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Google Reportedly Working on New Live Translation Feature for Android XR

August 26, 2026 From roadtovr

Google is reportedly testing a new ‘Listening area’ mode for Google Live Translate on Android XR, something that sounds like a headlining feature for the company’s upcoming fleet of smart glasses.

Google has always said it’s bringing real-time translations to its Android XR, so no surprise there, as the company promises its slate of smart glasses will serve up both translated audio matching the tone and pitch of the speaker’s voice as well as the ability to translate text from things like menus and signs.

Now, digging into the 10.32.66 version of the Google Translate app, Android Authority has discovered Google Live Translate is reportedly being developed to offer two distinct listening modes: ‘Front only’, which translates speech directly in front of the wearer for one-on-one conversations, and ‘Surrounding area’, which translates speech throughout the nearby area, potentially using the glasses’ full microphone array.

Granted, the feature was found in apk code, which means there’s no guarantee it will ship. It does however seem to fit into Google’s broader effort to expand Android XR ahead of upcoming smart glasses, which thus far include a variety of frames shipping this fall from Gentle Monster and Warby Parker. Additionally, frames from Gucci parent company Kering are also reportedly in development.

Considering Google’s strength in live translation, it’s a good bet the company will be looking to pack in every bit of functionality as it seeks to compete with Meta’s fleet of smart glasses, which also feature a live translation feature.

Notably, live translation on Meta’s smart glasses is more akin to the ‘Front only’ one-on-one interactions described above, which work by serving up translated speech to the user through the glasses’ open-ear speakers as the other participant can see translated transcript on a user’s smartphone.

Filed Under: XR Industry News

Arm Patents Method to Reduce XR Motion Sickness Using Ultrasound

August 24, 2026 From roadtovr

A newly granted patent from Arm describes a head-mounted system that analyzes motion in the images headed to a display, then sends control signals to ultrasonic transducers intended to stimulate the wearer’s vestibular system and control their sense of balance. The basic aim is to reduce the discomfort, dizziness, and motion sickness that the application associates with a mismatch between what a wearer sees and what their balance system reports.

The patent, “Method for minimising motion sickness for head-mountable extended reality,” was first filed in the US on July 24, 2023 and officially granted on June 16, 2026.

Arm, a subsidiary of SoftBank, is a semiconductor design company whose technology is the essential foundation for processors used in most modern mobile devices like smartphones and XR headsets, including processor brands like Snapdragon and even Apple Silicon. When you hear a CPU being described as “Arm-based,” it’s this company the phrase refers to.

In Arm’s newly granted patent, a head-mounted device compares visual motion in a sequence of displayed images against a threshold. When that comparison calls for it, processing and control circuitry generate signals for multiple transducers that stimulate the wearer’s vestibular system. Put less formally: if the virtual world appears to move in a way that might conflict with the wearer’s felt movement, the system is designed to respond through the sensory system involved in balance.

The application specifically discusses low-intensity focused ultrasound, or LiFU, and ultrasonic transducers. One described scenario maps a small visual movement to the left to a corresponding physical feeling of leftward movement; a larger visual motion would use greater acoustic radiation force to stimulate the vestibular system to match. The patent also describes arrays with one or more transducers per ear, potentially using beamforming to target specific parts of the inner-ear.

Vestibular stimulation is not the filing’s only proposed response. The system described could also ask the XR application to reduce visual motion, fade the displayed image, introduce a vignette, or align displayed motion with the wearer’s sensed movement. The patent also describes basing stimulation on the wearer’s pose or motion, configured preferences, and sensor-derived signals; it proposes recalibration if sensed user movement does not align with the expected visual motion.

That combination suggests the patent is concerned with an adaptive form of comfort management rather than a single solution; one that could adjust either the visual content, the physical balance cue, or both. The important open question is whether a headset-based ultrasonic system could deliver that kind of precise, comfortable vestibular response across different wearers and real XR experiences.

This isn’t the first time we’ve seen vestibular stimulation proposed as a method for combating motion sickness. Other approaches have considered using electrical stimulation rather than ultrasound. But to date, no commercially available XR device has included any kind of direct vestibular stimulation.

A patent application shows what a company has sought to protect, but it is not proof that the described technology will appear in a product.

