dogs, Pandas, and A Beautiful Planet – which you can rent for $ 5 a piece (around £4 / AU$ 7.70). But it’s another sign that 3D movies might be making another comeback outside of the cinema.

They join over 200 other 3D titles available through the Disney Plus and Apple TV apps on the Vision Pro, as well as all the spatial videos you record using your headset or your iPhone 15 Pro if you have one.

It’s yet another sign that VR headsets could pick up the job started by 3D TVs over a decade ago and finally make the 3D home theatre experience mainstream.

Apple Vision Pro on a red blanket

(Image credit: Future)

Can VR headsets succeed where 3D TVs couldn’t? 

Following the 3D film craze brought about by the wildly successful 2009 film Avatar, it seemed like the next big TV trend would be 3D as well. For a time, this certainly seemed the case.

The first batch of at-home 3D TVs were unveiled at CES 2010, and by 2012 just over a quarter of global TV sales were 3D-capable. Despite predictions that this line would continue to the moon, it instead plateaued before nose-diving in 2015.

Instead, 4K screens became the hot new trend – with 4K QLED, OLED and now QD-OLED displays following after – with a big driving force being the much more widespread availability of 4K content compared to 3D. 

Rather than being able to watch the odd 3D film, and having to contend with flat HD-quality visuals for most content, you could enjoy a larger range of movies and shows with crisp 4K visuals – and without the hassle and eye-strain that can come from slipping on a pair of 3D glasses. 

This was aided by the arrival of 4K digital content via the then-fledgling best streaming services (ah, the good ol’ days before price hikes and when you only needed one or two subscriptions rather than 20).

We go into more details in our article about how 4K TVs should have saved 3D instead of killing it. But by understanding where 3D TVs went wrong, we can see how VR headsets might succeed.

Magnetic 3D screen technology

This 2023 3D TV almost made us believe they could make a comeback (Image credit: Future / Lance Ulanoff)

Firstly, there’s a much wider pool of accessible 3D content. As we mentioned already, Apple TV lets you buy and rent 3D films on your headset, and Disney Plus on the Apple Vision Pro includes a library of 3D films for free with your subscription.

Then there are the better visuals. For the first time, 3D films are available at home in 4K with Dolby Vision and frame rates up to 48fps. This improved visual fidelity means there's less of a tradeoff when deciding between 3D and 2D flicks.

Thanks to this wider content availability and better video quality – especially in the frame rate department – people are able to expose themselves to more 3D and VR content to get over the disorientation and nausea that can affect first-time and infrequent users.

Lastly, while VR headsets are pricey – especially the $ 3,500 (around £2,770 / AU$ 5,400) Vision Pro – they have the advantage of not just being a display. They’re also a computer, console, exercise tool, and more. This makes them feel like a lot better bang for your buck than an expensive 3D TV.

That said, we’ve been here before. Just like the original 3D TV trend, there’s a chance that 3D films in VR will also drop off. 

But with Apple and its partners continuing to launch 3D videos on its Vision pro Platform, and now LG and Meta announcing a partnership that could bring more TV (hopefully also 3D) content to Quest, we could be at the beginning of a new at-home 3D renaissance.

We’ll just have to wait and see if the trend can take off properly this time.

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The Meta Quest 3’s popularity is proof a cheap Vision Pro can’t come soon enough

The Oculus Quest 2 has been the most popular VR headset in the world for the past couple of years – dominating sales and usage charts with its blend of solid performance, amazing software library and, most importantly, affordability. 

Now its successor – the Meta Quest 3 – is following in its footsteps. 

Just four months after launch it’s the third most popular headset used on Steam (and will likely be the second most popular in the next Steam Hardware Survey). What’s more, while we estimate the Quest 3’s not selling quite as well as the Quest 2 was at the four-month mark, it still looks to be a hit (plus, lower sales figures are expected considering it’s almost double the launch price of the Quest 2).

Despite its higher cost, $ 499.99 / £479.99 / AU$ 799.99 is still relatively affordable in the VR space, and its early success continues the ongoing trend in VR that accessibility is the make or break factor in a VR gadget’s popularity.  

Oculus Quest 2 floating next to its handsets

The cheap Oculus Quest 2 made VR mainstream (Image credit: Facebook)

There’s something to be said for high-end hardware such as the Apple Vision Pro bringing the wow factor back to VR (how can you not be impressed by its crisp OLED displays and inventive eye-and-hand-tracking system), but I’ll admit I was worried that its launch – and announcement of other high-end, and high-priced, headsets – would see VR return to its early, less affordable days.

Now I’m more confident than ever that we’ll see Apple’s rumored cheaper Vision Pro follow-up and other budget-friendly hardware sooner rather than later.

