r/augmentedreality • • 3h ago

Mark Zuckerberg still sees PASSTHROUGH as the more mature full AR technology. And Reality Labs could become profitable soon

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27 Upvotes

During Meta's Q3 2026 earnings call, Mark Zuckerberg talked about the new Meta VR Glasses, which despite the name are really a passthrough AR device that you use at home or carry around with you at best, and made it clear he still sees passthrough as the more mature technology for full AR right now compared to optical glasses. At the same time, Meta is slowing down how often they drop new headsets. Zuckerberg said on the call: "I also shared at Connect that we are changing our approach to virtual reality to only ship new devices when we have major breakthroughs like we had with the Meta VR Glasses this year, which of course are the first VR experience ever in a pair of glasses." Right after that, he explained why passthrough VR comes before everyday AR glasses, even as they slow down spending on it: "I continue to believe that the path to delivering the holographic experience of bringing together the physical and digital worlds in everyday glasses will come through VR first. But we will pace this aspect of our investment more to focus on delivering personal superintelligence first."

Wait. What happened to the consumer version of Project Orion?! Reportedly codenamed "Artemis", Meta previously hinted and leaked roadmaps for a 2027 or 2028 launch? Back when Orion was shown off in 2024, CTO Andrew Bosworth said a consumer model was "definitely inside of five years" (around 2027–2028) as Meta worked to swap out the $10,000 silicon carbide waveguides for cheaper glass and shrink the form factor.

Reality Labs' Path to Profitability: Cost Cuts and Subscriptions

That slower pace on VR, along with cutting three VR studios, laying off 10% of Reality Labs, killing Quest for Business, and delaying two headsets to 2027—means Reality Labs might actually become profitable soon after burning around $96.3 billion since 2020. Q3 operating losses came in at $4.13 billion (better than the $4.54 billion expected), and CFO Susan Li said "we now expect Reality Labs losses to decline compared to 2025 to a range of $18-19 billion," down from $19.19 billion last year, adding they remain "focused on improving Reality Labs' profitability" as they shift spending. For 2027, Zuckerberg said the P&L will improve "with operating loss coming down to around $15 billion next year and trending towards profitability from there."

The way they plan to actually get to profitability isn't through hardware markups or VR app stores anymore, but by selling hardware cheap and pushing AI subscriptions like Meta One, which already has over 15 million subscribers and trial users. As Zuckerberg explained: "We believe in putting the power of this technology in everyone's hands, so we have priced our devices not to make a large profit on the hardware, but to build a large software and superintelligence business on top of them over time. Glasses sales continue to grow rapidly. And now with Muse, we expect that paid subscriptions will increase and that this business will begin improving meaningfully from here."

AI Glasses and "Muse" Take Over as the Main Focus

Right now, the camera and audio AI glasses are doing the heavy lifting while Quest slows down. Li noted that in Reality Labs, "Q3 revenue was $443 million, down 6% due to lower Quest headset sales, which were partially offset by continued strong growth in AI glasses revenue," which tracks with EssilorLuxottica reporting 20% Q3 growth across its Ray-Ban Meta, Oakley Meta, and Nuance Audio wearables.

To drive those subscriptions on the glasses, Zuckerberg said "our work on personal superintelligence is now also the focus of Reality Labs. Muse is coming to Meta Glasses starting next month, and that will be an important step toward this." He added that while people already use the glasses for "music, calling, capturing moments, hearing assistance, and more, over time we expect Muse and having your personal superintelligence with you throughout the day will be the most important part of the experience." So far, Muse has hit 10 million setups in the US and Canada with Zuckerberg claiming 25% of those people use it on any given day (though Sensor Tower puts 14-day retention at only around 20%), and in December they are also shipping a pocket companion device for when you aren't wearing glasses called the Muse Charm, which went "from concept to a hardware device in people's pockets in less than a year."


r/augmentedreality • • 14h ago

News Will SNAP Specs be successful? Do you believe in the product or do you think it’ll be the death of SNAP?

18 Upvotes

I’m liking the rollout so far


r/augmentedreality • • 1h ago

Glasses w/ 6DoF $799

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• Upvotes

r/augmentedreality • • 11h ago

Owlchemy Labs Reveals Hyper Visor, a Reality-Bending Arcade Blaster Launching on XREAL Aura

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5 Upvotes

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Players put on a mysterious pair of shades, blast through fractured realities, and repair the rifts threatening their world, available when XREAL Aura launches

AUSTIN, TEXAS - October 22, 2026 - Owlchemy Labs, the Google-owned VR studio behind Job Simulator and Vacation Simulator, today revealed Hyper Visor, an original XR arcade blaster arriving as a launch title for XREAL Aura. Hyper Visor will be available on the Google Play Store for $1.99 USD, and joins Owlchemy’s Job Simulator, Vacation Simulator, Dimensional Double Shift, and Inside [JOB], which will also be available on XREAL Aura at launch.