Filed Under: XR Patents

XREAL AURA Surpasses 10,000 Unit Reservations Ahead of Launch This Fall

August 20, 2026 From roadtovr

XREAL today announced that XREAL AURA, the first AR glasses running Google’s Android XR operating system, has now surpassed 10,000 global reservations.

Xreal says the reservation milestone for the company’s latest flagship AR glasses has shown “strong early demand across consumers, developers, and enterprise customers,” as the initial $99 reservation offer for a $199 launch credit has now sold out.

That said, Aura still doesn’t have final pricing, which could affect some of those 10,000+ refundable reservations when all is said and done. The company has said however Aura will “not exceed $1,500, excluding applicable taxes.”

Like all of Xreal’s XR glasses up to this point, Aura is based on birdbath optics, which feature a fairly large 70-degree field-of-view (FOV) in a package that weighs less than 95 grams of on-head weight.

XREAL AURA | Courtesy XREAL

Notably, that on-head weight is offset by a pocketable compute unit, which tethers to the glasses’ via cable; Aura features a split-compute architecture, including both Qualcomm’s Snapdragon Reality Elite chipset for XR processing and AI workloads, and Xreal’s in-house X1S Spatial Coprocessor for managing display and sensor processing.

And unlike some birdbath-based AR glasses that focus on displaying traditional content on a virtual screen, Aura supports six degrees of freedom (6DOF) tracking, hand tracking, and multimodal AI experiences, all of which run on Google’s Android XR operating system, giving users access to existing Android applications via the Play Store as well as a growing catalog of XR applications.

While Aura is slated to launch sometime in Fall 2026, Xreal says we’ll learn more about pricing and availability in the coming weeks, as $199 refundable deposits are still open.

In the meantime, check out out initial hands-on with Aura from December where we discuss field of view, sharpness, brightness, electronic lens dimming and more.

Filed Under: Uncategorized

Pico’s Vision Pro Competitor Gets Official Name and Debut Date

August 19, 2026 From roadtovr

Pico’s Vision Pro competitor is set to debut at a special event in Beijing early next month, which is now officially named Pico Space Pro.

As first reported by Chinese outlet Nweon, Pico Space Pro is suspected to be the company’s Project Swan standalone VR headset, which the company first teased in March.

While Pico hasn’t revealed the full specs sheet yet for Project Swan/Space Pro, the company’s next flagship is slated to arrive with microOLED displays boasting 4,000 pixels per inch (PPI), an average ~40 pixels per degree (PPD), and a dual-chip architecture: a custom XR silicon for perception and imaging (claimed ~12 ms perception latency) and separate flagship SoC with “more than 2× CPU and GPU performance vs XR2 Gen 2.”

And although the company has been present at a number of events since its announcement earlier this year, we still haven’t seen the headset beyond a leaked video of a reported setup video (rendered), which has since been removed in full from leaker Luna’s initial X post.

You can see a still image from the video below:

Courtesy Luna

We’ll be following along with the September 2nd event in Beijing, which Pico typically livestreams and dubs with English.

We expect to hear not only price and release date there, but also a better understanding of device specs and global availability, so check back soon.

Filed Under: PC VR News & Reviews, XR Industry News

‘MemoMind One’ Kickstarter Hits $1M, Making a Strong Case for Camera-less Display Glasses

August 7, 2026 From roadtovr

China-based projector manufacturer XGIMI launched a crowdfunding campaign in June for its first smart glasses, MemoMind One, which is banking on consumer interest in display-clad smart glasses that don’t contain cameras. Now the campaign has reached $1 million, giving the segment anther early vote of confidence.

The News

MemoMind One quickly surpassed its lowball fund goal of $80,000 HKD (~$10,000 USD) when the Kickstarter launched on June 28th, going on to secure $500,000 in less than a week after launch. Now the project just topped $1 million with 20 days left in the campaign, which closes on August 28th.

If you haven’t followed its progress, MemoMind One was first shown at CES 2026 in Las Vegas in January, pitching a pair of smart glasses that don’t include any sort of camera, instead sporting dual green micro-LED displays (2,000 nits), integrated audio, and a host of AI-assisted actions, such as real-time translation, note taking, contextual assistance, and navigation.

MemoMind One (Nomad) | Courtesy XGIMI

Notably, MemoMind One is positioning itself as one of the least expensive display smart glasses on the market, with pricing starting at $400 for the Standard Edition of all stylings: Nomad, Gotham and Archive. There is also the option to add prescription lenses ($500) and a Custom Edition with multiple colorways starting at $450, all of which are expected to ship in August 2026.

