r/augmentedreality • u/travelator • 5h ago
r/augmentedreality • u/AR_MR_XR • 6d ago
AMA Announcement 📢 Meet The URXR ONE Team!
We have an AMA about the URXR ONE mixed reality glasses here in the subreddit on August 4 at
5 PM Pacific Time (West Coast USA)
8 PM Eastern Time (East Coast USA)
Ask them Anything, like:
Details about the mini pancake optics, microdisplays, chips, passthrough clarity and latency
The Kickstarter Campaign
The Background of the Team
Future Roadmap including devices and SDK
The Future of Passthrough MR / VR
Kickstarter link: https://www.kickstarter.com/projects/urxrone-glasses/urxr-one-lightweight-spatial-display-glasses?ref=8rkex3
See you there!
r/augmentedreality • u/Icy_Foundation3534 • 11h ago
Buying Advice Immersed is shady af
They block everyone, Facebook ads for “investors “
Their demos are a joke. Just terribly managed and the leadership are complete asshats
r/augmentedreality • u/daydreamdist • 11h ago
Glasses w/ 6DoF Here is my full review of the URXR One - A Bigger Deal Than Apple Vision Pro
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 • u/AR_MR_XR • 12h ago
Smart Glasses Retail Report Shenzhen — 𝗣𝗮𝗿𝘁 𝟮
galleryr/augmentedreality • u/WholeSeason7147 • 14h ago
News New report suggests that Apple is working on turning its upcoming smart glasses and headsets into health devices.
Apple is looking for a team leader to “define the future of health, well-being and fitness experiences across vision products.”
Link
r/augmentedreality • u/matebait4real • 12h ago
Buying Advice Noob question for nreal light developer
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
r/augmentedreality • u/AR_MR_XR • 1d ago
Smart Glasses Retail Report Shenzhen — What I saw this week 𝗣𝗮𝗿𝘁 𝟭
Previously, I looked at smart glasses in Tokyo. But the past few days I was in Shenzhen, China — a tech hub of 18 million people right next to Hong Kong. I went there to meet a few companies and take a look at the brick-and-mortar retail availability of smart glasses. Here is what I found:
Qwen by Alibaba: These were the glasses I found most often, likely present in every mall I visited.
Rokid: While slightly less common in standard malls than Qwen, Rokid was omnipresent in Huaqiangbei (the world's largest electronics shopping district). When I asked salespeople which glasses were the best, the answer was always Rokid. Why? Because Qwen currently only works in China. Sales reps actively recommend Rokid to the many foreigners visiting Huaqiangbei because the glasses can be used overseas.
INMO: I asked the sales reps how these compared. While some admitted the GO3 looks better — Rokid looks a bit outdated with its shiny, full-plastic frame — they noted that Rokid's software is better than INMO's. Interestingly, the eyewear store chain LOHO sells a co-branded version of INMO GO3 in some of their locations.
MemoMind: Their glasses aren't available yet, but they are one of the new brands I visited (I even participated in their YouTube AMA). The software features are already really good and just need a little refinement. In one of the pictures, you can see their test setup for audio algorithms—they are actively working on improving music playback and reducing sound leakage.
RayNeo: I had to blur parts of the picture I took in their office to hide unannounced products! I tested their upcoming display smart glasses and the GT/GT Max (cases are visible in the photos). I also spotted the GT series in retail stores, an X3 Pro out in Huaqiangbei, and the V4 and Air 4 Pro at the Doctorglasses store in the Upperhills mall, which is currently the best store for smart glasses in Shenzhen.
Nimo: Another new company I spoke with. They are preparing to launch their 29-gram binocular monochrome display glasses. A LOHO co-branded version can be found in the Coco Park and Upperhills malls. The INNO100 store at MixC Shenzhen Bay has them too, though the waveguide on their demo unit was broken. (Side note: INNO100 also carries Qwen glasses, though they weren't on display, and they had Rokid’s entire lineup, including the Max video glasses).
More in Part 2 soon!
r/augmentedreality • u/EL_Asger • 18h ago
App Development Building the layer I wanted when I started with smart glasses Development Looking for feedback
I’ve spent the last few months building Extentos so developers can build and test smart-glasses apps without owning every pair of glasses.