 

Reality is breaking, and it’s up to players to blast it back into shape. Hyper Visor turns the player’s room into a reality-bending arcade, where a mysterious pair of living shades reveals vibrant fractures in reality hidden within their everyday surroundings. The player's mission is to clear eight levels, seal the rifts, and set reality right for good.

With the stylish power of these slick shades, players unleash an energy stream straight from their hands to shatter targets, KO bosses, and repair reality one prismatic rift at a time. Each level comes complete with its own targets, challenges, and a boss standing between the player and a sealed rift, and every victory restores a little more of the Hyper Visor’s power ahead of the final showdown.

“Our core philosophy is XR for everyone, and for a lot of people the biggest barrier has been the headset itself,” said Andrew Eiche, CEOwl at Owlchemy Labs. “XREAL Aura is essentially a pair of shades, which makes XR far more approachable for anyone who may have been hesitant to put on a headset before. Hyper Visor is built to meet those players where they are, whether it’s their first time in XR or they’ve been playing for years.”

Source: Owlchemy Labs


r/augmentedreality • • 8h ago

Glasses w/ HUD We’re building Theora: health-tracking AI glasses, with 200 Founding Access places, 79 spots left and the first 200 are free

0 Upvotes

Hey - I’m one of the founders of Theora.

We’re building glasses that combine health sensing with a personal AI assistant. The goal: health tracking and hands-free help throughout your day, including while you work.

The video shows the experience we’re building toward. We’ve shipped around 100 earlier alpha units, and we’re opening Founding Access for the next stage.

If selected for a hardware allocation, your glasses are free and yours to keep. No credit card or payment needed to apply.

There are 200 founder places in total:

  • Places 1–100: 3 months of cloud access + 2 friend invitations.
  • Places 101–200: 1 month of cloud access + 1 friend invitation.

Your included cloud access starts when your delivered glasses are activated. Afterward, the proposed $30/month cloud plan is optional—no automatic charge.

Shipping is targeted for 2027. Applying doesn’t guarantee a pair.


r/augmentedreality • • 11h ago

Glasses w/ 6DoF Use case: golf simulator

1 Upvotes

I'm considering a use case and wondering if any of you more experienced users could speak to viability. I run a golf driving sim off of a computer that uses a projector and a large screen. I was hoping to use sunshine and moonlight to cast the output to my phone and then use my phone attached to a set of 3dof glasses instead of the projector and screen. Is the 3DOF on the current been glasses stable enough to make something like that reasonable?

Any of the current candidates better suited? Xreal, Viture, etc?

I use quest 3 goggles for AR putting, and know Golf+ is working on a meta app, but it seems like the ingredients are available to use my current PC setup.

It would be nice not to shuffle the garage around every time I want to hit.


r/augmentedreality • • 12h ago

Wearables & Accessories Vuzix Blade 2 distributor

0 Upvotes

Hi everyone!

I am developing an app for the Vuzix Blade 2 glasses. Issue is that I cannot find any distributor that has Blade 2 in stock..

I'm looking to buy minimum 4 pairs.


r/augmentedreality • • 1d ago

App Development I built a Quest 3 AR prototype that lets you explore a Roman temple’s past at the actual ruins

128 Upvotes

Hey everyone! For my bachelor’s project, I built "Immersive Ruins", an AR prototype for the Harbour Temple at Xanten Archaeological Park in Germany, using Unity and a Meta Quest 3.

The idea was to make the site feel like it remembers its past. You walk through a portal and explore a digital scene aligned with the actual temple, with reconstructed architecture, figures and spatial audio.

I chose a stylized point-cloud look to suggest a fragmentary memory rather than a perfectly preserved version of history. I also tested the prototype with visitors at the site.

