Latest news with #VisionPro


Egypt Independent
10 hours ago
- Entertainment
- Egypt Independent
Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.
CNN — Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset that many believed would push VR into the mainstream. In 2025, the industry has failed to deliver on that promise. But tech and entertainment giants alike believe that moment could be closer than ever. The evidence is there. The Wall Street Journal reported last month that Meta is in talks with Disney, A24 and other entertainment companies to produce immersive content for its Quest VR headsets. Apple announced an update to its Vision Pro headset in June, enabling users to share content with other headsets — ideal for watching movies together in 3-D. Earlier this year, Apple also launched an immersive Metallica concert for the Vision Pro and announced in July it's readying its first upgrade to boost the Vision Pro's performance. Taken together, this signals that tech and media behemoths are still betting that consumers will be willing to spend hundreds, if not thousands, to experience concerts, movies and sporting events beyond the confines of a traditional screen. A chicken-and-the-egg paradox In the 10-plus years since Oculus debuted the Rift, headset manufacturers have produced lighter, more powerful devices. Meanwhile, companies are finally warming to the idea of another medium for storytelling. Tech companies have a history of flirting with VR projects aimed at mainstream users. In June, Meta offered live virtual rinkside tickets to Stanley Cup games, echoing previous NBA and WNBA offerings. Headset owners have attended virtual concerts for years, including Apple's immersive Alicia Keys session and Meta's Blackpink show. Disney even launched a Disney+ app for Apple's Vision Pro on Day 1 in 2024. But these have been pilots to gauge interest, not long-term investments. Historically, headsets have been trapped in a chicken-and-egg paradox: to woo entertainment content, they need mass adoption; but to reach that scale, headsets need premium content. The technology must also be comfortable, powerful and popular enough to gain mass appeal. For Sarah Malkin, director of entertainment content for Meta's VR division Reality Labs, that cycle is already being broken. 'I think the 'it moment' is when you are regularly engaging in experiences in mixed reality that are super complementary and part of your integrated life,' Malkin told CNN. 'To me, that's already happening.' Global shipments of augmented reality (AR) and VR headsets increased by around 10% in 2024 to 7.5 million and nearly 30.8% to 3.4 million in the US, according to IDC, a global market intelligence and data company. Although IDC predicts shipments around the world will tumble this year due to delayed product launches, it expects a massive rebound in 2026 with worldwide shipments surging 98.5% to 11.3 million. However, the results haven't always lived up to the hype. Mark Zuckerberg's Metaverse has cost Meta $46 billion over three years. Reality Labs, the company's VR division, posted $4.2 billion in operating loss and just $412 million in sales in Q1, down from the previous quarter. But tech giants continue to experiment with the technology. Meta invested $3.5 billion in eyewear manufacturer EssilorLuxottica SA to bolster its AI spectacle gambit, according to Bloomberg. (A Meta spokesperson declined to comment on the report.) Snap recently said it plans to launch new augmented reality spectacles next year, and Google continues to work with partners like Xreal and Samsung on upcoming headsets and glasses that run on its new Android XR software. Samsung will be among the first to launch such a device with its upcoming Project Moohan headset. Attendees photograph Samsung's Project Moohan mixed-reality headsets with Google at the Galaxy Unpacked event in San Jose, California, on January 22, 2025. Michaela Vatcheva/Bloomberg/Getty Images A young boy plays with Meta Quest 2 all-in-one VR headset during a festival of video games and other digital entertainment in Zaragoza, Spain, on October 15, 2023. Nano Calvo/VW Pics/UniversalWith more sophisticated hardware and a budding content portfolio, Bertrand Nepveu, a former Vision Pro contributor and partner at Triptyq Capital, said wider adoption is crucial. 'It's still early, but there's no technical limitation right now, it's more (that) we need people to invest because you need a critical mass,' Nepveu told CNN. A paradigm shift in content Although big names like James Cameron and Sabrina Carpenter are already beginning to explore VR, immersive storytelling has yet to gain that crucial widespread popularity. Slow growth can be partially attributed to incorrect assumptions by studios. 