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Meta Pauses International Release of Meta Ray-Ban Display Glasses

January 7, 2026 From roadtovr

Meta Ray-Ban Display glasses seem to be selling too well, as the company announced it’s delaying the international rollout of its first display-clad smart glasses.

The News

Initially released in the US back in September, Meta said it was hoping to bring the $800 smart glasses to a number of regions in early 2026, which includes a single color display embedded in the right lens.

Now, the company says in a blog post it’s decided to “pause” the planned expansion to the UK, France, Italy and Canada, citing “unprecedented demand and limited inventory.”

Meta Ray-Ban Display Glasses & Neural Band | Image courtesy Meta

The company characterizes stock as “extremely limited,” noting that its seen an “overwhelming amount of interest, and as a result, product waitlists now extend well into 2026.”

Meta says it will continue to focus on fulfilling orders in the US while they “re-evaluate [the] approach to international availability.”

My Take

I was looking forward to getting my hands on a pair of Meta Ray-Ban Display glasses here in Italy, one of the regions currently on “pause”—which my Corpo-to-English translator says I probably shouldn’t hold my breath.

While Meta Ray-Ban Display can’t do everything promised just yet—and doesn’t actually have an app store—the device can do a fair number of things I was hoping to test out if it fit into my daily life.

After all, it can do everything the audio-only Ray-Ban Meta glasses can do in addition to serving up a viewfinder for taking photos and video, the ability to see and respond to messages via WhatsApp, Facebook Messenger, and Instagram, and give you turn-by-turn walking directions in supported cities.

Turn-by-turn Directions in Meta Ray-Ban Display | Image courtesy Meta

Months after launch, Meta says it’s also now pushed an update that includes a teleprompter, the previously teased EMG handwriting, as well as more cities for pedestrian navigation.

Still, it makes a lot more sense from a manufacturing perspective. Meta needs to go slow and deliberate with Meta Ray-Ban Display though, if only based on the fact that the device has likely been heavily subsidized to not be eye-wateringly expensive out of the gate; the company is no doubt eating the fairly high bill of materials if only based on waveguide wastage rates. No app store also means no app revenue, making the first-gen decidedly more of a large beta test than anything.

So, right now it seems like Meta is deliberately going slow to make sure use cases, distribution, and supply chain are all in place before really cashing in on the second gen—maybe following Quest’s playbook; in 2019, the company released the original Quest only to toss out Quest 2 a year later, making for the company’s best-selling XR device to date—and also leaving everyone who bought the first-gen to upgrade only a year later.

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

Alibaba Launches Smart Glasses to Rival Meta Ray-Ban Display

December 2, 2025 From roadtovr

Alibaba released a pair of display-clad smart glasses, ostensibly looking to go toe-to-toe with Meta Ray-Ban Display, which launched in the US for $800 back in September.

The News

China’s Alibaba, one the world’s largest retailers and e-commerce companies, just released its first smart glasses, called Quark AI Glasses, which run the company’s own Qwen AI model.

Image courtesy Reuters

Seemingly China-only devices for now, Alibaba is now offering Quark AI in two fundamental versions across Chinese online and brick-and-mortar retailers:

  • Quark AI Glasses S1: starting at ¥3,799 (~$540 USD), includes dual monochrome green displays
  • Quark AI Glasses G1: starting at ¥1,899 (~$270 USD), no displays, sharing core technology of ‘S1’ model

Quark AI Glasses S1 is equipped with a Qualcomm Snapdragon AR1 chipset and a low-power co-processor which drive dual monochrome green micro-OLED displays, boasting a brightness of up to 4,000 nits, according to South China Morning Post.

It also features a five-microphone array with bone conduction, 3K video recording which can be automatically upscaled to 4K, as well as low-light enhancement tech said to bring mobile phone-level imaging to smart glasses. Additionally, Quark AI Glasses S1 include hot-swappable batteries, which plug into the glasses’ stem piece.

