Apple Vision Pro 2 could launch soon — here’s what a former Apple engineering manager says it must fix

Apple Vision Pro
(Image credit: Future)

Apple’s "Awe Dropping" iPhone 17 event is just around the corner, but rumors are starting to swirl that we could be seeing a refreshed Apple Vision Pro! In my mind, it’s looking more likely that this will happen at a future M5 MacBook Pro event — predicted to happen in October. But one thing is clear: a redesign and refresh are direly needed for this $3,500 headset.

What does Apple need to do to bring its mixed reality ambitions to fruition and make the next best VR headset? I could reel off my dream list, from making it lighter, more comfortable and cheaper to perfecting the hand tracking and bringing it all to life with legitimately useful spatial computing.

But instead, I’ve gone to the source. I got to chat with John Gearty, Founder and CEO of PulseJet Studios. He is a former Engineering Program Manager at Apple, who played a key role in developing the Vision Pro from its earliest stages. It’s kind of a perfect transition in a way — from launching the Vision Pro to leading a team developing immersive music experiences for VR.

I asked Gearty about the challenges of the original Vision Pro and what the Vision Pro 2 needs to do to really hit that mass appeal.

man wearing Apple Vision Pro headset in front of a MacBook

(Image credit: Future)

You were there from the original requirements for the Vision Pro. What were the most significant engineering or user interface challenges you and your team faced? Considering those experiences, what do you believe is the single most important hardware or software improvement needed for the Vision Pro 2 to achieve a broader, more consumer-friendly appeal?

Hands and eyes interaction was definitely one of, if not the most difficult challenge, on V1 of Vision Pro. AVP (Apple Vision Pro) is a controller-free device, which meant this feature had to work flawlessly. It’s one thing to get natural interaction methods working, but another thing to get them working as magically as required to meet Apple standards and the expectations of millions of customers. We were pushing the limits of machine learning to make it happen.

At this point, I think it’s fairly clear that a hardware revision is the best thing for broad adoption of AVP. The most common thing I hear from people using the device is that it’s too heavy and too bulky to wear for long periods of time. I’ve read rumors of an Apple Vision Air, which I think would be a great next step, and great branding!

Apple Vision Pro

(Image credit: Tom's Guide)

Many critics have pointed to the high price, weight and limited content as barriers to mass adoption. From your perspective, what's a realistic timeline for Apple to address these issues, and what will be the key driver — price reduction, a killer app, or something else — that ultimately convinces the average consumer to buy in?

I agree these are all barriers, but unfortunately, there’s no silver bullet, and I don’t see a single point in time when mass adoption suddenly happens. The forecast for VR market growth is ~30% compounded year-over-year, which I think is about right.

If there is a killer app, I think it’s sports and music, which is why I bet the farm on music. You can count on PulseJet to be the best source of totally indescribable, completely immersive music experiences across VR platforms!

Apple Vision Pro Spatial Gallery

(Image credit: Apple)

You've mentioned that Apple needs more content people, like yourself, to create a reason for consumers to buy the Vision Pro. Can you elaborate on the kind of 'killer content' that's currently missing? How does a product like PulseJet Studios' immersive music videos fit into that vision, and what's the biggest hurdle in getting more artists and studios to create for the platform?

I think what’s missing is that artists and studios don’t understand how to use the new format, which we call the spherical canvas.

TV became mainstream in the 1950’s but only in 1981 did MTV come along and “kill the radio star.” What we see studios doing now is just taking their normal cameras and adding a lens, which doesn’t really consider the opportunity to completely surround your viewer with an experience.

The biggest hurdle to adoption right now is for folks to understand the artistic opportunity. Cost is also a hurdle, of course, since only the top artists are able to afford things like motion capture and advanced CGI/VFX that make VR great.

Launchpad Infinity - Djinns Wish VR Music Video (Teaser) - YouTube Launchpad Infinity - Djinns Wish VR Music Video (Teaser) - YouTube
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Leaving a company like Apple to start your own venture is a big decision. What was the 'aha moment' that led you to found PulseJet Studios, and how has your experience as an Engineering Program Manager at Apple informed the way you run your company and develop your products?

I learned so much at Apple, and I really couldn’t be more grateful for everything I learned. I think what informs my approach today is the combination of everything I learned there and throughout my career that informs my approach today, including software and hardware development, operations, program management, marketing and more.

Obsessing over the details is probably the biggest thing I picked up at Apple. Now it’s a part of me, ingrained so tightly I’ll never get away from it.

The “aha moment” was the point at which I was just overflowing with so many content ideas that there was no way I could get them done at Apple, which is really a hardware/consumer electronics company. My ideas keep snowballing, and now funding and budget availability are really the only limits to what we can do.

Apple Vision Pro

(Image credit: Tom's Guide)

PulseJet Studios is focused on immersive music experiences. What's the ultimate goal for the company, and how do you see the intersection of virtual reality, artificial intelligence and music evolving over the next 5-10 years?

The goal for the company is to be the platform consumers go to for rich immersive music experiences. I see so much opportunity in music that I think we’ll stay focused on that, although it is possible we'll veer off into movies or other forms of entertainment.

Artificial intelligence is a whole other ball of wax, and although there’s a lot of skepticism and cynicism today, I see it greatly accelerating the creative process. AI video generation is pretty incredible, and we’re using it for storyboarding purposes internally already. We’re careful not to publish any AI content today, being careful not to steal content or generate “AI Slop.”

The big guys like OpenAI need to figure out how to compensate source owners properly and respect artists' copyrights. There’s also a quality gap right now where, for example, 3D models are only 80-90% the fidelity of sculptured models. Once we get past these challenges, I think AI greatly accelerates many elements of the VR production process, which is super exciting!

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Jason England
Managing Editor — Computing

Jason brings a decade of tech and gaming journalism experience to his role as a Managing Editor of Computing at Tom's Guide. He has previously written for Laptop Mag, Tom's Hardware, Kotaku, Stuff and BBC Science Focus. In his spare time, you'll find Jason looking for good dogs to pet or thinking about eating pizza if he isn't already.

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