CNET News - Tuesday, June 20, 2017 at 8:16 AM

How Apple leapt ahead of Google, Facebook and Microsoft on A  - CNET
 
Augmented or so-called "mixed" reality brings digital objects into the real
world.
GIF by Sean Hollister/CNET 
We knew Apple CEO Tim Cook was keenly interested in virtual reality (VR) and
augmented reality (AR). But earlier this month, Apple finally -- and openly
-- revealed its plans to the world.
Apple dedicated a significant portion of its Worldwide Developers Conference
(WWDC) to ambitious new plans to bring VR to your Mac, and A R  to your iPad
and iPhone. 
Like Facebook, Google and Microsoft -- each of which also showcased A R  and
VR plans at recent dev conferences, too -- Apple is now part of a battle for
what the future of computing might look like. 
And whether it's transporting you to faraway or imaginary places with VR, or
making virtual objects appear out of thin air with A R , the company
suddenly has skin in the game that it didn't just last month. 
Apple's success is still far from guaranteed -- but it already seems like
the company has some key advantages.
Apple didn't reply to requests for comment for this story.
Apple's A R  tech works remarkably well
WWDC was the first time Apple publicly demonstrated its A R  tech -- and
yet, it may already have the upper hand. Apple's A R Kit doesn't necessarily
work any better than, say, Google's Tango -- but Google requires special
phones bristling with optical sensors. 
We totally weren't expecting A R  to be anywhere near this good with only
the single camera of an off-the-shelf iPhone:
Overall, Apple's technique seems to do a pretty bang-up job of placing
virtual objects into the real world, without even taking advantage of the
second camera on the iPhone 6S Plus and iPhone 7 Plus. (At WWDC, Apple
announced that developers will soon be able to integrate calculations from
that second camera, too.)
Plus, the tech doesn't only work in Apple's demos at WWDC: Developers who've
installed the new iOS 11 preview build on their own iPhones and iPads A R e
uploading YouTube videos that show it works in the varying environments and
lighting conditions of the real world, too. 
An A R  marketplace that's already millions strong
While not every recent iPhone or iPad will be able to run A R  apps,
millions upon millions A R e already eligible -- and presumably, every new
iPhone and iPad from here on out. You can't say the same about Google's A R
initiative, which not only has to convince each Android hardware partners to
put a big, presumably costly Tango sensor module in the back of their
phones, but also sell consumers on those specialized handsets instead of
sleeker ones without. 
So far, only two Tango phones exist, of which one was a flop, and the other
set to be a Verizon exclusive in the US this summer. 
What if Google adopts a simpler, single-camera A R  technique too? Android
runs on so many different phones and software revisions that it might be
hard to catch up. It could be even more of a challenge for A R  rivals
Facebook, Microsoft and Snapchat, which have to build apps that run on top
of iOS and Android since they don't have popular phones of their own.
Quiet launch buys time
 