You can see the English dubbed version of the Chinese language announcement below:

My Take

At least when it comes to on-paper specs, Quark AI Glasses S1 aren’t exactly a 1:1 rival with Meta Ray-Ban Display, even though both technically include display(s), onboard AI, and the ability to take photos and video.

While Meta Ray-Ban Display only feature a single full-color display, Quark S1’s dual displays only offer monochrome green output, which limits the sort of information that can be seen.

Meta Ray-Ban Display & Neural Band | Photo by Road to VR

Quark S1 also doesn’t come with an input device, like Meta Ray-Ban’s Neural Band, limiting it to only voice and touch input. That means Quark S1 user won’t be scrolling social media, pinching and zooming content, or other nifty UI manipulation.

Still, that might be just enough—at least one of the world’s largest e-commerce, cloud infrastructure, and FinTech companies thinks so. Also not worth overlooking is Quark S1’s unique benefit of being tightly integrated into the Qwen AI ecosystem, as well as the Chinese payment infrastructure for fast and easy QR code-based payments with Alipay; that last one is something most Chinese smart glasses are trying to hook into, like Xiaomi’s own Ray-Ban Meta competitors.

Although the company’s Qwen AI model is available globally, I find it pretty unlikely that Alibaba will ever bring its first-gen models of Quark AI Glasses S1/G1 outside of its usual sphere of influence, or meaningfully intersect with Meta’s supported regions.

Filed Under: AR Development, News, XR Industry News

Former Magic Leap Engineers Launch No-code AR Creation Platform, Aiming to Be ‘Canva of AR’

November 7, 2025 From roadtovr

Trace, a startup founded by former Magic Leap engineers, today announced the launch of a new augmented reality creation platform the company hopes will become the “Canva of AR”.

The News

Trace says it’s targeting everyone from global brands to independent creators wanting to build location-based immersive AR content, according to a recent press statement.

Notably, the platform doesn’t require coding or advanced design expertise, allowing users to design, drop, and share interactive AR experiences across mobile devices, headsets, and AR glasses.

To boot, Trace says it’s launching the platform at a pivotal moment; Adobe has officially discontinued its Aero AR platform, and Meta’s Spark AR platform was retired in January 2025. To seize the moment, Trace is offering three free months of its premium plan to Aero and Spark users who migrate to its platform.

“Even as XR devices become more capable, the creator ecosystem is still really limited,” said Martin Smith, Trace’s CTO and co-founder. “Empowering creators to build and share their vision is such an important part of the picture, whether they’re an educator, an artist, or a Fortune 500 brand. Trace runs anywhere, scales instantly, and supports the fidelity AR deserves.”

Founded in 2021, Trace has already worked with a host of early enterprise adopters, including ESPN, T-Mobile, Qualcomm, Telefónica, Lenovo, and Deutsche Telekom, who have used Trace for marketing, visualization, employee training, and trade show installations at Mobile World Congress and the Hip Hop 50 Summit.

Trace’s creation platform is available to download for free on iPhone and iPad through the App Store, with an optional premium subscription available starting at $20 per month. Creations can currently be viewed through the Trace Viewer app available for free on the App Store and Google Play, and users can import their existing 3D assets in the Web Studio, available at studio.trace3d.app.

My Take

There’s a reason Meta and Adobe haven’t put a massive amount of effort into their respective AR creation platforms lately: all-day AR glasses are still relatively far away, as the usual cadre of XR headset and glasses creators are only now stepping into smart glasses ahead of what could be a multi-year leadup to all-day AR glasses of the future.

Still, enterprise-level AR activations on mobile and mixed reality headsets, like Apple Vision Pro and Quest 3, can turn more than a few heads, making a quick and easy no-code solution ideal for companies and independent creators looking for a selective reach.

Quest 3 (left) and Apple Vision Pro (right) | Based on images courtesy Meta, Apple

I would consider Trace’s strategy of offering former Adobe Aero AR and Meta Spark AR a pretty shrewd move to get some market share out of the gate too, which is increasingly important since it’s the company’s sole occupation—and not a side project like it was for Adobe and Meta.

