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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

Apple’s First Smart Glasses Reportedly Set to Unveil at WWDC 2027, Release in Late 2027

July 27, 2026 From roadtovr

According to Bloomberg’s Mark Gurman, Apple is set to unveil its first pair of smart glasses at next year’s Worldwide Developers Conference (WWDC).

The News

Codenamed ‘N50’, Apple’s smart glasses were reportedly meant for a late 2026 reveal, with launch targeting early 2027. Now Gurman maintains that WWDC, which is set to take place in June 2027, won’t be the device’s actual launch day; consumer release is expected sometime by the end of 2027.

The delay is said to essentially be a two-fold issue, centered on both refining the product from an engineering standpoint, but also a marketing challenge of defining the device’s messaging around privacy.

Ray-Ban Meta glasses | Courtesy EssilorLuxottica, Meta

Like Ray-Ban Meta and the company’s cheaper Meta Glasses, which notably don’t feature any EssilorLuxottica branding, Apple’s smart glasses are said to include two camera sensors; one for photo and video capture and the other for computer vision tasks.

“That’s meant developing features and policies that can address the concerns swirling around competing products from Meta Platforms Inc,” Gurman says, noting the teams developing glasses within Apple’s Vision hardware group and elsewhere in the company see privacy as “priority No. 1.”

And similar to Meta’s audio-only smart glasses, Apple’s N50 hardware isn’t expected to include a display of any kind, instead relying on cameras, speakers and microphones for things such as phone calls, AI queries, listening to music, and capturing images.

My Take

Has the well already been poisoned by creeps? Will fashionable smart glasses with more stringent privacy laws be enough to rehabilitate the segment as a whole? Honestly, I think it’s way too early to frame it that way. Despite some impressive sales figures from Meta and EssilorLuxottica, smart glasses are still very much a niche item; most people own several pairs of sunglasses and likely zero smart glasses at this point.

Some of that might come down to its currently being led by Meta, which has a poor track record on privacy and user surveillance. Some of it may be price sensitivity, although Meta’s $300 no-brand glasses should put a dent in that. In the end, I think most people don’t know why they’d even want a pair in the first place, which Apple will probably vaunt since the company’s top-tier phones and accessories typically start out as status symbols anyway.

Gentle Monster Smart Glasses | Courtesy Google & Samsung

Personally, I don’t own a part of audio-only smart glasses because I’m a text-based person living in a very not-text-based world. I don’t talk to AI because I can’t stand the long-winded answers. I can easily skip over the tropey, Silicon Valley-flavored social lubrication and get to the meat of the answer by reading and typing for clarification than I can by having a stilted conversation out loud. The cameras are also basically at the level of mid-range smartphone from a couple of years go, although the speed to snap a life moment is decidedly quicker despite being objectively worse quality than basically any new smartphone today.

Despite this, there’s clearly money in it now, and it’s also a relatively easy way for Apple/Google/Samsung/Meta to gain a foothold in the soon-to-come AR glasses segment of the future.

Apple is however hoping to avoid Meta’s missteps, it seems. Notably, Meta landed in hot water following the revelation that in March the company was accused of sending private smart glasses camera footage to a Kenya-based subcontractor for manual review to train its AI models. The company has also been accused of baking in facial recognition into its smart glasses, although that feature hasn’t been activated.

That said, it’s clear even Meta is looking to tighten up their act as bigger competition comes online, as the company has finally closed the hardware loophole that allowed motivated users to physically drill out the capture LED, which notifies others when a user is actively taking photos or video. Now, Meta Glasses users who have in some way deactivated the capture LED (already in addition to simply covering it) are no longer able to record video or take photos.

Samsung and Google are also set to release a fleet of smart glasses this year from Warby Parker and South Korea’s Gentle Monster, the latter of which is making a large concerted push into the North American and European market with its smart glasses at the forefront. And that cadre, along with Apple and Meta (which admittedly released its prosumer Meta Display Glasses) also ostensibly has multiple consumer display models in the works too, although I’d expect the bulk of those to be at the very least a device generation away, maybe even further.

Filed Under: XR Industry News

Reader Feedback Wanted: Thoughts on Our New Article Format

July 21, 2026 From roadtovr

We at Road to VR have been asking ourselves: how do we offer the most value to our readers? That question led to an experiment over the last few months that changed the way we structured each article, with the goal of making them more useful to you. Now, we’d like to hear your thoughts.

From the very beginning of Road to VR, our goal has always been to give the audience enough context in any given article that they would walk away understanding both the what and the why it matters of each piece of news we cover. Between my colleague Scott and I—who produce the vast majority of content on Road to VR—there’s nearly 26 years of collective expertise in the XR. That’s why, for most of our publication’s existence, our usual news articles generally wove critical context directly inline with each and every paragraph of the news subject of the article. Usually that resulted in several pretty dense paragraphs.

