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Meta Plans New Best Buy Pop-ups to Unify Demos of AI Glasses and VR Headsets

June 8, 2026 From roadtovr

Meta announced that it is rolling out updated kiosks inside of Best Buy, the biggest electronics retailer in the US. The new 900 square-foot “store in a store” offers a place for customers to demo Meta’s AI glasses and VR headsets.

The News

Meta has a long-running relationship with Best Buy and is no stranger to placing in-store kiosks with trained staff in stores to give customers the opportunity to go hands-on with its hardware. However, the company’s most recent kiosks have focused primarily on its AI glasses, creating an apparent divide between older, separately placed kiosks focused on Quest headsets.

Now the company says it’s rolling out a more unified experience, called “Meta Lab @ Best Buy,” an expanded kiosk that includes AI glasses and VR headsets in the same space, both of which are available for a hands-on experience.

Courtesy Best Buy

The company says the Meta Lab spaces are “designed for hands-on discovery, where people can explore Meta’s expansive lineup of AI glasses and VR headsets through interactive demos, smart mirrors, personalized fittings and more—all with support from dedicated Meta Sales Specialists.”

Meta plans to roll out 50 such spaces in Best Buy locations across the US and Canada, and notes that the following locations will be the first to open this Summer:

  • San Carlos, CA
  • Roseville, MN
  • Woodland Park, NJ
  • Greenville, SC
  • Columbus, OH

The new Meta Lab @ Best Buy spaces appear to be a natural outgrowth of the company’s Meta Lab pop-up locations that rolled out in late 2025 to give the company a temporary boost to its retail presence in support of the Ray-Ban Display launch. These spaces also included Quest headsets and demos. Some of the Meta Lab pop-up locations have become permanent retail locations.

My Take

The move comes after Meta’s aggressive shift in focus away from its VR business and toward its AI glasses business, which has left many unsure of Meta’s long-term commitment to VR.

Meta launched Ray-Ban Display—its first AI glasses with a display—in late 2025. At the time the company launched new Best Buy kiosks which were exclusively focused on its AI glasses, and didn’t even include Meta’s VR headsets for sale. Meta was seemingly rushing these kiosks out the door because the company opted not to sell Ray-Ban Display to anyone without an in-person fitting. The need to deploy the kiosks in time for the launch of Ray-Ban Display is probably why we didn’t see the initial kiosks include Quest headsets at the outset. And, indeed, this is likely because of the rather abrupt shift in Meta’s focus toward its AI glasses.

With the new Meta Lab @ Best Buy spaces, the company’s retail strategy is catching up to its product strategy. While we probably can’t infer too much about what this means for Meta’s long-term commitment to VR, it at least tells us that the company wants to make sure all of its hardware can be seen together in one retail space.

In any case, seeing more spaces that offer hands-on demos of VR headsets is a good thing. The VR experience remains almost impossible to describe to someone who has never used a modern headset; actually trying on a VR headset is a reliably mind-blowing experience for first-time users. But it’s difficult to give people that opportunity at scale.

Filed Under: XR Industry News

James Cameron’s 3D Studio Acquires 3D Camera Maker STEREOTEC

June 2, 2026 From roadtovr

Lightstorm Vision, James Cameron’s 3D production studio, has acquired STEREOTEC, a 3D camera maker that’s powered a number of films and multi-camera immersive concerts.

Details of the deal are still under wraps, however Lightstorm Vision says the acquisition will help integrate Stereotec’s technology directly into its 3D production pipeline, enabling capture, processing, and delivery of 3D video.

“By capturing consistent ‘ground truth’ depth data at the source, the technology unlocks downstream automation, AI processing, and the scalable 3D workflows that Lightstorm Vision is bringing to cinematic, broadcast, and immersive platforms,” the companies say in a press statement.

Stereotec is most recently known for providing the camera tech behind 3D concert ‘Billie Eilish – Hit Me Hard and Soft: The Tour’, which Lightstorm says was one the “largest and most complex live 3D capture deployments ever executed,” having included more than 17 stereo camera systems (34 cameras) across fiber and RF into a unified pipeline under live tour conditions.

That sort of tight integration allowed editorial teams to begin cutting synchronized 3D multi-cam footage while the performance was still underway, the studio says, something aimed at reducing reliance on post-production reconstruction and lengthy editing times.

