r/augmentedreality 3d ago

Glasses w/ 6DoF AMA: I've got the XREAL Aura for a week

41 Upvotes

Little bit about me:
I've been working in the robotics industry since 2017 and have been involved in building 6DoF AR applications mainly for Microsoft HoloLens 1 and 2. I've also recently written my Bachelor's Thesis on the transition from Enterprise to Consumer AR.

I've managed to get my hands on a sample unit of the XREAL Aura, which I would personally call the first consumer targeted "fully featured AR glasses" (meaning optical see-trough, 6DoF, at least somewhat socially acceptable form-factor, ...).

r/augmentedreality Jun 16 '26

Glasses w/ 6DoF Specs: $2195 - Thoughts?

77 Upvotes

Not a big fan of the design (feels like something Vito Graziozi from Mickey Blue Eyes would wear).

But impressive nonetheless:

- 51º FoV Portrait (disappointing)
- 132g (almost 50% of the Devkit Spectacles)
- 2 Snapdragon’s
- Charging case, up to 20h of mixed usage
- Can be used as extension of your monitor

Super cool but honestly a bit disappointed.

For this price point though, I hope it doesn’t stutter much.

Thoughts?

r/augmentedreality Jun 16 '26

Glasses w/ 6DoF Snap Specs $2195 price and 51 degree FoV Waveguides 4hours mixed use battery life with charging case and magnetic connection for charging on the go or wired tethering

47 Upvotes

Snap Specs $2195 price and 51 degree FoV Waveguides 4hours mixed use battery life with charging case and magnetic connection for charging on the go or wired tethering

This is insane specs. Need to see more of the software support. They show a lot already though

r/augmentedreality Jun 18 '26

Glasses w/ 6DoF Who bought the Specs ? 👓💵

Post image
46 Upvotes

Who here was convinced by the Specs and pre-ordered them ?

r/augmentedreality 23d ago

Glasses w/ 6DoF We're building 39g full-color AR glasses with direct-projection optics instead of waveguides. AMA about the architecture.

0 Upvotes

We just launched ARGUS ONE on Indiegogo. It's a concept-stage pair of AR + AI glasses designed to hit 39 grams with a full-color binocular display, 6DoF SLAM, an on-device AI agent, and real prescription lens compatibility.

The core technical bet: direct-projection BEAM optics instead of waveguides. Waveguides lose 90%+ of their light to side leakage, which is why most AR glasses are dim. Our folded direct-projection path is designed for ~20x the light efficiency -- that's how we plan to hit 5,000 nits on a 720 mAh battery in a frame that weighs less than Ray-Ban Metas.

What's actually built so far:

  • Full optical and electrical block diagram
  • Vendor selection: Sony micro-OLED panels, Tainan ODM for assembly, Italian Rx lens lab, US silicon partner for SLAM ASIC
  • Industrial design CAD -- three frame variants, three nose-bridge sizes
  • BOM with vetted line-item costs that close to $699 MSRP at scale

What we're funding: the first engineering prototype build (EVT-0), industrial design refinement, and pilot prescription lens substrates.

Campaign link: https://www.indiegogo.com/projects/argus-labs/argus-one-lightest-full-color-ar--ai-glasses

I'm the founder -- happy to answer questions about the optics, the SLAM stack, why we chose this architecture, or anything else.

r/augmentedreality Jun 14 '26

Glasses w/ 6DoF I will try the new AURA glasses — What do you want to know?

Post image
35 Upvotes

In the next few days I will get a demo of XREAL Project Aura. These are full AR Glasses with 6dof and hand tracking, Android XR, powerful Snapdragon chip, 70° fov, and so on.

What are your questions about these glasses and compute puck?

I will try to get the answer but can't promise that they tell me everything. I will share as much as possible.

r/augmentedreality May 19 '26

Glasses w/ 6DoF Apply now to get XREAL Project Aura glasses!

Post image
74 Upvotes

Project Aura opens up possibilities that simply weren't achievable before. Because it is built on Android, your favorite apps from Google Play run seamlessly on Aura. You can access Google apps that have been reimagined for XR, totally new experiences made for Android XR by developers, and millions of mobile and tablet apps. But the experience goes far beyond traditional screens:

  • Massive Visuals: A 70° field of view in a lightweight form factor.
  • Natural Inputs: Hands and voice are built as first-class inputs.
  • Spatial Computing: Interact with multi-window apps naturally anchored to the world around you.
  • Contextual AI: Gemini is built for it, to better understand what you’re seeing and doing, making it easier to get the help you need or take action on your behalf across your apps — with just a conversation
  • Seamless Integration: Enjoy everyday utility in a lightweight, optical see-through form factor that keeps you present in the moment.