'You can't just take the flat version of what you put on Disney+ or Netflix or Amazon, and just throw that up,' Jenna Seiden, an industry consultant and adviser who has worked with Skydance Media, Niantic, CAA, and Xbox, told CNN. 'You need to build natively so the audience is going to have a different experience per platform.' While creating media for virtual and mixed reality may seem like a departure from developing content for 2-D screens, Seiden says the secret to success is a tactic media companies are already familiar with: exclusivity. 'You look at the creation of HBO (Max), you look at the creation of Apple TV+, they grew their audiences based on exclusives, that's why you went to them,' Seiden said. 'I think that model is very familiar to entertainment companies, and they can go to their board saying, 'Hey, this is how platforms grow, with exclusive content.'' That's what makes live virtual sports an easy way to break down extended reality (XR) barriers for audiences. Paul Raphaël, co-founder of Felix & Paul, said sports can be easily adapted for immersive platforms using 180-degree cameras. Audiences experience VR e-sports games at the 2025 Jingxi E-sports Festival in Beijing, China on June 28, 2025. CFOTO/'You already have quite a few events and sports being broadcast, whether it's live or asynchronous,' Raphaël said. 'As the audience grows, it's a really straightforward path to create the content or to broadcast the content.' For Hollywood, the possibility of a new major distribution platform couldn't come at a better time. In today's fracturing media environment — shaken by streaming, the collapse of the cable bundle, and post-Covid box office woes — a new medium could be a crucial selling point, especially for entertainment boards looking for a new revenue vein. Jack Davis, co-founder of CryptTV, said headsets might provide a much-needed pipeline for premium content. 'As gigantic structural changes happen in TV and film, the industry is going to need to replace those things in the aggregate,' Davis said. 'This could be one of the only formats that premium entertainment actually seems like it makes sense (for) the user base.' Budgetary and content hurdles Over the past decade, investment in VR has been eclipsed by more pressing innovations, including self-driving cars and AI. Although it's difficult to determine how that has directly impacted XR investment, funding data from Crunchbase, a predictive company intelligence solution, shows that backing for AI and self-driving has steadily increased, rising from $39.96 billion in 2019 to $105.36 billion by 2025. Meanwhile, XR funding has experienced more erratic behavior — reaching a peak of $4.087 billion in 2021 but dropping to $347.69 million by 2025. Things were much the same in the venture capital world, where the number of global VR deals has also dropped in recent years. PitchBook, which examines private equity and VC deals, notes that 2019 was the largest year for VC deals in VR in the last decade, recording $6.43 billion in deals worldwide. That was significantly smaller than the $57.084 billion from AI-focused venture capitalists that year. In 2025, VR VCs have fallen to only $3.61 billion in global deals while AI VCs have grown to $130.89 billion. But Nepveu said that's changing. 'Now that AI is more understood, you know what it's good for, what it's not capable of, the budgets now are going back into XR,' Nepveu claimed. People stand in line to purchase the Apple Vision Pro headset at the Fifth Avenue Apple store on February 02, 2024 in New York City. Michael M. Santiago/Getty Images Still, tech giants investing in the development of mixed reality headsets face a daunting challenge that extends beyond the entertainment available. They need to convince consumers that the devices are both worth paying for and putting on their faces. That's partially why Apple emphasized the Vision Pro as a spatial computing tool, focusing on work and productivity rather than just 2-D and 3-D entertainment capabilities. Still, even a decade later, experts can't seem to agree on exactly when VR will have its breakout moment. Nepveu said it could happen any day. Raphaël expected one or two years. Davis suggested three to seven. Seiden said five to 10. Raphaël, however, believes 2-D content may soon feel as dated as pre-Technicolor entertainment. 'Content, the way it is consumed today, is going to be much like we think of black and white movies, where, if a film isn't immersive, it doesn't lose its value, but it becomes something of another era,' Raphaël said.


Egypt Independent
14 hours ago
- Entertainment
- Egypt Independent
Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.
