Lo que los revisores no le dicen sobre Apple Vision Pro

Lo que los revisores no le dicen sobre Apple Vision Pro

Snazzy Labs

16 feb 2024, 02:05
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I’ve been a VR-enthusiast for a decade—here’s everything others missed about Apple Vision Pro. Get the iVANKY FusionDock Max 1 - https://snazzy.fm/gz Use code “SNAZZYLABS” (valid until March 31, 2024) Note: iVANKY FusionDock Max 1 is designed for Apple Silicon Macs only - no compatibility with older Macs or PCs Follow Snazzy Labs on Twitter - http://twitter.com/snazzyq Follow me on Instagram - http://instagram.com/snazzyq Join us as we answer *your* Apple Vision Pro questions: from the Micro OLED panels, to pancake flaring, passthrough quality, batteries, their voltages, etc., EyeSight, AirPods Pro 2 lossless support, and a whole lot more we didn’t feel viewers fully touched on. 0:00 Not Your Average Vision Pro Video! 0:15 DISPLAYS 1:07 AVP’s PPD is not quite “retina” 4:02 3D content is INCREDIBLE 5:12 Pancake glare is a real problem 6:03 FOV is bad, but kinda okay? 7:09 Passthrough is SUPER overrated 7:43 Technically amazing, yes 8:33 But just not good enough 9:47 I took an eye exam 11:04 Vision Pro is better at VR than AR 12:16 BATTERY 12:45 Let’s learn about batteries, ok? 14:19 AVP’s battery is real weird 16:01 Why not USB-C? Voltage and compromise! 17:22 Hot take: AVP’s battery is a good design 18:20 No data is stupid, though 19:09 RIP 19:13 STRAPS 20:12 Counterbalancing is ill-informed. DISTRIBUTE instead! 20:55 Every single VR headset offers rigid straps 21:53 AUDIO 21:56 AirPods Max? 22:03 AVP’s speakers are just… fine 22:40 Lossless w/ AirPods Pro 2 USB-C 23:43 Latency w/ AirPods Pro 2 USB-C 24:21 EYESIGHT 25:05 It was made for… erm, me 25:37 They seem afraid to show it 25:57 First thing to go? I dunno… 26:52 Hardware? Done. Software? Oh boyyyy. WAITI know you've seen a million Vision Pro videosbut this one's differentI'm going to tackle YOUR hardware questionthat remain unanswered by others—and I'going to do it as a decade-long VR enthusiasthat's tried almost every headset on the market. Let's start with the best of the headset'hardware. More specifically, the Micro-OLEDs inside. I got a lot of questions about resolution—anthat's likely because Apple itself is irresponsiblmarketing "4K per eye" which is not truereally, but neither are "4K TVs". At 3,386 pixels squared, the Apple VisioPro's displays ARE more pixel dense than 4K TV and indeed a marvel given they're thsize of a postage stamp, but pixels per incwhich has been cited by reviewers everywherdoesn't mean anything for a head-mounted displabecause you're literally magnifying it—anevery headset varies in magnification. Human eyes use cones and rods to see a fielof view measured in degrees. Pixels per degree—the metric used in VR—betterepresents display resolution because it dividethe pixel count by the field of view sizwithin the headset giving you a pixel densitper degree of vision. The Apple Vision Pro is one of highest densitheadsets on the market at a PPD of 34; howeverit's a lot lower than an iPhone that's a fooaway or a 65-inch 4K TV that's 7 feet away—botof which measure over 90 pixels per degreof vision. The end result is displays that look reallyreally nice most of the time. The UI is set to "large" by default and whetext is both large and nearby, it looks everbit as sharp as you'd expect a 4K displato look; however, once you push windows ouwith smaller text on them, you will starto see anti-aliasing and moire on text—whilI can't make out individual pixels, I casee pixelated clusters. It's still readable, but readable in the waa 27" 1440p monitor is from 2 feet away. That said, compared to something like thMeta Quest 3 which also looks quite niceit's no comparison—the Vision Pro blowit out of the water. Even so, while broadcasting your Mac's displaat 4K does look great, but it's not even asharp as a Studio Display—much less thmini-LED screens found in MacBook Pros. Did you know the Vision Pro doesn’t auto-sharwith desktop MacsYou’ve gotta go through Control Center. Yet another reason to use a MacBook Pro ayour primary machine and today's sponsorthe Ivanky FusionDock Max 1 is the most insanlaptop dock enabling a desktop workflow ia laptop form factor. This thing is the first dock on the markewith dual Thunderbolt 4 chips enabling quad-displasupport—that's three 6K displays and on4K display at 60Hz through a single dock. So, you plug two cables into your laptop whicsupply 96W of upstream power, you can ruyour displays, and then utilize TWENTY I/ports. 