Smartwatches, equipped with a plethora of sensors and a designated position on your body, are primed to serve as control devices for mixed-reality headsets. An excellent example emphasizes this is Apple's impending launch of the Vision Pro, a spatial computer that refines the technology of previous mixed-reality headsets, trimming all, if not most of the rough spots, to provide a smooth user experience.

The upcoming device promises superior passthrough visibility, streamlined interface components with minimum artifacting, and seamless, intuitive interactions with the unit. This level of sophistication is reflected in the Quest 3, which paradoxically, offers a more ‘professional’ experience than its blended reality counterpart.

The Quest 3, with a dedicated depth sensor for creating roomscale experiences, full-color passthrough for mixed reality, and a crisper display boasting a 2,064 x 2,208 resolution per eye, firmly asserts that it's not only a gaming gadget, but also a useful tool for efficient task execution.

However, neither headset represents the ultimate goal. The companies are targeting the manufacturing of these devices on a more compact scale, more akin to glasses. This task poses a significant challenge as it might necessitate certain compromises regarding interactivity owing to size restrictions.

Enter the smartwatch, a device that most of us already sport on our wrists, that might present a solution. The Double Tap feature introduced on the Apple Watch Series 9 and facilitated by the additional Neural Engine boost accompanying the smartwatch’s new S9 SiP is not as revolutionary as it's made out to be by Apple, but it does offer a bit of luxury. The watch can navigate through smaller interfaces and allows button interactions without even touching the screen.

The smartwatch controller concept adopted by Meta also aligns with this idea. The company is aiming to utilize the power of Electromyography—a method of utilizing sensors to capture the electrical activity of muscle movements—to perceive the intention of body motions. This will allow certain functionalities without actual physical movements, given the correct sensor equipment is worn.

Finally, while voice control remains an integral part of augmented, virtual, and mixed reality devices, hardware features will have to be adapted to make these devices more user-friendly and affordable. Consequently, Apple's rumored strategy may involve offloading additional costs by making the Apple Watch an essential accessory to unlock more immersive control methodologies available on its headset.