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Meta & Stanford Reveal Ultra-Thin Holographic XR Display the Size of Glasses

July 30, 2025 From roadtovr

Researchers at Meta Reality Labs and Stanford University have unveiled a new holographic display that could deliver virtual and mixed reality experiences in a form factor the size of standard glasses.

In a paper published in Nature Photonics, Stanford electrical engineering professor Gordon Wetzstein and colleagues from Meta and Stanford outline a prototype device that combines ultra-thin custom waveguide holography with AI-driven algorithms to render highly realistic 3D visuals.

Although based on waveguides, the device’s optics aren’t transparent like you might find on HoloLens 2 or Magic Leap One though—the reason why it’s referred to as a mixed reality display and not augmented reality.

At just 3 millimeters thick, its optical stack integrates a custom-designed waveguide and a Spatial Light Modulator (SLM), which modulates light on a pixel-by-pixel basis to create “full-resolution holographic light field rendering” projected to the eye.

Image courtesy Nature Photonics

Unlike traditional XR headsets that simulate depth using flat stereoscopic images, this system produces true holograms by reconstructing the full light field, resulting in more realistic and naturally viewable 3D visuals.

“Holography offers capabilities we can’t get with any other type of display in a package that is much smaller than anything on the market today,” Wetzstein tells Stanford Report.”

The idea is also to deliver realistic, immersive 3D visuals not only across a wide field-of-view (FOV), but also a wide eyebox—allowing you to move your eye relative to the glasses without losing focus or image quality, or one of the “keys to the realism and immersion of the system,” Wetzstein says.

The reason we haven’t seen digital holographic displays in headsets up until now is due to the “limited space–bandwidth product, or étendue, offered by current spatial light modulators (SLMs),” the team says.

In practice, a small étendue fundamentally limits how large of a field of view and range of possible pupil positions, that is, eyebox, can be achieved simultaneously.

While the field of view is crucial for providing a visually effective and immersive experience, the eyebox size is important to make this technology accessible to a diversity of users, covering a wide range of facial anatomies as well as making the visual experience robust to eye movement and device slippage on the user’s head.

The project is considered the second in an ongoing trilogy. Last year, Wetzstein’s lab introduced the enabling waveguide. This year, they’ve built a functioning prototype. The final stage—a commercial product—may still be years away, but Wetzstein is optimistic.

The team describes it as a “significant step” toward passing what many in the field refer to as a “Visual Turing Test”—essentially the ability to no longer “distinguish between a physical, real thing as seen through the glasses and a digitally created image being projected on the display surface,” Suyeon Choi said, the paper’s lead author.

This follows a recent reveal from researchers at Meta’s Reality Labs featuring ultra-wide field-of-view VR & MR headsets that use novel optics to maintain a compact, goggles-style form factor. In comparison, these include “high-curvature reflective polarizers,” and not waveguides as such.

Filed Under: AR Development, News, VR Development, XR Industry News

Ray-Ban Meta Smart Glasses Revenue Triples, Fueling Meta’s $3.5 Billion Bet on EssilorLuxottica

July 29, 2025 From roadtovr

EssilorLuxottica released its second quarter earnings report, revealing that Ray-Ban Meta smart glasses have tripled in revenue year-over-year.

Released in 2023, Ray-Ban Meta is the companies’ second-gen smart glasses, serving up music, photo/video capture, and Internet searches via Meta AI.

Starting at $300, the smart glasses have done remarkably well for themselves, prompting Meta to not only expand its smart glasses partnership with EssilorLuxottica into 2030, but also reportedly invest $3.5 billion in the French-Italian eyewear conglomerate.

Ray-Ban Meta Glasses, Image courtesy Meta, EssilorLuxottica

Now, EssilorLuxottica says in its recent Q2/H1 2025 earnings that “AI glasses gained further traction in the first half of the year, with Ray-Ban Meta more than tripling in revenue year-over-year.”

