TL;DR;

Undoubtedly, the introduction of Vision OS and Vision Pro (I will refer to them together as just Vision) was the highlight of WWDC 2023. But what does it mean for the Apple ecosystem? Will Vision fundamentally change computing and become Apples most important product in years, or will it remain a curiosity to be looked back upon 20 years from now?

Marketing material for the Vision Pro device, by Apple

Foreward

This is the second in a series of posts reviewing different aspects and announcements of WWDC 2023. You can find the first here

I don't intend for this post to be yet another summary of what Apple announced. Instead, I would like to concentrate on what it means. Considering almost all what we know about Vision is based on WWDC material (the keynote, around 32 session videos and some beta documentation), one could say we don't have a lot to work on. Surprisingly, even these breadcrumbs yield interesting findings.

I expect this post to age badly. Until Apple ships the devices sometime in 2024 a lot can change. With this in mind, it's time for some speculation.

THIS platform

Let's start with a funny observation. When you watch the WWDC sessions closely, you will notice the Vision name and brand are not used at all. Instead, the presenters constantly refer to "this platform" or "this device". When an example is run from inside Xcode, the target is listed as xrOS. My guess is that Apple kept the final name secret until the very last moment. Not even trusting its own engineers to keep it under wraps. It seems like a correct decision, considering the name didn't leak. That would also explain the gap between the WWDC keynote and the release of the first Vision SDK two weeks later.

Years in the making

Apple is currently in a unique position. There are some competitors that may have a lead on one or two aspects of AR/VR technology. But Apple is the only one who has a strong, if not leading, position in multiple of them. Just to name a few:

Timeline of AR/VR related Apple technologies
  • Industrial design - The unibody aluminum MacBooks were introduced in 2008. Apple pushed material design, tooling, and production engineering with multiple products since.
  • Display - Retina displays with 326 ppi were introduced with the iPhone 4 in 2010. An iPhone 12 mini from 2020 sports up to 476 ppi.
  • Processing - Apple Silicon was introduced in 2020 and brought great leaps in both raw performance and performance-per-watt. The latter enabled passively cooled MacBook Air and iPads Pros to still deliver impressive results.
  • Developer tools - Vision builds on ARKit and RealityKit which were introduced in 2017 and 2019 respectively. By now, there should be already enough developers with experience using these frameworks.
  • LiDAR - Since 2020 iPhone Pro and iPad Pro models are equipped with depth-sensing cameras based on light ranging.
  • Spatial audio - Introduced with iOS 14 in 2020, it integrates head tracking information, available with selected headphones, into the audio rendering pipeline.

Did Vision drive these developments as early as 2015? Rumors suggest Apple has been working on its spatial computing platform since around this time. If this is true, then it is a Vision-ery (pun intended) move by Tim Cook and co. And it would match Apples modus-operandi. They didn't jump on AR/VR as soon as it started trending. They waited and refined the technology until it was ready for use.

The device

I really like that Apple didn't compromise when it came to the Vision Pro headset. And I see a lot of places they could have compromised. They could have selected cheaper materials or skipped this whole EyeSight idea. But, they didn't. This device holds a "Pro" label. It will enable developers to explore this new computing paradigm. So, it needs to have a safe margin of performance and capabilities. So early in its lifetime, a lackluster device could hurt the adoption of the whole platform.

We should not forget that this is a first-generation device. I expect Apple did their market research and decided the $3500 price tag is acceptable for developers and early adopters. These early users are not as cost-sensitive. Pushing for a premium option is therefore, logical. Down the line, as adoption progresses and economies of scale kick in, I expect Apple to release a more reasonably priced "Air" device, with some of the features skimmed. Either because it turns out they are less often used or just to push users into buying a "Pro" device. This is Apple we are talking about.

Uncertainty

My major concern about the Vision Pro device is usage strain. How long will a typical session last? Will users be able to use it for a whole workday? What will the long-term health effects be? How quickly will a device succumb to wear and tear? Will Apple sell replacement parts? Will we be able to switch between battery and wired operation and/or replace batteries without power cycling the device?

All of the above will have a profound impact on the value proposition of Vision. A $3500 device that you can only use for 1-hour and then need to take a 4-hour break doesn't sound that great. On the other hand, if it could be used for a whole work day and survive this kind of usage for 1-3 years, then it could become a primary computing device. Justifying the expense would then be much easier.

Showcased uses

I feel Apple could have made a better choice of use cases for Vision Pro. A lot of focus was put on entertainment and work-from-home scenarios. What I missed were professional applications where the augmentation of reality can provide real value very quickly, justifying the investment in hardware and software. By the way, these are the three main areas of usage I see: entertainment, general/work computing, and professional applications.

Marketing material for the VisionOS root UI elements, by Apple

Entertainment

The cinema example is an obvious and powerful one. It is a perfect fit in three key areas: a huge virtual screen, spatial sound, and full immersion. Even if we drop the last component, streaming and social media will be much nicer to consume while sitting comfortably on a couch. And because entertainment sessions, by their nature, tend to be limited to about 1-2 hours, this will be the use case least affected by usage strain. How many users will actually be willing to pay the bill for this pleasure remains to be seen.

