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Snap Makes Spectacles AR Glasses More Affordable for Students & Teachers

January 23, 2025 From roadtovr

Snap, the company behind Snapchat, is making its latest Spectacles AR Glasses more affordable to students and teachers with a new educational discount that cuts the $1,200 launch price in half.

Initially released in September 2024, the company’s fifth-gen Spectacles (called Spectacles ’24) are primarily targeted at developers, priced at $100 per month for a one-year commitment.

While Snap’s latest AR glasses made some key improvements over the fourth-gen device released in 2021, including a wider field-of-view, better resolution, the addition of hand-tracking, and an overhaul to its software stack, the price seems to have been a sticking point for students and teachers looking to build and learn about AR apps.

Snap Spectacles ’24 | Image courtesy Snap Inc

Now, the company is rolling out a new student discount that cuts the total price of Spectacles in half—just $49.50 a month for 12 months ($594), or a single payment of $594 and an additional $49.50 payment one month after ($643.50).

Those interested in nabbing the deal need a .edu email address, or other email address from an accredited educational institution. Students and teachers in all supported regions can take advantage of the discount too, which includes the US, France, Germany, Spain, Italy, Austria, and the Netherlands.

You can learn more about about Snap’s latest Spectacles in our deep dive explainer from last year, including specs, capabilities, and software.

Filed Under: News, XR Industry News

Samsung Shows First Glimpse of Near-final Android XR Headset, But No Controllers Yet

January 23, 2025 From roadtovr

Samsung Unpacked didn’t have any big XR revelations this year, although the South Korean tech giant has finally shown off the near-final version of its Android XR headset, codenamed Project Moohan.

We went hands-on with Moohan at the headset’s unveiling last month, the company’s upcoming mixed reality headset built on the newly announced Android XR platform.

At this year’s Unpacked, we were holding out hopes to see a more detailed look at Project Moohan and maybe even controllers, which so far haven’t made an appearance. We were also hoping to confirm rumors of a device reportedly aiming to rival Ray-Ban Meta Smart Glasses.

While none of those things materialized, Samsung did show off a near-final version of Moohan, safely positioned out of reach. So no demos beyond those early, closed door hands-ons allowed last month. Check out the video below, courtesy of The Verge:

Drawing design and software cues from Meta Quest and Apple Vision Pro, the device features a rigid strap, eye-tracking, pancake lenses, and ergonomic design, which we thought was pretty close to Quest Pro in terms of comfort.

Though not as advanced as its competitors in field-of-view or lens quality, Moohan excels in AI integration. Powered by Google’s Gemini AI, the headset offers real-time contextual assistance, memory retention, and immersive functionality, making it a significant contender in the MR space.

Moohan is expected to launch sometime this year (and hopefully have an actual name). In the meantime, you can learn more about Project Moohan in our detailed hands-on, which discusses everything from our impressions of the hardware to its integration of Android XR.

Filed Under: android vr, News, XR Industry News

Meta Reportedly Plans Smart Glasses with Display, Targeting 2025 Release at Premium Price Point

January 22, 2025 From roadtovr

Even with onboard AI, Ray-Ban Meta Smart Glasses aren’t as smart as they could be, since the glasses lack any sort of display for doing simple tasks, like reading incoming messages. Now, a report from Bloomberg’s Mark Gurman maintains Meta is not only looking to expand its line of smart glasses with the inclusion of a sportier model this year, but also a high-end model that includes a built-in display.

According to sources familiar with the situation, the report maintains that Oakley-branded smart glasses designed for athletes are set to launch this year. Additionally, Meta’s Reality Labs is reportedly preparing to release a new pair of high-end smart glasses featuring a built-in display, targeted for a 2025 debut.

Reportedly codenamed ‘Hypernova’, the high-end smart glasses will again be built in collaboration with EssilorLuxottica, the French-Italian creator of a host of eyewear brands, including Ray-Ban, Oakley, and Persol.