20From 40Gig USB-4 with power delivery, to full-speeUSB-A, SD, microSD, headphone out, microphonin, line out for speakers, optical audioand 2.5Gbps Ethernet. This isn't like most docks where maybe onor two ports are full speed and they're poorllabeled so you actually just use your laptop'spare Thunderbolt port, no, these are legit. Two cables into your laptop and you'll neveunplug it again—except for when you hoon a plane and connect your Vision Pro. The FusionDock Max 1 has a gorgeous floatindesign not only looks cool but helps witthermals. This thing is for pros and its priced accordingl(if you've looked at laptop docks you knothere's seriously not a single offering othe market that beats it), so it ain't cheapbut right now using my link for a limitetime, you can get it for $150 off. We've replaced our previous laptop dock witit—a best-seller with the same price anspecs half as nice. Get your Ivanky FusionDock Max 1 today usinthe links below. After a couple of hours staring at a scripin Vision Pro, I do start to feel myself yearninfor more pixels, but most of the time it doesn'really bother me—especially when playingames or consuming content. 3D movies in particular are incredible becausthere are no weird tricks required to simulat3D—you have two truly separate video feedfor each eye. Additionally, where most 3D movies at ththeater are super hard to see because you'vgot to put on glasses that cut a ton of lighfrom an already dim projector, Vision Pris anything but. I don't have a way to measure luminance athe eye, but we know the displays themselveput out nearly 5,000 nits which means aftethe optics I bet it's around 1,000 nits—insida dark headset its really friggin bright. I watched Pixar's Elemental in 3D and noonly was it a cute movie that was the bes3D experience I've ever had, it was perhapone of the best movie-watching experienceI've had EVER. Period. But beware—move to a moody live-action likLogan, and you're in for a rough time. Scenes with a lot of high contrast or whittext on a black screen, and it'll become glarcity. It feels like someone is shining a flashlighinto your eye through a smudged window anis so distracting it's almost a dealbreaker. This is unfortunately just a side-effect opancake lenses—where fresnels had godrayspancakes have glare. This can be mitigated by watching a moviin a daytime environment so your eyes don'get adjusted to darkness and then blastewith light, but that does come at the expensof immersion. I got a lot of questions about field of view. If you don't understand field of view, looforward, take your hand and do this: see hoyou've got it in your peripheryNow go like this, take your other hand, antry that same motion—yeah, you can't seit due to a lower FOV. It's the "goggles" effect. Frankly, the Vision Pro's field of view ipretty bad—worse than just about every moderVR headset including the $500 Meta Quest 3however, while there's still edge distortioand chromatic aberration—Apple can't beaphysics—is way less noticeable than on mother headsets. So more of the FOV is usable even though thfield of view itself is smaller. While of course I'd like it to be larger anexpect Apple should improve it for a secongen, it's pretty far down my priority list—athe top of that listImproving passthrough. OK, passthrough has been hailed by many atrue-to-life—nearly as good as the reaworld—like you'd never know you were lookinthrough cameras instead of glass. Those people are... and I mean no offense... potentially legally blind. Passthrough is fine—you can see what you'rdoing, but it's absolutely like looking througa camera feed of a smartphone that's a feyears old. I mean, just compare it to my iPhone 15 Pro... Now, before I crap all over it, I don't thinApple has "cheaped out" here and I must acknowledgthe things it does that are impressive—stufan iPhone camera simply cannot do: these camerarun at 90Hz all the time—no matter the lightinconditions—and they have much better low-lighvideo performance than a smartphone camera. These sensors are special and specific tthis type of application. There's an impressive amount of distortiocorrection—something the Quest really strugglewith. It doesn't look like you're viewing the worlthrough an ultra-wide smartphone camera objectdon't wig out when you bring them close, youPERSPECTIVE looks like real life—just wita smaller field of view. And this entire pipeline—from camera lento sensor to processing to distortion correctioto display to lens to eye happens in 12ms. There's virtually no latency at all—it'incredible, and will help a lot of peoplthat have been made "sick" by VR feel completelcomfortable. Having said that... it kinda looks like butt. There's very little dynamic range with highlightbeing blown or shadows being crushed and colormuted without realistic saturation. Frankly it looks like ungraded log footagWhite balance is almost always wrong shiftintoo warm, and no matter the lighting conditionthere's TONS of