Rising up the charts 

According to the Steam Hardware Survey, which tracks the popularity of hardware for participating Steam users, 14.05% of all Steam VR players used a Quest 3 last month. That’s a 4.78% rise in its popularity over the previous month’s results and means it’s within spitting distance of the number two spot, which is currently held by the Valve Index – 15% of users prefer it over other VR headsets, even three-and-a-half years after its launch.

It has a ways to go before it reaches the top spot, however, with the Oculus Quest 2 preferred by 40.64% of Steam VR players. The Quest 3’s predecessor has held this top spot for a couple of years now, and it’s unlikely to lose to the Quest 3 or another headset for a while. Even though the Quest 3 is doing well for itself, it’s not selling quite as fast as the Quest 2.

(Image credit: Future)

Using Steam Hardware Survey data for January 2024 (four months after its launch) and data from January 2021 (four months after the Quest 2’s launch) – as well as average Steam player counts for these months based on SteamDB data – it appears that the Quest 3 has sold about 87% as many units as the Quest 2 did at the same point in its life.

Considering the Quest 3 is priced at $ 499.99 / £479.99 / AU$ 799.99, a fair bit more than the $ 299 / £299 / AU$ 479 the Quest 2 cost at launch, to even come close to matching the sales speed of its predecessor is impressive. And the Quest 2 did sell very well out of the gate.

We don’t have exact Quest 2 sales data from its early days – Meta only highlights when the device passes certain major milestones – but we do know that after five months, its total sales were higher than the total sales of all other Oculus VR headsets combined, some of which had been out for over five years. Meta’s gone on to sell roughly 20 million Quest 2s, according to a March 2023 leak. That's about as fast as the Xbox Series X is believed to have sold, which launched around the same time.

This 87% of Quest 2 sales figure can be taken with a pinch of salt – you can find out how I got to this number at the bottom of this piece; it required pulling data from a few sources and making some reasonable assumptions – but that number and the Quest 2 and 3’s popularity on Steam shows that affordability is still the most powerful driving force in the VR space. So, I hope other headset makers are paying attention.

Lance Ulanoff wearing Apple Vision Pro

The Apple Vision had me a little concerned (Image credit: Future)

A scary expensive VR future

The Apple Vision Pro is far from unpopular. Reports suggest that between 160,000 and 200,000 preorders were placed on the headset ahead of its release on February 2, 2024 (some of those orders have been put on eBay with ridiculously high markups and others have been returned by some disappointed Vision Pro customers).

The early popularity makes sense. Whatever Mark Zuckerberg says about the superiority of the Quest 3, the Apple Vision Pro is the best of the best VR headsets from a technical perspective. There’s some debate on the comfort and immersive software side of things, but eye-tracking, ridiculously crisp OLED displays, and a beautiful design do make up for that.

Unfortunately, thanks to these high-end specs and some ridiculous design choices – like the outer OLED display for EyeSight (which lets an onlooker see the wearer’s eyes while they're wearing the device) – the headset is pretty pricey coming in at $ 3,499 for the 256GB model (it’s not yet available outside the US).

Seeing this, and the instant renewed attention Apple has drawn to the VR space – with high-end rivals like the Samsung XR headset now on the way – I’ll admit I was a little concerned we might see a return to VR’s early, less accessible days. In those days, you’d spend around $ 1,000 / £1,000 / AU$ 1,500 on a headset and the same again (or more) on a VR-ready PC.

Valve Index being worn by a person

The Valve Index is impressive, but it’s damn expensive (Image credit: Future)

Apple has a way of driving the tech conversation and development in the direction it chooses. Be it turning more niche tech into a mainstream affair like it did for smartwatches with the Apple Watch or renaming well-established terms by sheer force of will (VR computing and 3D video are now exclusively called spatial computing and spatial video after Apple started using those phrases).

While, yes, there’s something to be said for the wow factor of top-of-the-line tech, I hoped we wouldn’t be swamped with the stuff while more budget-friendly options get forgotten about because this is the way Apple has moved the industry with its Vision Pro.

The numbers in the Steam Hardware Survey have assuaged those fears. It shows that meaningful budget hardware – like the Quest 2 and 3, which, despite being newer, have less impressive displays and specs than many older, pricier models – is still too popular to be going anywhere anytime soon.

If anything, I’m more confident than ever that Apple, Samsung, and the like need to get their own affordable VR headsets out the door soon. Especially the non-Apple companies that can’t rely on a legion of rabid fans ready to eat up everything they release. 

If they don’t launch budget-friendly – but still worthwhile – VR headsets, then Meta could once again be left as the only real contender in this sector of VR. Sure, I like the Meta headsets I’ve used, but nothing helps spur on better tech and/or prices than proper competition. And this is something Meta is proving it doesn’t really have right now.

Girl wearing Meta Quest 3 headset interacting with a jungle playset

(Image credit: Meta)

Where did my data come from?