Notably, those sales figures don’t appear to include Oakley Meta HTSN, the company’s next generation of smart glasses which launched pre-orders on July 11th, priced at $500 for the debut ‘Limited Edition’ version of the device.

The report doesn’t specify how many units the companies have sold, however in February the company announced it had sold 2 million Ray-Ban smart glasses since release in 2023.

“With a strong first half, including top-line growth and momentum across all regions and businesses, we are keeping pace with our growth targets despite a volatile environment,” said EssilorLuxottica CEO Francesco Milleri and Deputy CEO Paul du Saillant.

The company reports overall revenue grew by 5.5% to €14 billion (~$16.15 billion) in H1 of 2025, which comes in despite a worsening macroeconomic environment.

EssilorLuxottica cites a few obstacles, including “increased volatility in US customs duties following April 2, 2025 announcement of new reciprocal import tariffs,” and recent devaluation of the US dollar relative to other major world currencies.

Filed Under: AR Investment, Investment, News, XR Industry News

Brilliant Labs to Launch Next-gen Smart Glasses on July 31st

July 25, 2025 From roadtovr

Brilliant Labs announced it’s getting ready to launch its next generation of smart glasses at the end of the month, making it the company’s third device since it was founded in 2019.

In 2023, Brilliant Labs released Monocle, a developer kit which included a single heads-up display that was meant to be clipped onto existing eyewear.

A year later, the company released Frame, which evolved Monocle’s monoscopic display and housed it in a glasses-like form factor, including a single camera sensor—making for an impressively slim and light package weighing in at less than 40g.

Image courtesy Brilliant Labs

Frame was “designed to be your AI driven personal assistant,” the company says, emphasizing its access to AI models like Perplexity, ChatGPT, and Whisper, so you gets answers to questions about what you’re currently looking at, experience live translation from either speech or text, and search the Internet in real-time.

Now, Brilliant Labs says its next device is coming on July 31st. Information is thin on the ground, however company co-founder and CEO Bobak Tavangar is taking part in a launch day Q&A via the augmented reality subreddit.

Image courtesy Brilliant Labs

There, we also got a side glimpse of the device in question, which appears to have ditched the round, old school spectacle vibe for a more modern frame shape. Whatever the case, we’re sure to learn more come July 31st. We’ll be keeping an eye on the augmented reality subreddit and the company’s website then.

Meanwhile, the smart glasses segment is heating up. Meta and EssilorLuxottica announced its next-gen Oakley Meta HSTN smart glasses last month; shortly afterwards Chinese tech giant Xiaomi announced its was releasing its own AI Glasses. On the horizon is Google’s Android XR-based smart glasses, built in collaboration with Warby Parker and Gentle Monster.

Although Brilliant Labs is currently one of the few actually offering a pair of smart glasses with a built-in display, it won’t be that way for long. Google says it’s going to offer a model of its Android XR smart glasses with some sort of display. Leaks also maintain Meta’s next pair of smart glasses may also include a display and a wrist-worn controller for input.

Filed Under: AR Development, News, XR Industry News

Sharp Unveils Prototype VR Controller, Combining Haptic Gloves & Standard Buttons

July 22, 2025 From roadtovr

Sharp announced it’s releasing a prototype VR haptic controller in Japan, which aims to reproduce the sense of touch in VR while serving a familiar button layout.

Japan-based Sharp says its VR haptic controllers can let users sense texture thanks to “multi-segmented tactile elements” placed on the device’s fingertips. Various vibration patterns on the surface are meant to convey different textures, such as smooth, rough, etc., the company says.

“Although the haptics are not at a level that reproduces the real thing, by changing the parameters we have been able to achieve a variety of tactile sensations,” Sharp says on the project’s Japan-facing website. “Rather than leaving it in-house until the developers are satisfied with it, we plan to work with our users to improve the quality of the content.”