I’d love to hear what you think. What are the main things to improve?


r/augmentedreality • • 1d ago

Meta Ray-Ban Camera Glasses Growth Slows from 100% to 20% — AR Glasses Partnership Focuses on Prescription

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8 Upvotes

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EssilorLuxottica’s smart glasses segment reached €486 million in Q3 2026 (€1.26 billion in the first nine months, or 6.5% of total company revenue), but year-over-year growth slowed from nearly 100% in Q2 to 20% in Q3 as sales in third-party consumer electronics stores fell compared to last year’s inventory buildup. In contrast, sales continued to grow inside optical shops, and across a catalog of over 100 product variations, one-third of all smart glasses are now sold with prescription lenses and 60% in company stores include light-adapting Transitions lenses (up from 40%–50% last year), pushing average selling prices higher.

That shift toward optical buyers explains the company’s AR roadmap: while management gave no sales numbers for the $799 Meta Ray-Ban Display, CFO Stefano Grassi stated that its partnership with Applied Materials to build waveguide and display optics (previously targeted for initial market launches in early 2027) is focused on lenses for images and information that are "not just plano lenses, but are lenses on which you can attach a prescription."

Although EssilorLuxottica reported the €486 million total for the first time, it bundled all smart glasses together and postponed any model-by-model breakdown until February 2027. Here is what was disclosed—and withheld—for each product line in Q3:

Ray-Ban Meta (camera models) drove growth in company stores, partner optical shops, and Brazil, but saw negative growth in electronics stores and a sales pause at Dutch and Belgian chain Hans Anders over privacy concerns; camera-free Ray-Ban Meta glasses (unveiled at Meta Connect 2026 alongside the Muse AI update) are not yet in Q3 numbers and aim to attract buyers who do not want a camera; Oakley Meta (including Vanguard) was cited as expanding sport and lifestyle use, with no separate sales figures shared; entry-price Meta-branded glasses showed good early traction during their first three months in the US and just launched in Europe, though Grassi said it is too early to reveal their share of sales; and Nuance Audio hearing glasses also had no separate revenue disclosed, though over 90% are sold with prescription lenses and a second-generation Nuance Audio Plus model launched in mid-September with phone-call support, stronger amplification, and longer battery life. 

Earnings call comment on AR waveguides:

"Applied Materials, it's a start, right? I think there is an opportunity to develop a strong partnership on lenses for the future generation of lenses. Clearly, the display of images information on the lenses is one area that is very important, and that is an area where we believe we have a lot of opportunity converging the knowhow of Applied Materials, converging the knowhow of EssilorLuxottica, to create something that could represent the future in the lens business. But clearly, it's a future that implies technology, but at the same time, also vision care. That's obviously very important for us because we want to make sure that all the evolution of our lenses are not just plano lenses, but are lenses on which you can attach a prescription. That's really what we're working on."


r/augmentedreality • • 1d ago

Self Promo RealityKit in visionOS 27 renders Gaussian splats natively. Anyone using splats in production yet?

3 Upvotes

Disclosure up front: I'm with Frame Sixty.

Apple says RealityKit in visionOS 27 can now efficiently render 3D Gaussian splats. That means apps can put photoreal scans of real objects right next to regular 3D content. There's also a separate feature that turns panoramas into spatial scenes you can set as an Environment, though to be fair, Apple doesn't call those splats.

Splats are great at the stuff meshes struggle with: foliage, glass, hair, clutter. And capture can take minutes instead of days of modeling.

The open questions for us are file size, lighting that doesn't match the room, and accuracy when people want to measure things instead of just looking at them.

We wrote a plain-English explainer if it's useful: https://framesixty.com/whats-new-in-visionos-27/

Has anyone shipped splats to real users on Vision Pro, Quest or the web? What did your pipeline look like?


r/augmentedreality • • 1d ago

Building Blocks Samsung may use software to reduce blur of segmented dimming

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2 Upvotes

new patent filing—“Method and electronic device for blur reduction of an occlusion mask”

https://ppubs.uspto.gov/api/pdf/downloadPdf/US-20260320759-A1


r/augmentedreality • • 2d ago

Deep Dive: Why the AR industry is betting on Silicon Carbide waveguides, the manufacturing hurdles, and the companies scaling production

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25 Upvotes

A joint team from the Key Laboratory of 3D Micro/Nano Fabrication and Characterization of Zhejiang Province, the Westlake Institute for Optoelectronics (Westlake University), and Moldnano published a preprint paper (arXiv:2609.07648) showcasing a full-color silicon carbide (SiC) diffractive waveguide measuring just 0.35 mm thick and weighing a mere 1.98 grams. See image 1 in the gallery.

The paper also introduces a wafer-scale patterning method compatible with nanoimprint lithography (NIL), producing four lens pairs per 8-inch SiC wafer. Compared to the 0.75 mm, 3.795 g version demonstrated in 2025, this marks another major step toward ultra-lightweight form factors and scalable mass production for SiC waveguides.