It’s also reportedly expected to cost around $1,000—a fair sight beyond the current model of Ray-Ban Meta smart glasses, which start at $300.

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

The report also makes mention of touch-sensitive frames or wrist strap controls as input methods, the latter of which was shown off with Meta’s Orion AR glasses prototype.

Provided reported details are true, the effort represents Meta’s next step in creating all-day AR glasses. Unlike Orion however, Hypernova is said to include a “small display,” according to a Financial Times report from December, which would likely to be used to show notifications or responses from Meta’s virtual assistant—not the sort of full-featured, stereo depth overlay expected from AR glasses.

If you wan to learn more about the differences between AR glasses and smart glasses, check out our handy primer.

Meta’s rumored next-gen smart glasses also represents a heating up of the segment. It was reported in December that Samsung would be unveiling its own smart glasses this month to rival Ray-Ban Meta.

The potential Samsung smart glasses reveal is rumored to take place at its January 22nd Unpacked 2025 event, where the South Korean tech giant is also expected to officially announce its line of Galaxy S25 smartphones.

Filed Under: News, XR Industry News

Somnium Space Announces New Pricing for VR1 Lineup, Putting Entry-level Headset North of $3,000

January 17, 2025 From roadtovr

Somnium Space, the Czechia-based social platform creator, has raised prices on its enthusiast-grade PC VR headset, Somnium VR1, something the company says was done to “maintain the highest quality standards.”

The company announced last month it was paring down the number of previously offered configurations of Somnium VR1 alongside the news that, after January 16th, 2025, it was going to raise prices on its three remaining variants—but not by how much.

Now, the company has released that updated pricing info (excluding local taxes), which amounts to a €500 – €700 increase over previous prices:

Edition Features Previous Price (EUR excl. taxes) USD New Price (EUR excl. taxes) USD
Visionary Edition VR, eye-tracking €2,499 ~$2,600 €2,999 ~$3,090
Titan Edition VR, eye-tracking, hand-tracking €2,899 ~$3,020 €3,399 ~$3,500
Ultimate Edition VR, eye-tracking, hand-tracking, MR passthrough €3,499 ~$3,659 €4,299 ~$4,425

The company says in a blogpost that the price hike is due to additional production costs:

These changes reflect the complex production processes and our unwavering commitment to delivering the best PCVR experience possible. High-quality materials, intricate designs, and rigorous quality control result in additional production costs, including the inevitable scrap of some expensive components to meet our standards. Our dedication to uncompromising quality ensures that each VR1 headset is a masterpiece, designed to exceed your expectations.

Originally offered in seven different consumer variants, the company has since discontinued its Classic Edition, Striker Edition, Specter Edition, and Translucent Edition—also likely done to slim down production costs.

Previously, Somnium Space’s entry level offering was its Classic Edition, which as its ‘barebones’ PC VR headset, didn’t include eye-tracking. That was priced at €1,900 (~$1,980 USD), which (like the table seen above) doesn’t account for local taxes.

Image courtesy Somnium Space

Additionally, the company says it’s now adjusting its delivery timeline for new orders of Somnium VR1, with the updated delivery window slated for March–April 2025. Somnium Space maintains it’s working to reduce the delivery window to “just two weeks from order to shipment by mid-2025,” which includes most of Europe, the UK and US as supported shipping regions.

If you’re looking to learn more about Somnium VR1, make sure to check out our hands-on from the company’s annual Somnium Connect event last July.

Somnium VR1 Specs

  • Display: QLED Mini-Led Fast LCD – 2,880 × 2,880 per-eye
  • Field of view: 130° horizontal, 105° vertical. The VR1 can render up to 140° horizontally, though the actual FOV may vary slightly depending on face and eye shape.
  • Refresh rate: 72 Hz, 90 Hz, upgradeable to 120 and 144 Hz (experimental)
  • Local dimming zones: 576 per eye
  • Eye tracking: 120 Hz, with an open-sourced algorithm that can be used and modified for any use case
  • Connectivity: USB-C, DisplayPort 1.4, 3.5mm audio jack
  • IPD Range: 57 to 76 mm

Filed Under: News, PC VR News & Reviews

Meta & Plessey Announce Super Bright, High-efficiency Red MicroLED: an Important Piece in All-day AR

January 16, 2025 From roadtovr

Meta announced in 2020 it was working with UK-based AR display maker Plessey, which was tapped to provide Meta with AR displays over the course of multiple years. Now the companies have announced they’ve developed what they’re deeming “the world’s brightest” red microLED display for AR glasses.

