- Well, it's here. The Apple Vision Pro is
Apple's long awaited entry into the world of computers
you wear on your face. It's a headset that starts at 3,499 that Apple claims is the beginning of something called spatial computing, which basically boils down to
running apps all around you. Apple has to claim that the Vision Pro is the beginning of something new because people have been
building VR headsets for over a decade now. I first tried on the
Oculus Rift at CES in 2013. - Here it is. This is a stereo. Oh, oh. Can you still see it? - No.
- My foot just hit this thing. - Oh, we're back. The latest successor of that
Oculus is the Meta Quest 3. A very complete $500 headset
with a huge library of games. "Verge" editor Addie Robertson, who helped me with this review has tried on basically every other headset that's been released in between. In the meantime, Apple,
from Tim Cook on down, has largely insisted that it's
far more interested in AR, augmented reality, than VR, but now Apple has up and
launched the Vision Pro, which is meant to be a full-fledged
computer with real apps that lets you get real work done. Something that can sit right
alongside the Mac and the iPad in Apple's ecosystem of devices, but the Vision Pro also
represents a series of really big trade-offs. Trade-offs which are impossible to ignore. Like this wacky external battery is a really big design trade off, but there are other more
philosophical trade offs as well. And as I've been using the
Vision Pro for the past few days, I kept boiling them down
to a series of questions. (bright upbeat music) Is using the Vision Pro so good that I'm willing to mess up my
hair every time I put it on? Is it so good that I wanna lug around this giant carrying case
instead of my laptop bag? Is it so good that I wanna look at the world
around me through screens instead of with my own eyes? Basically, do I prefer using a computer in there or out here? Let's talk about it. Apple doesn't want anyone
to think of the Vision Pro as a VR headset, but it's a VR headset. It's a VR headset with
incredibly good spatial tracking that almost lets you pretend
it's not a VR headset, but it's a VR headset. You put it on your head in a way that blocks out reality entirely and then it shows you video feeds passed through from the
cameras in the front, making it look like you can
see right through the device, but it can also show you anything else at various levels of immersion. Here I am on the moon. Here I am halfway immersed at Joshua Tree and halfway still in the loft. It's neat. The Vision Pro hardware is stunning compared to most other VR headsets, which are largely plastic and
often downright goofy looking. The Vision Pro is built of
magnesium, and carbon fiber, and an aluminum enclosure that feels like a natural extension of Apple's familiar design language. There's a little iPhone 6 in there, a little AirPods Max,
a little Apple Watch. It is the cutting edge of technology in a package that seems
instantly familiar. Almost everyone I've shown it to thinks it looks smaller in
person than they expected, especially compared to some
of the huge VR headsets we've seen over the the past decade. The front display on the Vision Pro is a little bit of marketing genius. In photos, it looks
like a big bright screen that shows your eyes to people around you in order to keep you
connected to the real world. In reality, it's a
somewhat dim low res OLED covered in glass so reflective it's actually hard to see in
most normal to bright lighting. And from the inside, there's no indicator of what other people outside are seeing, so no matter what's on
the front of the headset, everyone just perceives
you as being in there. It's not like you're
making real eye contact. On top of that, the eyes themselves are pretty creepy and kind of off-putting. I'm not sure any of this
works like Apple wants it to. The other thing under the cover glass is cameras and sensors, a
lot of cameras and sensors, and underneath those
you've got an M2 processor and Apple's new R1 spatial co-processor along with a pair of fans to move the heat from all those cameras, processors,
and displays at the top. You never really hear or feel
the fans as far as I've seen, but this thing definitely gets warm, and you can feel that warmth
after long sessions wearing it. On the top edge, you'll
find a large version of familiar Apple Watch controls. A Digital Crown that
adjusts both the volume and the level of virtual
reality immersion on the right and a camera shutter button on the left that lets you take 3D photos and videos. You get two headbands in the box. The solo knit band and the dual loop band. They both attach and detach easily. You just pull the little
orange tab to disconnect them. The solo band is unquestionably cooler and messes up your hair less, but they both mess up your hair, so if the dual loop fits
