The NVIDIA Blackwell GPU and Apple Vision Pro serve fundamentally different purposes. The Blackwell GPU is designed for computationally intensive tasks like AI model training and HPC, prioritizing processing power and memory bandwidth. The Apple Vision Pro, on the other hand, is a mixed reality device focused on integrating digital content with the real world, emphasizing display quality, tracking, and ecosystem integration. Choosing between them depends entirely on the intended application.
Attribute | NVIDIA Blackwell GPU | Apple Vision Pro |
---|---|---|
Name | NVIDIA Blackwell GPU | Apple Vision Pro |
Target Market | Professional (workstations, data centers) and consumer (GeForce RTX series) | Primarily aimed at consumers, but also suitable for professional use. |
Primary Use Case | AI model training and inference, high-performance computing (HPC), data analytics, and professional graphics | Mixed reality, integrating digital media with the real world. Apple markets it as a "spatial computer". |
Processing Power | B100: 7 PFLOPS FP4 dense tensor, 3.5 PFLOPS INT8/FP8 dense tensor, 1.8 PFLOPS FP16 dense tensor, 0.9 PFLOPS TF32 dense tensor, 30 TFLOPS FP64 dense tensor; B200: 9 PFLOPS FP8, 40 PFLOPS FP4 (with Grace CPU) | M2 Chip: 10-core GPU with up to 3.578 TFLOPS. |
Memory Capacity | Up to 192 GB HBM3e (B100, B200), up to 288 GB HBM3e (Blackwell Ultra), 96 GB GDDR7 (RTX PRO 6000), up to 384 GB (GB200 Grace Blackwell Superchip) | 16 GB unified memory. |
Memory Bandwidth | 8 TB/s (B100, B200), 16 TB/s (GB200 Grace Blackwell Superchip) | R1 chip: 256 GB/s. |
Power Consumption | B100: 700W; B200: 1000W-1200W; GB200: 1200W per GPU; DGX B200 (8 GPUs): ~14.3kW max | Not available |
Cooling Requirements | Liquid cooling is recommended, especially for high-density configurations. Air cooling may be sufficient for lower power configurations. | Features a specially designed thermal system to keep the device cool and quiet. |
Software Ecosystem and Compatibility | NVIDIA CUDA, TensorRT, and various AI frameworks. Compatible with existing NVIDIA software and tools. | Runs visionOS, derived from iPadOS. Supports vision apps from the App Store and is backward compatible with selected iOS and iPadOS apps. Supports multitasking with floating windows. Compatible with Bluetooth peripherals. Supports screen mirroring to other Apple devices via AirPlay (up to 720p). Can mirror the primary display of a macOS device via "Mac Virtual Display". With iCloud, content is automatically synced with iPhone, iPad, and Mac. |
Display Resolution (per eye) | Not applicable | 3660 x 3200 pixels per eye (11.7MP) |
Field of View (degrees) | Not applicable | Estimated to be around 100 degrees diagonally. |
Tracking Technology | Not applicable | 6DoF inside-out tracking. Hand gesture recognition via 12 built-in cameras and LiDAR. Eye tracking with LEDs and infrared cameras. Voice input. |
Price | B100: $30,000 - $35,000 (estimated); GB200: $60,000 - $70,000 (estimated); RTX PRO 6000 Blackwell: $8,435 (bulk) - $8,565 (box) | Starting at US$3,499 |
Pros | Significantly improved performance in large language model training compared to previous generation GPUs, Designed for multi-GPU configurations with NVLink interconnects for high-speed communication, Offers scalability and flexibility in the cloud without the need for upfront investment, 25x reduction in TCO compared to the previous generation NVIDIA HGX H100 GPU (claimed by NVIDIA) | Deep integration with the Apple ecosystem, Supports screen mirroring to other Apple devices using AirPlay, Can mirror the primary display of a macOS device via the "Mac Virtual Display" feature, With iCloud, content is automatically synced with iPhone, iPad, and Mac, Lacks the usual visual artifacts (like the screen door effect) |
Cons | On-premise requires significant upfront investment in hardware, cooling infrastructure, and maintenance, High power consumption, requiring robust cooling solutions, especially in high-density configurations | Ergonomics could be improved, The weight of the visors (650g), the point of support on the face and head, and the resulting eyestrain and neck fatigue are aspects that call into question the promise of a smooth user experience, Hand-Tracking Latency: The AVP's hand-tracking system exhibits a latency of approximately 128 milliseconds, Eye-Tracking Accuracy: Studies have measured the AVP's eye-tracking accuracy at around 1 degree within a 34° x 18° field of view, Apple seems to have simply made everything just a wee bit blurry thanks to subtly out-of-focus lenses. |