Plessey and Meta say the new red microLED display offers brightness up to 6,000,000 nits at high resolution (<5um>

Blue GaN microLEDs are traditionally more efficient and brighter, while green GaN microLEDs are slightly less efficient than blue, but typically much more efficient than red. All three should be balanced to create a full-color, high-performance AR display, making red color output a limiting factor.

“With the world’s brightest red microLED display, we are one major step closer to making AR glasses a mainstream reality,” says Dr. Keith Strickland, CEO of Plessey, who calls it “a major breakthrough in the development of AR technology.”

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

“We are building the future of human connection and the technology that makes it possible,” says Jason Hartlove, Vice President of Display and Optics at Meta’s Reality Labs. “These types of breakthroughs are crucial to build AR glasses that help people stay more present and empowered in the world with a form factor people actually feel comfortable wearing. Our work with Plessey has pushed the boundaries of what’s previously been possible, and it’s only the beginning–the future is starting to look up.”

As part of its long-term commercial agreement, Plessey says it’s continuing to work with Meta by dedicating its manufacturing operations to support the development of prototypes and new technologies for potential use in the XR category.

This follows the unveiling of Meta’s AR glasses prototype Orion last September, which includes a purported 70 degree field-of-view, silicon carbide waveguides, custom silicon, microLED projectors, wrist-worn electromyography (EMG) band used for hand-tracking, and external wireless compute unit that slips into your pocket.

Although Meta isn’t commercializing Orion, following its unveiling at Connect 2024 Meta CTO and Reality Labs chief Andrew Bosworth said the company will make its AR consumer tech available sometime before 2030, noting that the company aims to make them “affordable and accessible at least in the space of phone, laptop territory.”

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

Pimax Raises Another $13.6M to Accelerate the Development of Its VR Headset Business

January 13, 2025 From roadtovr

Pimax, the Chinese startup known for its wide field-of-view (FOV) PC VR headsets, has secured an additional ¥CN100 million (~$13.6 million USD) in an extension to its Series C funding.

According to an initial report from 36Kr (Chinese), the investment round was led by Zhuji Jingchuang Rong Investment Co, and supported by previous investor Ivy Capital, which took part in the company’s $20 million Series B in 2020. This brings to company’s overall outside investment to $82.7 million, according to Crunchbase data.

Pimax says its latest funding round will allow it to further expand its R&D group in the US, and establish a new R&D group in Europe. The 36Kr report maintains Pimax’s customer base is largely outside of China, accounting for as much as 80% of the company’s headset sales.

“This is mainly due to the company’s continuous R&D and innovation capabilities, complete product matrix layout, and mature overseas market strategy,” Pimax founder Robin Weng told 36Kr. “It is also due to the general trend of the global high-end VR market entering a stable and rapid growth track.”

Since its founding in 2015, Pimax is best known for its wide-FOV PC VR headsets, such as its latest ‘Crystal’ series headsets. The company has also shown increasing interest in the burgeoning slim and light headset category with the announcement of Dream Air in December, a slim and feature-rich PC VR headset.

Dream Air | Image courtesy Pimax

Priced at $1,900 and expected to release in May 2025, the company also announce an optional puck-style compute unit ‘Cobb’, which houses a Snapdragon XR2 Gen 2 chipset for standalone VR.

While Pimax has garnered an impressive amount of funding over the years, and largely delivered on its most important promises, the company has some notable challenges ahead.