Image courtesy Sharp

Sharp says the device, which will arrive in a left and right pair, “does not allow for delicate finger tracking like glove types.” It also lacks force feedback, or any sort of temperature feedback.

The prototype is supposed to also function like a standard controller, including sticks and buttons, the company says. One thing that isn’t clear though is how the gloves will be tracked, which Sharp says could include mounts for “high market share” tracking standards.

Sharp says the device is currently undergoing demonstration experiments, so it’s not clear whether it will eventually be commercialized; we haven’t seen anything beyond renders at this time. The company is aiming to put early iterations of the device in the hands of the paying public though, at least in Japan.

The company recently closed pre-registrations through its Japan-facing website, pricing units at ¥100,000 (~$680). “Please note that development or release may be canceled,” the company warns.

Granted, Sharp has more experience in XR than you might think. As the leading OEM supplier of high-end VR displays, at one time Sharp was the top display supplier for Meta Quest 2. In late 2024, Sharp and Japan’s largest telecom NTT Docomo also launched a pair of AR glasses, called MiRZA.

Filed Under: News, VR Development, XR Industry News

Meta Researchers Reveal Compact Ultra-wide Field-of-View VR & MR Headsets

July 18, 2025 From roadtovr

Ahead of an upcoming technical conference, researchers from Meat’s Reality Labs Research group published details on their work toward creating ultra-wide field-of-view VR & MR headsets that use novel optics to maintain a compact goggles-style form-factor.

Published in advance of the ACM SIGGRAPH 2025 Emerging Technologies conference, the research article details two headsets, each achieving a horizontal field-of-view of 180 degrees (which is a huge jump over Meta’s existing headsets, like Quest 3, which is around 100 degrees).

The first headset is a pure VR headset which the researchers say uses “high-curvature reflective polarizers” to achieve the wide field of view in a compact form-factor.

Image courtesy Reality Labs Research

The other is an MR headset, which uses the same underlying optics and head-mount but also incorporates four passthrough cameras to provide an ultra-wide passthrough field-of-view to match the headset’s field-of-view. The cameras total 80MP of resolution at 60 FPS.

Image courtesy Reality Labs Research

The researchers compared the field-of-view of their experimental headsets to that of the current Quest 3. In the case of the MR headset, you can clearly see the advantages of the wider field-of-view: the user can easily see someone who is in a chair right next to them, and also has peripheral awareness of a snack in their lap.

Image courtesy Reality Labs Research
Image courtesy Reality Labs Research

Both experimental headsets appear to use something similar to the outside-in ‘Constellation’ tracking system that Meta used on its first consumer headset, the Oculus Rift CV1. We’ve seen Constellation pop up on a number of Reality Labs Research headsets over the years, likely because it’s easier to use for rapid iteration compared to inside-out tracking systems.

The researchers point out that similarly wide field-of-view headsets already exist the consumer market (for instance, those from Pimax), but the field-of-view often comes at the cost of significant bulk.

A Pimax headset, known for its wide field-of-view. | Photo by Road to VR

The Reality Labs researchers claim that these experimental headsets have a “form-factor comparable to current consumer devices.”

“Together, our prototype headsets establish a new state-of-the-art in immersive virtual and mixed reality experiences, pointing to the user benefits of wider FOVs for entertainment and telepresence applications,” the researchers claim.

For those hoping these experimental headsets point to a future Quest headset with an ultra-wide field-of-view… it’s worth noting that Meta does lots of R&D and has shown off many research prototypes over the years featuring technologies that have yet to make it to market.

For instance, back in 2018, Meta (at the time still called Facebook) showed a research prototype headset with varifocal displays. Nearly 7 years later, the company still hasn’t shipped a headset with varifocal technology.

As the company itself will tell you, it all comes down to tradeoffs; Meta CTO Andrew ‘Boz’ Bosworth explained as recently as late 2024 why he thinks pursuing a wider field-of-view in consumer VR headsets brings too many downsides in terms of price, weight, battery life, etc. But there’s always the chance that this latest research causes him to change his mind.