you better, just go with it. The other two pieces are the light seal, which comes in various sizes, and the headband, which
comes in two thicknesses. Both attach magnetically, which means they also detach magnetically. You wanna pick this thing up by the frame because grabbing it by the
light seal can lead to disaster. If you have glasses you can click in custom Zeiss lens insert. Apple sent us these reader lenses to see what it all looks like, but I just use the Vision Pro while wearing my soft
contacts and it was fine. The speakers are housed in
the little arms on the side, and they are good and loud and do a convincing job of
rendering spatial audio. Things really sound like they're happening where they appear to be
happening, which is cool. The downside is they're pretty loud, and everyone else around you
can hear what you're up to unless you use headphones. You can use any Bluetooth
headphones you want, but you get a bunch of extra features if you use the latest AirPods Pro, like lower latency and lossless audio. The main thing about the Vision
Pro is that it's just heavy. You're supposed to wear
this thing on your face for long stretches of computer time. Depending on what band
and light seal you use, the headset alone weighs
substantially more than an 11-inch iPad Pro and gets close to a 12.9-inch iPad Pro. In a very real way, this
is an iPad on your face. It's also substantially heavier
than the familiar Quest 2 or even the heavier Quest 3, and those headsets include
built-in batteries. Apple specifically chose to
go with an external battery to reduce weight. The battery itself is
barely worth talking about. It's a silver brick with a USB-C port and an LED that's green when it's charged and orange when it's not. The cable is permanently
attached, so don't break it. I don't really have strong
opinions on this battery, which feels like a particular kind of win. It's funny that Apple of all companies shipped this compromise,
but it's also very Apple that the battery isn't actually
bigger so it can provide more than two and a half
hours of battery life. The battery being external means that all of the Vision Pro's heft is totally front loaded. Other big headsets like the Quest Pro have elaborate headbands to
balance out their weight, but no matter which of
Apple's bands you're using, the Vision Pro just
rests it all on your face and after a long session in
there, you definitely feel it. (bright upbeat music) Apple is very proud of the
displays inside the Vision Pro, which are tiny microOLEDs with incredible pixel
density and resolution. These displays are the main reason this thing is so expensive, and they're at the heart of
the Vision Pro experience. You're always looking at them after all, and that's the thing that makes a video review
like this the hardest. I can't actually show you what it's like to look through these
lenses at these displays. They don't light up
unless you're wearing it. And even if we could trick the Vision Pro into turning on without a head inside, there's no camera that
really acts like your eyes, so I'm just gonna describe it to you and our art director, Alex Parkin, is gonna layer effects over a
screen capture to simulate it. The first thing about the displays is that the field of view isn't huge, and the essential nature of VR displays makes that field of
view feel even smaller. Apple won't tell me the exact number, but it's certainly smaller
than the Quest 3's 110 degrees. So you have fairly large black borders around what you're seeing, a bit like you're looking
through binoculars, and then there's a little bit
of color fringing, distortion, and vignetting around
the edges of the lenses, which shrinks the usable
field of view even more. You can't just glance to
the side of the displays because they're not sharp edge to edge. You have to turn your head a little. And whenever I looked at something particularly high contrast,
like a white window of text floating above a dark desert landscape, I could see highlights
reflecting in the lenses. If you've been paying attention
to VR for the past decade, you know these are very familiar
VR headset display issues, but Apple is charging
3,499 for the Vision Pro and making it sound like these displays are perfect representations of reality, which is where you can really
feel the company's ambitions getting ahead of the product itself. See, this thing, a VR headset with a silly external
battery pack, isn't the goal. Apple's been talking about AR forever, and the true goal of AR is optical AR where light passes directly
through a lens to your eyes and digital information
gets layered on top of it. The tech for that dream
just isn't there yet. Optical AR headsets like the Magic Leap 2 have huge compromises in them that simply can't deliver
everything Apple wants to do, so Apple settled for video pass through. It is the defining trade
off of the Vision Pro, and let me tell you, the video pass through on
