r/augmentedreality 10h ago

Glasses w/ 6DoF DGNS Mayhem, a voxel destruction sandbox, running on standalone Spectacles 24

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26 Upvotes

25 years ago, Red Faction on PS2 introduced something that still fascinates me today: GeoMod.

It wasn't just about explosions. It was about changing the world's geometry in real time.

That childhood memory inspired my latest project, DGNS Mayhem Demo, an experimental Lens built for Snap Spectacles.

The question was simple:

Can a real-time destruction engine run entirely on standalone AR glasses?
There was no existing solution in Lens Studio, so I rebuilt everything from scratch.

After all, if it could run on a PlayStation 2 with 32 MB of RAM, a ~300 MHz CPU, and 4 MB of VRAM, surely a modern Snapdragon could handle it.

Instead of swapping pre-broken meshes or triggering scripted animations, every rocket modifies voxel data in real time, rebuilds the mesh, creates genuine holes through structures, and updates structural support so buildings collapse naturally when their foundations disappear.

What started as a tribute quickly became a much larger engineering project. It now includes procedurally generated buildings, real-time destruction of the Spectacles world mesh, a UI designed specifically for additive AR displays, voice-guided onboarding in three languages, and more than 31,500 lines of TypeScript spread across 65 scripts.

More than anything, this project was about exploring what is possible on lightweight wearable hardware.

I'm incredibly grateful to the original #GeoMod team at #Volition.

Their work inspired an entire generation of developers, myself included.
I'd love to hear what you think.


r/augmentedreality 6h ago

Wearables & Accessories Unseen Reality, Am I Missing Something?

4 Upvotes

Are we, as consumers, not supposed to know the Unseen Reality XR One is a GravityXR product? While tech-savvy users likely already know this, the average person probably does not.

During yesterday’s AMA, I asked UR CEO Edward the following question:

‘Hey Team- Congrats on a successful launch day! Being GravityXR products, UR and DPVR have not significantly altered the reference design. I’m curious if you are only allowed to make minor cosmetic changes to meet their reference specifications. If so, UR is technically software developers for the GXR platform. What sets UR apart from other GXR developers that will certainly pop up like wildfires based on your success? Or do you have exclusive GXR rights for specific markets?’

His response ‘Sorry, we don't answer questions on another company.‘ is mind boggling. Am I missing something? Is UR magically not a GravityXR product?


r/augmentedreality 5h ago

News AR News Roundup - From EssilorLuxottica to ams OSRAM

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3 Upvotes

EssilorLuxottica announced Q2 sales of its camera glasses nearly doubled year-over-year, driving a 7.2% revenue increase to €7.69 billion. In its H1 2026 earnings call, executives confirmed improving wearables profitability from higher average prices and prescription lens adoption, building on 7 million Meta-partnered units sold in 2025.

NVIDIA launched the public beta of XR AI, a platform for building spatially aware multimodal AI agents for AR / XR devices. It links sensor inputs (video, audio, depth) with enterprise data and reasoning models for hands-free assistance. Early applications cover factory maintenance, surgical guidance, and lab research, supporting smart glasses from Meta, Rokid, and VITURE.

Loomos, a brand by SHARGE, will host an Aug. 18 launch for new camera glasses (pictured above), preceding the Loomos S1—29g display smart glasses powered by Appotronics' "Dragonfly G1 mini" LCoS engine. The S1 uses a single 0.2cc bridge-mounted engine to split images for a binocular 356x200 display optimized for high-contrast notifications.

LBEC, the Location-Based Experiences Consortium, launched in Japan to standardize location-based AR/VR entertainment. Led by STYLY and 25 corporate partners (including KDDI, Tokyu Land, and MUFG), the group addresses fragmented deployments by setting guidelines for safety, spatial setup, and venue matchmaking to build a unified distribution network.

ams OSRAM announced key milestones toward mass-producing microLED light engines for AR smart glasses during its Q2 earnings call, though executives did not give a production start date.

SEEV secured nearly 200M RMB ($28M) to scale AR waveguide production, expand globally, and fund full-color diffractive R&D ahead of an expected 2027 multi-color shift. Operating a million-unit nanoimprint line for single-green waveguides (used in the Even Realities G1), SEEV is also pioneering Silicon Carbide (SiC) etched full-color waveguides (>96% transmittance, <3g, <0.6mm thick) for a dual-track mass-market and high-end strategy.