CNN — Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset that many believed would push VR into the mainstream. In 2025, the industry has failed to deliver on that promise. But tech and entertainment giants alike believe that moment could be closer than ever. The evidence is there. The Wall Street Journal reported last month that Meta is in talks with Disney, A24 and other entertainment companies to produce immersive content for its Quest VR headsets. Apple announced an update to its Vision Pro headset in June, enabling users to share content with other headsets — ideal for watching movies together in 3-D. Earlier this year, Apple also launched an immersive Metallica concert for the Vision Pro and announced in July it's readying its first upgrade to boost the Vision Pro's performance. Taken together, this signals that tech and media behemoths are still betting that consumers will be willing to spend hundreds, if not thousands, to experience concerts, movies and sporting events beyond the confines of a traditional screen. A chicken-and-the-egg paradox In the 10-plus years since Oculus debuted the Rift, headset manufacturers have produced lighter, more powerful devices. Meanwhile, companies are finally warming to the idea of another medium for storytelling. Tech companies have a history of flirting with VR projects aimed at mainstream users. In June, Meta offered live virtual rinkside tickets to Stanley Cup games, echoing previous NBA and WNBA offerings. Headset owners have attended virtual concerts for years, including Apple's immersive Alicia Keys session and Meta's Blackpink show. Disney even launched a Disney+ app for Apple's Vision Pro on Day 1 in 2024. But these have been pilots to gauge interest, not long-term investments. Historically, headsets have been trapped in a chicken-and-egg paradox: to woo entertainment content, they need mass adoption; but to reach that scale, headsets need premium content. The technology must also be comfortable, powerful and popular enough to gain mass appeal. For Sarah Malkin, director of entertainment content for Meta's VR division Reality Labs, that cycle is already being broken. 'I think the 'it moment' is when you are regularly engaging in experiences in mixed reality that are super complementary and part of your integrated life,' Malkin told CNN. 'To me, that's already happening.' Global shipments of augmented reality (AR) and VR headsets increased by around 10% in 2024 to 7.5 million and nearly 30.8% to 3.4 million in the US, according to IDC, a global market intelligence and data company. Although IDC predicts shipments around the world will tumble this year due to delayed product launches, it expects a massive rebound in 2026 with worldwide shipments surging 98.5% to 11.3 million. However, the results haven't always lived up to the hype. Mark Zuckerberg's Metaverse has cost Meta $46 billion over three years. Reality Labs, the company's VR division, posted $4.2 billion in operating loss and just $412 million in sales in Q1, down from the previous quarter. But tech giants continue to experiment with the technology. Meta invested $3.5 billion in eyewear manufacturer EssilorLuxottica SA to bolster its AI spectacle gambit, according to Bloomberg. (A Meta spokesperson declined to comment on the report.) Snap recently said it plans to launch new augmented reality spectacles next year, and Google continues to work with partners like Xreal and Samsung on upcoming headsets and glasses that run on its new Android XR software. Samsung will be among the first to launch such a device with its upcoming Project Moohan headset. Attendees photograph Samsung's Project Moohan mixed-reality headsets with Google at the Galaxy Unpacked event in San Jose, California, on January 22, 2025. Michaela Vatcheva/Bloomberg/Getty Images A young boy plays with Meta Quest 2 all-in-one VR headset during a festival of video games and other digital entertainment in Zaragoza, Spain, on October 15, 2023. Nano Calvo/VW Pics/UniversalWith more sophisticated hardware and a budding content portfolio, Bertrand Nepveu, a former Vision Pro contributor and partner at Triptyq Capital, said wider adoption is crucial. 'It's still early, but there's no technical limitation right now, it's more (that) we need people to invest because you need a critical mass,' Nepveu told CNN. A paradigm shift in content Although big names like James Cameron and Sabrina Carpenter are already beginning to explore VR, immersive storytelling has yet to gain that crucial widespread popularity. Slow growth can be partially attributed to incorrect assumptions by studios. 'You can't just take the flat version of what you put on Disney+ or Netflix or Amazon, and just throw that up,' Jenna Seiden, an industry consultant and adviser who has worked with Skydance Media, Niantic, CAA, and Xbox, told CNN. 'You need to build natively so the audience is going to have a different experience per platform.' While creating media for virtual and mixed reality may seem like a departure from developing content for 2-D screens, Seiden says the secret to success is a tactic media companies are already familiar with: exclusivity. 'You look at the creation of HBO (Max), you look at the creation of Apple TV+, they grew their audiences based on exclusives, that's why you went to them,' Seiden said. 'I think that model is very familiar to entertainment companies, and they can go to their board saying, 'Hey, this is how platforms grow, with exclusive content.'' That's what makes live virtual sports an easy way to break down extended reality (XR) barriers for audiences. Paul Raphaël, co-founder of Felix & Paul, said sports can be easily adapted for immersive platforms using 180-degree cameras. Audiences experience VR e-sports games at the 2025 Jingxi E-sports Festival in Beijing, China on June 28, 2025. CFOTO/'You already have quite a few events and sports being broadcast, whether it's live or asynchronous,' Raphaël said. 