the Vision Pro is great. It works. It's convincing. You put the headset on,
the display lights up, and you're right back where you were only with a bunch of visionOS
windows floating around you. It sounds simple, but it is an astonishing
engineering achievement to do all of this in real
time and high resolution in a computer that fits over your eyes. Apple claims there's only
12 milliseconds of latency between what the cameras see
and what's on the display, and that latency includes
the exposure time of the cameras themselves. The actual data processing is faster. Do the math, and Apple says there's not even a
frames worth of latency. The next frame of video is ready before you're done
looking at the last one, and you can see Apple's incredible
skill at processing video right in front of your eyes. I just sat around scrolling on my phone while wearing the Vision Pro with no blown out screens
or weird frame rate issues. I did some work on my
Mac in front of a window, which is a torture test for dynamic range, and yeah, there were some
weird exposure issues, but it was usable in a way that basically nothing else would be. The problem is that
cameras are still cameras and displays are still displays. Cameras have motion blur, for example. In low light, cameras have to
either increase exposure time at the cost of sharpness or increase ISO at the cost of noise, which then requires noise reduction, which makes things blurry and dull. And cameras and displays
both have real limits in terms of color reproduction. So yes, you can easily see motion blur when you move your head in the Vision Pro. Motion blur that increases in low light and leads to some weird
warping of straight lines. Low light also causes
the overall sharpness of the video pass through to drop as noise reduction kicks in. My iPhone screen got noticeably
blurrier when the sun set. And Apple specs say the display supports 92% of the DCI-P3 color space, which represents about 54% of
all the colors people can see, which carry the one, that means the Vision
Pro can only show you 49% of the colors your
eyes can actually see. Look, here's something really silly. This is what it looked like
when I glanced at the clock on my microwave last night. That's just some weird camera stuff, and stuff like that happens all the time. I'm a huge display
nerd. I love this stuff. I would never tell you
about the color gamut of a phone or a laptop, but if you're asking me to
put this thing over my eyes and perceive reality through it, I kind of want it to look like reality. I want all the colors of the rainbow. I'm serious when I say this
is the best video pass through I've ever seen on the sharpest VR displays any regular person will ever come across, but reality is really hard to reproduce, and the Vision Pro constantly reminds you that you are looking at video on screens. I think reality is just
more interesting than that. This is the best anyone has
ever made in there look, and it's still not as good as out here. One of the headline features of the Apple Vision Pro and visionOS is something called Personas, where Apple has the
Vision Pro scan your face, scan your head, and make a 3D model of you that you can then use to
video conference with. I'm gonna go through the
process of making that model and then we're gonna call some friends and see what they look like. It's in beta. Apple says this isn't final. They're still tuning it. They wanna see how regular
people react to it. I'm just gonna hit Get Started, and it's actually prompt
me to take the headset off. - [Vision Pro] Slowly turn
your head to the right. Now slowly turn your head to the left. Now tilt your head up, then tilt your head down. Next, let's capture
your facial expressions. Smile with your mouth closed. Then make a big smile
with your teeth showing. Now raise your eyebrows.
Close your eyes for a moment. Capture complete. Put Vision
Pro back on to continue. - Oh boy. Let's see how this looks. I would say I look like
I'm wearing a beret. Let's be honest. I feel like I'm wearing
a beret in this capture. Let's call some people
and see what they think. (Vision Pro beeping) Marques, you look the most like you of anyone I've seen in this, I would say. - [Marques] You guys, you both look like not like a photo of you, but like someone drew you from a memory. - From a nightmare they had of me. Like I can't move my hair, so it's just all like on my chest kind of. - [Marques] Like connected
to your collar, yeah. - Can you do a big hair swish
in real life? What happens? - Yeah. (Nilay laughing) - It just did not move at all. - Not even a little bit. - I will say the spatial
audio helps a little bit. It's actually coming from the
side that the person is on. Also, do you see my hand? I've seen people where their hand shows up.
- Oh yeah. You're like this emoji, right? You're like doing this thing, yeah. - [Marques] Yeah, I can see it. Okay. - [Joanna] All right, how am I? Is it good?