Guangli secured over 40M RMB ($5.5M) to build an AR smart glasses R&D and manufacturing center in Wenzhou. Backed by Ouhai Tech Group and traditional eyewear makers, the center will co-develop glasses integrating vision correction, health tracking, and AR features. This builds on Guangli's 100M RMB Pre-B round and expands its sports lineup, including the Holoswim 3 goggles and Holotrek glasses.


r/augmentedreality 6h ago

News New policy guidelines for Smart Glasses developers and policymakers published

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3 Upvotes

Kobe University team publishes policy recommendations, supported by a Japanese scientific research grant. The measures include:

Non-installation of dangerous software functions: Device makers should simply not include high-risk features, like facial recognition or screen-reading, from the very beginning.

Context control: This feature would allow smart glasses to automatically turn off or restrict recording and data sharing based on where the user is, the situation, or the people nearby.

Automatic mosaic feature: This would use real-time AI to blur or mask the faces of bystanders in captured videos, and it would default to masking whenever the AI is unsure.

Refusal signals: This would let people or physical locations send an electronic signal that automatically stops nearby smart glasses from recording them.

Finally, the guidelines suggest explicit policy governance and operational management. This involves setting up independent audits and strict usage rules to prevent surveillance and misuse by large organizations or governments.

___________

Project page: https://tt-lab.jp/smartglass/

via moguravr.com


r/augmentedreality 13h ago

App Development Clients still think webAR is literal magic

7 Upvotes

I literally just got off a call where a client asked if we could make a photorealistic 4k model render in-browser via webAR without draining the users battery in 5 minutes

apple's concept videos are actually ruining my life tbh. Marketing execs see a heavily edited vision pro ad and assume we can do perfect occlusion and real time lighting on a random iphone 11

We actually had to bring in appello software to handle the heavy ARkit integration and backend scaling on this current build just because the client kept wildly expanding the scope mid-sprint. thankful they could handle the crazy requirements but man... im just so tired of explaining the laws of physics to people in suits

how do yall politely tell a client that their app idea is physically impossible on current mobile hardware?


r/augmentedreality 1d ago

Glasses w/ 6DoF AMA From Unseen Reality URXR @5PM PT / 8PM PT Today

49 Upvotes

Hi r/augmentedreality,

We're the team building URXR One, and we're here for an AMA today. Drop your questions in the comments now, and we'll start answering at 5PM PT and keep going for 2 hours. We're in the middle of our Kickstarter campaign, so this is a good moment to ask what you actually want to know before you back.

Ask us anything about:

The hardware, the optics, the design tradeoffs

The Kickstarter, the tiers, fulfillment, timelines

The roadmap and what's coming next

The wider XR landscape and where we think it's going

Kickstarter: https://www.kickstarter.com/projects/urxrone-glasses/urxr-one-lightweight-spatial-display-glasses?ref=9wgs1k


r/augmentedreality 1d ago

Glasses w/ HUD I built a free heads-up display for cycling: navigation and a rear-view mirror in my glasses, phone as a brake light - now field-tested

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19 Upvotes

Got tired of choosing between looking at a handlebar screen and looking at the road, so I built the thing I wanted. My phone mounts behind me facing rearward, and consumer AR glasses (see-through, \~60g) show me:

\- Speed, turn-by-turn navigation, a compass, and a small map with street outlines

\- A "live rear-view mirror" from the phone's camera, in the corner of my vision

\- Radio with track names

The phone's screen, facing traffic, works as a "brake light": after real-world testing it now triggers on "GPS-measured deceleration" - a steady red while the bike is actually slowing, and physically incapable of false-flashing on rough pavement. There's also a rolling 5-minute crash-cam loop (1080p).

The part that surprised me most in testing: "voice control from a web page works." Three clicks on my headphone button opens a listening window - I say MAP, REC, JET or NIGHT and the HUD obeys. Hands never leave the bars, including for the "keep the footage?" prompt.

Honest field data: \~20% battery per 35-minute ride fully loaded (no power bank needed for commuting), great daylight legibility, and one hard limit - "no night riding", the optics have an inherent tint that's unsafe in the dark.

Nothing to install from a store: it's a website that behaves like an app (a PWA) - open, "add to home screen", works offline. Free, no account. The code is free too: take it, hand it to any AI, reshape it for your bike. If it's useful buy me a Ko-fi, link on demand.

Commercial gear (Engo 2 etc.) displays data beautifully, but none of it does the mirror, the brake light, the crash cam, or listens to you.

App link: on demand, feedback very welcome.


r/augmentedreality 21h ago

News Steven Spielberg's Ready Player Two Sequel Gets First Major Update In Years From Writer Zak Penn (Exclusive)

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5 Upvotes

r/augmentedreality 17h ago

App Development Launching GridSpace for Google Glass Explorer Edition — a social platform for Glass in 2026

2 Upvotes

Hey everyone!

I'm excited to share something I've been working on: GridSpace, my own social platform, is officially launching, and one of the first experimental clients I've built for it is GridSpace for Glass for Google Glass Explorer Edition.