noise. To combat that noise and stabalize micro adjustmentthat come from the headset moving on youface when you make any facial expression ospeak, there's severe motion blur that translatewhen you move your head, creating visual artifacting. I'm not gonna get into it—nerds know what'up—but no varifocal lenses or displays (whilnot unusual for a conumser VR headset) meanit's really quite painful to focus on objectin the real world for any amount of time thaare short of natural infinity focus—so... like 15 feet or less. I tried to cook at night in my very brighkitchen with this thing on. I'm a good cook and don't need to look amy hands much when I'm... cutting, for examplebut my eyes still got exhausted trying tsee through all of the noise and focus ostuff less than 3 feet away from me. I had to take it off after 20 minutes anthat's coming from a VR veteran who doesn'get eye strain easily. This bothered me and I wanted to ensure wasn't the problem, so like any psychotiYouTuber, I took a self-administered eye-exam. I achieved 20/15 vision—placing me in thtop 30% of 30-year-old adults. Then, I tried the exam again in ideal circumstancewhere passthrough looks the best—outside—anwith a lot of squinting and second-guessingmy acuity was measured at 20/30. Still pretty good and within the "you cause glasses if you want but you're mostlfine" range. Then, I tried it inside. Even with the best lighting I could achievfrom my overhead lights and sun from the windowsI couldn't even get 20/50 which would prevenme from driving a car in all of Europe, IndiaCanada, Mexico, Japan, and only half of thUnited States. Boy, we need more stringent driving tests. In a dark room, that acuity pushed to beyon20/70 preventing me from driving in everstate but Maine, North Dakota, Wyoming, anOklahoma. In fairness, only 184 people live in all othose states combined so what's the riskehWhen all the stars are aligned by having lotof highly saturated colors around you, tonof natural light but not too much dynamirange by way of shadows, one might be fooled—ionly for less than a second—that it waa pair of see-through goggles. But these instances are like a needle in haystack and in real-world scenarios, you'lfind yourself likely turning the knob to enablan environment because the real world througthe headset is drab, depressing, and compromised. And I think Apple knows this: despite hypinAR for years on the iPhone, they aren't dointhat with Vision Pro. It's all aobut mixed reality and spatial computing. When you're focused on generated content ia paned window and passthrough is in the peripheryit's greatAnd it even serves its purpose as a short-tersubstitute for real vision just fine, buAR content where the real-world becomes thfocus results in the illusion falling aparrapidly and the experience comes away feelinhighly compromised. I still believe dynamic AR content is thgoal of visionOS eventually, but it's yearaway and several headset revisions down thline. Sick of screens yetYeah, me too. So let's talk about batteries—rivetingNo seriously though, I got more questionabout the battery than maybe anything. OK, so you've already heard the news, usina SIM eject tool, you can pop out the cablthat's normally fixed in place and reveaLightning Max. Use the same trick on the headband, and yoreveal Lightning Ultra. Why the heck use a proprietary connector annot USB-C, you askI'm actually gonna throw Apple a bone herand explain why their choice kinda makes sense. Hear me out... so there were tons of articlethat circulated about how the Vision Pro "onlyhas a 3,166 mAh battery and how that's lesthan a smartphone. Milliamp hours alone do not indicate battercapacity—they denote volume given a knowpressure—or voltage. So 3,000 mAh can provide 3,000 milliampsor 3 amps at an unknown voltage for one hour. See where I'm going with thisWithout the voltage, the mAh rating is meaningless. Now, most smartphones have just a single battercell at or slightly above li-ion's nominavoltage of 3.6V. So, you kinda can usuallcompare smartphone batteries directly, bueverything else, you can't. Watt-hours are a much more dependable measurof capacity because they state how much oa load can be applied over time. Let's use our smartphone battery as an example. Voltage * Amperage = Wattage That's the formula. So... 3,000 mAh which is 3Ah at 3.6V giveus 10.8 Wh. This means that we can power a constant 10.8load for 1 hour before the battery dies. If we drew half that—a constant 5.4W loadwe'd get 2 hours of power. Make senseTalk about battery capacity in watt hours—noamp hours. So back to Vision Pro—the battery statea 35.9Wh capacity. This is just basic algebra, baby. We plug in our 3,166 mAh value, do the mathsand boom—11.33V. We round up and 12V is what the battery pacshould be