Apple is creating a whole platform, not just an experience machine.Gadgets 

Apple Vision Pro Contrasts with the Meta Quest

When Apple refers to the Vision Pro as a “spatial computer,” it may seem like an overstatement. Essentially, it is a top-of-the-line mixed reality headset that can be used for gaming, content creation, and productivity. However, there are more affordable options available, such as the $299 Meta Quest 2, which can also perform these functions. For professionals who require advanced capabilities, wearables like the Quest Pro and Microsoft’s HoloLens 2 are already capable of handling some of these tasks. Therefore, if you are simply seeking an improvement on existing technology, purchasing Apple’s product may not be worthwhile.

However, it would be wrong to say that the Vision Pro is just a faster, prettier version of what you’ve seen before. In many ways, Apple’s headset concept is the opposite of Meta – it builds a general computing platform that includes many experiences and where Meta sees its hardware mostly as a vehicle for metaverses. And Microsoft’s HoloLens is courting a completely different audience with different needs. So Apple already stands out from the crowd simply by adopting a different mixed reality philosophy.

Software: A complete platform

 (Image credit: Apple)
(Image credit: Apple)

The mixed reality headsets you’ve seen so far, including Meta’s, have generally focused on hop in, hop out experiences. That is, you put on headgear to achieve one thing and leave as soon as it is done. You can join in to play Beat Saber, meet your friends in Horizon Worlds, or preview your company’s latest product design, but switch to your computer or phone for almost everything else.

That’s good in many cases. You probably won’t want to play VR games for long periods of time, and you might rarely need an AR co-op tool. But this also limits incentives to buy headphones if they are not for general use. And while Meta envisions Quest users spending much of their time in the metaverse, it hasn’t made a compelling case for the concept. It’s still a novelty that you enjoy for short periods before returning to Facebook or Instagram. You can come to a virtual party or meeting, but you’re not going to hang out for a long time. And the data backs this up: The Wall Street Journal reported last fall that most Horizon Worlds users don’t return at all after the first month, and only nine percent of worlds ever had more than 50 visitors.

The user interface is also barebones. Although there is some multitasking, Meta’s user interface is largely designed to run one application at a time. There isn’t much flexibility in placing and resizing apps, and you can’t really run 2D and 3D programs side by side. This helps get the most out of the modest hardware (more on that later), but you’re not going to replace your office PC with the Quest Pro.

Meanwhile, Apple’s VisionOS is exactly what it sounds like: a general-purpose operating system. It’s clearly designed to run multiple applications at once, with an advanced virtual desktop that can juggle 2D and 3D software all over your physical space. It includes familiar applications such as the Safari web browser and can run hundreds of thousands of iPad and iPhone games. That’s critical—even if you rarely need mixed reality apps, you can still take advantage of the vast software library without connecting to a computer. Metalla has just over 1,000 apps in its store, and while they’re all designed with headphones in mind, they just don’t cover that many use cases.

Already at this early stage, Vision Pro offers more possibilities. Yes, you can watch videos, make video calls, or use your computer just like any other headset, but you’ll also have enhanced versions of the most important apps on your phone or tablet, like Messages and Photos. You can play traditional video games on a virtual screen. And because you have a very sharp view of the outside world, it’s easier to interact with others than with previous wearables — during the keynote, Apple showed people talking to colleagues and friends. My colleague Devindra says the Vision Pro interface is like Minority Report in sheer power and ease of use, and that’s no small compliment considering the film’s holographic computing is considered the Holy Grail.

And before you ask: While Microsoft’s HoloLens can easily be seen as the parent of Vision Pro-style spatial computing, Apple isn’t just following suit. Despite the aging of the hardware (the HoloLens 2 has been around since 2019), Microsoft’s headset and user interface are aimed primarily at business customers who need specialized mixed reality applications and only occasionally dip into semi-traditional software like Teams. Apple’s platform is simply more comprehensive. It is intended for everyone to use, although the original device is best suited for developers and professionals.

Hardware: A computer in your head

 (Image credit: Photo by Devindra Hardawar/Engadget)
(Image credit: Photo by Devindra Hardawar/Engadget)

The technology in mixed reality headsets like Meta’s Quest series is often optimized for battery life and lightness at the expense of performance. Their mobile-oriented chips tend not to be powerful enough to handle multiple demanding apps or render photorealistic visuals, and even the Quest Pro’s Snapdragon XR2+ chip has its roots in the 865 that powered the three-year-old Galaxy S20. There are advantages to this (you don’t want heavy headphones while practicing Supernatural), but there’s also no doubt that Meta, HTC and others are making conscious compromises.

If Meta’s mixed reality proposition revolves around a lightweight, focused headset that takes you into the metaverse, Apple’s Vision Pro is a do-it-all machine. The M2 inside is a laptop-class chip that can easily run multiple applications at once with rich graphics, and the 4K per eye resolution ensures you don’t have to stare at a web browser or spreadsheet on a virtual desktop. It’s also one of the few headsets that can record 3D photos and videos, although that’s a novelty right now.

Apple also uses a very different approach to input than Meta or even Microsoft. While eye and hand tracking aren’t new, Apple relies on them exclusively to navigate the general user interface. You only want to use physical controllers if you’re playing traditional games or want to type at speed with a real keyboard. And unlike HoloLens, you don’t need to point or otherwise make conspicuous gestures. You just look at what you want and snap your fingers to manipulate it, even with your hands in your lap. The Vision Pro is meant to be intuitive and comfortable for long periods of time, like a computer, even if that means giving up the convenience of buttons and triggers.

A new strategy won’t solve everything, but it can help

 (Image credit: Apple)
(Image credit: Apple)

That’s not to say that Apple has addressed all of Mixed Reality’s problems, just by taking a different approach. Headphones still create lonely, isolating experiences. While you can more realistically use the Vision Pro all day than the Quest Pro thanks to a stronger selection of apps and a higher resolution screen, you’re still putting the screen between you and the outside world. It’s heavier than you might want. Apple also hasn’t solved the too short battery life common in this category, so you can’t move freely during the working day.

The $3,499 price point highlights one of the biggest challenges: It’s hard to make technology that lives up to the promise of mixed reality and remains accessible to everyday users. Apple may have found a way to put a fast, easy-to-use computer on its head, but it hasn’t figured out how to make a computer affordable. It is a much riskier strategy than Metan in this regard. Meta is undoubtedly cost-conscious (it even dropped the price of the Quest Pro to $999) and is gradually upgrading its hardware to make mixed reality more worthwhile at a given price. Take the $499 Quest 3’s pass-through cameras as an example. Apple, on the other hand, is betting that it’s more important to nail the implementation first and think about affordability later.

Is Apple’s overall strategy better? Not necessarily. Meta may struggle to popularize metaverses, but it’s still the current frontrunner in mixed reality hardware for a reason: it offers a well-made, affordable headset with enough useful apps to appeal to enthusiasts. As enticing as Apple’s spatial computing debut might be, it’s also untested. There’s no guarantee that people will take a chance on the Vision Pro, even if the rumors of a possible cheaper model turn out to be true.

However, Apple’s different direction is notable. Mixed reality is still a niche market, even as much as Meta and other companies have done to broaden their appeal. Even if Apple fails with the Vision Pro, it at least shows more of what’s possible and provides lessons that can improve technology overall.

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