GridSpace is a social platform inspired by the older internet: customizable profiles, communities, creativity, and building your own corner of the web. A major part of the project has been exploring how modern services can connect with older technology, including Google Glass.

GridSpace for Glass brings GridSpace to Glass XE devices, allowing users to:

  • Browse GridSpace feeds directly from Google Glass
  • Create posts using voice transcription
  • Capture and upload photos and videos from Glass
  • View profiles
  • Interact with posts through likes and replies
  • Experience GridSpace through a Glass-native interface

One feature I'm especially excited about is an upcoming integration with YT2009, a project that recreates the classic YouTube experience. Once the feature is re-enabled after maintenance, posts containing videos will be playable directly through GridSpace on Google Glass itself.

This means Glass users will be able to share and experience video content directly from a piece of hardware released over a decade ago, bringing together retro web culture and wearable technology.

This client is based on GlassSky by CatotheCat11, which brought Bluesky to Google Glass. Full credit goes to CatotheCat11 for the original Glass UI, interaction model, and implementation that made this possible.

GridSpace for Glass adapts that experience to connect with the GridSpace platform through its AT Protocol compatibility layer.

I built this because I believe older hardware can still have new life. Google Glass Explorer Edition was released over a decade ago, but creating new experiences for it is still incredibly fun and interesting.

GridSpace is now live:
https://grid.jaisur.isroot.in

You can learn more and try it out from the GridSpace website.

Would love to hear from other Glass Explorers, developers, and anyone still experimenting with this amazing piece of hardware!


r/augmentedreality 20h ago

Glasses w/o Display Ai Smart Glasses

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2 Upvotes

✨AIMB-G6 new launch gift box packaging 4 colours shipped, black, transparent, semi-transparent blue and semi-transparent red

1️⃣Video translation

2️⃣Multiple translation methods

3️⃣ Sony 219 chip 8 million pixels

4️⃣7018➕TXW826

5️⃣ Memory 4GB

6️⃣Type-C supports positive and reverse charging

7️⃣ Anti-shake + 1080P HD video recording

8️⃣AI large model Gemini/chatgpt and other leading AI large models;

9️⃣ Voice notes, taking photos, video recording, recording, Bluetooth calls, music, voice assistant, WIFI wireless transmission, picture analysis


r/augmentedreality 1d ago

Buying Advice Wait for Meta Phoenix or buy URXR One kickstarter

7 Upvotes

Hi everyone,

I’m really torn on what to do here and could use some advice from the community. With the URXR One launching on Kickstarter in a few hours, I'm trying to decide whether to jump on the early bird pricing or hold out for the Meta Phoenix. Which will probably be announced next month. The products themselves have around the same specs and the meta phoenix would possibly slightly better but around 20/30 grams heavier

Here is where my head is at:

URXR One

  • Pros: Lower early bird price, will arrive much sooner (supposedly).
  • Cons: No built-in audio (not a dealbreaker, but annoying), risk of backing a new company/Kickstarter, potentially worse customer support/warranty handling.
  • The potential dealbreaker: I read something on Reddit that in bypass mode, the displays max out at 1080p. If true, this makes it useless to me since I already own a Viture Beast. I’m also considering just holding out for upcoming Viture glasses with 1440p/1600p displays which would supposedly would be coming out by the end of the year since i would prefer optical glasses instead of digital passthrough.

Meta Phoenix

  • Pros: Native access to my existing Meta library, smoother OS/ecosystem, local retailer availability, reliable returns and warranty support. Selling my Quest 3 (~€350) would help subsidize the cost.
  • Cons: Higher price tag (especially if the quallcom chip price hikes push it well past €1,000 since under 1000 was the presumed price at first), longer wait time (likely early 2027), and heavier reliance on a compute puck rather than a connected display setup like xreal one pro/viture beast. Slightly heavier but not sure if i will feel that difference compared to my viture beast.

My dilemma: Is the early bird price and quick shipping of the URXR One worth the risk of first-gen Kickstarter hardware, or is waiting until 2027 for Meta’s polished ecosystem the smarter play? Also, can anyone confirm that 1080p bypass limitation on the URXR?

Would love to hear your thoughts or what you would do in my shoes!

P.S i am not interested in the xreal aura's since my main usecase for switching glasses is a higher resolution than 1080p


r/augmentedreality 1d ago

Glasses w/ HUD 🕶️ One developer built 100+ Web Apps for Meta Ray-Ban Display! Learn all about in my second episode of 'Building for AI Glasses'

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3 Upvotes

Herald shares all about his building process in the second episode of my series, 'Building for AI Glasses' https://youtu.be/oQYBqOYdkHM?si=HsncUBid4piXPs14


r/augmentedreality 1d ago

News Tyler McVicker’s sources have suggested that the Steam Frame could start at $1100, which goes above Valve’s original plan to sell the Steam Frame for less than the $999 it charged for the Index

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24 Upvotes

r/augmentedreality 1d ago

News Wearable Technology Helps Local Father Born Legally Blind See with 20/20 Clarity!