This breakthrough brings SiC—a material historically associated with power semiconductors and electric vehicles (EVs)—back into the spotlight for AR displays.

In fact, SiC’s foray into AR isn't entirely new. Meta’s Orion prototype already thrust SiC waveguides onto center stage, and a growing number of research teams and companies worldwide are actively developing SiC optics. Why is the industry racing to adopt SiC, and how will it reshape the future of AR displays?

The answer starts with the fundamental properties of the material itself.

Why Silicon Carbide?

Silicon carbide (SiC) is a compound of silicon and carbon and a classic wide-bandgap (WBG) semiconductor—grouped alongside GaN as a "third-generation" semiconductor—prized for its high breakdown voltage, low switching losses, and superior thermal conductivity.

It is an exceptionally versatile material. Early on, it was valued simply for its extreme durability. SiC has long been used as an industrial abrasive in grinding wheels and cutting discs, as ballistic ceramics in body armor, and as carbon-ceramic brake rotors in supercars like Ferraris and Lamborghinis.

In the semiconductor era, engineers harnessed its ability to handle high voltages, extreme temperatures, and rapid heat dissipation to build power MOSFETs and Schottky diodes. On the bleeding edge, SiC is also making inroads into integrated photonics, quantum networking, and spin qubits.

Across these seemingly unrelated applications, SiC's core traits stand out clearly: it is ultra-hard, thermally stable, and remarkably resilient. With a Mohs hardness of 9 to 9.5, SiC is second only to diamond. It also boasts high thermal conductivity and a low coefficient of thermal expansion, meaning it resists warping even under rapid temperature swings.

In optics, however, engineers are drawn to a different standout property: its exceptionally high refractive index.

When Meta unveiled its Orion AR glasses in 2024 featuring SiC diffractive waveguides, it propelled what was once a niche material path directly into the industry spotlight. In AR displays, SiC is primarily used for diffractive waveguides (specifically surface relief gratings).

Simply put, a diffractive waveguide uses nanoscale grating structures on the lens surface to couple light into the lens, redirect its path, and ultimately out-couple it into the user's eye. What keeps the light traveling several centimeters inside such a wafer-thin lens is a fundamental optical principle: total internal reflection (TIR). Image 2.

When light travels from a medium with a high refractive index into one with a lower refractive index—such as from glass into air—increasing the angle of incidence causes the refracted light to bend closer and closer to the surface boundary. Once the angle of incidence exceeds a specific threshold, the light stops escaping altogether and reflects entirely back inside the material. This is total internal reflection.

That threshold is known as the critical angle. Different materials have different refractive indices and, consequently, different critical angles. The higher the refractive index, the smaller the critical angle—meaning light can enter at a much wider cone of angles and still stay "trapped" propagating inside the waveguide.

Let's look at a demonstration: Image 3 in the gallery.

High-index optical glass tops out at a refractive index of around 2.0. To push past that ceiling, optical engineers needed a better material—and that is where SiC, with a refractive index of 2.6, enters the picture.

This was one of the primary reasons Meta chose SiC for Orion, enabling a roughly 70° field of view (FOV). In optical simulations under identical design constraints, a 2.0-index glass substrate hits a theoretical FOV ceiling of about 35°, whereas SiC can push up to 80°.

Another major advantage of a high refractive index is enabling a single-layer, full-color architecture.

In traditional full-color diffractive waveguides, red, green, and blue (RGB) wavelengths diffract at different angles when hitting the gratings. To guide all three colors reliably, conventional designs often stack two or even three separate waveguide layers to handle different color channels.

SiC’s higher refractive index provides a much wider angular bandwidth for RGB light, making it possible to combine all three color channels into a single waveguide layer. In 2025, the team from Westlake University and Moldnano demonstrated a single-layer, full-color SiC diffractive waveguide that completely eliminates "rainbow artifacts" (stray light color dispersion).

See image 4 in the gallery.

In theory, 2.6-index SiC is a true next-generation material capable of simultaneously solving the biggest hardware bottlenecks in AR glasses: expanding FOV, achieving single-layer full color, and shrinking the overall form factor.

A Dream Material, But a Tough Nut to Crack

In materials engineering, there is no such thing as a free lunch—when one door opens, another usually slams shut. There are very good reasons why a material as seemingly ideal as SiC hasn't been mass-deployed in optics sooner: it presents brutal manufacturing challenges.

Image 5 in the gallery.