In November, Pimax introduced a new payment model moving forward, allowing customers to buy their headsets at a lower price and try either its Crystal Light or soon-to-launch Crystal Super risk-free for 14 days. Instead of buying a headset at its full MSRP, the new structure puts requires the user to make an additional one-time payment after the trial period in order to gain continued access to the headset’s required software.

While the program was initially announced to include a 10-day trial period, the company quickly changed course to offer an additional four days after community backlash, and also an ostensible realization that it was obligated to offer 14 days as per consumer protection laws in the EU and UK.

More recently, the announcement of Dream Air seems to continue Pimax’s tendency to reveal new products before delivering on those it has previously announced. Revealed back in April 2024, the company’s Crystal Super headset was originally planned to release sometime in Q4 2024, however that was delayed to Q1 2025.

First batches containing the QLED 57 PPD optical engine are expected to start shipping at the end of January, with additional optical engines slated to release in March and April, the company tells us in a recent Q&A.

As for Dream Air’s separate compute unit, Cobb, Pimax says its has “no exact ETA,” as the company still wants “to add some features that we did not communicate in our Frontier announcement.” Based on Pimax’s past approach, it’s possible we may hear additional announcements before Cobb reaches consumers.

Filed Under: News, PC VR News & Reviews

Vision Pro Knock-off Gets High Praise From Former Quest Engineer

January 10, 2025 From roadtovr

Wait, Apple Vision Pro doesn’t come in black, does it? Nope, but Play For Dream MR does. And with what some are calling the ‘Android Vision Pro’, owing to its Android-based OS, Play For Dream seems to have turned some heads at CES 2025 this past week.

Initially launched in Asia last year, China-based headset creator Play For Dream had its sights on bringing the heavily Vision Pro-inspired mixed reality headset to the West. Launching a Kickstarter campaign in September, Play For Dream MR went on to garner $2,271,650.00 Hong Kong dollars (~$292,000 USD).

Play For Dream MR has packed in a laundry list of modern XR features, including a Snapdragon XR2+ Gen 2 chipset running Android 15, dual 3,840 × 3,552 micro-OLED displays (90Hz), eye-tracking, auto IPD adjustment, wired and wireless PC streaming, and also a Quest Pro-inspired rear-mounted battery and Touch-style controllers.

In short, the headset appears to have it all—even Vision Pro’s user interface.

Design inspirations aside, former Quest engineer Amanda Watson got a chance go hands-on with Play For Dream’s MR headset, noting in an X post it was “absolutely the best all around HMD demo I saw on the floor today.”

“It is quite literally an ‘Android Apple Vision Pro’. but the execution was excellent. Great performance, optics, UI and media capture/playback features,” Watson continues, who departed Meta in 2022.

During her time at Meta/Oculus, Watson worked on a number of Quest-related projects, including both the tethered Link and the company’s Wi-Fi streaming tool, Air Link. At one time, she was the sole developer of Air Link for 13 months prior to its release. So when Watson says something is good, it probably is.

“It has USB and wireless PCVR streaming (I tried USB) — this was more [work-in-progress] quality (frame rate and latency) compared to other features, but it’s a relatively recent feature [as I understand it]. The basics like controller motion were nailed down and resolution was solid.”

Image courtesy Play For Dream

Furthermore, Watson reports its Touch-style controllers were “also very good. They said hand tracking exists, but they didn’t demo it.” Notably, the headset’s pancake lenses had “excellent distortion correction,” which Watson says is “the biggest thing to me personally.”

Established in 2020 under the name YVR, Play For Dream has already launched two generations of standalone VR headsets, its YVR 1 and YVR 2, both of which were released in China in 2022.

Play For Dream MR doesn’t have a firm release date or pricing yet, however the company has said it will come in under $2,000. For more, check out Play For Dream’s website for detailed specs and ordering opportunities when they arrive.

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

Shiftall Reveals Quest ‘Expansion’ Controller, New SteamVR Controllers

January 10, 2025 From roadtovr

Shiftall, the Japan-based creators behind MeganeX PC VR headsets, announced two new VR controller accessories at CES 2025—a SteamVR-compatible controller for PC VR, and a unique add-on to Quest Touch controllers that give users a scroll wheel and extra buttons.