“Capturing accurate depth at the source produces results no downstream process can recover after the fact—and provides the foundation for the scalable, production-ready 3D workflows Lightstorm Vision is establishing as the new standard across cinematic, broadcast, and immersive platforms,” the studio says.

Established in 2024 as Lightstorm Entertainment’s dedicated 3D studio, Lightstorm Vision’s stereoscopic tech has supported over 27 feature films, 9 concert films, and 140 sports broadcasts worldwide, generating in excess of $8 billion in global box office. It also most recently struck a multi-year deal with Meta to produce spatial content across multiple genres, including live events and full-length entertainment.

Founded near Munich by stereographer and engineer Dr. Florian Maier in 1997, Stereotec produces precision-engineered 3D rigs, having supported feature films including Ang Lee’s Gemini Man (2019) and Billy Lynn’s Long Halftime Walk (2016), Denis Villeneuve’s Dune: Part Two (2024), as well as immersive titles for Quest and Apple Vision Pro. To date, the company holds twelve Lumiere Awards from the Advanced Imaging Society for excellence in stereoscopic 3D production.

Filed Under: XR Industry News

Meta Reportedly Plans 4 New Smart Glasses Models Amid Aggressive 10M Unit Push

June 1, 2026 From roadtovr

According to an internal memo viewed by The Information, Meta is aiming to release up to four more smart glasses models this year. Meanwhile, the company is reportedly developing an AI pendant, with testing slated to start next year.

The memo, which thus far hasn’t been confirmed by Meta, was reportedly authored by Meta Wearable VP Alex Himel. In it, Himel details on some of the projects currently in the works at the company’s Reality Labs XR hardware division.

Amid expectations to sell 10 million wearables in the second half of 2026, Himel reportedly revealed the company is developing an AI-powered pendant set to go into testing next year, which is described similar to tech from Limitless, a startup Meta acquired in 2025 that built devices for recording, transcribing, and summarizing conversations.

Current lineup of Meta smart glasses | Image courtesy Meta

As per The Information’s report, the company also hopes to expand its AI glasses lineup beyond its current Ray-Ban Oakley models, which is said to include more brands, styles, and variants. Notably, Meta signed an agreement in 2024 with smart glasses partner EssilorLuxottica to extend their partnership to 2030.

Specifics are still under wraps, however the report maintains that Meta will debut at least four new pairs of smart glasses: ‘Modelo’ as soon as June, and ‘Luna’ and ‘RBM2 Refresh’ sometime this Fall, the latter of which suggesting a new Ray-Ban hardware refresh. In December, the company is also expected to release ‘Mojito VIP’. Meta is also reportedly testing models codenamed ‘Artemis’ and ‘SSG’ (“supersensing” glasses).

Like previous Ray-Ban and Oakley Meta glasses, the upcoming units are slated to include Meta’s AI models, however Himel’s memo also mentions bringing an AI agent called ‘Hatch’ to the company’s glasses.

Meanwhile, Meta is additionally aiming to launch a business-focused subscription called ‘Wearables for Work’, which could better position the company to generate recurring revenue instead of relying on one-off device purchases.

This follows a monumental shift in priorities at Reality Labs, which pivoted earlier this year to focus on AI and smart glasses while markedly de-emphasizing its previous VR and metaverse efforts.

While Meta ostensibly hopes to sell 10 million wearables in the second half of 2026, it could exceed that figure if demand is strong. According to a Bloomberg report earlier this year, Meta and EssilorLuxottica have doubled the expected smart glasses production target, which would increase annual capacity to 20 million units by the end of 2026, with additional capacity capable of scaling to 30 million units.

Filed Under: XR Industry News

As Virtual Worlds Close, Communities in ‘Rec Room’, Meta’s ‘Horizon Worlds’, and Others Create Ways to Survive

May 29, 2026 From roadtovr

Guest Article By Julian Reyes

Julian Reyes is an award-winning XR producer, with more than two decades of experience spanning immersive media, storytelling, music culture, and technology. He is the Founder and Director of the Virtual Worlds Museum, where he leads efforts to preserve, explore, and showcase the history, culture, and future of virtual worlds. This June, he’ll speak at the AWE USA 2026 panel discussion, “How We Can Preserve Online Worlds and Why It Matters”.

There is a particular kind of grief that comes when a virtual world sunsets.