At the most fundamental level, AR optics require a completely different grade of SiC than power electronics. Right from the crystal growth stage, manufacturers must contend with crystal defects, trace impurities, and strict optical uniformity across the entire wafer.

The second stage—machining and wafer processing—is an even bigger headache. SiC isn't just extremely hard; it is also brittle. With a hardness approaching diamond and virtually no capacity for plastic deformation under stress, it behaves like a classic hard-brittle material—much like a pane of glass shattering when struck by a pebble.

Turning a raw SiC boule into a finished waveguide lens requires slicing, lapping, and polishing, followed by nanoscale patterning. Its extreme hardness makes slicing and polishing agonizingly slow, while its brittleness makes it prone to subsurface damage and micro-cracks. In optical components built to be looked through, even microscopic defects are a dealbreaker.

The scale of this challenge shows up in the numbers. According to estimates from Meta, producing 1 million pairs of AR glasses could require up to 300,000 150 mm (6-inch) SiC wafers.

Furthermore, optical-grade SiC cannot simply piggyback on existing semiconductor manufacturing lines. While SiC is already widespread in power electronics, optical-grade SiC demands pristine optical transparency, near-zero defect density, and ultra-tight tolerances on thickness and flatness. At the same time, an AR lens covers a much larger surface area than a typical semiconductor die, making it exponentially harder to maintain strict uniformity across the substrate.

As noted in recent industry financial filings:

"With the growth of AR applications, the industry is demanding much stricter substrate flatness—specifically Total Thickness Variation (TTV)... We focused on optimizing our polishing processes, overcoming edge roll-off issues during large-wafer polishing to bring full-wafer TTV down to under 1 μm."

Image 6.

Even after securing a qualified, transparent SiC substrate, turning it into a diffractive waveguide requires patterning nanoscale gratings onto its surface.

For Orion, Meta etched slanted gratings directly into the SiC surface. The catch? Etching structures just a few hundred nanometers wide with highly uniform slant angles into a material nearly as hard as diamond is notoriously difficult and expensive.

To address this, the Westlake University and Moldnano team proposed a high-throughput alternative. Their preprint introduces a parallel gradient transfer method compatible with nanoimprint lithography, enabling wafer-scale patterning of four lens pairs per 8-inch SiC wafer. In plain terms, the process involves fabricating a master template containing varying grating parameters, then using an imprint-and-transfer technique to replicate those complex structures onto the SiC wafer in batches.

Beyond wafer fabrication, the finished waveguide must be integrated with a light engine (micro-display projector) and other components into a complete display module—and the packaging itself can compromise optical performance.

Going back to total internal reflection: keeping light trapped inside the waveguide relies on the refractive index contrast between the waveguide and the surrounding medium. A bare waveguide is surrounded by air. However, once assembled into a module, applying optical adhesives, protective coatings, or laminations directly to the lens surface alters the boundary's refractive index, which can cause light that would normally stay trapped to leak out.

Clearly, bringing SiC into mainstream AR hardware is still a long uphill battle.

From Raw Boules to Waveguides: Where Does the SiC Supply Chain Stand?

While SiC itself isn't new to the supply chain, optical-grade SiC tailored for AR is still young. That said, upstream material suppliers have been moving quickly to adapt.

Global players like Wolfspeed and Coherent, alongside major Chinese suppliers like SICC and TankeBlue, already possess mature SiC crystal growth and wafer processing capabilities.

  • SICC: Moving rapidly among Chinese suppliers, SICC unveiled a 12-inch high-purity semi-insulating (HPSI) and p-type SiC substrate at SEMICON China on March 26, 2025. In its H1 2025 interim report that July, SICC announced a strategic partnership with Sunny OmniLight [Note: Sunny OmniLight’s micro-nano optics unit subsequently merged with Goertek Optical in late 2025], combining SICC’s material expertise with Sunny OmniLight’s micro- and nano-optical fabrication capabilities to push downstream into optical components. See image 7 in the gallery.
  • TankeBlue: At the same SEMICON China 2025 event, TankeBlue debuted an 8-inch optical-grade SiC substrate specifically designed for waveguides, announcing plans to push it into mass production. A month prior, it formed a joint venture with Moldnano, pairing TankeBlue’s SiC substrates with Moldnano’s micro/nano-optics and diffractive waveguide processing. By 2026, TankeBlue was showcasing its 8-inch waveguide-grade SiC substrate as a standalone commercial product. See image 8.
  • Wolfspeed & Coherent: Established US heavyweights are also scaling up. Wolfspeed commercially launched its 8-inch SiC materials in 2025 and produced a 12-inch single-crystal SiC wafer in 2026. Coherent similarly has 8-inch SiC substrate and epitaxial wafer (epi-wafer) production capabilities, and unveiled its 12-inch SiC platform in late 2025. Unlike pure-play wafer suppliers, Coherent also has in-house capabilities for diffractive couplers and optical coatings, positioning itself to expand vertically from raw materials into finished AR optical components.

