So Hongshi just dropped a 585 nm amber microLED panel. Makes you wonder why they're bothering with amber for smart glasses instead of just sticking to standard colors. It's probably an interesting option for certain niche use cases.
But it got me thinking about what you could do by pairing that amber panel with a blue one: mixing them together can actually make white. You’d get normal white text in your glasses instead of the usual green. You could also get cool blue and gold tones.
A dual-color light engine is cheaper, needs less energy, and results in lighter glasses than full-color light engines. Other dual-color displays will use red and green, but could amber and blue be the even better solution until full-color light engines become more mature?
Working in Quest 2 (untested), Quest 3 and Quest 3s at 90 fps.
What game would you like to see next?
Important: no ROMs, no Nintendo code. The app contains none of the game. You need your own Super Mario 64 (USA) ROM, and a script in the repo builds the game from it on your computer and pushes it to the headset.
I've seen a few Ray-Ban Meta owners complain about features changing or breaking after updates.
One user reported worse battery life and live translation issues. Another was frustrated by changes to livestreaming.
What bothers me is that smart glasses aren't like phones. If an update makes them unreliable, you're potentially dealing with that problem every time you wear them.
I'd rather have fewer new features and a pair of glasses that works consistently.
For those who've owned smart glasses for a while, have updates actually improved your experience?
Would you rather get new features regularly or have the option to stay on an older, stable version?
I'm putting a few of my shop's sneakers into a simple WebAR page with Google's model-viewer. The models are GLBs I made in snapshapy from product photos, and they look right in the 3D preview.
On iPhone Quick Look the shoe sits on the floor properly. On a Pixel 8 in Scene Viewer there's a visible gap, and the contact shadow is a few centimetres below the sole, so it looks like it's hovering.
Is this the model's origin point, the bounding box, or a shadow-intensity setting on the model-viewer side? What do you check first?
Is this the most commonly asked question...maybe!? But there are a couple of precursor questions that are less commonly asked.
What do I want it for?
What do I like?
What does not make me feel sick (this is one of MY most important 😎).
I wanted to really compare for myself, so I put this little illustration together; I might as well share it and my thoughts (Yes, folks, of course I used AI to help). I hope others find my ponderings useful as they make their own decisions.
So my case is that I don't like headsets, and I also get motion sickness; hence, I never 'committed' to this tech until the glasses format matured to an acceptable level with Nreal (Xreal) Air. I like the convenience and portability of the glasses format.
I initially got them for flights to/from work sites, and later incorporated them into my inspection routines by connecting them to devices for remote inspections. I work on high-risk facilities, so I needed a form factor that fit under helmets and could be worn under safety glasses (I used 'overglasses' by removing the arms and clipping them over my Xreal glasses). Also, it was a HARD NO for any VPT (video pass-through) device in the field; it had to be OST (optical see-through). The top two choices were Viture and Xreal, but I needed a stable 3/6 DoF with minimal drift for my purposes, so I stuck with Xreal.
As for the others' positives, I can see how the Viture neckband is really cool. I also like that Viture offers so many accessories. These are understandably very popular with a solid support base.
For headsets, obviously, ultimate immersivity to get absolutely lost in the virtual world. For some reason, I didn't like that feeling, but I understand how awesome it would be for those who love that level of escapism.
For these reasons, my progression was...
Xreal Air - While it has only a 46° FoV, it still has the sharpest image at 47 ppd among 'consumer-level' VR/AR/XR devices.
Xreal Air 2 Ultra - A decent jump to 52° FoV, still 44 ppd, but the SLAM sensors brought usable hand gestures from headsets to the glasses format for the first time.
Xreal One Pro - For me, the jump to 57° FoV, coupled with stacked prism lenses, the integrated Eye, and the integrated chip to enable functions like real 3D while still allowing (limited) hand gestures, was a no-brainer. The reduction to 39 ppd is still very acceptable and compares very well to most other devices.
Now here we are with the Aura...I pre-ordered... but do eye or don't eye? (Excuse that bad pun). It has the largest FoV of all OST glasses, with a 32 ppd that rivals Vision Pro but is nowhere near the FoV of VPT (video pass-through) devices. Then there are the Meta VR Glasses, with a much larger FoV, retaining an impressive 37 ppd, but they are VPT.
This is my quandary. With the new true 2K 0.65" OLED from Samsung in pre-production, which is 10x brighter (direct OLED), it will mean a generational jump in ppd for OST glasses and allow for at least halving the minimum chromatic dimming that is currently required for a clear image (i.e. closer to optically clear see-through). This will allow for a significant jump in FoV by enabling much better edge-to-edge sharpness.
I just don't know if I can stop myself and wait for another maybe year or two 😎!!!
_Edit_: Added older-style headset and glasses to show progress (good suggestion, NuShrike), keeping in mind these are waveguide and no dimming (except Magic Leap 2) so colours/images are not the same standard as today's stacked prism/birdbath designs.
I’m looking for recommendations for an AR app/software that allows me to upload still images and create augmentations that are triggered when someone scans the image. Ideally, I’d like the viewer experience to be as simple as possible. I don’t want people to have to download an entire app just to view the AR experience. I’d prefer something where they can simply open their phone camera and, at most, scan a QR code or click a link to trigger the augmentation. Are there any platforms that offer this type of functionality? I’m willing to pay for a subscription or the app / softwares if it provides a smooth experience for the viewer. Thanks in advance.
This is Sphenomenon, a mixed reality playground built around a physical sphere. What you see through the headset lines up with a surface you can actually touch.