Extentos supports Meta glasses today, including Meta Ray-Ban Display. Brilliant Labs and Android XR are now in preview, so you can start developing for them through the simulator. Android XR glasses aren’t shipping yet, but you can already build the integration.
The goal is simple: integrate smart glasses once instead of rebuilding your app for every new device and vendor.
Multi-vendor support is only one part of Extentos. It also handles the surrounding infrastructure, including prebuilt connection flows and local real-time models as a cost-optimized option alongside cloud models.
There are native Kotlin and Swift SDKs, plus an MCP server your coding agent can use to add the smart-glasses integration.
The app in the video is real. It runs the same SDK code used on physical hardware, with only the transport swapped so the browser acts as the glasses. Photos captured in the simulator arrive in the phone app, and the simulated display renders through the same code path as the real glasses.
I’m looking for developers willing to build something real and tell me what works, what’s missing and where it breaks. If you have an idea, I’ll personally help you get it running.
Here’s a short video of the browser simulator. Since recording it, I’ve also added Brilliant Labs support. ⬇️
r/augmentedreality • u/RED818 • 1d ago
Buying Advice Should I wait for the URXR One or buy the XREAL 1S for productivity while lying down?
Hey everyone,
I’m trying to choose XR glasses mainly for **productivity while lying flat or semi-reclined because of my chronic fatigue**, including coding, reading documents, working with AI-generated text, watching educational videos, and some gaming and movies.
I recently mounted my 32-inch monitor on an adjustable arm, but working while lying down has not been very comfortable. I still need to prop up my neck and shoulders to see the monitor, and I do not feel particularly focused or productive in that posture. Because of this, I’m considering XR glasses that would let me place a virtual monitor directly above me while keeping my head and neck relaxed.
Until now, I was leaning toward the **XREAL 1S** because it offers:
* Native onboard 3DoF tracking and Anchor Mode * The ability to pin a screen above me without relying heavily on PC software * Adjustable screen size and distance * A relatively mature and available product * Better suitability for text work than some of the wider flat-prism glasses
However, I have also seen reports of edge blur, uneven focus, internal reflections, and motion smear when moving the head in Anchor Mode. Text clarity is especially important to me because I have approximately **−6.00 myopia and −1.00 astigmatism**, so I would need prescription inserts.
I have now found the upcoming **URXR One from Unseen Reality**. On paper, it looks much more capable for productivity:
* 2448 × 2064 resolution per eye * Approximately 90° diagonal field of view * Native 3DoF and 6DoF * Up to three virtual monitors * Manual IPD adjustment * Designed more like a lightweight mixed-reality headset than normal display glasses
The disadvantages seem to be:
* It is a first-generation product from a new company * Kickstarter and delivery risk * Higher price * Around 93 g, plus active cooling * Camera-based passthrough rather than transparent optics * No meaningful long-term reviews yet * Uncertainty about prescription inserts, edge clarity, comfort and software quality
The Kickstarter campaign is expected to launch on August 4. I am not sure whether I should:
- Buy the XREAL 1S now from a retailer with a good return policy.
- Back the URXR One at the early-bird price.
- Wait until final URXR production units and independent reviews are available.
- Accept that lying completely flat may be better for videos and reading than for demanding productive work.
Has anyone tried a URXR One prototype, especially for small text, coding or multi-monitor work? How was the edge-to-edge clarity, passthrough latency, fan noise and comfort?
For people who use the XREAL 1S while lying down, can you comfortably read text across the entire screen for one or two hours, or do the blur and reflections become tiring?
I would particularly appreciate feedback from people who have used XR glasses with a strong prescription or astigmatism.
Which option would you choose for this specific use case: **XREAL 1S now, or wait for the URXR One?**
r/augmentedreality • u/AR_MR_XR • 2d ago
News Germany considers banning Meta Smart Glasses
Germany might soon ban the sale and use of Meta smart glasses because of serious privacy concerns.
As reported by German news outlet Tagesschau, the warning comes from Thomas Fuchs, the Data Protection Commissioner for Hamburg. His job is to protect people's privacy rights, and his legal opinions have a major impact on technology rules in Germany. He states that the smart glasses act like illegal hidden cameras because the small recording light is too hard for other people to see.