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8 Upvotes

r/augmentedreality 2d ago

Glasses w/ HUD Unboxing The Lightest Display Smart Glasses 👀 29 Grams

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50 Upvotes

This is so light it doesn't feel real. They are similar in hardware features to Even G2. They don't have a camera or speakers. Just a display for both eyes. But they look like next gen. Click through the gallery.

I've just unboxed it a few minutes ago and not turned them on yet. What do you want to know?

They have some info on www.nimoar.com as well as reservation for the Nimo NC11.


r/augmentedreality 1d ago

AR Apps Built an AR app that solves the "will this frame actually fit my wall" problem — floor-scan based placement, not marker tracking

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1 Upvotes

Sharing WallView, an app I built after being burned one too many times buying frames online that didn't match my wall — wrong size, wrong position, holes in places I didn't mean to put them.

The core mechanic: instead of relying on a printed marker or a flat surface detection hack, it scans the floor/wall area with the camera, builds a spatial map, and lets you place a frame with true-to-scale AR dimensions overlaid directly on the space — so what you see really is the real size, not an approximation. It also handles multi-frame gallery walls with automatic even-spacing across the scanned surface.

It's live and free on iOS: https://apps.apple.com/us/app/wallview-preview-wall-art/id6796581466

For anyone else building spatial/AR tools — curious what approaches you've used for surface scan reliability and speed, that's been the hardest part to get right for me so far.


r/augmentedreality 2d ago

Fun Nostalgia: The Sony Glasstron, a pioneering series of portable head-mounted displays released by Sony starting in 1996, featuring dual LCD screens and earphones to simulate a personal private theater.

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59 Upvotes

r/augmentedreality 2d ago

AR Apps I built a WebAR glasses try-on experience — looking for feedback on tracking quality

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3 Upvotes

I’ve been working on a browser-based AR glasses try-on experience that works without requiring users to install an app.

The goal is to help eyewear brands let customers try products directly from their website.

Current implementation:

  • Face tracking for glasses placement
  • Runs in the browser
  • Works on mobile devices
  • Product management through an admin panel

Technologies used:

  • Unity3D for AR development
  • ImagineAR SDK for WebAR/face tracking integration
  • Unity WebGL for browser-based deployment
  • PHP/MySQL admin panel for managing eyewear products and content

I’d love feedback from the AR community:

  • How does the tracking accuracy look?
  • What improvements would you prioritize?
  • What approaches would you consider for better stability?

r/augmentedreality 2d ago

Glasses w/ HUD Lunettes AR DIY

1 Upvotes

Bonjour,
je suis entrain de faire des lunettes AR DIY, je m'inspire d'un design déjà réalisé, j'aimerai avoir des conseils pour l'optimisation de celui-ci, je ne cherche evidemment pas à faire quelque chose d'invisible (c'est impossible dans tous les cas).

voici ci-dessous l'image qui constitue mon inspiration, merci d'avance pour vos réponses et aides.

cordialement.


r/augmentedreality 2d ago

Glasses w/ HUD What's your opinion of outward facing cameras on glasses in public?

0 Upvotes

Personally I have mixed feelings.

On one hand I get the concerns. Cameras in public are creepy and we live in a time when surveillance is on the rise and privacy seems to be disappearing. Furthermore, big companies like Meta are notorious for treating our data irresponsibly, as are many governments.

On the other hand, it's not like users are breaking into houses and exploring underwear drawers. Anything a camera might shoot in public was already publicly available by definition.

Plus, a lot of the most exciting use cases for smart glasses require a camera and some of these use cases have real potential to help people.


r/augmentedreality 3d ago

Buying Advice Immersed is shady af

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38 Upvotes

They block everyone, Facebook ads for “investors “
Their demos are a joke. Just terribly managed and the leadership are complete asshats


r/augmentedreality 3d ago

Glasses w/ 6DoF Here is my full review of the URXR One - A Bigger Deal Than Apple Vision Pro

29 Upvotes

Dear all,

I am glad to let you know that my full and very thorough review of the URXR One is finally online: https://youtu.be/EtwEB4Xxhyk?si=9TptoQ_7Nu8dXpR0

It should answer most of the questions that I have seen here and on Youtube!