General and work computing

I'm super excited about the prospect of unlimited screen estate. With my work routine migrating towards work-from-anywhere, I don't always have access to an external monitor. The cherry on the cake is the ability to access all this screen estate not only while stationary but also while commuting and traveling. Interestingly, Apple only slightly hinted at this in the keynote.

Professional applications

Applications targeting specific professional activities have, in my opinion, the biggest potential for early adoption. The economics just add up. If, by utilizing AR/XR a professional can perform his tasks just a bit faster with just a bit fewer errors, then the resulting time and cost savings will quickly pay for both the hardware and the software development costs.

Vision also has the ability to enable computing in areas where it was previously limited. For example, when hand input is impractical, like in healthcare, maintenance, and manufacturing. Thanks to eye-tracking and touch-less UI a physician could access medical records for a patient without physically touching anything. Less physical contact means fewer opportunities for contaminating his hands and spreading bacteria and viruses. Similarly, a mechanic could look up documentation without leaving his station or having to redirect his gaze.

Privacy

I see three main aspects of privacy around the use of Vision: your privacy towards the surroundings, your privacy towards 3rd parties, and the privacy of bystanders.

Your privacy towards the surrounding

In other words, how much of what you do is visible to occasional spectators. Owing to the displays being visible only to the wearer, Vision provides a much higher level of privacy than devices like smartphones and laptops. Especially considering the work-while-commuting scenario, this is a huge win. On the flip side, this enhanced privacy will also enable the consumption of NSFW content everywhere, without limitations, which I have some reservations about.

Your privacy towards 3rd parties

Providers of apps and services will try to collect analytics on what you do with the device. That's a given. What and to what extent they will be able to gather will be a function of technical capabilities and regulations. On the system level, I trust Apple to do a decent job. Firstly, they made privacy part of their marketing strategy. Secondly, Apple has minimal use for this data itself. Compare that to the likes of Meta and Google, which both operate huge advertisement networks.

A separate discussion is how successful Apple will be in forcing similar standards on 3rd parties. On the regulation side of things, the introduction of privacy nutrition labels and tracking consent on iOS provides a rather positive example. On the technical capabilities side, Apple made a strategic decision to limit some of the more sensitive sensor data to only apps running dedicated immersive scenes. And even then, to require user consent before they can be accessed. Social media platforms will have a hard time convincing me they need to run in such a mode. Other sensor data, like eye tracking, is completely inaccessible to 3rd party apps.

The privacy of bystanders

I foresee a lot of interesting discussions around the privacy of people who happen to be in proximity to a Vision Pro user. Those bystanders may not be happy about being involuntarily exposed to the full array of sensors the device packs. To make matters worse, these sensors are active most of the time the headset is being used without indicating this. In contrast, a mobile phones camera is typically only active while a photo is taken, and this requires the device to be pointed at the target. In a way, this informs a bystander that he may be captured. The lack of this kind of indication when using Vision, may lead to paranoia on the part of bystanders and, in effect, lead to a lot of pushback, driving users of Vision Pro out of public spaces.

iOS ecosystem

For years, the iOS and Mac app ecosystems have converged. Catalyst made porting iOS applications to macOS easier. With SwiftUI we gained a common UI framework. And finally, with Apple Silicon, macOS gained the ability to run unmodified iOS apps. Vision will also have this ability from day one.

From a developer's perspective, this is a unique opportunity. By using mostly the same technologies and frameworks, it is possible to cover a wide range of form factors: watches, phones, tablets, personal computers, TV sets, car infotainment systems, and soon also AR/VR. On the flip side, Vision will be flooded with legacy iOS apps, that are mostly non-AR. Many of which will not even be adapted to match the distinct aspects of the Vision platform.

Unity

Marketing material for using Unity for Vision development, by Apple

Announcing a 3rd party game engine integration on day one is yet another indicator Apple really tries to push adoption here. The choice of Unity makes a lot of sense:

  • Unity has a long and healthy relationship with Apple. In fact, the engine was first announced during WWDC.
  • It has a high market share. I have found figures as high as 48%
  • It is popular choice for small and medium-sized productions
  • It already supports AR/VR
  • Unlike Unreal Engine it is not owned by Epic Games :P

One aspect of the integration that caught my attention is how Unity delegates rendering to RealityKit. To make this happen, they needed to write a special translation tool. But why go to these lengths, instead of using the built-in Unity render pipeline? I think this has to do with the part of RealityKit that takes care of integrating rendered content into the real-world environment. Everything in the line of: casting shadows of virtual objects onto real ones. Reimplementing all of this in the Unity pipeline is definitely possible. But making it 100% match what RealityKit does is a completely different story. Not mentioning that RealityKit, as a system framework, has access to a lot more sensor data, then what is typically available to apps. Apple would have to give Unity special treatment here, which is not what Apple does.

Final thoughts

By now you should have noticed I'm very excited about Vision. One could even consider me a Vision maximalist. There are two main reasons for this. Firstly, I think it will provide some much-needed movement in the personal computing space. Secondly, it does provide an opportunity for developers and designers to create something new in an otherwise crowded and established industry. A little paradigm shift is always a good moment to reinvent and innovate.