The more challenging test will be to see how Trace grows in that interminable leadup to wide-spread AR glasses though, and how it weathers the competition sure to come from platform holders looking to offer similarly easy-to-use AR creations suites of the future.

While the platform’s wide target and ease of use are big pluses, I can see it more squarely fitting in the enterprise space than something regular consumers might latch onto—which is probably the ideal fit for a company founded by Magic Leap alumni, who have undoubtedly learned a sharp lesson first hand. Magic Leap’s early flirtations with prosumers in 2018 with the launch of Magic Leap One eventually forced the company to pivot to enterprise two years later.

Filed Under: AR Development, News, XR Industry News

Cambridge & Meta Study Raises the Bar for ‘Retinal Resolution’ in XR

November 5, 2025 From roadtovr

It’s been a long-held assumption that the human eye is capable of detecting a maximum of 60 pixels per degree (PPD), which is commonly called ‘retinal’ resolution. Any more than that, and you’d be wasting pixels. Now, a recent University of Cambridge and Meta Reality Labs study published in Nature maintains the upper threshold is actually much higher than previously thought.

The News

As the University of Cambridge’s news site explains, the research team measured participants’ ability to detect specific display features across a variety of scenarios: both in color and greyscale, looking at images straight on (aka ‘foveal vision’), through their peripheral vision, and from both close up and farther away.

The team used a novel sliding-display device (seen below) to precisely measure the visual resolution limits of the human eye, which seem to overturn the widely accepted benchmark of 60 PPD commonly considered as ‘retinal resolution’.

Image courtesy University of Cambridge, Meta

Essentially, PPD measures how many display pixels fall within one degree of a viewer’s visual field; it’s sometimes seen on XR headset spec sheets to better communicate exactly what the combination of field of view (FOV) and display resolution actually means to users in terms of visual sharpness.

According to the researchers, foveal vision can actually perceive much more than 60 PPD—more like up to 94 PPD for black-and-white patterns, 89 PPD for red-green, and 53 PPD for yellow-violet. Notably, the study had a few outliers in the participant group, with some individuals capable of perceiving as high as 120 PPD—double the upper bound for the previously assumed retinal resolution limit.

The study also holds implications for foveated rendering, which is used with eye-tracking to reduce rendering quality in an XR headset user’s peripheral vision. Traditionally optimized for black and white vision, the study maintains foveated rendering could further reduce bandwidth and computation by lowering resolution further for specific color channels.

So, for XR hardware engineers, the team’s findings point to a new target for true retinal resolution. For a more in-depth look, you can read the full paper in Nature.

My Take

While you’ll be hard pressed to find accurate info on each headset’s PPD—some manufacturers believe in touting pixels per inch (PPI), while others focus on raw resolution numbers—not many come close to reaching 60 PPD, let alone the revised retinal resolution suggested above.

According to data obtained from XR spec comparison site VRCompare, consumer headsets like Quest 3, Pico 4, and Bigscreen Beyond 2 tend to have a peak PPD of around 22-25, which describes the most pixel-dense area at dead center.

Meta ‘Butterscotch’ varifocal prototype (left), ‘Flamera’ passthrough prototype (right) | Image courtesy Meta

Prosumer and enterprise headsets fare slightly better, but only just. Estimating from available data, Apple Vision Pro and Samsung Galaxy XR boast a peak PPD of between 32-36.

Headsets like Shiftall MeganeX Superlight “8K” and Pimax Dream Air have around 35-40 peak PPD. On the top end of the range is Varjo, which claims its XR-4 ($8,000) enterprise headset can achieve 51 peak PPD through an aspheric lens.

Then, there are prototypes like Meta’s ‘Butterscotch’ varifocal headset, which the company showed off in 2023, which is said to sport 56 PPD (not confirmed if average or peak).

Still, there’s a lot more to factor in to reaching ‘perfect’ visuals beyond PPD, peak or otherwise. Optical artifacts, refresh rate, subpixel layout, binocular overlap, and eye box size can all sour even the best displays. What is sure though: there is still plenty of room to grow in the spec sheet department before any manufacturer can confidently call their displays retinal.

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

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