They’re gone now, and Apple is the world’s largest by market capitalization. At the time, Apple had real business to attend to with the launch of its first iPhone in 2007, which was beating out its button-laden competitors, chief of which was BlackBerry. Even then, gaming really wasn’t on Apple’s radar. Samsung Files XR 'Glasses' Trademark in the UK A History of NeglectĪngry Birds released on iPhone back in 2009, a game that practically defined the earliest age of mobile gaming. But why? Why can’t Apple just play nice and just give us some controllers? The answer may lie in its historical approach to gaming, particularly that of iPhone, which may explain why the company is so hesitant to ‘just make a normal VR headset’ like some would hope. Apple is thinking different about how it couches Vision Pro it’s more face-computer than VR headset. Apple has done a lot to make its UI work fluidly with those input schemes, but that sole emphasis means you likely won’t find VR apps that need low-latency, high-precision input, like popular rhythm games such as Pistol Whip or Beat Saber, or action-heavy titles such as The Walking Dead: Saints & Sinners, Red Matter 2, or Population: One.Īnd we get it. Without them, adapting most existing VR games to the Vision Pro becomes either an exercise in retrofitting control schemes, or completely starting on new projects built around the headset’s admittedly impressive hand and eye-tracking. The specific number and precision of these inputs are crucial for many VR games, as a majority of modern titles are built from the ground-up with controllers in mind. Quest 3 Touch Controllers | Image courtesy Meta That’s not to say you can’t play VR games on Vision Pro, but you shouldn’t expect the full gamut of titles you’d see on something like Meta’s Quest 3. While Vision Pro has the power, without motion controllers you won’t be playing many of VR’s greatest games, which not only serve up haptic feedback, but also require rock-solid input, provided by your standard assortment of buttons, sticks, and triggers. Want to learn more about Vision Pro? Make sure to check out our latest preview of AVP, which is a little teaser to our incoming deep dive review coming soon. Vision Pro is actively trying to be different, and it’s forging a path through XR in the most Apple way possible, which just so happens to be without motion controllers or a heavy emphasis on immersive gaming. It has the ability to display detailed graphics and digest complex room environments thanks in part to its powerful dual-chip design, which also lets users multitask in a way other standalone VR headsets would simply choke on.īy all accounts, Vision Pro is impressive hardware, but it’s not serving up competition in a way we’re used to seeing, which is usually just by making a better mouse trap. It features robust hardware, which on paper seems to position it as an ideal platform for VR gaming. Vision Pro launches today, emerging as an impressive addition to the world of XR headsets. Since it doesn’t support dedicated controllers like all VR headsets out there though, it’s leaving many developers essentially stuck and unable to port many of the most popular immersive games to Vision Pro. To Apple, it’s all spatial computing, which is fine-if not a little too vague. Apple doesn’t call Vision Pro a mixed reality headset, or a virtual reality headset for that matter.
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