It’s important to know where data has come from and what assumptions have been made by people handling that data, but, equally, not everyone finds this interesting, and it can get quite long and distracting. So, I’ve put this section at the bottom for those interested in seeing my work on the 87% sales figure comparison between the Oculus Quest 2 and Meta Quest 3 four months after their respective launches.

As I mentioned above, most of the data for this piece has been gathered from the Steam Hardware Survey. I had to rely on the Internet Archive’s Wayback Machine to see some historical Steam Hardware Survey data because the results page only shows the most recent month’s figures.

When looking at the relative popularity of headsets in any given month, I could just read off the figures in the survey results. However, to compare the Quest 2 and Quest 3’s four-month sales to each other, I had to use player counts from SteamDB and make a few assumptions.

The first assumption is that the Steam Hardware Survey’s data is consistent for all users. Because Steam users have to opt-in to the survey, when it says that 2.24% of Steam users used a VR headset in January 2024, what it really means is that 2.24% of Steam Hardware Survey participants used a VR headset that month. There’s no reason to believe the survey’s sample isn’t representative of the whole of Steam’s user base, and this is an assumption that’s generally taken for granted when looking at Hardware Survey data. But if I’m going to break down where my numbers come from, I might as well do it thoroughly.

Secondly, I had to assume that Steam users only used one VR headset each month and that they didn’t share their headsets with other Steam users. These assumptions allow me to say that if the Meta Quest 3 was used for 14.05% of Steam VR sessions, then 14.05% of Steam users with a VR headset (which is 2.24% of Steam’s total users) owned a Quest 3 in January 2024. Not making these assumptions leads to an undercount and overcount, respectively, so they kinda cancel each other out. Also, without this assumption, I couldn’t continue beyond this step as I’d lack the data I need.

The Oculus Quest 2 headset sat on top of its box and next to its controllers

Who needs more than one VR headset anyway? (Image credit: Shutterstock / agencies)

Valve doesn’t publish Steam’s total user numbers, and the last time it published monthly active user data was in 2021 – and that was an average for the whole year rather than for each month. It also doesn’t say how many people take part in the Hardware Survey. All it does publish is how many people are using Steam right now. This information is gathered by SteamDB so that I and other people can see Steam’s Daily Active User (DAU) average for January 2021 and January 2024 (as well as other months, but I only care about these two).

My penultimate assumption was that the proportion of DAUs compared to the total number of Steam users in January 2021 is the same as the proportion of DAUs compared to the total number of Steam users in January 2024. The exact proportion of DAUs to the total doesn’t matter (it could be 1% or 100%). By assuming it stays consistent between these two months, I can take the DAU figures I have – 25,295,361 in January 2024 and 24,674,583 in January 2021 – multiply them by the percentage of Steam users with a Quest 3 and Quest 2 during these months, respectively – 0.31% and 0.37% – then finally compare the numbers to one another.

The result is that the number of Steam users with a Quest 3 in January 2024 is 87.05% of the number of Steam users with a Quest 2 in January 2021.

My final assumption was that Quest headset owners haven’t become more or less likely to connect their devices to a PC to play Steam VR. So if it's 87% as popular on Steam four months after their respective launches, the Quest 3 has sold 87% as well as the Quest 2 did after their first four months on sale.

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Watch out, Apple Vision Pros are reportedly cracking all on their own

If you’ve spent $ 3,500 or more on the Apple Vision Pro you’d be understandably frustrated if you damaged the outer screen and had to pay $ 799 (or $ 299 with Apple Care) to get it fixed. But imagine how much more annoyed you’d be if it cracked for seemingly no reason at all.

That’s what some people are taking to social media to complain about, after they discovered cracks extending upwards from the nose bridge of their pricey Apple headset – which they all claim appeared despite them never dropping, bumping, or damaging the headset.

Reddit user dornbirn explained that after putting their headset away for the night they woke up and found a large crack extending from the nose bridge. u/ContributionFar8997, u/inphenite, and u/Wohinbistdu all shared similar complaints to the Vision Pro Subreddit, with images of their Vision Pro’s showing practically identical cracks extending from the nose bridge.

You should always take posts on the internet with a pinch of salt, but the fact that every crack looks the same and has seemingly appeared while the headset wasn’t in use suggests that this is some kind of manufacturing issue rather than user error.

We’ve reached out to Apple to find out what's causing the apparent cracks and if it has any advice for Vision Pro customers who are worried about their screens breaking.

Cracked Vision Pro Update: good ending! from r/VisionPro

Why are Vision Pro screens cracking? 

It’s not clear exactly why the outer screen is cracking, but the reports we’ve seen all come from people who discovered the Vision Pro was damaged after leaving the device charging with the front cover on.