It is easy for some to frame these closures as the disappearance of a product, a platform, or a failed business model. But those of us who have spent time inside virtual worlds know better. When a world goes dark, we do not simply lose connectivity. We lose places. We lose rituals, relationships, events, art, architecture, memory, and the transcendent sense of belonging that only emerges when a community spends enough time together to turn a platform into a home.

That is why the recent announcements from across the immersive landscape have struck so deeply: 

  • Rec Room will shut down on June 1, 2026 at noon PT, sunsetting a platform that has connected more than 150 million players and creators. 
  • Spatial will sunset its Spatial Creator Platform’s Free and Pro tiers on July 27, 2026, citing the growing cost of hosting open multiplayer 3D worlds.
  • Multiverse officially closed this month, citing the difficult economics of operating a social VR platform. (Multiverse member ‘LarkAfterDark’ created this online memorial to the world and its community) 
  • Occupy White Walls and Nowhere, which also enjoyed some buzz a few years ago, have already sunsetted.
  • In Meta’s ecosystem, the uncertainty surrounding Horizon Worlds has become a symbol of a broader instability facing immersive communities. Even when the future of a platform is not fully settled, mixed signals and shifting priorities can leave world builders and residents unsure whether the spaces they have invested in will remain available to them. The problem is made worse by incessant tech news coverage which confuses Meta’s Horizon Worlds (one platform) with the metaverse, a concept that’s been instantiated across many platforms. 

Taken together, these cases point to a deeper problem:

Virtual worlds can hold years of social, creative, and cultural life, yet too often they are still treated as temporary products rather than places worthy of stewardship. For the people who gather inside them, these are not disposable apps. They are lived environments.

This is not abstract to me. It is personal, and it is historical.

I have lasting memories of hosting events with Celeste Lear in BRCvr, now BurnerSphere, and AUREA Award after-parties in AltspaceVR. Thankfully, I recorded some of those events, but countless unrecorded hours of community life on the platform are now gone except for what its residents remember.

Three years ago, however, the communities and world builders of AltspaceVR were abruptly displaced when Microsoft shut the platform down on March 10, 2023. In its earlier years (around 2017), the platform saw roughly 35,000 monthly participants. 

Yet the story did not end with the shutdown. A committed community carried its spirit forward into VRChat, which achieved a new all-time high of nearly 158,000 concurrent players earlier this month. Former Altspacers recreated familiar spaces in VRChat, continuing to gather, and recently hosting commemorative events marking three years since the loss of AltspaceVR while celebrating the builders, friendships, and cultural life that survived its closure.

That experience taught a lesson that our industry still needs to take seriously: platforms may close, but communities fight to endure. The question is whether the broader ecosystem will give them a meaningful path to do so.

It’s Not Just About Losing 3D Spaces: Itemizing What Disappears When Virtual Worlds Sunset 

So what does the loss of a virtual world actually mean? It means the loss of digital culture in living form.

A virtual world is not merely code on a server. It is a social fabric woven from thousands or millions of moments: a first concert, a memorial gathering, a classroom experiment, a dance floor, a comedy club, a holiday celebration, a support group, a business, a community ritual, a world someone spent months or years building by hand. When that world disappears, all of those moments become harder to access, harder to document, and harder to pass on.

The losses happen on multiple levels at once: 

  • We lose cultural expression: performances, architecture, customs, and shared practices. 
  • We lose social continuity: communities, friendships, recurring events, and other forms of belonging. 
  • We lose historical context: the record of how people lived, created, experimented, and connected inside these digital spaces. 

A screenshot may survive. An exported asset may survive. But the social meaning that gave those artifacts life often does not survive intact.

Sometimes the world itself vanishes. Other times the deeper loss is less visible but just as profound. A community may migrate elsewhere, but the original atmosphere, affordances, etiquette, and cultural norms do not transfer perfectly. Migration preserves people, but it does not always preserve place.

For an apt real world analogy, imagine if the annual Burning Man festival unexpectedly closed down. It wouldn’t just be the end of the festival itself, but the end of hundreds of camps (worlds) and thousands of Burners coming together every year. 

That is why sunsetting hurts so much. It reminds us that virtual worlds are not trivial entertainment, and they are not culturally neutral infrastructure. They are part of our shared digital record. As more education, performance, identity, collaboration, and community life move into immersive spaces, the loss of a virtual world is no longer a niche concern. It is part of the larger challenge of preserving digital civilization.

And yet, alongside the grief, we also see something else: resilience.