GripVR

Image courtesy Shiftall

Shiftall is bringing out its own standard PC VR controller, called GripVR. Designed for SteamVR Tracking systems (1.0, 2.0), GripVR follows a standard button layout, featuring AB/XY input buttons, pressable joysticks, triggers, and grips—all of which are said to feature capacitive touch sensors.

GripVR is said to offer an eight-hour battery life, rechargeable via its USB Type-C port. Like all SteamVR tracked accessories, it’s set to be compatible with various SteamVR headsets, such as Valve Index, HTC Vive, as well as the company’s MeganeX superlight “8K”.

Shiftall’s GripVR is targeting launch sometime this summer at the estimated price of $299-$399.

AddCon

Image courtesy Shiftall

Shiftall also announced AddCon, a unique aftermarket attachment for the left-hand Touch controllers of Quest 3/3S/Pro. The device adds a wheel and buttons to extend the functionality of the controller, which presumably makes it easier to deal with 2D UI elements as well as VRChat specific controls.

Notably, AddCon also includes a shift function via an embedded capacitive sensor on the pinky finger rest, enabling users to toggle between different sets of commands.

Shift all says AddCon is intended for users who require additional control options for VR applications, such as adjusting camera settings or managing avatar functions in VRChat. The controller add-on is said to support over 14 assignable inputs and can be configured using a dedicated PC application, the latter of which can also function as an OSC command transmission device for standalone VRChat setups, Shiftall says.

AddCon connects to Quest over Bluetooth LE or GX6/GX2 dongle, and charges over it’s USB Type-C port. Like GripVR, Add on is targeting a summer 2025 release, priced however at $69 for the single left-hand Touch accessory.

This follows last year’s announcement of it’s latest MeganeX superlight “8K” PC VR headset, which is slated to ship in early 2025, priced at $1,899. As the latest MeganeX, the SteamVR-compatible headset boasts a slim and light profile, and dual 4K high-resolution OLED panels.

Filed Under: Meta Quest 3 News & Reviews, News, PC VR News & Reviews

Meta’s VR Fitness App ‘Supernatural’ Now Has Over 100,000 Users

January 9, 2025 From roadtovr

Meta announced that Supernatural now boasts over 100,000 users, putting its first-party fitness app’s revenue in the millions.

Launched in 2020, Supernatural gamifies fitness with some very Beat Saber-inspired orb-smashing mechanics, which is set to the beat of a poppy soundtrack led by personal coaches in a variety of picturesque locales.

Now, Meta has released its first user figures for Supernatural, saying in a blog post it now counts 110,000 users of the app.

As the first user data released for Supernatural, it’s difficult to tell whether the app has floated or flourished since its release during the COVID-19 pandemic, which saw many gyms closed, forcing users to workout at home. Still, it’s clear Meta is putting some gas behind Supernatural, as the app recently released a workout led by fitness legend Jane Fonda.

Granted, Meta may be counting among its 110,000 users those taking advantage of the 14-day free trial, which you’d expect to be at its peak right now as users are looking to get fit in the new year. Provided Meta is counting actual subscribers though, that handily puts the app’s yearly revenue in the millions.

At $100 per year, or $10 per month, Supernatural’s yearly gross revenue could fit somewhere between $11 million and $13.2 million, or $917,000 and $1,100,000 when calculated monthly. It may also be slightly lower than that, considering the app can also be purchased in Quest 3/3S hardware bundle for an additional $50 than either headsets’ base version, which provides a one-year subscription to the app.

In comparison to leading non-VR fitness apps, Supernatural still has lot of room to grow if it wants to become the ‘Peloton of VR’. According to data compiled by Statista, Peloton’s mobile app subscription posted over $5 million revenue in January 2024 alone.