- Yeah yours are good. A little faded out. - [Marques] It's a little cartoon hand. - Also when you're close to
the face, it does the blur, but if you've got like
a little bit of space. - It's both really impressive and really bad at the same time. (Nilay laughs) Because I'm thinking about all the things that it's figuring out with
what our faces are doing. Like it is getting us blinking and our like eyebrows moving
up and down and even the mouth. I don't know how it sees
my mouth, but then I blink and I look at it again
and it looks absurd, so. - Literally while Marques was saying it was getting little
movements, his face froze on me. It's like hard to have this
conversation right now. That's what I will say about this. I understand why it's in beta. I think if they're like, "This is done," people would be like, "Is it?" (bright music) The other thing Apple is very proud of is the hand and eye
tracking control system, which again is light years beyond any other mass market hand
or eye tracking systems. The Vision Pro unlocks
what Apple calls Optic ID, so it just sees your eyes
and it's ready to go, and then you just look at
things you want to control and you tap your fingers to control them, and that's how you get
around the entire interface. The first few times you use hand and eye tracking on the
Vision Pro, it's awe inspiring. It feels like a superpower. The Vision Pro's external
cameras can see your hands in a pretty large zone around your body. You can have them slung
across the back of the couch, resting in your lap, up in the air with your elbows on a
table, whatever you want. It actually takes a minute to realize you don't have to gesture
out in front of you with your hands in the air,
which it's pretty fun to watch other people instinctively do that the first time they try the Vision Pro on. The next few times you
use hand and eye tracking, it stops feeling like a superpower, and in some cases it actively makes using the Vision Pro harder because forcing you to look
at what you want to control is actually really distracting. Just think about every
other computer in your life. The input mechanism is independent of whatever you're looking at, like I don't think I've looked at my mouse while I'm using it in years. Then there's the fact that visionOS feels designed for eye tracking that's just slightly more
precise than it actually is. All the controls are a little too small and a little too close together to let you bop seamlessly
around the system. You have to look, make sure
you're looking, and then tap, or you might end up
clicking on the wrong thing. I was talking to Addie about this and she described it as
it works until it doesn't. It's magic until it's not.
Think about it like this. The touchscreen on iPhone
directly controls the phone, the keyboard on a Mac
directly controls the Mac, the click on an iPod
directly controlled the iPod, but your eyes aren't actually
controlling the Vision Pro. Cameras are watching your eyes
and turning that into input. Sometimes it isn't perfect.
Is it the best I've ever seen? Yeah, but it's not perfect. It's the same with hand tracking.
It works until it doesn't. Your hands aren't actually
controlling the Vision Pro. Cameras are watching your hands
and turning that into input, which means, one, the cameras have to always see your hands, and two, the cameras are
always turning your hands into input. What do I mean by this? Well, first, even if the cameras cover a large bubble of space,
they don't reach everywhere. If you're like me and you drop your hands
to your sides in a chair, you can't see your hands. If you're lying down in a dark room and those IR illuminators
can't reach far enough, you can't see your hands. If you're sitting at a counter and your hands are on your
legs under the counter, it can't see your hands. Look, I know you're already
headed to the comments to say I'm complaining about
the hand tracking system needing to see your hands, like I get it, but what I'm saying is
it's magic until it's not. Using the Vision Pro
makes you constantly aware of what you're looking at
and where your hands are in a way that's unlike any
other computer I've ever used. It's a trade off that you are constantly
being made aware of. The best example of this is the
hilarious onscreen keyboard, which is not worth using for anything beyond
entering a wifi password. For any longer than that,
you'll want to use dictation or connect a Bluetooth keyboard so you can directly control the input. If you're like me, talk with your hands, you will find things
scrolling and clicking all over the place. Be warned. (bright upbeat music) The Vision Pro runs visionOS, which Apple told me is based on iPad OS with a lot of customization
around latency and vision to make it work for spatial computing. Starting with the iPad as a foundation is an incredible headstart for Apple. It's taking years for Meta to build out all the features of the Quest
OS and populate its App Store, and it's still mostly just games. Apple gets to start with the
full set of iPad OS features and most of the huge iPad app library. Although some huge developers
like Netflix, Spotify, and YouTube have decided to wait before allowing their apps
to run on the Vision Pro. By the way, VR videos on YouTube.com don't seem to work either. The really big difference
between visionOS and iPad OS is that iPad OS has a lot of opinions about how you can arrange apps and how many apps you can run at a time, and visionOS is full on
free floating window chaos. You can have apps from three
different operating systems going on at once. Native visionOS apps, iPad apps, and then you can also connect your Mac and have a whole 4K Mac display with the chaotic glory of Mac OS floating around in space as well. I love it, it is bananas, but it can also be a little
overwhelming to be honest, and there's just not a lot
of window management tools to help you out. The ones that exist are
basically hidden in the UI that no one would ever
discover on their own. For example, there's no
Expose or Stage Manager. You can't collect all your open windows and put them into preset arrangements, but you can tap and hold
on the X button in an app to hide all your other apps, and you can ask Siri
to close all your apps. If you need to just take a break, you can double tap on the digital crown and it'll hide everything. It's not nothing, but it
means you'll be thinking about literal window management in space more than any other iOS