Filed Under: News, XR Industry News

Pico Reportedly Developing Slim & Light Mixed Reality ‘Goggles’ to Rival Next-Gen Meta Headset

July 18, 2025 From roadtovr

Pico, the XR headset maker owned by TikTok parent ByteDance, is reportedly developing a mixed reality device aimed at rivaling Meta’s next-generation XR headset.

According to a report from The Information, Pico is currently working on a pair of mixed reality “goggles” codenamed ‘Swan’, which are said to be thin and lightweight—reportedly weighing around just 100 grams.

Citing three people with direct knowledge of the project, The Information reports that the device features a hybrid design that offloads processing to a tethered compute puck. This approach allows the glasses portion of the device to be significantly thinner and lighter than current-generation XR headsets like the Quest 3 or Pico 4 Ultra.

Pico 4 Ultra | Image courtesy Pico

Swan is also said to rely primarily on eye and hand tracking for input, moving away from physical controllers. Furthermore, the report notes that Pico is developing “specialized chips for the device that will process data from its sensors to minimize the lag or latency between what a user sees in AR [sic] and their physical movements.”

Swan is said to be conceptually similar to Meta’s reportedly upcoming mixed reality device codenamed ‘Phoenix’, which also includes a compute puck and a glasses-like form factor. According to a recent Wall Street Journal report, Meta’s headset could launch in either 2026 (WSJ’s estimate) or 2027 (as cited by The Information) and may cost under $1,000.

The codename itself is still a matter of speculation: The Information refers to Meta’s headset as ‘Phoenix’, while the WSJ uses ‘Loma’, and online sources have also mentioned ‘Puffin’.

That said, there is currently no information on what Swan will cost or where it will ship. In the past, Pico’s consumer headsets have typically been priced slightly above Meta’s equivalents and have been available primarily in East and Southeast Asia and Europe—but not in North America.

Filed Under: News, VR Development, XR Industry News

Varjo is Pulling Support for All of Its Older XR Headsets Next Year

July 18, 2025 From roadtovr

Varjo announced that starting next year, it’s no longer supporting its fleet of third generation XR headsets, which includes XR-3, VR-3, and Varjo Aero.

As first spotted by XT Today, Varjo says it’s now “focusing our manufacturing efforts on the XR-4 Series headsets,” which released in late 2023.

The Finland-based company notes in a support FAQ that its companion software, Varjo Base, will receive software updates and bug fixes until the January 1st, 2026 cutoff date.

Image courtesy Varjo

After its final update, the company says that owners of XR-3, VR-3, and Aero can still use older versions of the software, but this also includes the end of customer support, technical and developer assistance for those devices.

Released in 2021, Varjo’s third-gen headsets marked the company’s departure from solely focusing on enterprise headsets. While both its XR-3 and VR-3 were squarely targeted at businesses with cash to spare—priced at $5,495 and $3,195 respectively—which included an obligatory annual subscription fee, Aero was the company’s first to actively appeal to prosumers.

Varjo Aero | image courtesy Varjo

Released in late 2021, Aero was priced at $2,000, which included subscription-free compatibility with SteamVR via Varjo Base (i.e. you can’t just plug it in like Valve Index, Bigscreen Beyond 2, etc).

Although Aero was by far one of the most expensive prosumer PC VR headsets on offer at the time, it wasn’t for naught. In our deep dive review of Aero, Road to VR’s Ben Lang praised the headset’s “stunning clarity,” noting it was poised to be “a dream headset for VR simmers who aren’t afraid to trade cash for immersion.”

Notably, Varjo has been sold out of all third-gen headsets for at least over a year now, with the company additionally confirming production has been discontinued for these devices.