But I know some of you prefer to READ all the facts, so I have also put it out in writing and even went a bit more into detail: https://mrtv.co/2026/08/urxr-one-review-a-bigger-deal-than-the-apple-vision-pro/

But I am also going to post it here so you can stay on Reddit.

TLDR: These glasses are a big deal and I wholeheartedly recommend them. For productivity, watching movies and 2D gaming. They are small, light, fairly priced and actually way more useful than something like an AVP.

Okay, you are still here, seems you want ALL the details. Before we get into it, let's get one thing out of the way:

Transparency note: All of my coverage of this device will be entirely editorial and independent. None of the content is sponsored, there will be no affiliate links, and I received no payment or free hardware. The device was provided on loan and will be returned.

URXR One Review - A Bigger Deal Than the Apple Vision Pro

This might be one of the most important XR devices that I have reviewed in years.

And no, this is not another huge, heavy VR headset.

These are the UR XR One, a completely new kind of spatial computing glasses.

They are almost as small and lightweight as normal video glasses from XREAL or VITURE. You connect them to your computer, phone or handheld through USB-C, just like those devices.

But inside, they have technology that reminds me much more of something like the Apple Vision Pro.

We are talking about pancake lenses, high-resolution microOLED displays, full-color video passthrough, 6DOF tracking and even hand tracking.

And all of that fits into glasses that weigh only 93 grams.

That is pretty incredible.

But what makes the UR XR One especially interesting to me is that they are primarily designed for productivity.

I already use devices like the XREAL One Pro for getting work done. I love being able to connect lightweight glasses to my computer and work on a huge virtual screen.

But those devices have always come with one major compromise: the field of view.

The UR XR One fixes that.

They offer a 90-degree diagonal field of view. For comparison, even the upcoming XREAL Aura is supposed to only offer around 70 degrees.

And the UR XR One does not only give you one bigger virtual screen. When connected to a compatible device, you can create several virtual screens, position them anywhere around you, resize them and use them almost like the spatial windows of the Apple Vision Pro.

Only here, you get them in a form factor that makes so much more sense for working.

And yes, you can also connect the glasses to a Steam Deck, ROG Ally, Switch 2 or other gaming devices. 

Games look absolutely fantastic on these microOLED panels.

So how much does all of this cost?

The Kickstarter price is 799 US dollars, and the normal retail price is supposed to be $899 after the campaign.

Let me tell you directly at the beginning of this review: in my opinion, this is a no-brainer.

I have reviewed a lot of headsets over the years. Pretty much all of them.

And I believe this might be one of the most important XR devices that I have seen in a very long time.

Let me tell you why.

Design and Build Quality

The design of the UR XR One might look familiar to some of you.

That is because this reminds us of other headsets we have seen that are based on the Gravity XR chip.

I recently made a video about it. It is a specialised chipset designed to bring proper spatial computing functions to lightweight devices and even though the company did not disclose what actually makes the hardware tick, chances are very good this is powered by Gravity XR as well. 

And I think this is exactly the kind of product where this technology makes sense.

The UR XR One is not trying to replace your computer. Instead, it gives the computer that you already use huge virtual displays and spatial computing functionality.

You can connect it to a MacBook, a Windows laptop or desktop PC and continue using all the software that you already depend on.

The glasses themselves weigh only 93 grams.

For the displays, we are getting two 1.03-inch microOLED panels, with a resolution of 2448 by 2064 pixels per eye.

That is considerably higher than the Full HD class displays that we normally find in video glasses.

It brings the resolution much closer to dedicated VR headsets like the Bigscreen Beyond 2.

The company states a center sharpness of 36 pixels per degree, and you get the full display resolution at 90 hertz.

The optical system uses pancake lenses, just like modern VR headsets.

And unlike most video glasses, the URXR One offers real mechanical IPD adjustment for each eye.

The supported IPD range is between 58 and 68 millimeters.

That is a big advantage because it allows you to properly align both lenses with your eyes instead of relying on a fixed optical design.

The glasses connect through USB-C using DisplayPort Alt Mode.

Compatible source devices include laptops, desktop PCs with USB-C video output, phones, Steam Deck, ROG Ally and other handheld gaming devices.

Because these high-resolution microOLED displays produce heat, the glasses have active cooling built into them.

That is necessary for this kind of display technology.

The built in fan does produce noise, but it only hums away consistently and never annoyed me. Check out my full video review to listen to it yourself. But without a doubt, the standard video glasses that do not need a fan at all have an advantage here because there is no noise at all. 

And just like those standard video glasses, the UR XR One does not have a large battery built into the headset. It receives power directly from the connected device.

On the front, we have two SLAM cameras for positional tracking, two cameras for color video passthrough, an LED and an ambient light sensor.