supplying to the Vision Pro. Here's the problem... batteries are liars sometimes. iFixit discovered upon opening the VisioPro's battery that there are THREE 15.36Wcells inside which suggests 46Wh of capacitor 14.5V of supplied power if that 3,166 mArating is accurate. What the frickBatteries are not perfectly efficient—there'heat, degradation, standby loss, and a lomore that needs to be accounted for. But this number is wayyyy off—like by almos20% capacity. What's going onWell, when we charge up the Vision Pro's batterydespite only including a 30W charger in thbox, it can draw up to 60W from the wall throughouthe entire charge curve. To me, this means that the battery is onlbeing charged to 80%. Undercharging cells can extend longevity especiallsince this battery pack only lasts 2 hourand is consistently being filled and draineevery time you want to use the headset pluggeinto the wall. So then we return to the question—why nojust let me use USB-C directly into the headseand give the poor battery a breakThe answer is engraved in plain text. 13VDC. Apple is running 13V to this headset whicis a very weird voltage. Why did they choose thisUgh, there's a number of potential reasons—oncould be to have a thinner tether cable becaushigher voltage means lower resistance anthinner wire, two could be efficiency curvoptimizations, and three could be that thifriggin' headset just draws a ton of wattagand that voltage makes the most sense fothe selected battery chemistry, series arrangementand capacity. I mean, think about it. There's an M2—which is a laptop chip, aR1 which is almost the same size and likeldraws similar power, there's two blower fanstons of sensors, two small but extremely brightpixel-dense displays, speakers, an outer screenyou get the idea. The Vision Pro draws a heck of a lot morthan most of Apple's laptops—at 13V an3A that's a possible 40W load all at once. The issue is that 13V is not a standard stevoltage and is not supported by USB-C PD 3.unless the charger includes an optional "PPSor programamble power supply not requireby the official PD 3.0 spec. Basically, most chargers wouldn't work—anif you did find one that worked, Apple woulneed to keep hot mosfets, filters, and morinside the headset itself which would ada little more weight and a lot more heat. Instead, they opted to throw all that crainside a replaceable battery that acceptany incoming voltage you want to throw ait from any charger and it pulls double dutas a UPS when you want to move rooms awafrom the wall. Haters look out, it's well-designed. I said it. But that doesn't mean all is well. The type-C port on the battery is only fopower-in. It can't supply power to any other USB-C devicand does not permit data transfer. And given there isn't a USB-C port on thheadset, if you ever bork the firmware, yoneed to go to the Apple Store unless you pa$99 a year to be a developer—in which casApple will begrudgingly sell you a replacemenspeaker-arm with a USB 2.0 type-c port oit for the low-low price of $300. Yikes. OK, let's rapid-fire a few smaller categories. StrapsBoth of the included straps—in my humblopinion—suck rocks. The solo loop is gorgeous and comforable wherIT touches you, but only gets the HEADSEto stay in place by putting extreme clampinpressure on your face—get ready to sporred goggle lines. The dual strap is more comfortable—for meand most—and helps offload some of the pressurfrom your face but at least on my head, thatop strap is placed too far forward to actuallmake contact with the crown of my head sendinthe headset's weight crashing into the bridgof my nose or, if I make it comfortable, bbeing positioned too high—resulting in thheadset yelling at me. I've gotten used to it, but I never forgeits there and can only wear it for about hours before I combust into flames. I've seen many suggest counter-balancing thheadset's weight with the battery at the bacof your head. If I may humbly suggest as someone who haa ton of experience with VR, this is ill-informed. Adding weight to your head is almost alwaythe wrong answer. You do not need to counterbalance weight—yomerely need to distribute it. Take this BoboVR strap for Oculus Quest... while they do support a battery at the backit's the crown and forehead cradles that "fiit" to your head while these little butterfltabs helping to distribute weight evenly leavinthe headset itself barely making contact wityour face—just enough to get the light sealeout. I REALLY think Apple should have developea rigid strap and likely has multiple prototypebut decided they were too ugly to release. Every single VR headset offers a rigid straas a premium option because it's almost alwaythe right choice. Take the BigScreen Beyond for example... this headset is focused on weight reductioat all costs. It