When Virtual Worlds Sunset, Their Communities Create Solutions

Again and again, communities try to emigrate to other worlds together; sometimes companies help assist with that exodus:

VRChat recently invited displaced users from Rec Room and Horizon Worlds to come over, offering not just a new platform, but a social refuge. After the virtual world There shut down (despite having one million registered users at its end in 2010) Second Life creator Linden Lab created a ‘Therian’ avatar name, giving former There users a recognizable identity marker so they could find one another again. 

Former AltspaceVR users organized themselves, formed their own VRChat groups, and rebuilt worlds inspired by the spaces they had lost. They even held a week-long memorial in VRChat to commemorate the three-year anniversary of AltSpaceVR’s shutdown. These acts may not fully restore a vanished platform, but they show that continuity is possible when communities are given tools, welcome, and recognition. 

In some cases, communities go even further. They attempt to reverse engineer the worlds they loved in order to preserve or revive them. We have seen this spirit in communities surrounding Club Penguin, There, and now, there’s groups of users working to do this with Rec Room. 

These efforts arise from a profound truth: when people feel that a world mattered, they do not simply let it disappear. They rebuild it, emulate it, archive it, and carry it forward however they can.

That should be a signal to the industry. The demand for preservation is already here. The need for transition pathways is already here. The desire for continuity, interoperability, and cultural memory is already here. What has often been missing is not community will, but institutional support.

How Companies & Communities Can Create Better Solutions for Future Worlds

We need to do better at planning for the full lifecycle of virtual worlds. That means creating stronger migration paths for users and creators. It means building export options, archiving systems, and community handoff processes before a shutdown occurs. It means treating virtual worlds as places with social and historical value, not just as services that can be switched off without consequence.

Gaussian rendition of a Horizon Worlds space generated in Marble by World Labs

Here are some specific practical suggestions for companies to consider—and for communities to consider demanding from the virtual world platforms they’re supporting: 

  • Enable integration with Discord and other third party social platforms: Giving virtual world communities easy means to communicate with each other outside the immersive space is crucial for growing virtual world usage, enabling people to remain lightly engaged while away from their main device. It’s also a great way of helping ensure that these communities can persist even if a particular world is sunsetted. (As a promising example, VRChat recently enabled deep integration with Discord.)
  • Favor architectures that are open, portable, and independently hostable: Examples include self-hosted platforms like OpenSimulator and Overte, browser-based systems like Mozilla Hubs and Custom WebXR, and open engines like Godot. These approaches do not eliminate fragility, but they reduce dependence on a single corporate owner and improve the chances that worlds, objects, and communities can persist, migrate, or be reconstructed.
  • Explore Gaussian Splats and other export technology: While Unity-based virtual worlds enable some offline/backup capabilities, we need solutions which work across the many 3D engines on the market. We are seeing some promise with Gaussian Splat-based recreations of virtual world spaces. As an example, my team created this experimental Gaussian render of the Horizon Worlds central hub on Marble, the new platform from WorldLabs. 

My own organization, the Virtual Worlds Museum, was founded to help encourage virtual worlds preservation through documentation, exhibits, and community storytelling. Our Sunset Exhibit preserves the memory of worlds that have disappeared, and our Teleportal helps visitors discover virtual worlds across the ecosystem. To better rally the virtual world community before Rec Room’s demise, we recently launched this crowdfunder to support these efforts.  

But preservation alone is not enough. If the immersive industry wants to mature, it must begin treating virtual worlds not as disposable experiments, but as cultural spaces with legacies, responsibilities, and communities worth protecting. Because when a virtual world sunsets, what we lose is not only a platform. We lose a piece of human history written in digital space.

And if we choose to preserve that history, honor those communities, and build better paths forward, their light can still guide the future of virtual worlds.

Filed Under: Guest Articles, XR Industry News

Anduril Shows a Glimpse of EagleEye’s Wide Field-of-view Night Vision Imaging

May 22, 2026 From roadtovr

Palmer Luckey, founder of defense startup Anduril, revealed more capabilities of its EagleEye XR glasses, this time showing off its wide field-of-view (FOV) night vision.

Anduril revealed EagleEye late last year, showing off an impressive (if not outright terrifying) set of augmented reality capabilities the company hopes to eventually serve up to U.S. soldiers. Luckey, who also founded Oculus in 2013, has now showed off a little more of the system’s night vision.