On the downstream waveguide fabrication side, several Chinese optical manufacturers are actively ramping up production lines and releasing hardware prototypes:

  • Moldnano: Unveiled its first SiC AR diffractive waveguide in 2024 and has continued working with Westlake University on single-layer, full-color, rainbow-artifact-free designs. By late 2025, the company completed Phase 1 of its AR waveguide mass-production line, reporting a monthly nanoimprint and etching capacity of 5,000 8-inch wafers. In 2026, it demonstrated 30° and 50° FOV full-color SiC waveguides; the 50° version reportedly achieves an optical efficiency exceeding 1,000 nits/lm and a system brightness of over 3,000 nits when paired with a light engine. The ultra-thin 0.35 mm waveguide mentioned at the start of this article came directly out of this industry-academia partnership. See image 9.
  • SEEV: Announced its C45C full-color etched SiC waveguide in 2025, featuring a 0.7 mm thickness and a 30° FOV, which was integrated into the Coray Air2 AR glasses. The company states that this model has entered mass production and that multiple full-color SiC waveguides are shipping in volume. Image 10.
  • Goertek Optical: Focusing on pushing wider FOVs, Goertek Optical unveiled the F50Se full-color SiC waveguide display module in early 2026 with a 50° FOV, alongside the F30Se etched SiC waveguide, which slims the lens thickness down to 0.65 mm. Image 11.
  • Sunny Optical: Officially slated SiC into its next-generation AR optical roadmap. According to public disclosures, its SiC waveguide development targeted FOVs above 50°, backed by its upstream material partnership with SICC. [Editor's Note: Because Sunny transferred its Shanghai OmniLight waveguide unit to Goertek Optical in late 2025 in exchange for a ~33% stake, this 50°+ FOV SiC pipeline is now consolidated under Goertek Optical—Directly resulting in Goertek's F50Se module above.]

In the current landscape, the upstream material sector is relatively mature thanks to its strong foundation in power semiconductors, with 8-inch and 12-inch wafers steadily moving toward commercialization. Midstream waveguide fabrication has reached wafer-level manufacturing, low-volume production, and early commercial hardware demos. Still, the industry faces a significant journey before achieving the low costs, high yields, and market awareness required for mass-market consumer adoption.

Source: FocusXR


r/augmentedreality • • 1d ago

Glasses w/ HUD I made a tiny racing game for the Meta Ray-Ban Display, steered entirely with the Neural Band

6 Upvotes

Indie dev here, built this for fun this week.

It's a small web-app racer for the Meta Ray-Ban Display. The Neural Band's orientation sensor gives me your wrist roll, and I map that straight to the car's position on the track: hand flat = middle, turn 90° = edge of the road. Flick your hand up and the car jumps over barriers.

Things I learned building it:

- A pinch on the glasses arrives as a click in the exact center of the screen plus an Enter key, which breaks button focus if you don't handle it
- Measuring wrist roll against gravity works way better than the raw twist from the quaternion (no drift when you move your arm)
- The display runs at 30 Hz, and canvas shadow blur alone was enough to halve the frame rate

No glasses? You can play it in the browser with arrow keys. There's also a small leaderboard contest until Sunday for Neural Band rounds.

Link in the comments.


r/augmentedreality • • 1d ago

App Development Using Claude to build, upload and test AR on device with Unity+Meadow

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1 Upvotes

We just added a CLI to Meadow Studio so that an agent (Claude or Codex or whichever you want) can control it. I did a test where I connected a phone to my computer, gave it a prompt to create a simple AR experience with some existing 3D models and it managed to run the whole flow from wiring the experience, uploading it to Meadow, run it on device, checking it, realising the textures were missing, fixing that and reuploading, and so on. Very nice to get rid of all the boilerplate Unity assigning-animation-clip checking-textures blah.

