The New Apple Vision Pro, Reviewed: Better, but the Proposition Is Still the Same

The New Apple Vision Pro, Reviewed: Better, but the Proposition Is Still the Same

Apple’s Vision Pro mixed reality headset, first introduced nearly two years ago, has received an update with improved internal hardware and a redesigned head strap. However, despite these enhancements, the device remains largely unchanged in terms of its bulky design, high price, and limited app ecosystem. This latest version of the Vision Pro, which Apple markets as a “spatial computer,” continues to offer a unique experience but falls short of being a practical or accessible device for most users.

The most noticeable upgrade in the new Vision Pro lies under the hood, powered by the M5 chip. This significant boost in processing power enables faster app load times, smoother game performance, and quicker startup compared to the original M2-based model. For example, hand tracking in games like Synth Riders feels more responsive and fluid, thanks in part to the headset’s ability to display content at a dynamic refresh rate of up to 120Hz. Text and visuals look slightly sharper with a 10% improvement in pixel rendering, and motion blur is less noticeable. Yet, despite these technical improvements, the overall user experience remains much the same as before.

One of the most tangible physical changes is the redesigned head strap, which aims to improve comfort and balance. Instead of a single knit band around the back of the head, the new Dual Knit strap adds a second band that crosses over the top of the head. This design, combined with heavier woven counterweights at the back, helps distribute the headset’s weight more evenly and reduces the sensation of the device slipping down onto the cheeks. The adjustment knob now pops out, allowing users to fine-tune the fit for both bands with a simple twist. Although this strap is more comfortable than the original, the Vision Pro is still relatively heavy, weighing about 1.6 pounds without the battery pack—significantly heavier than competitors like Meta’s Quest 3, which weighs just 1.1 pounds with battery included.

Despite these hardware improvements, the Vision Pro remains bulky and awkward to wear for extended periods. Apple has clearly prioritized performance over comfort, opting for a design that still feels more like a helmet than a pair of glasses. This limits its appeal to casual users who might prefer a lighter, less obtrusive device. Additionally, the headset’s field of view remains narrower than many rival VR headsets, lending a “goggle-eyed” perspective rather than a fully immersive view.

Apple’s vision for the Vision Pro is to serve as an all-encompassing spatial computer, capable of integrating with other devices and enabling new ways of working, playing, and communicating. In practice, the headset can cast apps and videos from an iPad Pro into the air, extend Mac displays in virtual space, and provide a multi-screen environment with 3D audio. These features create an impressive and futuristic experience when everything functions smoothly, allowing users to watch movies in 3D or multitask across multiple virtual screens while still perceiving their real surroundings.

However, the Vision Pro’s software ecosystem has yet to catch up with the hardware’s promise. App support remains limited, and many popular applications or features one would expect from Apple are missing. The device lacks Apple’s own immersive versions of creative and productivity apps like GarageBand, Logic Pro, iMovie, or Final Cut Pro. There is no dedicated 3D art tool from Apple, and popular third-party software like ZBrush is also absent. Moreover, there is no Apple-developed stylus equivalent to the iPad’s Pencil, although Vision Pro does support third-party accessories like Logitech’s wireless spatial stylus, the Muse.

Gaming on the Vision Pro is similarly underwhelming. While the headset now supports PlayStation VR2 Sense controllers via Bluetooth, the responsiveness in games such as ping-pong doesn’t match the performance on dedicated VR devices like the Quest 3. This suggests that Apple has not yet fully optimized the Vision Pro for high-end gaming or creative input devices, leaving its potential largely untapped.

Integration with other Apple devices remains a work in progress. Although the Vision Pro can interact with Macs and iPads for extended displays or casting, it does not yet offer seamless connectivity with iPhones, Apple Watches, or iPads as input devices or companion interfaces. This is a missed opportunity, as these devices could act as controllers, dashboards, or secondary displays to enhance the Vision Pro experience. Additionally, the headset lacks camera-enabled AI features that could leverage the M5 chip’s processing power for advanced spatial computing tasks like converting videos

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