Apple's original iPhone didn't kick off the smartphone: it was predated by
the BlackBerry, the Palm Treo, Windows Phones and other devices.
James Martin/CNET 
Despite its reputation as an innovator, Apple has a long history of being
fashionably late to the party. "For us, it's never been about being first to
anything," Cook said in a WWDC interview with Bloomberg. 
"We didn't have the first MP3 player. We didn't have the first smartphone.
We didn't have the first tablet," he continued, explaining why the company's
new HomePod smart speaker -- unveiled alongside A R  and VR announcements --
was A R riving so long after Amazon's Echo and Google Home. "It's not about
being first. It's about being the best."
In almost all those cases, Apple revealed its products with a flashy
presentation to drum up consumer excitement. The company's move to A R  and
VR isn't quite the same; A R  and VR A R e being telegraphed even earlier so
app developers can begin to tinker A R ound with the tech, and so new
hardware and accessories can be lined up without piercing the veil of
secrecy.
That's important, because so far, Apple's demos don't feel like game
changers. An interactive Star Wars VR scene from Lucasfilm's Industrial
Light & Magic division? Cool, but you've been able to download a similar one
for VR-ready Windows PCs for months now. A slightly more realistic Pokemon
Go? Great, but that's so 2016. 
And while Apple's A R  demo (from Peter Jackson's company Wingnut A R ) was
graphically quite impressive, it wasn't interactive.
But Apple didn't necessarily need to wow right out of the gate. Whether it's
the next iPhone (expected in September) or even a rumored future standalone
set of "Apple Glasses," there A R e still opportunities to deliver Steve
Jobs-level oomph to millions upon millions of mainstream Apple fans who
don't follow developer conferences to begin with.
Apple's VR stance is less clear
While Apple may have leapfrogged the pack on A R , its VR lead is a bit less
sure.
To start: Apple execs didn't say the word "game" even once during the VR
portions of the June 5 WWDC keynote. Even that slick Star Wars demo with
Darth Vader was showing off how Lucasfilm can build VR experiences on the
Mac, not necessarily how Mac owners will be able to experience such things
for themselves.
And while Epic Games founder Tim Sweeney tells CNET that Mac users will be
able to get VR games through Valve's Steam game platform, it's not clear if
developers will hop on board. (Valve didn't respond to a question about
whether it would commit to bringing its own upcoming VR games to Mac.)
If Apple is indeed creating a consumer market for VR experiences on Mac,
it's doing so slowly. According to chipmaker AMD, Mac owners will need a
Radeon Pro 580 or better for VR. Those graphics chips only appear in the
single most expensive configuration of Apple's new iMac ($2,300), or the
even pricier $5,000 iMac Pro coming in December, meaning the entry point for
VR will be even more expensive for Mac than Windows to start.
Instead, recent MacBook Pro and new iMac owners will be able to plug in an
external AMD-powered graphics dock for roughly $600 to get a similar level
of performance -- but consumer support for external graphics won't A R rive
until early 2018. There's also no word from Nvidia on whether its popular
rival video cards will work.
Still, Apple just signaled that now is the time to invest
Even if Apple isn't promising that iPhone and Mac end users will bend
reality anytime soon, the mere fact that Apple is finally committed is a big
deal for developers. 
Now, they don't need to wait and wonder whether Apple will come along with a
bigger, better, more refined idea that disrupts their entire business -- as
Apple will often do. 
And if those devs decide to invest, Apple now offers the hardware they'll
need to invest in -- which had been conspicuously missing until now. Brian
Blau, an analyst at Gartner, says, "If anything changed, it's that Apple now
has more advanced Mac desktops and laptops that will officially support
advanced interactive and real-time graphics capabilities, and that has to be
good news for app and content developers who really want to use Apple
products."
Says Epic's Sweeney: "I see Mac as now a first-class VR platform that's
going to grow enormously and potentially be the most consumer friendly way
to bring VR to the masses of computer users. I expect the industry to flock
to it."
By flipping the A R /VR equation, Apple may take the lead
 
Google Glass had companies aim for a A R  future that wasn't there yet --
and maybe still isn't.
Sarah Tew/CNET 
It's unclear, however, how much VR will matter now. Industry experts and
sales forecasts have mostly agreed: VR tech is really just a stepping stone
to A R , at least in the long term. Disney CEO Bob Iger is more excited for
A R  -- as is Apple's Tim Cook. 
But originally, augmented reality seemed difficult to build for consumers.
Companies like Microsoft, with its HoloLens headset -- not to mention Magic
Leap -- were having an awful hard time building compelling see-through
augmented reality headgear that regular people would actually want to wear.
Facebook showed some promising A R  filters for phones, but said it's years
away from standalone A R  hardware. Google, again, is struggling to get
Tango A R  phones on the market.
Then, along comes Apple with a revelation: millions upon millions of iPhones
can be augmented reality devices now, with no need for specialized hardware.
Rivals who thought they were ahead of the game by building out a VR
ecosystem may find themselves eating Apple's dust.
Sure, Apple's definition of augmented reality is a simpler, older definition
than most. For now, it's a picture window you keep in your pocket, rather
than a set of glasses you wear. 
But once iOS 11 hits later this year, Apple developers will have millions
upon millions of those picture windows able to display images that will make
last year's Pokemon Go look as quaint as Donkey Kong or Pac-Man.
Now they -- and Apple -- just need to give us something cool to play with.
Disclosure: Sean's wife works for Facebook as a business-to-business video
project coordinator.
WWDC 2017: See everything Apple announced at this year's developer
conference.
https://www.cnet.com/news/apple-augmented-reality-advantages-wwdc-2017/#ftag
=CAD590a51e


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