XGIMI hasn’t released any sort of stretch goals, as it appears the campaign is more oriented toward pre-orders. You can learn more about it on MemoMind One’s Kickstarter here.

My Take

This is a bit of a casual rehash of my original take when MemoMind One reached the $500,000 mark, but I’ll save you click with this (slightly) condensed version.

If MemoMind One’s campaign is any indication, not having an onboard camera is a much stronger marketing position than you might think, partly due to blowback Meta is getting from its own display-less camera smart glasses right now.

Until recently, Meta hasn’t properly kept creepers from drilling out capture LEDs, or otherwise vaunting the system by other means. It’s too early to tell since there are no major competitors yet, but Meta may have ‘poisoned the well’ somewhat.

While MemoMind isn’t the first to claim camera-less display smart glasses as a unique marketing proposition, it is doing it at a cheaper price than the main competition: Even Realities G2, which are priced at $600 before adding prescription lenses.

That said, I’m not certain ‘display only’ smart glasses will ever be truly massive; cameras and displays are difficult to run together in today’s power and compute constraints, so it seems more like a temporary division that’s being fashioned into a marketable segment. I’ll be putting those assumptions to the test when I go in for a long-term hands-on with MemoMind One, so check back soon.

Filed Under: XR Industry News

Viture Pro 2 is the Company’s Thinnest & Lightest AR Glasses Yet, Priced at $300

August 6, 2026 From roadtovr

VITURE today launched its latest AR glasses, VITURE Pro 2, which the company calls its thinnest, lightest and comfortable yet. Alongside it, Viture also unveiled a new, more pocketable USB-C dock which lets you connect to a wider range of devices, such as Nintendo Switch 2.

Viture Pro 2 – $300

Like many of the company’s AR glasses, Viture Pro 2 is mostly meant for traditional gaming and computing, albeit on a virtual screen projected in front of you thanks to its see-through AR birdbath optics.

And while it may look similar to the original 2024 Viture Pro from the outside, the company says it’s thinner, lighter, and brighter. Its optical stack has also been re-tuned optical stack, delivering better clarity overall, the company says.

Dubbed ‘UltraClarity 3.0’, the Viture says it’s tightened four key visual factors over its predecessor, including field curvature, image sharpness across the full 50-degree field of view (FOV), geometric distortion across the entire diopter range, and image stability as the pupil moves off-center.

Courtesy VITURE

“Sharpness holds not just at the center but into every corner,” the company says. “Horizontal and vertical resolve equally. Straight lines stay straight at any prescription. And the image stays put wherever the eyes wander, instead of swimming as the pupil moves off-axis.”

It’s also impressively thin and light, weighing just 63g, which the company notes is also the thinnest frame the company has ever built, making it 20% lighter and 16% thinner than the original Viture Pro.

Courtesy VITURE

Note: what you don’t see in Viture Pro 2’s promo photos is the required USB-C tether, as it’s not a standalone device, requiring you to attach the included cable from the left temple tip of the glasses right behind the ear. Equally important to note is that Viture Pro 2 doesn’t support 6DOF spatial tracking, as it lacks onboard camera sensors, meaning you can’t pin a display to a specific point in space.

Under the hood, or rather sandwiched on top of its birdbath-style AR optics, is a pair of Sony micro-OLED displays delivering the same 1,920 x 1,080 per-eye resolution and 120Hz refresh rate, albeit with a higher perceived brightness of up 1,600 nits over the original’s 1,000 perceived nits.

It also boasts a built-in diopter adjustment with independent dials per-eye, covering 0 to −5.00D, a slightly higher FOV of 50 degrees (originally 46 degrees), and three included nose pads for seven adjustment positions.

You can find Viture Pro 2 available today for $300 across Viture and Amazon.com, which includes a free lens shade in the box for better immersion.

Mobile Dock Mini – $100

As a part of the company’s five-year anniversary, Viture also unveiled a new, smaller mobile dock called Mobile Dock Mini ($100), which is now available for pre-order.

While Viture Pro 2 can already connect to a variety of USB-C devices natively, the modular, pocket-sized dock expands that to more devices —notably Nintendo Switch 2—while doubling as a USB-C hub and extended battery.