This leaves the Varjo’s main focus on its XR-4 Series headsets, which were released in late 2023, marking a return to its enterprise-only roots. Its fourth-gen series includes the standard XR‑4 ($5,990), XR‑4 Focal Edition ($9,990), and its military-compliant XR‑4 Secure Edition, which comes in three variants (~$18,00 – $32,000).

While previously launched without subscription-based access to Varjo Base, the company announced in March that some previously free software features would be paywalled behind a ‘Varjo Base Pro’ license, which includes more advanced mixed reality capabilities, expanded tracking support, programmatic controls, and multi-app functionality.

Filed Under: News, PC VR News & Reviews

Bigscreen Reveals ‘VRChat Edition’ of Beyond 2e PC VR Headset, Releasing in September

July 17, 2025 From roadtovr

Bigscreen unveiled a new ‘VRChat Edition’ of its slim and light Beyond 2e PC VR headset, which the company says is specifically designed for die-hard users of VR’s most popular social platform.

Bigscreen began shipping the first production units of Beyond 2 late last month, which includes both the standard Beyond 2 and its eye-tracking enabled variant, Beyond 2e.

Now, the company announced it’s also launching an exclusive VRChat Edition of the Beyond 2e, slated to start shipping out sometime in September 2025.

As far as specs go, the VRChat Edition is virtually the same as the standard Beyond 2e, including it eye-tracking sensors, 2,560 × 2,560 micro-OLED displays, and 116° diagonal FOV, thanks to the inclusion of new pancake lenses—all of it weighing in at 107g.

Image courtesy Bigscreen

Now available for pre-order for $1,269—just $50 more than the standard Beyond 2e—the upcoming VRChat Edition does however promise a few differences, notably including a translucent Atomic Purple shell and hand-drawn packaging artwork.

Note: you’ll need a VR-ready PC to run any of Bigscreen’s headsets, including the new Beyond 2e VRChat Edition, as well as SteamVR base stations, controllers, and optional trackers for body tracking in VRChat. Find out here if your PC is VR-ready.

Image courtesy Bigscreen

Purchase also includes exclusive VRChat digital items, including VRChat stickers and badges for profiles. Bigscreen says more features are planned for the VRChat Edition in the future, which includes including “some rare giveaway drops.”

While orders are slated to start shipping in September, current preorder holders can actually request an upgrade to the VRChat Edition by contacting support (support@bigscreenvr.com).

In the meantime, you can check out a deep dive with Bigscreen founder and CEO Darshan Shankar and VRChat Head of Community Tupper in an hour-long discussion that touches on everything from the improvements in Bigscreen’s latest headset, to why eye-tracking is important in VRChat.

Filed Under: News, PC VR News & Reviews

Beyond Military, Meta is Eyeing an XR Expansion into the Medical Field

July 14, 2025 From roadtovr

It was announced recently that Meta is partnering with military tech company Anduril to bring XR technology to the battlefield. New job listings indicate the company is also looking to expand its XR tech into the medical field.

Meta is of course best known for in the XR space for its consumer VR and MR headsets like the Rift and Quest, but the company also thinks its XR tech has a bigger role to play. While Meta has dabbled in the education and enterprise spaces with its headsets for years, the company is now starting to think seriously about the medical field.

New job listings from Reality Labs (Meta’s XR division) show the company wants to fill roles relating to regulatory approval for XR medical products.

“We’re seeking a regulatory affairs specialist to join our medical devices compliance team. You will get to work on wearables and Software as a Medical Device (SaMD) applications for the US and worldwide approvals,” reads the listing for ‘Medical Devices, Regulatory Specialist‘. “You will work on cutting-edge wearable technologies, including augmented reality glasses, wrist wearables, and other innovative devices.”

“Collaborate proactively and establish strategic relationships with external stakeholders (Notified Bodies, FDA, Competent Authorities and other regulatory bodies) to ensure that requirements are known early during strategy development, enabling rapid market access to Meta Reality Labs products,” reads the listing for ‘Medical Devices Regulatory Affairs Strategy Specialist‘.