Our best guess right now is that as the headset charges it heats up, and because of the cover this heat doesn’t dissipate quickly. As the outer screen warms it expands, with perhaps one of the inner layers expanding faster than the outer layer causing tension.

Given the nose bridge is the area with the most complex curved design it makes sense this would be the place where the tension is at its highest. So when the screen can’t take anymore this is where it would most likely crack – explaining why all the images show near identical damage.

We're not engineers though, so to know for sure we'll need to wait for an official Apple explanation of what's causing the cracks.

An Apple support employee in an Apple Store with customers.

Apple Store support staff should be able to help  (Image credit: Apple)

I have a Vision Pro, what should I do? 

Because there are so many unknown factors it’s tough to say exactly what measures you should take to avoid the same issue happening to your Vision Pro. 

Based on the current evidence we’d suggest that you don’t charge the headset with the cover on and that you don’t leave it charging for longer than is necessary. However, the best thing to do is to keep an eye out for Apple’s official guidance, and if a crack forms in your Vision Pro contact support as soon as you can. 

While some users have said the Apple Care support team hasn’t been the most helpful – asking them to pay to get the screen fixed – u/Wohinbistdu posted an update to their original Reddit post saying that they were able to take their Vision Pro to the Apple Store and get a replacement unit. Their original has apparently been sent off for Apple’s engineers to investigate.

This was 12 days ago at the time of writing so hopefully Apple is close to finding what’s causing the problems, and is almost ready with a fix.

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Yes, Apple Vision Pro is being returned to stores – but this could actually be a good thing

We’ve officially passed the two-week return window for the Apple Vision Pro, which allowed people who purchased the headset on launch day to hand it back. Social media buzz has suggested that the Vision Pro was being returned in droves. However, inside sources suggest this may not be the case – and offer an interesting insight into who is returning their headset, and why. 

In our Apple Vision Pro review, we touched on the positives and negatives of using the device and rounded up our top three reasons why users may end up returning the headset. As Apple’s first attempt at a mixed-reality headset, the product was always going to be rather polarizing. It lacks the backing of familiarity that other Apple products like a new iPhone or MacBook always have at this point. 

Not to mention the fact that the Apple Vision Pro is expensive. Retailing at $ 3,499/ £2,788, AU$ 6349, it’s easy to imagine more than a few returns are down to buyer's remorse – I know I would slink back to the Apple Store as soon as I found even the slightest discomfort or annoyance (or looked at my bank account, frankly). Especially if I couldn’t get my prescription sorted out for the headset or just found it really uncomfortable. 

In fact, AppleInsider reached out to sources within Apple’s retail chain for more info on the headset returns and noted that discomfort is probably one of the biggest concerns when it comes to it. “Most of our returns, by far, are within a day or two. They're the folks that get sick using it,” one source told AppleInsider’s Mike Wuerthele. “The pukers, the folks that get denied by prescription-filling, that kind of thing. They know real quick.”

Influencer investments – gotta get that content!

The second group of people that seem to be making up most of the returns are influencers and YouTubers. Again, the Vision Pro is a product many people want to get their hands on, so it would make sense that online tech ‘gurus’ would want to jump on the trend at launch. 

With the two-week return window offered by Apple, that’s more than enough time to milk the headset for as much content as possible then give it back, and get your money back too. If you’re a tech content creator, it’s easier to look at the Vision Pro as a short-term investment rather than a personal splurge. 

“It's just the f***ing YouTubers so far,” one retail employee told Wuerthele. 

According to AppleInsider's sources, however, the return process isn’t as simple as just boxing the headset up and dropping it off. Each return is accompanied by a detailed, lengthy survey that will allow users to go in-depth on their reason for return and their experience with the product. This is great news in the long run because it could mean any future iterations of the Apple Vision Pro will be designed and built with this feedback in mind – and the Vision Pro is already arguably a public beta for what will presumably eventually become the ‘Apple Vision’.

Beyond AppleInsider's coverage, prolific Apple leaker and Bloomberg writer Mark Gurman has (unsurprisingly) chipped into the discussion surrounding Vision Pro returns. He reported much the same; some people think it's uncomfortable or induces sickness, while for others it's simply too much money. 

Gurman spoke to a Los Angeles professional who bought and returned the headset, who said 'I loved it. It was bananas,' but then went on to explain that he simply hadn't found himself using it that often, and that the price was just too much: “If the price had been $ 1,500 to $ 2,000, I would have kept it just to watch movies, but at essentially four grand, I’ll wait for version two.”

If users are returning it because they’re not using it as much as they thought they would, certain aspects are making them feel nauseous, or the headset is just really uncomfortable on their head, Apple can take this feedback in mind and carry it forward. It’s a common criticism of VR headsets in general, to be fair – perhaps some people just aren’t built for using this type of product?

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