In recent months we decided to experiment with another idea: to more clearly separate the what (ie: the basic facts of the news that you could find from the official source) from the why (ie: why does this news matter… through the lens of authors that deeply understand the subject matter and historical context of the XR industry).

So you may have noticed recent articles organized with two recurring headers: ‘The News’ and ‘My Take’.

In ‘The News’, we aim to give you the facts quickly and without fluff. In ‘My Take’, we aim to zoom out and help readers understand why this particular news item matters in a broader context. This section also allows Scott and I to speak from a personal “I” perspective—and lean into our individual expertise, opinions, and personality—rather than speak with a collective voice, as we have done historically.

Here are two examples of an examples of articles using this new format:

So, we’d really like to hear your thoughts on this format. A couple of questions to think about: did you notice it? Do you like or dislike it? Is there some way it could be better?

Please feel free to leave a comment below, or if you’d like to offer your feedback privately, please reach us at feedback [at] roadtovr [dot] com.

Filed Under: Uncategorized

Gentle Monster Plans Massive North America & Europe Retail Expansion Amid Smart Glasses Rollout

July 21, 2026 From roadtovr

South Korean eyewear brand Gentle Monster is set to launch its first pair of smart glasses this fall, and it’s hoping to make waves with a rash of new physical retail locations across North America and Europe.

The News

As reported by Maeil Business Newspaper, Gentle Monster is set to dramatically increase its overseas stores within the next five years. While Gentle Monster currently operates a total of 86 stores globally, 36 of which are in Korea, the Seoul-based company aims to open 10 more non-Korean locations by the end of this year, with plans to expand that number to a total of 200 within three to five years.

Gentle Monster’s rapid expansion outside of its Korean home turf comes at a critical moment, as the company hopes to drive global brand growth off the back of its upcoming smart glasses, the result of a partnership between Google and Samsung.

Gentle Monster Smart Glasses | Courtesy Google & Samsung

Much like Meta Ray-Ban, Gentle Monster’s smart glasses include a built-in camera for video and photo capture, audio input and output, and a a big focus on AI integration, although it will be one of the first smart glasses to run Google’s Android XR operating system and its Gemini AI.

“We plan to increase the number of North American stores from the current eight to more than 10 by the end of this year,” a Gentle Monster spokesperson told Maeil Business Newspaper. “We will actively market AI glasses to become a new growth engine in addition to existing eyewear.”

While North America and Europe are undoubtedly set to be a big focus for Gentle Monster, the company also aims to expand retail across Asia, including Korea, Japan, China, and Taiwan.

This follows a $100 million investment by Google in Gentle Monster’s parent company IICOMBINED, giving Google a 4% stake in the company.

My Take

I was wondering how Gentle Monster would appeal to the North American and European market ever since Google announced it was working with it and US-based Warby Parker. I’ve never physically seen a pair of Gentle Monster glasses outside of Asia, so I basically assumed Samsung would take the lead, physically selling both the smart glasses from Gentle Monster and Warby Parker via its comparatively larger retail presence, leaving the two smaller brands to essentially sell primarily online and at its less numerous physical locations.

It seems though the recent Google investment has given the rapidly growing K-brand reason enough to take a lead, which maybe shouldn’t be so surprising given just how well K-anything is doing nowadays.

What’s especially interesting though is that Gentle Monster appears to not only want a leadership position in the global eyewear market in general, but sees to its smart glasses as the impetus. It’s a sort of confidence I didn’t expect from the company with only one pair of smart glasses on the roster thus far, although I imagine we can expect that to change in short order if it wants to take on a growing pack of rivals.

Ray-Ban Meta glasses | Courtesy EssilorLuxottica, Meta

Speaking of rivals: as the result of a long-term partnership with EssilorLuxottica, Meta has released multiple generations of Ray-Ban and now Oakley-branded smart glasses. That tight partnership may be changing though, as Meta even released its own cheaper ‘Meta Glasses’ frames, starting at $300.

Meanwhile, EssilorLuxottica seems to be making inroads to develop its own XR hardware, as the Franco-Italian eyewear giant recently partnered with Applied Materials in a long-term joint development agreement that will accelerate the commercialization of next-gen optical systems for AR and AI-powered smart glasses. EssilorLuxottica also recently acquired mixed reality headset creator Lynx, which was creating a competitor to Meta Quest.

A host of other brands have also seen the obvious growth potential for the audio-only smart glasses segment, which seems fairly logical since it’s very clearly a cheaper-to-produce accessory and not a hardware platform as such at this point; no costly displays, relatively small compute footprint, and no need for any sort of app store at this point, since it’s all about interactions with AI, taking photo/video, and using the few approved integrations, like listening to Spotify.

That said, there are also a growing number of startups eschewing cameras altogether by offering display-only glasses, such as MemoMind and Even Realities, although they admittedly feel like a niche that the biggest brands on planet Earth may skip over, as the training data alone from their camera-first, AI-flavored smart glasses is just too rich to pass up.