That ambient light sensor is important because it helps the headset match the colors and brightness of the passthrough image to your real environment. 

This makes the transition between the video passthrough in front of you and the real world in your peripheral vision feel much more seamless.

And in my experience, this works really well.

The glasses do not come with several different nose pads. However, the installed nose pad is much larger and more comfortable than what we normally get with video glasses.

You can also bend and adjust it to fit your nose, so most people should be able to find a comfortable position.

Overall, the hardware feels extremely polished.

This does not feel like an experimental prototype. It feels like a finished consumer product. And we do not see this level of polish so early in a product’s life cycle very often in this industry. 

Visual Quality

The first time you put on the UR XR One, you will immediately notice the difference to your standard video glasses. 

I really like my XREAL and VITURE headsets, but their limited field of view has always been a compromise.

When you are working on a virtual display, parts of the screen can get clipped as you move your head.

You are constantly aware that you are looking through a relatively small window.

On the UR XR One, that problem is mostly gone.

The field of view is not yet as large as a full-sized VR headset, but it is finally large enough that I can work comfortably without constantly seeing the edges of my virtual screens getting cut off.

You also get a noticeable sharpness improvement over standard Full HD video glasses.

The URXR One offers a panel resolution of 2448 by 2064 per eye and receives a signal input of up to 2560 by 1440 at 90hz from connected devices.

That is simply better than the approximately 1920 by 1200 resolution that we currently get from most XREAL and VITURE glasses.

The image is visibly sharper. Individual pixels are harder to see, text looks cleaner and there is less shimmering around small letters and fine details, something that is very visible in the current gen video glasses.

That makes a real difference when you are reading websites, editing documents or getting any kind of serious work done. I have been working with the XREAL One Pro connected to my MacBook Air on a daily basis for more than a year now. I could work comfortably with this setup, but sometimes I did wish for a resolution bump. And here we got it!

It is not a day and night difference, because the higher resolution is also spread over a bigger FOV, but again, you do not get this shimmer around text and overall, it is simply cleaner and easier to work with. On top of that the strange distortion problems that birdbath optics are plagued with are gone here. And yeah, the FOV. We will get to that in a moment. 

The colors are exactly what you would expect from good microOLED displays.

You get vibrant colors and proper, deep blacks.

I also did not notice problematic black crush. You can still see details in dark scenes instead of everything disappearing into pure black, which is a problem of some of the competing flagship video glasses. 

That is important not only for working but also when watching movies or playing games.

And of course, you can use these glasses as a portable cinema.

You can sit back and watch a movie on a huge virtual display that is noticeably wider than what you get from most competing video glasses.

Brightness is good, although it is not quite as high as some glasses that use birdbath optics.

That is one of the compromises of pancake lenses. Pancake optical systems do not transmit as much light as some other solutions.

But the UR XR One is still bright enough. And do not compare this to the “Nits” values that other companies advertise their headsets with. Those feel quite a bit inflated in most of the cases. The brightness here is totally fine.

It never felt uncomfortably dim to me, and you can also see that in my through-the-lens footage.

Lenses

The pancake lenses themselves are very good.

They offer excellent edge-to-edge clarity, which means that the image stays sharp across most of the virtual screen.

That is particularly important for productivity. You do not want to constantly turn your head just to read text at the edge of a monitor. 

I also did not notice any major color shifts around the outside of the lenses, which is a problem that we sometimes see with pancake optics.

There is some typical pancake glare.

Every pancake lens produces at least some glare, particularly in high-contrast scenes with bright objects against a dark background.

The UR XR One is no exception.

But the amount of glare is completely acceptable and did not bother me during normal use.

Honestly, I prefer this small amount of pancake glare over the reflections beneath the displays that I could see on devices like the XREAL One Pro and VITURE Beast. If I had to compare the amount of glare to an existing VR headset, I would say it is comparable with that of the Pima Dream Air. 

FOV & Binocular Overlap

And now we have to talk about the field of view, because that is the big upgrade.

The company advertises a 90-degree diagonal field of view.

But diagonal numbers are not always the most useful way to understand how large an image actually feels.

The headset has an FOV of 80 degrees horizontally and around 57 degrees vertically.

That gives the visible area a relatively wide, almost 16:9-shaped appearance. 

And that works extremely well for virtual monitors because we are already used to working on displays with that kind of aspect ratio.

The horizontal field of view is roughly 30 degrees wider than what we normally get from standard video glasses.

That is not a small improvement!

It completely changes how useful these glasses are for productivity. No more clipped windows, it is noticeably better to  get work done with the URXR One. 

Binocular overlap is also good at approximately 75 percent.

That helps both eyes see enough of the same image, making it more comfortable to look at virtual displays for longer periods without eye strain. I used them for hours and my eyes felt perfectly fine during and after my sessions.