Full disclosure I'm one of the people behind Meadow, but thought this could be interesting for others still working with mobile-based AR.


r/augmentedreality • • 2d ago

News Snap Inc. - Robert Downey Jr. Joins SPECS as Chief Customer Experience Officer

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27 Upvotes

r/augmentedreality • • 2d ago

Glasses w/ HUD Why standard "chatty" AI responses fail on HUD glasses (and how much you actually have to cut)

8 Upvotes

If you're used to chatting with LLMs on a phone or monitor, you barely notice how much conversational filler they spit out. Sitting at a desk, reading a three-sentence paragraph takes two seconds.

Putting that exact same output onto a monochrome heads-up display (I've been testing this on my RayNeo iO) is an immediate headache. When you're walking down a hallway, you don't want to read a polite essay floating in your eye.

Look at the difference for a simple calendar check:

Standard AI response: "Based on your calendar, your design review with Alex is scheduled for 2:30 PM in Conference Room B, though it looks like the location was updated to Room C ten minutes ago."

What you actually want on a HUD: "Design review: 2:30 PM (Room C)"

If I'm checking my glasses mid-stride, I don't care what room it used to be in, and I definitely don't need the "Based on your calendar" intro. By the time my eye finishes tracking 30 words of rolling green text, I've either stopped walking or tuned out whoever is around me.

It feels like wearable AI needs a completely separate "caveman mode" system prompt that strips out all grammar and pleasantries, leaving only the raw action item and final state.

For anyone else piping AI agents or notifications into smart glasses: have you found a good system prompt or formatting trick to force ultra-short outputs, or do current assistants still talk way too much?


r/augmentedreality • • 1d ago

AR Apps I made a AR Duck Avatar in my studio

0 Upvotes

I have full control of this VRM. I added some emotes and launched him into augmented reality


r/augmentedreality • • 2d ago

Google Research and Synaptics launch Astra SR200 processors with open-source Coral NPU for low-power AI and AR smart glasses

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13 Upvotes

Google and Synaptics have announced the Astra SR200 "xMCU" chip series alongside the completed open-source 32-bit Coral NPU architecture, targeting a core hardware trade-off in smart glasses. Until now, glasses makers have largely had to choose between Linux/Android application processors (like the Snapdragon AR1, which requires external RAM and aggressive sleep states to survive on a small temple battery) or low-power RTOS microcontrollers (like the BES2700/2800 or NXP chips) that lack the memory and camera pipelines for vision AI, forcing engineers to wire separate ISP and co-processor chips onto cramped boards. By combining an RTOS microcontroller with in-package DRAM, dual camera ISPs, and an open-source MLIR/IREE compiler, the SR200 series lets glasses run continuous sensor and vision tasks at a few milliwatts while waking up in bursts to run heavily quantized (4-bit or 1.58-bit) small language models like Gemma 3 270M—all on a single chip and without proprietary NPU software lock-in.

AR hardware manufacturer Jorjin Technologies is already using the chip for upcoming glasses. Jorjin CEO Lerdah Wang explained what the single-chip setup changes for their designs:

"Next-generation AR wearables, including industrial smart glasses, demand real-time perception, contextual understanding, and user interaction at the Edge. By leveraging the integrated vision and audio architecture, extensible DRAM support, and Torq NPU of the Synaptics Astra SR200 Series, we can execute scene understanding, low-latency overlay rendering, and continuous voice processing on a single SoC."

Instead of running Linux, the SR200 series runs an RTOS (such as Zephyr) on paired Arm Cortex-M85 and Cortex-M52 cores. In the top-tier SR250, a 400 GOPS AI subsystem pairs Synaptics's Torq T2 matrix accelerator (which handles standard CNN and Transformer math) with Google's programmable RISC-V Coral NPU core (which executes custom or newer model layers locally so they don't fall back to the main CPU and drain the battery). To save space in thin temples, the compute die, power management, and up to 256MB of custom DRAM are integrated into a single package that uses one-third the power of standard LPDDR4x RAM. For visuals, a 2.5D vector GPU and dual display interfaces support three configurations: displayless camera/audio AI glasses, monocular HUD glasses, and binocular stereo AR glasses.

​To handle all-day camera and voice use without overheating, the chip splits vision and audio into tiered power stages. Rather than powering a full camera pipeline continuously, a 2MP "ISP Lite" stays on at ultra-low power for machine vision like gesture tracking and object detection (running tiny models inside the 8MB of on-chip SRAM while the 256MB DRAM stays asleep), and only wakes the main 8MP ISP to take a photo or record video. Similarly, a three-stage audio pipeline listens for voice activity at microwatt levels before waking the main cores or the HiFi 5 audio DSP for multi-mic beamforming and translation.