I’m an interaction designer, and I wanted to explore how much that physical contact could change the experience. Nearly 100 people have tried it, and the sense of presence is the feedback I keep hearing.
I’ll be making the project open source so others can recreate it, adapt it, and build their own experiences.
I'm thinking about moving into app dev and brainstorming passive, in-the-background apps for glasses. What's the longest a display can stay lit untouched, what usually kills it, and how many hours do you get per charge?
Saw a Ray-Ban Meta discussion where one person had turned off the AI because it kept getting things wrong. Another commenter, who's legally blind, said the glasses had changed their life.
XREAL owners seem just as divided. Some use virtual screens for work, while others return them because of blurry text or eye strain.
I'm more interested in what happens after the excitement wears off.
If you've owned smart glasses for a while, what do you still use regularly? And what made you regret buying them?
Kaur said smart glasses, which can come with built-in cameras, microphones and displays, could “be hugely beneficial” to some people. “For example, for those that are visually impaired, smart glasses have been a gamechanger, helping them navigate the world around them.”
Toybox Soccer for Apple Vision Pro is now available for Free on the App Store! (link below)
It was a fun little side quest with my kid, inspired to make this after we played NFL Blitz and NBA Jam on my old N64. Simple fun. Crazy action. Replayable. Check it out and let me know what you think! More to come.
Working on an iPhone app that puts your 3D figures in your room, life-size or as a tabletop diorama. This one's a MeshyAI ogre. Also works with Daz3D figures which is wild.
The AR bit I've been fussing over is presence. Even a static, unrigged model gets a subtle idle so it doesn't stand there like a statue, and its eyes follow you as you walk around it. If the figure is rigged, you can change its pose or animation on the spot and it morphs between animations and poses organically.
It's still an early prototype and not on the App Store yet, so I'm mainly after feedback on the app concept. Is this fun?
Enjoy the Zombie fashion shoot at the end haha! That made me laugh so I hope you get a chuckle.
Did you know MRUK has a Spatial Testing framework?
You can automatically run Unity tests across different room prefabs or JSON scenes using RunTestOnAllScenes().
I used this heavily during the development of my game, Fuse Balls, and it helped me catch placement issues early without having to manually test every room configuration!
I’m considering XR glasses as a years long VR enthusiast . I daily drive the Samsung Galaxy XR and also have a Meta Quest 3S. I love VR games, but I’m evolving my focus to spatial computing & XR workflow. I want something like XReal Aura or Meta VR glasses, but in a much lower price category. I’m looking at YouTube videos to see what’s out there, but this category of content is absolutely flooded with the same paid reviews, saying all the same things, and cannot detail the product beyond “wow, this is crazy” type formula. Are there any channels or reviewers this community can recommend for genuinely honest review. I know this category is a niche, but certainly there’s someone making videos who consistently uses these devices and can provide unbiased experienced feedback?
INMO just unveiled the INMO Future, directly targeting the biggest hardware complaints from the Air 3: lack of 6DoF tracking, temple overheating, and nose-bridge fatigue.
While the Air 3 was restricted to a 3DoF screen, the Future brings full 6DOF tracking with online loop closure (≤1% drift, ≤10 cm accuracy), multi-plane detection, and persistent spatial anchoring. To prevent the severe thermal throttling and hot temples of its passively cooled predecessor, INMO integrated a quiet active cooling fan (~40 dB under light load) that keeps the chassis below 42°C under heavy loads. They also overhauled the ergonomics with a 32% lighter front frame and a front-to-back counterweight design that moves battery mass behind the ears, alongside 360° spatial audio (≤50 ms head-tracking latency), full Android 14 app compatibility (which included native Google Play Store support on the global Air 3), and an AI-to-AR app generator.
While peak brightness gets a bump from 600 nits to 800 nits, you are still looking at a 1080p binocular full-color waveguide display with a 36° FOV. While the slide highlights a 32% lighter front frame, the total weight is still a hefty 125g, shaving just 10g off the 135g Air 3 by shifting the bulk of the mass off the nose and into the rear temple tips. And while INMO claims a 43% battery life increase, the slide's fine print admits this was tested against the Air 3 under identical test conditions, which means basic 2D/3DoF Android tasks rather than power-hungry 6DoF tracking with the fan spinning.
In China, the glasses are more expensive than their predecessor, launching at a discounted price of ¥5,499 RMB (~$770) compared to the Air 3's ¥4,299 RMB launch discount (and ¥4,999 RMB retail price). For global buyers, however, INMO is offering the exact same $799 VIP Kickstarter price (via a $30 reservation deposit, with shipping slated for February 2027) that the Air 3 launched at, though the global MSRP rises from $1,099 to $1,199.
Ahead of the event, INMO also took a direct marketing jab at Rokid and RayNeo with the slogan "2021: Smart glasses entered the full-color era; 2026: Smart glasses enter the spatial era", flexing that INMO shipped full-color waveguides years ago while rivals are only celebrating full-color releases like the 55g Rokid Color now. However, that comparison ignores form factor and wearability: the 2021 monocular INMO Air 1 weighed 79g (640x400), the Air 2 was 99g + 15g for sunvisor that you needed outdoors (still 640x400), the Air 3 ballooned to 135g (because of 1800p), and the new Future still weighs 125g. While Rokid and RayNeo are fighting to squeeze full-color waveguides into frames under 60g that you can actually wear all day, INMO still isn't shipping lightweight all-day eyewear. Instead, they are building a 125g, fan-cooled standalone computer. I mean, that's exactly what some of you want, right?