“The difference is night and day,” Luckey says in an X post. “The digital night vision of the EagleEye Family of Systems delivers an 84 degree field of view, stereo thermal fusion to expose hidden threats, and a 4K display for enhanced warfighter perception.”

Image courtesy Palmer Luckey, Anduril

Luckey also showed off a visual comparison between EagleEye (left) and PVS-31 (right), the latter of which is a conventional binocular-style night vision system currently used in elite combat roles, such as SOCOM, Rangers, SEALs, and MARSOC.

That said, the two systems are very different—about as far from each other as a smartphone is from and a digital Casio watch.

According to Anduril, EagleEye offloads some of front-heaviness of its low light and thermal sensors by integrating them into a sensor suite connected directly to the helmet, which is then relayed to the user’s display, which is housed in a pair of AR glasses with included ballistic and laser protection.

Image courtesy Anduril Industriesduri

What’s more, the system also patches into a bevy of external data streams, including real-time info sourced from the company’s AI-driven Lattice network of surveillance and defense devices.

This comes amid Anduril’s compete for a U.S. Army contract against defense company rival Rivet. Called the Soldier Borne Mission Command (SBMC), the new contract is essentially is set to revamp the previous 10-year, $22 billion Integrated Visual Augmentation System (IVAS) project originally awarded to Microsoft in 2018, which the company hoped to fulfill by adapting its HoloLens 2 AR platform for combat roles.

In February 2025, it was revealed Anduril would be taking over the older IVAS contract, which was thought to give the company a head start on competing for SBMC.

Notably, Anduril partnered with Meta in May 2025 on combat-focused XR systems, which at the time the companies said would aim to deliver “the world’s best AR and VR systems for the U.S. military.”

Anduril says it’s also partnered with EssilorLuxottica’s Oakley Standard Issue, Qualcomm, and Gentex, which the company says “lowers cost, accelerates development, and ensures a path for continuous innovation.”

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

Google Announces New Android XR Developer Program with AR Glasses Dev Kits

May 19, 2026 From roadtovr

Google today announced at its I/O developer conference that it’s launching a new Android XR developer program, which will include XREAL’s upcoming AR glasses.

Called the ‘Android XR Developer Catalyst Program’, Google and AR hardware partner Xreal say they’ll be seeding program applicants with Project Aura dev kits, as well as tools and additional resources to get them creating fresh XR content.

Project Aura is the first pair of AR glasses running Google’s Android XR operating system, which the companies confirmed will ship sometime this year.

XREAL Project Aura | Image courtesy XREAL

“As part of the program, Project Aura developer kits will become available globally, giving select developers early access to hardware along with tools and resources designed specifically for Android XR development on Project Aura,” Xreal and Google said.

“The goal is simple: empower developers to start building the XR apps and experiences they’ve always imagined.”

Developers hoping to join the program can apply today at g.co/dev/catalyst, and Google/Xreal will review submissions and provide Project Aura developer kits in the coming weeks.

Filed Under: AR Development, News, XR Industry News

Google & Samsung Reveal Smart Glasses for Fall Launch, Aiming to go Head-to-head with Meta

May 19, 2026 From roadtovr

Google and Samsung today gave the first official glimpse of an upcoming pair of smart glasses which are set to go head-to-head with Meta’s own AI-based smart glasses.

The News

The new smart glasses revealed by the companies at Google I/O today are seemingly unnamed at this point but generally referred to as “intelligent eyewear.” Like most of Meta’s smart glasses lineup, this pair is limited to audio input & output. A camera exists for visual input, but there’s no built-in display for visual output, unlike Meta’s Ray-Ban Display glasses.

Image courtesy Google & Samsung

The new smart glasses from Google and Samsung come in two styles: one made in collaboration with eyewear brand Warby Parker and another made in collaboration with Gentle Monster. Last year Google reportedly invested $100 million in Gentle Monster as part of its growing smart glasses ambitions.

Image courtesy Google & Samsung

Google and Samsung say the glasses are designed to work as a companion device to a mobile phone—similar to Meta’s smart glasses—suggesting it will have limited capabilities when worn by itself. As part of the announcement, the companies offered a tease of the device’s capabilities:

Users can access navigation assistance by simply asking Gemini with their voices, receive personalized suggestions such as a nearby coffee shop on their walking route, or even place an order for pickup. Users can also receive summarized notifications for important texts and add events to their calendars. Additional features include real-time translations with audio that matches the speaker’s voice, as well as the ability to translate text on menus or signs in the user’s line of sight. Working seamlessly within the Galaxy ecosystem, the device helps users easily manage everyday tasks or effortlessly capture photos, all without taking their phone out.