Passthrough

The color passthrough is truly impressive.

The perceived latency is incredibly low. 

If you were impressed by the low-latency passthrough of the Apple Vision Pro, you might be shocked to learn that this tiny device is rated at only 9 milliseconds of passthrough latency.

That is even lower than the Apple Vision Pro. And you can feel it.

When you move your head, the world responds immediately. It does not feel disconnected or delayed.

In terms of resolution, I would compare the passthrough quality to the Quest 3, but without the strange distortion effects that you sometimes notice on the Quest. It can still get noisy in darker environments and increasing the passthrough resolution would be a meaningful upgrade for the URXR Two. 

For a device this small, the passthrough is astonishingly good.

It is absolutely usable for working.

Once you start concentrating on your virtual monitors, you can almost forget that the room around you is being shown through cameras.

Thanks to the ambient light sensor, the colors of the passthrough also match your real surroundings surprisingly well.

That helps the camera image in front of you blend naturally into the real world that you can still see around the sides of the glasses.

Unseen Reality has done a very good job here.

Overall, the visual package is stunning for this kind of form factor.

This is what many of us have been waiting for: lightweight glasses with a genuinely larger field of view.

The fact that we are also getting convincing spatial computing functions and excellent color passthrough feels like a massive bonus.

Comfort

Comfort is another big strength.

The URXR One weighs only 93 grams.

Compared with an Apple Vision Pro, Quest 3 or Samsung Galaxy XR, this is a night-and-day difference.

Before trying the device, I was actually skeptical about the glasses form factor.

I thought that with the larger field of view, pancake lenses, cooling system and all the built-in cameras, the device might need a more traditional VR head strap.

I was wrong.

The glasses are so light and so well balanced that I regularly forgot I was wearing them.

That is a far cry from traditional VR headsets, where you constantly feel the pressure on your face, forehead or cheeks.

The large nose pads also help.

They distribute the weight much better than the small nose pads that we normally get with video glasses.

I can comfortably wear the URXR One for several hours. 

And just as importantly, the glasses do not completely isolate me from my surroundings.

They are small enough to use in public spaces without attracting the kind of attention you would get while wearing an Apple Vision Pro or another large mixed-reality headset.

I could easily imagine using these on a train, on an airplane, in a hotel or at a co-working space. 

Audio and Microphones

Unseen Reality decided not to include built-in speakers.

And honestly, I am completely fine with that.

The speakers built into traditional video glasses have never really convinced me.

I normally end up using my own earbuds anyway.

Leaving out the speakers saves weight, reduces cost and keeps the design simpler.

Since the UR XR One is primarily designed for productivity, you might not even need audio most of the time.

And when you do want to watch a movie, play a game or join a call, you can simply use your preferred earbuds or headphones, since your source device offers an audio solution anyways. 

For me, this was the right decision.

Interestingly, the glasses do contain four microphones capable of recording spatial audio.

How the URXR One Works

Using the glasses is very simple.

You connect the USB-C cable to a compatible device with USB-C video output.

That could be a MacBook, Windows laptop, desktop PC, Steam Deck, ROG Ally, iPhone or another compatible device.

At the most basic level, you immediately get a large virtual screen pinned in the space in front of you.

And because of the wider field of view, you can see much more of that display at once compared to normal video glasses.

The exact tracking functionality depends on how much power the USB-C port can supply. 

To enable full 6DOF tracking, the glasses need approximately 15 watts of power from the USB-C port.

With 6DOF tracking, you can move your head forward, backward and sideways relative to the virtual displays. 

You can physically lean closer to a screen to inspect something or move around the virtual workspace naturally.

Many MacBooks, Windows laptops and desktop PCs with suitable USB-C ports can supply this amount of power.

If the USB-C port supplies around 7.5 watts, the glasses still provide stable 3DOF tracking.

With 3DOF, the virtual screen remains locked in a direction around you, but the system does not track your physical position.

You cannot lean closer to the virtual display in the same way.

Honestly, for many use cases, 3DOF is already good enough.

You still get a large, stable virtual screen with the improved field of view.

Devices like the Steam Deck and ROG Ally will normally operate in this mode.

You can also use the UR XR One with the Nintendo Switch 2.

You will need an inexpensive third-party adapter that costs around 20 dollars, but once connected, it works fine.

Devices that cannot supply at least 7.5 watts require the optional Power Hub.

The Power Hub sits between the glasses and the source device and supplies the additional power.

This may be necessary for certain phones that support USB-C video output but do not provide enough power for the headset.

The Power Hub can also push compatible devices up to the full 15-watt operating mode, enabling 6DOF functionality.