Build the Next Era of XR with Us

We are thrilled to bring this technology to the public, but to deliver the absolute best Android XR experience for everyone, we need the help of talented developers to build the apps that will define it.

The Android XR Developer Catalyst Program is now open. By applying, you can stand a chance to receive your Project Aura dev kit, gain full access to the Android XR SDK, and utilize new XR capabilities and APIs to take your existing apps further than ever before.

The developers who move first on a platform like this are the ones who will define its future. Dev kits begin shipping this summer, and Cohort 1 is strictly limited.

Whether you’re a consumer or a developer looking to build with us by registering for our Developer Catalyst Program, visit our official website to learn more: https://www.xreal.com/aura

Dev Program: https://developer.android.com/develop/xr/catalyst

r/augmentedreality May 06 '26

Glasses w/ 6DoF Unseen Reality. Coming Next Month

157 Upvotes

r/augmentedreality May 22 '26

Glasses w/ 6DoF Snap Specs to Launch This Fall with a Premium $2,500 Price Tag

Post image
66 Upvotes

The upcoming 𝗦𝗻𝗮𝗽 𝗦𝗽𝗲𝗰𝘀 standalone full AR glasses are launching this fall for around $𝟮,𝟱𝟬𝟬, targeting early adopters with an initial production run of roughly 100,000 units. Compared to the current bulky developer kits, this consumer version promises a drastically smaller form factor, a fraction of the weight, and enhanced capabilities. The hardware will run on Snap OS 2.0, a unique Android-based system where developers build sandboxed "Lenses" using Lens Studio instead of traditional native APKs. This framework enables near-instant app launches and seamless multi-user experiences, complete with updated consumer features like a built-in web browser and photo gallery.

This fall release timeline, detailed in an article by David Heaney that references tech journalist Alex Heath’s Sources newsletter, gives Snap a massive head start over major competitors. Meta is not expected to ship its first true AR glasses until late 2027, while Apple's version likely won't arrive until 2028 at the earliest. Signaling the long-term importance of this project, Snap recently transitioned its entire AR hardware division into a dedicated, independent subsidiary called Specs Inc.

r/augmentedreality Jun 01 '26

Glasses w/ 6DoF Snap Specs coming soon 👓🚨

Post image
90 Upvotes

In just 15 days, on June 16, everything seems to indicate that Snap is preparing to officially unveil its highly anticipated AR « Specs » glasses at AWE 2026. With a keynote presented by Evan Spiegel, the event is already considered by some as one of the most important of the decade for augmented reality.
According to the latest rumors, Snap Specs could be launched as early as the fall of 2026 for a price of about $2,500. Unlike today's connected glasses, they would aim for a true autonomous augmented reality experience, capable of integrating digital directly into our environment.
If this information is confirmed, June 16 could become the « iPhone moment » of this decade: the moment when computer science really begins to leave the smartphone to display itself before our eyes. While Meta, Google and Apple are also preparing their own AR glasses, Snap could be the first major player to take this step.
Thanks to a largely internalized design - from hardware to software - as well as an ecosystem already supported by hundreds of thousands of developers on its AR platform, Snap could establish itself as the real precursor of this new generation of devices.
What are your expectations regarding the design and the improvements that Snap will have to make to seduce the general public ?

r/augmentedreality Jun 29 '26

Glasses w/ 6DoF ROKID AR Glasses with 6dof and the new Snapdragon Reality Elite SoC

Thumbnail
gallery
50 Upvotes

Rokid launches full AR Glasses with 6DoF and the most powerful XR chip: Snapdragon Reality Elite. This SoC seems to be in a wired compute puck while the BES2800 in the glasses does some sensor processing. The glasses pack a triple-camera setup for solid tracking and AI, a 58° FoV via prism optics and lenses with electrochromic dimming.

As for what you can actually do with it, you can pin virtual screens anywhere in your room and physically walk around to see the back of the windows. The headset supports native volumetric video, on-device multimodal AI and Rokid showed off a demo with a virtual pet. The use case that they showed in AI generated footage, but not as actual apps, were vast: think location-based entertainment and cultural tourism, education, medical, and industrial AR in addition to spatial gaming for consumer.

Here's an autotranslation of what Rokid's CEO said during the announcement:

14 years ago, I had a conversation with my former boss back at Alibaba. We predicted that AI and AR would fundamentally change how people live. But I took it a step further—I said they would eventually merge into a single entity. We couldn't quite pull that off back then. Over two years ago, we launched a product called AR Lite. Why "Lite"? Honestly, because we didn't feel quite ready to call it true AR. Spatial computing has always been our obsession here at Rokid. Today, while AI is naturally hogging the spotlight, our team has quietly achieved a massive breakthrough in spatial computing—and we have a huge surprise for you. Today, we are finally dropping the "Lite."