'As the audience grows, it's a really straightforward path to create the content or to broadcast the content.' For Hollywood, the possibility of a new major distribution platform couldn't come at a better time. In today's fracturing media environment — shaken by streaming, the collapse of the cable bundle, and post-Covid box office woes — a new medium could be a crucial selling point, especially for entertainment boards looking for a new revenue vein. Jack Davis, co-founder of CryptTV, said headsets might provide a much-needed pipeline for premium content. 'As gigantic structural changes happen in TV and film, the industry is going to need to replace those things in the aggregate,' Davis said. 'This could be one of the only formats that premium entertainment actually seems like it makes sense (for) the user base.' Budgetary and content hurdles Over the past decade, investment in VR has been eclipsed by more pressing innovations, including self-driving cars and AI. Although it's difficult to determine how that has directly impacted XR investment, funding data from Crunchbase, a predictive company intelligence solution, shows that backing for AI and self-driving has steadily increased, rising from $39.96 billion in 2019 to $105.36 billion by 2025. Meanwhile, XR funding has experienced more erratic behavior — reaching a peak of $4.087 billion in 2021 but dropping to $347.69 million by 2025. Things were much the same in the venture capital world, where the number of global VR deals has also dropped in recent years. PitchBook, which examines private equity and VC deals, notes that 2019 was the largest year for VC deals in VR in the last decade, recording $6.43 billion in deals worldwide. That was significantly smaller than the $57.084 billion from AI-focused venture capitalists that year. In 2025, VR VCs have fallen to only $3.61 billion in global deals while AI VCs have grown to $130.89 billion. But Nepveu said that's changing. 'Now that AI is more understood, you know what it's good for, what it's not capable of, the budgets now are going back into XR,' Nepveu claimed. People stand in line to purchase the Apple Vision Pro headset at the Fifth Avenue Apple store on February 02, 2024 in New York City. Michael M. Santiago/Getty Images Still, tech giants investing in the development of mixed reality headsets face a daunting challenge that extends beyond the entertainment available. They need to convince consumers that the devices are both worth paying for and putting on their faces. That's partially why Apple emphasized the Vision Pro as a spatial computing tool, focusing on work and productivity rather than just 2-D and 3-D entertainment capabilities. Still, even a decade later, experts can't seem to agree on exactly when VR will have its breakout moment. Nepveu said it could happen any day. Raphaël expected one or two years. Davis suggested three to seven. Seiden said five to 10. Raphaël, however, believes 2-D content may soon feel as dated as pre-Technicolor entertainment. 'Content, the way it is consumed today, is going to be much like we think of black and white movies, where, if a film isn't immersive, it doesn't lose its value, but it becomes something of another era,' Raphaël said.

Mint
14 hours ago
- Mint
Apple Pencil may soon let you draw in the air, new patent suggests
Apple appears to be working on a next-generation Apple Pencil that could redefine how we interact with digital devices, not just by touching screens, but by writing or sketching in the air or on any surface. According to a newly published patent filing spotted by Patently Apple, Apple is developing a stylus that may function independently of a screen, potentially allowing users to write, draw, and gesture in mid-air. The patent outlines the use of advanced motion-sensing technologies that could turn the Apple Pencil into a freeform input device. The document describes the use of optical flow sensors or laser speckle flow sensors, similar to those found in optical mice, to track the movement of the Pencil across a wide range of surfaces. These sensors are capable of detecting small shifts in light and shadow as the device moves, allowing for accurate motion capture. To achieve this, the Pencil would measure spatial and temporal changes in image brightness. This data would then be translated into real-time input on a connected screen such as an iPad, Mac, or iPhone. What makes this development particularly noteworthy is its potential beyond simple sketching. According to the patent, the Pencil could support air gestures for handwriting, drawing, or even manipulating 3D objects. This opens up possibilities for spatial computing and AR applications, especially in combination with devices like the Vision Pro headset. The Apple Pencil could also act as a universal spatial controller, enabling users to navigate files, control audio playback, or perform other system-level actions with mid-air gestures. The illustrations in the patent show the stylus being used alongside various Apple products, including the iPad, MacBook Pro, iPhone, and the Vision Pro. This indicates a broader ambition to make the next Apple Pencil a central part of Apple's hardware ecosystem. As always with patents, there's no guarantee that the product will be commercialised. However, the technology described could significantly expand how users interact with Apple devices, especially in AR environments or creative workflows that benefit from untethered input. If Apple brings this idea to life, the Apple Pencil could soon become more than just a stylus, it could be a controller for the spatial era.