Pricing and detailed specs have not been announced at this time, though the companies say the Google and Samsung smart glasses will launch this Fall “in select markets.”

My Take

Meta has already been seen to double-down on its smart glasses business after seeing greater than expected adoption, and this announcement of new smart glasses coming from Google and Samsung shows a growing belief in head-worn devices as the ideal place to capitalize on increasingly useful AI agents that have motivated the tech sector in recent years.

While the initial focus is on audio as the primary output modality of these glasses, Google has already confirmed its intentions to also bring smart glasses with displays to market, though it’s unclear if that will happen in 2026 or beyond. Adding a display to smart glasses vastly increases its range of uses, but adds significant cost and UX complexity. Meta even saw the need to pair its Ray-Ban Display smart glasses with a neural control band to make it easier for users to control the glasses.

I find it interesting that Google and Samsung were ready to show the design of these upcoming smart glasses but haven’t actually given them a proper name yet. Perhaps they are aiming to call the glasses by a combination of the company name and the corresponding eyewear brand, ie: Samsung Warby Parker glasses and Samsung Gentle Monster Glasses (like Meta has done with the “Meta Ray-Ban” glasses and “Oakley Meta” glasses).

Interestingly, the announcement accompanying this news doesn’t include any mention of “Android XR,” which tells us that Google is likely to position smart glasses separately from more immersive and interactive AR glasses like those coming from XREAL.

It’s been nearly 14 years since Google introduced its first pair of smart glasses, Google Glass. Equipped with significantly more advanced AI capabilities and a form-factor that looks much closer to actual glasses, this era of smart glasses has a much better chance of taking off.

Filed Under: Android XR News & Reviews, News, XR Industry News

LG-Backed AR Lens Startup LetinAR Raises $18.5M Ahead of Planned IPO Next Year

May 19, 2026 From roadtovr

South Korean augmented reality startup LetinAR has raised $18.5 million in fresh funding ahead of its planned IPO next year, something the company says will help scale production and accelerate commercialization of its AR optics.

As first reported by TechCrunch, LetinAR’s latest round was led by Korea Development Bank and included participation from Lotte Ventures, the investment arm of retail conglomerate Lotte Group, alongside additional undisclosed investors.

The funding brings LetinAR’s total raise to approximately $41.7 million, with previous investors including LG Electronics.

Founded in 2016 by CEO Jaehyeok Kim and CTO Jeonghun Ha, LetinAR develops compact optical modules for AR and smart glasses. Its proprietary ‘PinTILT’ technology is designed to deliver brighter images in thinner, lighter, and more power-efficient lenses than conventional waveguide or birdbath optics systems.

“We see AI glasses as that next platform,” Kim said, speaking to TechCrunch. “And the optical module is the hardest part to get right as AI glasses makers will need a lens that is thinner, lighter, and more power-efficient than what exists today.”

Notably, the company doesn’t manufacture complete AR or smart glasses, instead focusing on the sort of optical engines already in use with a few early collaborations, including NTT QONOQ Devices and Dynabook, formerly Toshiba Client Solutions.

The startup also said it’s engaged in R&D discussions with several major global tech companies regarding next-gen smart glasses platforms, with one such partner including Aegis Rider, a spinout from ETH Zurich Computer Vision Lab developing AI-powered augmented reality motorcycle helmets.

The funding round comes amid accelerating investment across the smart glasses sector. Companies including Meta, Google, Samsung, Apple, Huawei, Alibaba Group, and Xiaomi are all working on display-clad glasses of some sort.

The company plans to pursue a public listing in South Korea in 2027.

Filed Under: AR Development, News, XR Industry News

Pimax Starts Sending Out ‘Dream Air SE’ PC VR Headsets, But Fulfillment Could Take Weeks

May 18, 2026 From roadtovr

Pimax announced it’s finally started shipping out the first batches of Dream Air SE, the younger sibling to its thin and light PC VR flagship. Despite officially launching Dream Air SE last week, most customers will probably still be waiting a bit longer—even if you pre-ordered a year ago.