Courtesy VITURE

In all, it’s essentially a more compact version of the company’s original Viture Pro Mobile Dock ($100), featuring a slight smaller at 10,000 mAh battery than the original’s 13,000 mAh. The new Mobile Dock Mini is however 34% smaller and 30% lighter, making it a more pocketable way to charge a phone, Nintendo Switch 2 while powering any of Viture’s glasses models at the same time.

It works in two different modes: ‘Hug Mode’, which “hugs” the back of a Switch 2 as a single unit via a magnetic mount, and ‘Solo Mode’, which allows it to become a compact standalone USB-C hub.

You can find this and the whole gamut of Viture glasses and accessories over on Viture’s website.

Filed Under: XR Industry News

Snap to Show In-depth Look at ‘Specs’ AR Glasses in September Event

July 31, 2026 From roadtovr

Snap announced it’s hosting an event dedicated to Specs, the company’s next-gen AR glasses, on September 16th in Los Angeles, California.

At the event, Snap co-founder and CEO Evan Spiegel is said to share “the first in-depth look at SPECS, demonstrating how they bring AI assistance, work tools, entertainment, and shared experiences into the world around us, helping people create, connect, learn, and get things done while staying present,” the company says.

Courtesy Snap

While the company characterizes it as a “launch” event for Specs, the device’s pre-order page maintains it’s still slated to ship sometime this fall across the US, UK and France, suggesting we’ll get a more precise ship date during the event.

Snap launched pre-orders for Specs in June, priced at $2,195. Similar to the company’s fifth-gen Specs released in 2024, the new device don’t require an external compute puck or tethered connection to external devices, as the glasses pack in two Qualcomm Snapdragon processors—one dedicated to computer vision and another for running AR experiences, or “Lenses,” as the company calls them.

In the meantime, you can sign up to watch the Specs event live here, which takes place on September 16th at 4:00 PM PT (local time here). Attendees of the physical event will have an opportunity to be some of the first to go hands-on.

Filed Under: XR Industry News

Steam Frame Launch Looks Imminent Following FCC Certification

July 30, 2026 From roadtovr

The launch of Steam Frame has grown tantalizing close following the publication of documents from the FCC showing the headset has cleared required regulatory certification.

We still don’t have an exact release date for Steam Frame, but now we know it’s one huge step closer to actually launching: regulatory documentation and approvals from the FCC were published in the last 24 hours.

The FCC is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of a consumer electronics product.

Testing documentation for Steam Frame, which goes by the model number 1015, was submitted beginning in May. But it was only made public following the official stamp of approval from the FCC, called the ‘Grant of Equipment Authorization‘, which occured in the last 24 hours. Steam Frame could not legally be sold in the US before receiving these approvals, though it isn’t clear if this was the thing blocking the headset from launching any sooner.

We’re still waiting for Valve to make an official announcement about the launch of Steam Frame, which we expect will roll out similarly to the launch of Steam Machine last month.

While we’ve had extensive hands-on time with the headset and know the major specs and details, the one big unknown is how much it will actually cost. This might be your last chance to make a guess on the price of Steam Frame in the comments below, and lock in your “I told you so” claim for all to see.

Filed Under: Uncategorized

SideQuest is Reviving Microsoft’s Social VR Platform ‘Altspace’ This Fall

July 30, 2026 From roadtovr

The team behind SideQuest, Quest’s alternative app library, announced it’s bringing Microsoft’s social VR platform AltspaceVR (2015) back from the dead.

The News

Initially released in 2015 and then acquired by 2017 by Microsoft, Altspace was one of the first successful social VR platforms, launching across PC VR headsets, Samsung Gear VR, Oculus Go, and both Quest and Quest 2.

In early 2023 however, Microsoft announced it was shuttering Altspace in a bid to shuttle resources to its cloud-based mixed reality collaboration platform, Microsoft Mesh, which was subsequently deprecated in 2025 and parted out to Microsoft Teams.

Now, SideQuest CEO and founder Shane Harris reveals in a Reddit post the company has acquired the rights to the Altspace name, noting it will be “a brand new Altspace” for a modern audience as well as “a spiritual successor to the Altspace we know and love and capture what made it great.”

Check out Altspace’s final moment below, courtesy ‘Vitua Zone’:

Harris reveals SideQuest will be re-launching Altspace with many of the same features and functionality the app had circa 2016-2017, further noting he’s assembled a team of previous Altspace staffers and “some of the most prolific OG players” to help shape the platform.