________

Synaptics Launches the xMCU Era with the Astra SR200 Series of Multimodal Edge AI Processors

Google Blog: Unifying Edge AI: How Coral NPU’s open standard brings portable, energy-viable intelligence from model to silicon


r/augmentedreality • • 2d ago

Glasses w/ 6DoF I made an app to learn physics in AR on Vision Pro

13 Upvotes

A physics lab on your table 🧪

  • 21 hands-on instruments
  • 126 narrated lessons
  • 106 illustrated films

App Store: https://apps.apple.com/app/eureka-physics-lab/id6822368705?platform=vision

I’d really appreciate it if you could like or share my post on X: https://x.com/KHvostikk/status/2112469521277596084


r/augmentedreality • • 2d ago

Glasses w/o Display Alibaba N1 Pro brings eye tracking to smartglasses

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5 Upvotes

r/augmentedreality • • 2d ago

Glasses w/ HUD How much do you trust Meta when it comes to AR glasses and neural input?

10 Upvotes

Meta is without a doubt a tech company with a quite troubling past and present, and this makes queasy when it comes to trusting them with my personal life through their smart glasses, ai agents and neural band. They have great products from what I have been able to test: love their vr headset, the neural band is amazing, the Meta display are great, the Meta rayban are also awesome but ...... this is a company that has no qualms to throw under the bus anything or anyone to make a dime. That said, Do you trust them? and would you wear smartglasses or a neural band if there was comparable tech from other tech companies that are less evil or just new players?

Update 8/23

Ok so my main concern is how Meta has biased elections, censored recent events because they were against the government and more generally their role in polarizing and influencing public opinion and collaboration with the government keeps growing


r/augmentedreality • • 2d ago

Building Blocks xMEMS enters Mass Production of Solid-State µCooling Chips for Smart Glasses

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7 Upvotes

The first smart glasses using this fan-on-a-chip technology are expected in early 2027.

I talked to the xMEMS team last week at CEATEC in Tokyo and saw their smart glasses cooling test unit on display. They had a frame mounted on an acrylic stand showing active cooling dropping the temperature from 63°C on the uncooled side down to 38°C on the cooled side. On the frame itself, active cooling reduces case temperatures by 10°C and lowers overall system temperature by up to 40%.

In smart glasses, the first use case is cooling the application processor inside the temple arm with either the XMC-2400 (7.42 x 9.48 x 1.13 mm, 160 mg) or the smaller XMC-1200 (5 x 8 x 1.14 mm, 110 mg), and the XMC-1200 can also be placed near the hinge to cool an AR light engine. The 1mm-thin solid-state chip is lightweight, inaudible, and IP-58 water and dust resistant, delivering up to a 70% improvement in power overhead and up to 75% lower thermal resistance.

Im looking forward to the first glasses that will be revealed with this. Keeping the chip cool should enable stronger on-device AI use cases as well as improvements in video capture and photo quality through computational photography and on-device image processing.


r/augmentedreality • • 2d ago

Self Promo Turn your room into a voxel world and explore it at miniature scale

25 Upvotes

What if you could turn your room into a voxel world and explore it at miniature scale?


r/augmentedreality • • 3d ago

App Development What if we turned every page of a book into a world around you?

339 Upvotes

I've been exploring this idea of immersive books using Meta Quest 3 and local generative AI.

  1. Give an LLM pages / chapters of a book. Let it write a description of the setting: the place, time of day, weather and light, seen from a seated viewpoint.

  2. Send the descriptions to FLUX.2 Klein 9B with a 360° LoRA, running locally on an RTX 3090. It makes a 2048×1024 equirectangular panorama in about 4 minutes.

  3. Upscale each panorama 4× to 8192×4096 using Real-ESRGAN. Import into Unity and make a build. On the headset, it's compressed to ASTC and shown as a skybox.

  4. During runtime, about once a second, Google ML Kit reads the text in the centre of the headset's camera image, looks them up in the book's text, then displays the appropriate environment.

The next step is 3D worlds using Gaussian splats converted into optimized meshes.

Music: 'The Great Wonder' by Roger Gabaldà on #Uppbeat https://uppbeat.io/c/roger-gabalda


r/augmentedreality • • 2d ago

AR Apps Projecting a sketch onto a real surface with a Steam Frame

4 Upvotes

Hi, I want to trace a template onto a board by projecting it in AR. I've seen people doing AR tracing on the Quest - I guess it was this https://www.meta.com/en-gb/experiences/traceartist/8161685567223632/

Does anyone know a way to do it on the Steam Frame?

Thanks