The company revealed in its big launch day event last week that Dream Air SE is technically now shipping, which has been over a year in the making. Still, you won’t find a big ‘buy now’ button on the website just yet, as the company is still taking pre-orders for its cheapest thin and light PC VR headset to date.

That said, it’s unclear when batches pre-ordered today will actually ship out without actually putting money down to find out yourself. Whatever the case, if you pre-ordered on day one, you may be waiting a matter of weeks, not days.

Dream Air – Thin and light PC VR headset containing Sony microOLED panels (3,840 × 3,552 pixels per eye) and concave-view pancake optics, delivering 110° horizontal FOV, eye-tracking, auto-IPD adjustment, spatial audio, and DisplayLink.

• Versions: Lighthouse tracked and no controllers ($2,000) – SLAM tracked with controllers ($2,300)

Dream Air SE – Lower resolution version of Dream Air containing Sony microOLED panels (2,560 × 2,560 pixels per eye) and all of the above, except with 105° horizonal FOV.

• Versions: Lighthouse tracked and no controllers ($900), SLAM tracked with controllers ($1,200)

One such pre-order customer, Reddit user ‘Aitch_5’, says they’ve received an email indicating their May 2025 pre-order is currently in production, however delivery was estimated to take “another 4-5 weeks,” putting the UK-based delivery sometime in mid-to-late June.

Pimax Dream Air SE (Lighthouse) | Image courtesy Pimax

Pimax tells Road to VR that the first batch has been shipped out however—a bulk shipping to local warehouses—so the company expects the first users to receive their headset in two-to-four weeks. The company says it’s going to provide more clarity around shipping in an update on the official website “soon.”

As the flowchart goes, Pimax says that early pre-order orders will be fulfilled first, then early reservation fee orders (pending full payment), and then additional pre-orders to follow.

The company says it’s offering a few benefits for customers pre-ordering Dream Air SE right now. Effective between May 14th – May 31st, Pimax is including:

  • Free shipping to selected regions
  • Two face masks (new & old, new is shipped separately later)
  • Discount coupon (DMAS Hardstrap 50% off, 50% off ringless controllers)
  • US-only Regional Surcharge: $50 USD

Both Dream Air and Dream Air SE have been subject to multiple delays, so at least for some, this will feel like a long-awaited relief.

Notably, Pimax first announced Dream Air in December 2024. Before it could even be shipped out to external beta testers, the company announced in May 2025 it was releasing a more budget-friendly version with Dream Air SE.

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

Snap CEO Keynote Kicks off AWE 2026 Next Month on Lead-up to Consumer AR Glasses Launch

May 13, 2026 From roadtovr

Snap Inc. CEO Evan Spiegel will give a keynote address to kick off the AWE USA 2026 event next month. This is the second year in a row that Snap has taken the headlining slot at AWE USA, and comes as the company plans to launch its first consumer-focused AR glasses this year.

AWE USA 2026 is returning to Long Beach, CA on June 15–18. As the most important annual XR event on our calendar, we’re excited to once again offer our readers an exclusive 20% discount on tickets to AWE USA 2026 as the event’s Premiere Media Partner. And those representing a company can get an exclusive 10% discount on exhibitor or sponsorship packages.

Snap, the company behind Snapchat and the Specs AR glasses, will give the opening keynote address at AWE USA 2026 in a session titled “Making Computing More Human,” on June 16 from 9:30–10:30AM PT (your timezone here).

“Throughout AWE, Specs Inc. will celebrate the innovation and creativity of its developer community, unveil new tools for building the next generation of computing, and demonstrate the latest advancements across the SPECS platform,” the company said in its keynote announcement.

This comes as the company has been gearing up to launch its first consumer-focused AR glasses this year. Granted, the path to that launch has been bumpy.

Back in January, Snap Inc spun out a subsidiary called Specs Inc to house its AR business. While the company positioned the move as a way to focus the AR portion of its business and raise capital more effectively, it also appeared as a means of insulating the parent company from risk. A month later, Snap’s top AR executive reportedly left the company over disagreements about Snap’s AR strategy. On top of that, Snap confirmed in April plans to lay off around 1,000 employees, though this was reportedly on the side of the parent company, Snap Inc, with little direct impact on Specs Inc.

What all of this means for the 2026 launch of the Specs consumer AR glasses is unclear. The company’s keynote at AWE USA 2026 is the prime opportunity for Snap to update the industry about its plans for the second half of the year.

Filed Under: News, XR Industry News

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