uses chintzy plastic, removes any adjustmenknobs and dials permanently fixing it to youspecific face preventing sharing with friendsolely so that it can shave off every grapossible. And this thing is light. Unlike the Vision Pro, I truly forget I'wearing it. But even BigScreen is adding a rigid audistrap as an option so that pressure can bremoved from the face and the headset's weighcan be distributed even further. Apple missed here—hopefully 3rd party companiepick up the slack. Let's chat audio. First... like 12 people wanted to know if the AirPodMax work with the Vision Pro. (make wtf face) if have a chiropractor, sure. I've seen rave reviews about the speakeron the Vision Pro from almsot everyone. My friend, John Gruber, whom I respect a wholton says that he has no desire to use AirPodover the built-in speakers. For meThat sentiment is not shared. I do find that the spatial effects are somewhacool providing better soundstage than you'get from AirPods Pro, but there's essentaillno sub-bass, they're very bright, distorabove 80% volume and while fine for movieand TV shows are unacceptably bad for music. They are what they appear to be—small speakers—annothing more. AirPods Pro 2 (but only the new USB-C modelsupport 20-bit 40kHz lossless audio playbacwith Vision Pro and only with Vision Pro. Why just this deviceSimilar to Sony's LDAC, pushing more datthrough the same pipes just murders rangso what better pairing than a device that'3 inches away from your earsIt's still using Bluetooth as a backhaul bugets help from the H2 and an undisclosed wirelestransmission protocol to make it all happen. So... is it bupkisNo. As the snobby audiophile I am, I was ablto correctly guess 70% of the 20-songs I waquizzed on in a blind test, but that's noanywhere near what I normally guess and onlmarginally above the statistical average. What I'm trying to convey is that it's onlslightly better and most people probably won'notice much of a difference if any at all—witfidelity. Now, with latency, I noticed a huge difference. I was never bothered by my Lightning AirPodPro 2 because there was always a slight playbacdelay on iOS to compensate for Bluetooth latencybut with the USB-C AirPods Pro 2, everythinis instant to play or resume and lip syncinis dead on 100% of the time in all apps whicis really great. Should you go out and buy new AirPods Pr2 if you've already got the new LightninvariantNo, but its nice. Why not close the hardware of Vision Pro ouwith its most controversial feature—thEyeSight display... When you look at someone from within the headseteyes appear on the headset's face. Basically, if you can see people on the outsidethey can see you on the inside. Theoretically. The display is lenticular—that's a fancway of saying its like those cheapo bumpplastic hologram things. The idea being that (a) it makes your eyeactually look inset—rather than pasted oa screen 3 inches away from your face), an(b) that there's a 3D effect where the faciafeatures follow you—kinda like the MonLisa. When it works, it's actually really cool anrather convincing. The thing is... it really only works welfor people that are really light-skinned witreally colorful eyes in a really well-lighroom. Basically, it was made for me. People with darker skin tones or brown eyewill find that most of the time it's justoo dim to really be noticeable. And even for me, it's only noticeable wheI'm in a bright room but one without reflections. When I start to dim the lights, the effecbasically disapears. It's cool that it matches ambient lighting—woulbe weird to have super bright eyes in a darroom—but on the other hand, it's almoslike they're afraid of showing people hobad it really looks and their solution ito make it barely visible all the time. Which at that point, why do it at allHere's the thing... my opinion has changed about Apple gettinrid of it. I—like many others—stated this would bthe first thing to go on the next-gen, cheapeheadset. That it adds too much weight, complexitycost, and power draw to be worth keepinghowever, what I've learned is that the VisioPro is the least-isolating VR headset I'vever tried. Not because I can see the world—other headsetdo that—but because the world can see me. And even though it's kind of uncanny, holdina conversation—if even for a few moments—witsomeone whose eyes and facial expressionyou can see, feels more real. You feel less ignored. And I think it may just stick around untithe headset is in a form factor small enougthat we don't need to have pretend eyes—thecan just be our real ones. And those are your questions about the VisioPro hardware answered. Stay tuned for our upcoming video tacklinall of the software oddities concerning VisioPro. If you thought this video was a doozie, bucklup and get subscribed.