It’s unclear exactly which products or services Meta is hoping to bring into the medical space. However, augmented reality glasses like the company’s Orion prototype seem like a natural fit. While there are certainly established medical uses for VR and MR headsets, AR glasses have an advantage in real-world awareness and fidelity thanks to see-through lenses rather than passthrough; this is important for social reasons (doctors being able to look their patients in the eye) and fidelity (a surgeon having an unfiltered view of an operation).

Beyond wearable devices, Meta is also likely to explore the use of conversational artificial intelligence as an aid to medical workers, and it’s wrist-worn input devices as a means of hands-free input.

Considering the often extensive regulatory hurdles in the medical landscape, it could be years yet before we see exactly what Meta plans to bring to market in this field.

Filed Under: News, XR Industry News

CREAL Secures $8.9M Funding to Miniaturize Light Field Display for AR Glasses

July 11, 2025 From roadtovr

Switzerland-based light field display startup CREAL announced its closed a $8.9 million equity funding round, which the company says will accelerate the miniaturization of its light field module for AR glasses.

The equity funding round was led by ZEISS, the Germany-based optical systems and optoelectronics company, with participation from new and existing investors, including members of the UBS private investor network.

This brings the company’s overall funding to $32 million, with previous investors including Swisscom Ventures, Verve Ventures, and DAA Capital Partners.

In a press statement, Creal says funds will accelerate its mission to deliver “natural, comfortable, and healthy visual digital experiences by advancing its proprietary light field display.”

Image courtesy CREAL

Integrated into AR glasses, light field displays can recreate the way light naturally enters our eyes, enabling more realistic depth perception and reducing eye strain by allowing proper focus cues at different distances. You can learn more about light fields in our explainer below:

Light fields are significant to AR and VR because they’re a genuine representation of how light exists in the real world, and how we perceive it. Unfortunately they’re difficult to capture or generate, and arguably even harder to display.

Every AR and VR headset on the market today uses some tricks to try to make our eyes interpret what we’re seeing as if it’s actually there in front of us. Most headsets are using basic stereoscopy and that’s about it—the 3D effect gives a sense of depth to what’s otherwise a scene projected onto a flat plane at a fixed focal length.

Such headsets support vergence (the movement of both eyes to fuse two images into one image with depth), but not accommodation (the dynamic focus of each individual eye). That means that while your eyes are constantly changing their vergence, the accommodation is stuck in one place. Normally these two eye functions work unconsciously in sync, hence the so-called ‘vergence-accommodation conflict’ when they don’t.

Some headsets include ‘varifocal’ approaches, dynamically shifting the focal length based on where you’re looking (with eye-tracking), such as Magic Leap One as well as older Meta prototype VR headsets—supporting a larger number of focal lengths. Even so, these varifocal approaches still have some inherent issues that arise because they aren’t actually displaying light fields.

“As AI reshapes how we work and create, AR is poised to become the killer interface to this new era,” says Tomas Sluka, CEO and co-founder of Creal. “But if we’re going to wear AR glasses all day, they must imperatively be healthy, comfortable, and natural to use. That’s why we’re focused on delivering AR glasses that uniquely project digital imagery with real-world depth — fully supporting the natural focusing mechanism of the human eye. This is one of the key foundations for immersive spatial computing.”

Creal says the fresh funding round will help the Écublens, Switzerland-based company continue R&D on its AR light field module, which the company aims to integrate into lightweight, fashionable AR glasses—first for enterprise, and later for consumers.

This also includes ongoing support of a licensing agreement with Zeiss, kicked off in late 2024, to bring its light field-based vision care platform to Zeiss, which it will be used in Zeiss’ next-gen diagnostic and treatment devices.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.

Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.

Filed Under: AR Development, AR Investment, News, XR Industry News

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