Indian Express
15 hours ago
- Indian Express
Apple plans Vision Pro upgrade aimed at better wearability and performance
Apple is planning to roll out its first upgrade for its VR headset, Vision Pro. The announcement comes nearly a year after the device's launch. With this, Apple aims to improve the performance and comfort of the VR headset. According to a report in Bloomberg, the update will include a faster processor and components that are more compatible with AI. A new strap is being planned to make the device easy to handle, especially to make it suitable to be worn for a longer time. The Vision Pro combined virtual and augmented reality in a unique way, but its potential was marred by the heavy gear and high price tag. Reports suggest that Apple is working on redesigning the model for 2027, which will be lighter in weight than the current headset. However, there is no definitive timeline for its launch. The initial upgrade will host an M4 processor that is currently offered in the iPad Pro, MacBook Air/Pro, iMac, and other devices offered by Apple. Currently the headset is integrated with an M2 chip, which was launched three years ago with the MacBook Air. Considering it was an older chipset, the new update comes as a much-needed upgrade. Reportedly, versions of the new gadget with more cores in the neural engine, a component used to process artificial intelligence tasks, are currently being tested. The current Vision Pro's neural engine has 16 cores. These performance enhancements are essential for a device that uses AI to process images and apps in complex virtual environments in real time. Additionally, Apple is developing new strap prototypes that are intended to reduce neck strain. One of the main concerns about the original Vision Pro was the strap, which was deemed unconventional by many. At least with the current update, Apple may solve the issue without significantly lowering the hardware's weight. The latest version of Vision Pro comes with two options—one around the back of a user's head and another that goes above the head. Subsequently, Apple has been working on making the device lighter. The Vision Pro, which had a muted debut, did not offer any exclusive apps to go with its interface. This was in contrast to Apple's aggressive push when it came to smartphones and wearables. Reportedly, Apple has only sold hundreds of thousands of Vision Pros and has only gradually expanded to new territories.


CNET
2 days ago
- Business
- CNET
Apple Has Big Vision Pro Plans for 2027, Including Smart Glasses, Analyst Says
Apple will release multiple head-mounted AR and VR products in 2027, according to respected analyst Ming-Chi Kuo of TF International Securities. An upgraded Vision Pro headset will also drop later this year, the report last week said. There are three Vision series products currently in development, along with four pairs of smart glasses. A Ray-Ban Meta-style smart glasses product will see 3 million to 5 million shipments in 2027. Apple expects to ship more than 10 million AR/VR products in 2027, suggesting the company sees this as the next major consumer tech category. However, later this year, according to the report, Apple will release the Vision Pro M5 Version, which will feature an upgrade from Apple's M2 chip. And in 2027, the report says Apple will release a lighter Vision Air that'll feature a 40% reduction in weight and will be powered by the latest iPhone processor. A second-generation Vision Pro is slated for 2028 with a brand new and "significantly lighter" design at a lower price. On the smart glasses end, a mass market displayless pair of frames will see a 2027 release. For those wanting an XR experience, extended reality glasses with a built-in see-through color display will come out in 2028, and those will feature AI connectivity. Apple didn't immediately respond to a request for comment. Smart glasses market is continuing to grow The global smart glasses market was valued at $1.93 billion in 2024 and is projected to rise to $8.26 billion by 2030, according to Grand View Research. It's why many players in Big Tech are jumping in on creating the next generation of wearable technology. Meta, along with its Ray-Ban and Oakley-branded smart glasses, has shown off its Orion prototype, featuring a transparent display that can project information on the lens. Earlier this year, Google unveiled Android XR, its new AR and VR platform, along with glasses made in collaboration with Qualcomm and Samsung. Chipmaker Nvidia is also working on AI models to help the smart glasses experience. In this race, Meta has the most to gain since it doesn't own a phone or computing platform and is largely beholden to rule changes from Apple, Microsoft and Google. However, gaining a footing in the AR and VR space could allow it to own both a hardware and software stack in smart glasses market. But Apple has massive brand loyalty, and entrance into this space would be a major threat to Meta's current market dominance. At the moment, the Ray-Ban Meta glasses have sold 2 million units, and its Quest VR headset have also pushed 20 million units.