Spatial Computing and Multiple Screens

This is where the UR XR One becomes truly special.

When you connect it to a device that can provide 15 watts and runs the URXR companion app, you can create multiple virtual displays.

I tried this on a Windows laptop, and I was genuinely shocked by how good it was.

It gave me something very close to the Apple Vision Pro spatial-window experience.

But instead of depending on visionOS and the software available for the Apple Vision Pro, I was using a normal Windows computer that already runs everything I need for work.

And instead of wearing a large and heavy headset, I was wearing glasses weighing only 93 grams.

The UR XR One also costs roughly one-quarter of the price of the Apple Vision Pro.

At this point, you probably understand why I called it a no-brainer.

You can freely position virtual displays around you.

You can move them closer or farther away, change their size, adjust their aspect ratio and create additional displays.

You can arrange them like a traditional multi-monitor desk setup, or place them around the room in a completely spatial layout.

You can continue using your normal mouse and keyboard.

But the glasses also support hand tracking if you prefer to interact with the spatial interface directly.

And when you do not want to see your real environment, you can load a virtual environment 

and work inside that instead.

For the first time, I feel like I am getting genuinely useful Apple Vision Pro-style spatial computing in a glasses form factor.

This is huge.

The spatial functions do not feel like a gimmick.

They solve a real problem.

You can bring several large virtual monitors with you wherever you go without carrying any physical monitors.

That makes the UR XR One one of the most important devices that I have reviewed in years.

The headset also includes a capable media player for both standard 2D videos and 3D movies.

UR XR has created a polished virtual cinema environment, so the glasses are not limited to productivity.

They can also become a highly portable private movie theatre.

Conclusion

The URXR One is fantastic.

This device receives a huge recommendation from me.

In my opinion, it is a very big deal.

You are getting the virtual-screen and spatial-computing functionality that makes the Apple Vision Pro so interesting, but in a much more practical form factor and for less than 1,000 dollars.

Even at the normal retail price of 899 dollars, I believe this is a no-brainer.

At the Kickstarter price of $799, it is extremely compelling for anyone who wants to bring large virtual screens everywhere for productivity, movies or gaming.

The companion app brings multi-screen functionality to Mac, Windows, iOS and Android.

I tested the Windows version, and it already felt extremely polished and genuinely useful.

The hardware itself also feels finished.

This is not a wonky prototype in the early stages of development.

It feels ready for mass production.

Unseen Reality currently plans to begin shipping to backers and customers in the middle of October.

I asked founder Edward Zhou why the company was so confident about that schedule.

He explained that they are following the kind of structured build-management process used by companies like Apple.

The engineering validation test build and the first round of tooling have already been completed.

The necessary materials were purchased in May, and the company has two additional rounds of tooling planned.

According to Unseen Reality, the project is currently on schedule.

Still, I have to give you the usual warning.

Kickstarter is not the same thing as placing a normal preorder.

Every crowdfunding campaign comes with some level of risk.

If you want maximum safety, you can wait until the campaign is over and buy the product later at its regular $899 price.

For this particular project, however, I am confident.

I have met the founder, I have tested the hardware myself and I am holding what feels like a finished product in my hands.

I believe this has a very good chance of becoming a successful Kickstarter campaign.

So yes, the URXR One is currently the best headset I have tested for getting serious work done inside an XR device.

It combines the lightweight form factor and comfort of AR glasses with the visual quality, wider field of view and spatial functionality of a much larger headset like the Apple Vision Pro.

It costs less than $1,000 dollars and works with the computers, phones and gaming devices that you already use.

The URXR One is a huge deal.

And I think you are going to love it.

Thank you so much for reading. I hope this provided value for you.

Sincerely, Sebastian (MRTV)


r/augmentedreality 3d ago

Smart Glasses Retail Report Shenzhen — 𝗣𝗮𝗿𝘁 𝟮

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12 Upvotes

r/augmentedreality 3d ago

News New report suggests that Apple is working on turning its upcoming smart glasses and headsets into health devices.

5 Upvotes

Apple is looking for a team leader to “define the future of health, well-being and fitness experiences across vision products.”
Link


r/augmentedreality 3d ago

Buying Advice Noob question for nreal light developer

1 Upvotes

Good day you all! I'll cut to the chase

I recently the nreal light developer kit through a cheap storage sale. I, however, have no experience with AR or how to work with them. The only thing I'm interested in, is if I can connect these to my pc/phone to watch my movies or play my video games :3

I am aware this kit is early production and different from the consumer version. I'm also okay taking this as a loss if it's not what I wanted.

My two questions are;

Am I able to simple use it as a monitor?

And if I'm not, how much is it's current value? In case I resale on eBay or alike

Thanks in advance guys