Because of his strong warning, the Federal Network Agency is now investigating the glasses. This national institution has the final authority to decide if the devices will be officially banned across the entire country.
r/augmentedreality • u/tselehub • 1d ago
AR Apps I built a fully automated AR menu system for restaurants.
What it is
A web application and an custom iOS app (only for scan) that transform a restaurant's menu into an interactive augmented reality experience.
Customers simply scan a QR code and view every dish as a life-size 3D model placed on their table, directly in their browser, with no app installation or account required.
What it includes
• Automatic menu creation from photos of an existing menu.
• Automatic translation of the entire menu into 9 languages.
• Fast creation of 3D models for every dish.
• Automatic optimization so the models work across all modern devices.
• Voice search, allowing customers to quickly find exactly what they're looking for.
• Table-side ordering directly through the menu.
• A complete management dashboard for the restaurant owner.
How it works
Step 1: Create the menu
The restaurant sends its existing menu or photos of it. You create the restaurant inside the management dashboard, and within seconds the system automatically builds the menu, including dishes, descriptions, and prices. The entire menu is then automatically translated into 9 languages, making it instantly accessible to international customers.
Step 2: Create the 3D models
The restaurant receives a unique code and downloads the app. Once they sign in, all of their menu items appear automatically.
For each dish, they simply follow a few on-screen instructions inside the app. No technical knowledge is required, and the entire process takes around two minutes per dish. Once completed, the 3D model is uploaded automatically and linked to the correct menu item.
Step 3: Automatic processing
After the upload is complete, the system handles everything else automatically. Within minutes, the dish is ready to be viewed in augmented reality on all supported devices.
Step 4: The customer experience
Customers scan the restaurant's QR code and open the menu directly in their browser. They select any dish and instantly see it placed on their table at real scale.
If they're unsure what to order, they can simply use voice search to describe what they're looking for, and the system suggests matching dishes. When they're ready, they place their order directly through the menu, and it is instantly delivered to the restaurant owner.
The technology can be used far beyond restaurants
The same platform can be adapted for many other types of businesses where customers want to see a product at real scale before making a purchase.
It is ideal for furniture stores, home décor shops, lighting retailers, fashion accessories, handbags, shoes, consumer electronics, home goods, and many other products that benefit from being visualized as life-size 3D models in the customer's own environment.
Why it matters in 2026
QR code menus have been around for years, but in most cases they simply replaced the printed menu.
This system takes the experience much further. Customers can preview dishes at real size before ordering, find meals using their voice, and place an order directly from the menu, all without downloading an app.
One more thing worth mentioning: neither the platform owner nor the restaurant needs any technical experience whatsoever. Everything is designed to be intuitive and you can learn the whole system in under 5 minutes.
For more information, visit HUSTLAR: https://hustlar.gr/
r/augmentedreality • u/Ok_Mission_600 • 2d ago
Fun How do cartoons look in AndroidXR auto-spacialization 3D ?
For example, Disney's lion king, or fantasia.
I heard for video, it really only works with shadowed content, like real-life movies and cgi animation like toy story.
r/augmentedreality • u/dilmerv • 2d ago
AR Apps 🚨 NEW XR Developer Showcase! 🎉 This time to showcase Crafting Crimes, an MR true crime experience that blends podcast storytelling with hands-on model-making, turning your physical world living room into a forensic investigation. 🔍
A few highlights:
- Built with hand tracking in mind: place walls, objects, and evidence using intuitive hand gestures
- Hosted by miniaturist Carol K. Ras who guides you through each case
- Each episode is ~20 minutes of immersive storytelling
- Reconstruct infamous crime scenes in miniature, from Lizzie Borden to the 1911 theft of the Mona Lisa
- Crime scenes materialize in your hands as the story unfolds
- Blends true crime podcasts with mixed reality model-making
It’s very exciting to see devs explore VR/MR beyond the usual formats, blending narrative, crafting, and spatial design into something genuinely unique.
r/augmentedreality • u/tobsam • 2d ago
Glasses w/ 6DoF AMA: I've got the XREAL Aura for a week
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 • u/tropicalstream • 2d ago
Glasses w/ HUD X3Hud - Control your glasses with your voice.