One such re-hire is Christian Boe, the original concept designer behind the original robots in Altspace, which were discontinued in favor of human-only avatars, which means the new Altspace will most definitely feature robot avatars of some sort in addition to custom avatars, Harris says.

Harris maintains we’ll hear regular updates and developer insight in the coming weeks and months.

My Take

Altspace likely shut down for a myriad of reasons, although one of the biggest is it never actually monetized; in its eight years of existence the platform never featured an in-world economy or creator marketplace, and its avatar system was decidedly much more ‘off the shelf’ than something like VRChat, which lets you upload, sell, or style your avatar in any way imaginable.

Starting Altspace back up, and importantly employing those people who helped define the platform in the first place, is a giant win, although being able to pick up where they left off and find an economic model that benefits both players and creators alike will be a tall order.

Still, there must be some contingent of VR-using Rec Room refugees out there looking for a platform that isn’t VRChat, and Altspace may try to fill that gap. Whatever the case, getting back to its roots means putting on a lot of events to attract regular users.

For all of the team’s know-how though, relaunching Altspace is roughly like starting from scratch with the new generation of younger players, as even in 2023 Altspace had waned a lot since its heyday in 2016-2017. I’d like to hope they can also attract back a bulk of the OG users too looking for that socially tame sweet spot Altspace seemed to fill so well.

Filed Under: XR Industry News

Immersed Says It’s Finally Getting Ready to Ship ‘Visor’ VR Headset

July 27, 2026 From roadtovr

XR startup Immersed announced it’s nearing launch of its long-promised work-focused standalone VR headset, Visor.

The News

Immersed sent out an email (courtesy Reddit user ‘aline-works’) to pre-order customers over the weekend announcing that the company is locking in shipping timelines.

Next month, the company says we can expect an update that will “cover where we are on the production ramp and what to expect next for your pre-order.”

The company says that due to the global component crisis, which has seen RAM and storage skyrocket in price, Visor is raising its floor price of $500 (Standard 4K Edition) to $700 for pre-order customers and purchasers after July 31st.

As a work-focused standalone VR headset based on the Qualcomm Snapdragon XR2+ Gen 2 chipset, Visor boasts dual 4K microOLED displays, hand & eye tracking, color passthrough, 6 DoF tracking, and an included three-hour extended battery.

Pre-production unit (circa 2024) | Courtesy Eric Liga

Notably, the $800 Founder’s Edition, which will see the same $200 bump later this month, is said to ship “6 months before Standard Visor 4K,” the company maintains on the headset’s pre-order page, which could point to at least those customers receiving headsets in the near future.

That price however doesn’t include the required ‘Visor Plus’ subscription, which is an additional $40 per month for a 24 month period, or $60 per month for 12 months. This also includes access to the company’s own ‘Curator Professional AI Assistant’.

The shipping update has been a long time coming. Immersed began taking pre-orders in September 2023. In October 2024, Immersed said the hardware was largely complete, but it wanted more time to improve quality control and polish the overall experience rather than rush Visor.

Then, in March 2025, In the company issued its second shipping update wherein Immersed said the shipment of the more expensive Founder’s Edition Visors would be “another month or two,” as the fulfillment schedule was then on “the order of weeks, not quarters.”

That post was subsequently edited, walking back the shipping quote, instead noting that “[p]rogress continues on Founder’s Edition deliveries as we work through fulfillment.”

My Take

Immersed has attracted a bulk of its $38 million runway from pre-IPO crowd investment, with only $4.5 million coming from traditional VCs. That’s a substantial amount of good will in Immersed’s ability to deliver, or at least enough people who believe they’re getting in on the ground floor of the next big thing.

But now approaching late 2026, the landscape is changing. Sometime this year we’ll be getting Valve’s Steam Machine, admittedly not a work-focused thin and light headset like Visor. And at some point, Pico will also release its Project Swan puck-tethered thin and light headset; rumors also allege Meta is cooking up its own puck-tethered competitor for release in 2027, codenamed ‘Phoenix’.

Besides Steam Frame, Pico and Meta’s headsets are likely gunning for the productivity segment too. And even if either company markets more toward gaming, the overlap in function between them is bound to draw direct comparisons, which simply wouldn’t have been the case in 2024.

Still, and it’s unfortunate to say, in the current VR funding hellscape, now more than ever, we really need to see it to believe it.

Filed Under: Uncategorized

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