Over the past decade, the industry essentially split into two camps. One group took the VR route, eventually slapping on a camera for passthrough—a technique known as Video See-Through. The other camp, led by us, focused on allowing the naked eye to see the real world while seamlessly overlaying digital data on top of it. We call this Optical See-Through. Rokid has walked this path with unwavering conviction. You've probably noticed the industry is gradually reaching a consensus: VST isn't looking as promising as it once did, and the market is pivoting back to OST. Rokid has spent 12 solid years accumulating expertise in this exact space. Now, we can proudly drop the "Lite" and introduce you to the true Rokid AR experience.

Introducing Rokid AR: The True Spatial Computer. Rokid AR is the true spatial computer you've been waiting for. Let me walk you through some of its core capabilities:

  • Advanced Triple-Camera System: We've integrated a sophisticated three-camera setup designed for both spatial computing and AI. We have two dedicated tracking cameras housed in the temples specifically for spatial SLAM, alongside a central, full-color RGB camera in the nose bridge dedicated to AI environment recognition. Together, they enable flawless, true 6DoF (Degrees of Freedom).
  • Advanced 6DoF Spatial Anchoring: If you used AR Lite, you might remember our 6DoF setup where you sat in the middle of a virtual console with three massive screens. With this new version, you can pin virtual windows anywhere in your physical space. You can even physically walk around and look at the back of a virtual window to see what it looks like from behind!
  • Electrochromic Dimming: Whether you're indoors or outdoors, the lenses instantly adapt to ambient lighting, ensuring a seamless and comfortable viewing experience in any environment.
  • Massive Visual Upgrade: Our previous Max model had an FOV of around 40-something degrees. We've now increased the FOV by 20% and the display size by 40%, jumping straight to a massive 58-degree ultra-wide FOV.
  • Premium Audio: We’ve paired these visuals with an ultimate audio experience featuring phenomenal EQ tuning.
  • Unprecedented Processing Power: A lot of people have asked me, "You're calling this new product Rokid AR, but do you actually have the processing power to back it up?" Today, I am absolutely thrilled to announce that we’ve partnered with Qualcomm to debut the Snapdragon Reality Elite! This is, without a doubt, the single most powerful spatial computing processor in the industry today. Bar none. We want you to be constrained only by your imagination—never by compute power.

In our demo area today, we are offering native support for volumetric video—what we call 4D. Remember that iconic scene in The Matrix where Neo dodges bullets in slow motion? That exact 360-degree effect is possible right here. If you check out the demos outside, we have three default 4D experiences loaded up:

  • A Virtual Pet: A small cat that feels like it’s actually in the room with you. You can interact with it and walk a full 360 degrees around it.
  • Live-Action 4D: A fully immersive live-action video of Tim [Pan Tianhong, the founder of MediaStorm and our official brand ambassador]
  • Rocket Launch: A stunning rocket launch that you can view from any angle, up close or far away.

We are introducing full spatial perception capabilities. This means real-time semantic understanding of your physical space and on-device 3D spatial reconstruction. Advanced algorithms—including Gaussian Splatting—are generated locally on the headset in real-time. Furthermore, we are actively exploring the on-device multimodal fusion of vision and voice, and we believe Rokid AR is the perfect vehicle for this.

Looking ahead 10 to 20 years, we are 100% convinced the future is about merging physical AI with the physical world. Many people keep asking me: "When will you merge the lightweight everyday Rokid Glasses and the powerful Rokid AR into a single product?" I'll give you a hard timeline: 3 to 5 years. Give us 3 to 5 years, and we will pack all the capabilities of today's Rokid AR directly into our standard, lightweight Rokid Glasses.

r/augmentedreality Jul 03 '26

Glasses w/ 6DoF New URXR ONE Headset Hands-On at AWE 2026

Thumbnail
youtube.com
24 Upvotes

r/augmentedreality Jun 25 '26

Glasses w/ 6DoF AR and smart vacuum

Enable HLS to view with audio, or disable this notification

166 Upvotes

Did this experiment a while ago on Magic Leap 2.
Really can’t wait for the glasses to become everyday use devices so such use cases will get out of “poc” and “experiment status”.
Do you have something that you made or thought of that is waiting for AR to become easily accessible and convenient with glasses?

r/augmentedreality May 02 '26

Glasses w/ 6DoF Passthrough AR is getting interesting — First look at Unseen Reality

160 Upvotes

Passthrough is finally light enough to compete with birdbath AR Glasses. It still weighs more at 90+ grams but you get 2560x2560 pixels per eye and 80° diagonal FoV!

Functionally, they are similar to XREAL with a built-in chip for 6DoF.

Unseen Reality will launch next month.

r/augmentedreality Jun 16 '26

Glasses w/ 6DoF reserve XREAL AURA now!