While Peloton can be used with nearly any mobile device, and be paired with any manufacture of rower, stationary bike, or treadmill, Supernatural’s bottleneck to higher user numbers invariably comes down to the number of Quest headsets in active use.

Meta hasn’t published recent figures on monthly active users (MAU) of its Quest headsets, however a 2023 Wall Street Journal report citing internal figures from October 2022 noted the Quest platform counted 6.37 million MAU.

And the need to recoup on Supernatural is very real, if only to justify the company’s costly legal process started by the United States Federal Trade Commission in 2022 to block the acquisition of original developer Within under the guise of unfairly monopolizing the VR fitness space.

Filed Under: Meta Quest 3 News & Reviews, News

Immersive Web Company Infinite Reality Raises $3 Billion From a Private Investor

January 8, 2025 From roadtovr

Infinite Reality, a company building an engine for creating immersive web content underpinned with WebXR support, announced it has raised a whopping $3 billion to continue building the company’s “vision for the next generation of the internet.” Not only is this a huge fundraising round, such an investment coming from a single private investor is highly uncommon.

Founded in 2019, Infinite Reality’s flagship product is iR Studio, an engine for building immersive websites that represent visitors as avatars in a virtual environment. iR Studio sites support multi-user and WebXR by default, meaning sites built with the engine can be visited in any XR headset that supports WebXR, directly through a web browser.

The company announced today that it has raised $3 billion in additional funding, bringing its valuation to $12.25 billion. For comparison, a ‘unicorn’ (a startup valued at $1 billion) is a commonly cited benchmark for a highly successful tech startup. That makes Infinite Reality’s $12.25 billion valuation quite rare.

Even rarer, however, is that this $3 billion investment was purportedly made by a single private investor. While there are often $1+ billion investments or acquisitions in the tech world, the money usually comes from an investment firm, a major corporation, or a combination of the two, rather than an individual.

The investor is said to have a portfolio that “focuses on global technology and real estate investments.”

While the identity of the investor has not been disclosed, the sheer amount of the investment likely whittles the list of possible investors down to someone among the 1,000 wealthiest people in the world.

Ashcroft Law Firm, the firm representing the investor in the deal, provided a statement on the client’s behalf:

Our client has made and evaluated several investments in the technology sector. What compelled this investment was not just [Infinite Reality CEO’s] stated vision for the product itself, but his commitment to giving customers ownership of their data. As everyone understands, it is a crucial time for businesses of all sizes to own their data, customers, and intellectual property as AI gains momentum in the marketplace. Recognizing the significance of scalability and mass marketability, our client was particularly impressed by what he believes is iR’s revolutionary product, which caters to individuals and artists seeking to build their brand image with immediate global reach while servicing clientele from small businesses to Fortune 500 companies. It is our client’s belief this investment underscores a pivotal move towards empowering users and redefining ownership in the digital age.

From Infinite Reality’s side, the company says the funding is a win for building a next-generation immersive internet and giving businesses control of their own data.

“While we are excited that our ability to secure this level of funding validates our mission to build an immersive experience platform that will power the next generation of the web, we are absolutely ecstatic to share this news with our customers: businesses all over the world,” says John Acunto, co-founder and CEO of Infinite Reality. “The ability to provide them a platform where they can not only create a great immersive environment, but one where they own their data, own their customer, and own their experience means the world to Infinite Reality—and to me personally.”

Despite its focus on the immersive web, and considering the amount the company has raised, Infinite Reality is not particularly well known in the XR space. In fact the company has seemingly grown into its own little conglomerate, having made several acquisitions of its own over the years.

On one hand, the company has made strategic acquisitions like the AR tech company Zappar, avatar company Action Face, and the immersive web company Ethereal Engine. But the company has also made a series of seemingly disjointed acquisitions like the entertainment and esports business RektGlobal. And, further afield still, the acquisition of the Drone Racing League.

The huge investment by a private investor and Infinite Reality’s assimilation of several different companies certainly make for a unique—but uncertain—situation.

Filed Under: News, XR Industry News

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