Filed Under: Uncategorized

Magic Leap Cuts Nearly 200 Jobs as AR Pioneer Pivots Into Waveguide Supplier

July 20, 2026 From roadtovr

AR unicorn Magic Leap is again pivoting its core business, this time to serve as a waveguide supplier to other companies making AR glasses, something that we’ve learned comes amid a mass lay off nearly 200 of its core engineering and product development staff.

According to a formal WARN Act notification letter to US government officials last week, the company is set to lay off 193 employees at the company’s Plantation, Florida headquarters.

A wide range of product development and engineering roles are set to be affected come October 1st, the letter reveals, including software, hardware, UX/design, product management, manufacturing engineering, quality, technical program management, and several senior engineering and executive leadership positions.

Although it’s uncertain how many will remain at Magic Leap—estimates point to a few hundred at this point—the mass layoff comes amid a broader shift at Magic Leap, as the company announced earlier this month its was undergoing a “strategic pivot to accelerate the development of AI display glasses.”

The company says it’s now shifting from building first-party AR headsets to taking on the role of “essential AR ecosystems partner, waveguide supplier, and device integration expert for the technology industry.”

“Magic Leap is seizing the moment where our AR innovation and manufacturing expertise create the greatest market impact,” said Scott Carden, SVP of display engineering and manufacturing at Magic Leap. “We’re solving the toughest challenges of scaling waveguide production, from industry-leading waveguide performance to manufacturing and full-device integration. Now, we’re using our unmatched expertise to help partners bring AI display glasses to millions of consumers in the fastest way possible through our waveguide technology.”

Founded in 2010 by Rony Abovitz, Magic Leap is arguably the most well-funded AR startups to date, having massed well over $4 billion in funding from investors including Saudi Arabia’s sovereign wealth fund, a majority holder at over $1 billion invested, as well as Google, Alibaba, and Qualcomm.

Despite an enviable runway, the company’s first AR headset didn’t exactly live up to the hype. Released in 2018, Magic Leap 1 awkwardly straddled the consumer and enterprise segment at the (then unthinkable) price of $2,300, essentially forcing the company to pivot and drop its consumer ambitions a short two years later. That first pivot away from consumer also marked the departure of CEO and co-founder Rony Abovitz, with its follow-up device Magic Leap 2 released in late 2020 solely targeted at enterprise.

And while Magic Leap has only just announced its waveguide optics pivot, in reality the company was making moves away from first-party devices as early as July 2024, according to a Bloomberg report, which characterized the action as a last ditch effort to make use of the company’s AR optics tech.

Meanwhile, we’ve heard substantially nothing about development of first-party devices, as over the past two years the company has only announced a hardware partnership with Google and manufacturing partnership with Taiwan’s Pegatron, both of which center around licensing and manufacturing waveguides.

Filed Under: XR Industry News

EssilorLuxottica Acquires French XR Startup Lynx, Putting R2 Headset Release in Doubt

July 16, 2026 From roadtovr

Lynx, the France-based XR hardware startup, has been acquired by global eyewear conglomerate EssilorLuxottica.

In a public email to backers, Lynx founder and CEO Stan Larroque confirmed the acquisition, which was rumored to have taken place two weeks ago.

This includes “[a]ll the IP, assets and most of the team is now transitioning from a startup to this big company,” Larroque says in the email, adding that “it might take a few months for the operations to be smooth again, pending all legal approvals.”

Larroque isn’t making the move to EssilorLuxottica alongside other staff however, concluding his eight years building the startup, as he reveals he’s moving to Paris-based drone company Parrot to take on “a key leadership role” alongside Parrot founder and CEO Henri Seydoux.

Lynx-R2 | Courtesy Lynx

Larroque further confirmed with Road to VR that the deal is “a formal acquisition, meaning they get everything, the name, the domain, the databases, code, 3D files, manufacturing know-how, etc. And most of the team is already employed now at EssilorLuxottica.”

There’s no word on what will actually happen to Lynx-R2 though, the company’s still-unreleased mixed reality standalone announced earlier this year. Given EssilorLuxottica’s close partnership with Meta vis-à-vis Ray-Ban and Oakley Meta smart glasses, the company’s Quest competitor may have little future under its new owner.

While financial details of the acquisition are still under wraps, it seemingly couldn’t have come at a better time. In March, Lynx parent company SL Process entered judicial liquidation proceedings following a ruling by the Economic Activities Court of Nanterre, France, which essentially meant restructuring efforts had failed and survival was no longer viable, as assets and IP are typically sold off to cover debts.

Founded in 2019 after raising an initial $2 million seed round, the Paris-based startup made a splash with a 2021 Kickstarter campaign for its first-gen R1 standalone headset, raising more than $800,000 from backers. In 2022, Lynx garnered a $4 million Series A round led by social VR platform developer Somnium Space.

Still, for a hardware company, a little over $6 million is nothing more than a shoestring budget, something Larroque often lamented about online, calling the fundraising environment in Europe “excruciating.”

Filed Under: Uncategorized

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