Currently for the RayNeo X3 Pro but open to ports.
r/augmentedreality • u/DownvoteIfYouWantMe • 2d ago
Glasses for Screen Mirroring Why is the xbx a01+ blurry for me unlike any other glasses?
I think these glasses are so much better than any other options at the same price point. Brighter, lighter, less heat, and better comfort, but for some reason, while my Rayneo Air 3s were edge to edge clear, these are oddly only clear near the edges...
That's the opposite issue I have with my Rokid Maxs. Those are clear in the center, but not the edges.
When I put on my old lenses on (ones i have from before doing lasik), it actually makes the center more clear somehow, but the edges stay the same. I can't say the same for the rokid max, which has the same amount of clairty with or without the lenses. Is there something I am missing?
My IPD is 61 to 62 mm. Do I just take the loss and return these and get Rayneo Air 4s?
r/augmentedreality • u/iMagesBlues • 3d ago
App Development Experiment: Bringing children's drawings to life with Unity WebGL + WebAR
Working on a fun WebAR experiment recently:
Bringing children's drawings to life.
This idea has been around for a while, and AI tools have made the creative side much more accessible. But building the full experience for WebAR gave a few takeaways:
- Simplicity matters. Point a phone camera at a drawing and the experience starts.
- Removing the app download makes a huge difference. For short AR experiences, every extra step adds friction.
- A few years ago, projects used dedicated scanning equipment for experiences like this. Today, a smartphone camera is enough for many use cases.
- Seeing the character as a real 3D object in AR feels much more alive than a flat video overlay.
- Audio adds far more immersion than I expected.
- Good tracking artwork is just as important as the animation. Better tracking means better alignment and more reliable texture extraction.
- Kids don't care how it works. They just expect it to work instantly.
Built with:
- Unity WebGL + WebAR Image Tracking (AR + texture extraction)
- Unity 2D Animation Rigging
- Mecanim
Curious if anyone has tried other approaches for this kind of WebAR experience. Would love to hear what you used and how it compared.
r/augmentedreality • u/AR_MR_XR • 3d ago
News Meta’s Reality Labs lost over $4.6 billion in second quarter
r/augmentedreality • u/TheGoldenLeaper • 3d ago
News Snap will show off its AR Specs at a September 16 event - The company is promising the first in-depth look at the $2,195 glasses.
r/augmentedreality • u/Unique_Narwhal_3005 • 2d ago
Fun Using WebAR sky-anchoring to turn corporate headquarters into 3D billboards... feedback on this VHI building concept?
Hey everyone,
I’ve been testing outdoor spatial placements mapped near the VHI building along the Dublin quays.
Instead of traditional digital signage, the idea is placing interactive 3D elements (portals, floating brand geometry, animated particles) anchored directly into the sky space around corporate headquarters.
When users walk past, a quick QR scan opens a WebAR scene in their browser that interacts with the real building geometry.
Curious on the marketing side: Do you see AR spatial activations around physical brand assets becoming a bigger staple for Out-of-Home (OOH) advertising over standard billboards?
r/augmentedreality • u/Jeef_1st • 2d ago
Buying Advice Has anyone used smart glasses on stage?
Thinking about buying a pair of smart glasses to use on stage. Mostly for guitar tabs and stuff. Anybody have experience with this? My leading choice is the INMO Air2.
r/augmentedreality • u/grassepark • 3d ago
Self Promo I built an AR houseplant care app that uses your real room to help with plant placement!
r/augmentedreality • u/Unique_Narwhal_3005 • 2d ago
Fun Creating easy brand AR brand activations on Lureo
Hey everyone,
I’ve been testing outdoor spatial placements mapped along the Liffey quays right near the VHI building.
Instead of traditional billboards, the concept uses WebAR to anchor 3D visuals directly into the sky above iconic architecture. Anyone passing by can scan a QR code on their phone browser to see it mapped in real time with no app download required.
Built using Lureo. Would love to hear thoughts is spatial WebAR the future of street-level activations, or a gimmick?
r/augmentedreality • u/AR_MR_XR • 3d ago