device I can think of, and maybe even more than a Mac, which has vastly more
window management tools built into the OS. Speaking of the Mac, I know a lot of you are excited about the idea
of buying a Vision Pro just to use it as a giant MAC display. I've got good news. I've got bad news. The good news is that
the Mac display sharing works really well, and the
little Apple ecosystem tricks like Handoff and Continuity are pure joy. You can copy in your Mac and
paste in vision OS, just works. You can open your Mac display in visionOS, drag the mouse off the screen, and suddenly your Mac's trackpad is controlling the Vision Pro and the keyboard is entering text. I love it. It was amazing to just
put a huge virtual display over my MacBook Pro display
and edit photos in Lightroom like I had a 50-inch MacBook. Although I will say no one
else could see what I was doing or look at the photos on my
screen, which is a little sad. The bad news is that you only get one single 2560 by 1440
Mac display in visionOS. You can't have multiple Mac
monitors floating in space. I know. That's gonna break
a lot of hearts out there. Let's stay strong. One of the weirder things about visionOS, the Vision Pro itself really, is that there's not a lot of AR in there, as in actual interaction between physical objects
in space and digital ones. I counted exactly three true AR things in my entire time with the Vision Pro. One, when you look at your Mac, the Vision Pro sometimes puts up a Connect display button above
it and starts screen sharing, and when you're typing
on a Bluetooth keyboard and look down at your hands, it pops up a little text preview window so you can see what you're typing. These are little features, yes, but they are some of the first
true AR computing features that have ever shipped
on a mainstream device, and they also happen to
be incredibly useful. The third AR thing I saw was the loading screen
of "Super Fruit Ninja," which allows you to throw
a strawberry at a pig that's running around on the floor. It seems slightly less
historic. But that's it. There's not a lot of AR in visionOS in the sense of reality being augmented. There's a lot of MR, or mixed reality, where virtual objects
float around in real space, and there are a lot of
really great VR features because the Vision Pro is so
fundamentally a VR headset. Watching movies on this
thing is so much fun, especially in the immersive theater mode that lets you pick what
seat you wanna sit in. It's also very cool to watch a movie in one of Apple's virtual
environments, like Mount Hood, and see the colors from the screen reflect onto the landscape. You can get pretty far making the argument that the Vision Pro is worth it simply as a very expensive TV. For many people, it will be the
biggest and best TV they own with capabilities no other TV can match. Since the Vision Pro is sending
separate images to each eye, it can do true 3D movies, and Apple and its partners, like Disney, have already released quite a few, but you know what I'm gonna say. There are trade-offs. After a while, the
weight of the Vision Pro reminds you that it's on your face, and it's a very expensive TV that doesn't have an HDMI input, so you're limited to
Apple's game situation, which, you know. And unlike any other TV in your life, the Vision Pro can DRM your eyes. If you're watching a movie in Disney+ and go to take a screen
capture, the content blacks out. It is strange to think
of living in a reality where big companies can block you from capturing what you see. Plus, it goes without saying,
you'll be watching TV alone. By the way, it's notable that there aren't any real VR
games or fitness apps so far. There's nothing like
"Supernatural," or "Red Matter," or "Population One." All hit games on the Quest. The Vision Pro just doesn't seem suited to those kinds of physical experiences. You don't really want to
move around while wearing it, and that might be a good thing because there are no guardrails
against VR motion sickness anywhere in visionOS. I watched a handful of 3D
movies and immersive shows and sort of immediately realized
I'd gone too far too fast. What's weird is that I know I have issues with certain kind of VR motion from my time and other headsets, but the Vision Pro is so convincing and so unconcerned with
whether you might have limits that it's easy to just get
yourself a little queasy. I recommend early adopters go slowly and make sure you find your limits gently. That first bout of VR
motion sickness is no joke. It's possible that the best
feature of the Vision Pro is actually taking spatial
videos on the iPhone 15 Pro Max and then watching them
back on the Vision Pro. (gentle music) They play back in a sort
of ghostly white haze, and the overall effect is
incredibly bittersweet. You can relive a brief memory, but you're alone in the headset and you can't share it with anyone else. The other problem is that
you can currently choose to shoot iPhone video in spatial at 1080p 30 frames per second or at the full 4K resolution
the phone supports, but not both. For now, I'm gonna pick
the higher res video, but there's gonna come a moment where shooting in spatial by
default will be the smart move and that will be a real turning point. I would not recommend shooting photos with the Vision Pro cameras
unless you really need to. Pressing the shutter button a single time delivers a 2560 by 2560 still, which works out to about 6.5 megapixels. As far as I can tell, the photos are always
from the left main camera, which the EXIF says has an
18 millimeter F2.0 lens. The photos look like 6.5 megapixel photos from a tiny camera sensor
optimized for video, which means they look bad. Video is slightly better. The Vision Pro shoots
2200 by 2200 square videos at 30 frames per second. They look a little better than the photos, but there's still an awful
lot of compression going on, and if you happen to watch them on anything but a Vision Pro, you'll notice some barrel distortion as the camera moves around. All of these videos and screen captures come with a ton of excess motion from your head moving
around, and I will just note, you'll look fundamentally ridiculous trying to take photos of your family with ski goggles on your face. I think it's fair to assume
most Vision Pro buyers also own iPhones, which take great videos. Just use your phone, you'll be fine. (upbeat music) So that's the Vision Pro.