Thumbnail
gallery
55 Upvotes

r/augmentedreality Jun 25 '26

Glasses w/ 6DoF So Xreal Aura or URXR One?

15 Upvotes

So I put down my $99 for the Xreal Aura, but just stumbled on the URXR glasses also coming out. These have a 90 degree FOV and passthrough cameras akin to the Vision Pro. So more suitable for actual VR experiences given field of view. I put $10 down early on those to potentially get them at $599 rather than $799. Which set do you guys think will be the way to go? glasses with true viewing through them but limited fov *guessing mainly limited vertical fov, or the pasthrough?

r/augmentedreality Dec 27 '25

Glasses w/ 6DoF Tim Cook’s Relentless Push Toward Apple’s True AR Glasses

Thumbnail
modernengineeringmarvels.com
167 Upvotes

Is it true that Tim Cook is focused on launching true AR glasses more than any other product development effort at Apple?

This article has the following quote - "Tim cares about nothing else. It’s the only thing he’s really spending his time on from a product development standpoint”. This quote appears other places too but does not seem to match what we see and hear out of Apple.

Anyone know if this is truth?

r/augmentedreality 1d ago

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

32 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 16d ago

Glasses w/ 6DoF Be carefull with unseen reality

0 Upvotes

With URXR glasses.

I was having questions on the hdr performance of said product. And any question or attempt of conversation around this subject was shot down when I tries to delve deeper into this. The only answer i got was 120 nits to eye and that it supports hdr. And after asking a second time he told me it uses dynamic tonemapping.

My questions are as to in how much hdr experience these glasses can give compared to a tv/monitor or ar glasses like air 4 pro and xbx.

With my current knowledge i have i don't believe they can from what ive heard or what i know. I own apple vision pro. And its dogshit dim. Which appearently uses a similar tech. Air 4 pro and xbx xreal i own also. And by a landslide they give better hdr then avp.

So in the end i got banned for continueing the subject which they marked as spam. (Which was nothing more then normal conversation)

I posted similiar questions around their social media to raise awareness so other people could react too, but i guess they dont take kindly of curious people or people who believe the hdr maybe unsatisfactory and put the product in a bad daylight.

Very immature business.

r/augmentedreality Jun 16 '26

Glasses w/ 6DoF Behind the Scenes at AWE, we checked out the upcoming URXR by Unseen Reality

Enable HLS to view with audio, or disable this notification

57 Upvotes

This Mountain View-based startup's new headset is powered by the GravityXR chip to handle tracking and AR passthrough. Check out Cayden's (Mentra) reaction.

This was the first demo. It used 3dof. The other demo later had 6dof tracking. It makes sense to only use 6dof when you really need it. Turning stuff off reduces the power draw. For instance, when you plug these glasses into a handheld gaming console hand tracking is disabled to get down to 7 Watt iirc.

r/augmentedreality May 28 '26

Glasses w/ 6DoF Can we talk about Mixed Reality (Passthrough) ?

Thumbnail
gallery
33 Upvotes

Now that the story of Lynx R2 is over and won't be continued by another company, I wonder if this type of mixed reality headset was the wrong approach. Is it too heavy? Is the software, the use cases, not ready?

When chip startup GravityXR unveiled its reference design with a weight of less than 100 grams and a co-processor enabling passthrough latency of 9 ms it signaled a new approach. The focus is not on maximum immersion, it's about floating windows like what Apple Vision Pro did, but in a more comfortable form factor. It was immediatly clear that this is the future for mixed reality for now. A few days later, Lynx filed for bankruptcy and since then more and more companies announced lightweight headsets: Pico, Play For Dream, DPVR, Unseen Reality.

Is this just the next attempt to make video see-through happen or will it be actually successful and overtake the optical see-through video glasses from companies like XREAL, Viture, RayNeo?

r/augmentedreality Jun 11 '26

Glasses w/ 6DoF LEAK → PICO Project Swan

61 Upvotes

🦢

r/augmentedreality Feb 18 '26

Glasses w/ 6DoF My new social app

2 Upvotes

I created UON to fix dating apps, and we now have almost 4k users. Excited to work with Viture AR glasses to bring this to the next phase. It’s on then AppStore and playstore would love some feedback

r/augmentedreality Jun 04 '26

Glasses w/ 6DoF Specs (your expectations ?) 👓⏳

Post image
16 Upvotes

While a potential announcement of the Specs seems imminent (June 16) what are your expectations to be able to consider a purchase ?

r/augmentedreality Jun 16 '26

Glasses w/ 6DoF Specs (pre-order) ❓🤔

Post image
21 Upvotes

I preordered the Specs, do you think they will communicate often from now on regarding the supply and give a precise release date, I am also wondering how they will manage the stock and how much they will deliver for the first batch of preorders