It is an astounding product. It's the sort of thing
only Apple can really do. From the incredible display
and pass through engineering to the use of the whole ecosystem to make it seamlessly useful,
to even getting everyone to ignore the whole battery situation. There's a part of me that says
the Vision Pro only exists because Apple is so incredibly
capable, stocked with talent, and loaded with resources that the company simply
went out and engineered the hell out of the hardest
problems they could think of in order to find a challenge. That's good, I think. There are a lot of ideas in this thing, and they're all executed with the kind of thoughtful intention that few other companies
can ever deliver at all. But I think the shocking thing is that Apple may have inadvertently revealed that some of these ideas are bad, that they can never be
executed well enough to become mainstream. VR headsets with camera
mixed reality pass through might just be a dead end. Replacing input devices
with hand and eye tracking may never be good enough. There is so much technology in this thing that makes it work like
magic until it doesn't. Joanna looks like the worst
PS3 version of herself. I just wanna be honest. (laughs) The other way to look at the Vision Pro is that Apple knows all this and the technology to
build the true AR glasses it has long hinted at is simply not there, so the Vision Pro represents
something like a simulator, a dream factory, for hardware yet to come. You can look at this whole
thing as a trade off. The hardware it can ship right now to get everyone thinking about these ideas while it pours all those resources into the hardware it wants to build. Maybe. It's fun to think about. But I wanna come back to
the idea of trade-offs in this device. The one you can go out and buy right now. One of the oldest rules at "The Verge" is that you review what's in the box, not the promise of what's to come. And so I wanna come back
to all those questions I've been asking myself ever since I first strapped the
Vision Pro onto my head. Starting with the most important one. Do you want a computer
that messes up your hair every time you use it? Do you want a computer that
allows the Walt Disney Company to prevent you from taking
pictures of what you see? Do you want to use a computer where you can't easily show anyone else what you're looking at? Do you want to use a computer that has two and a half
hours of battery life? Do you think the fanciest TV you own should have HDMI inputs? Do you want to use a computer that doesn't work as well in a dark room? Listen to me. Do you want to use a computer that is always looking at your hands? That's just a lot of trade-offs, big trade-offs, not little ones. And the biggest trade off of all is that using the Vision Pro
is such a lonely experience. Regardless of the weird eyes on the front and the uncanny Personas, you're in there having
experiences all by yourself that no one else can take part in. I think that's fine for
traditional VR headsets, which have basically turned
into single-use game consoles over the past decade, but it's a lot weirder for
a primary computing device. It's fun to look at this Vision Pro as a glimpse of the kinds of experiences spatial computing might one day provide. There's a wild new kind of future coming if some of these huge
trade-offs get resolved. But right now with this Vision Pro, the one you can actually buy, the trade-offs of going in
there just aren't worth it. I get my work done with other people, and I'd rather be out here with them. - Almost five. - [Joanna] Five hours. I haven't
taken it off in five hours. - Are you (bleep) kidding me? - [Joanna] No. - Are you ever coming out? - Not coming out. - [Nilay] You've been wearing that thing for five hours straight? - Five hours straight. - So you're just plugged into the wall. You haven't moved from your chair. - I've been in two chairs today. - Has someone fed you? - [Joanna] I ate a sandwich
with this headset on. - I love you, but I
worry about you. (laughs)