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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

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

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

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

Sony’s Standalone MR Headset Now Called ‘XYN’, Release Date & Pricing Still to Be Revealed

January 7, 2025 From roadtovr

Sony announced its previously revealed XR standalone for enterprise is now called ‘XYN’, which the company is targeting at spatial content creators.

Initially unveiled at CES last year, XYN (pronounced ‘zin’) packs in some impressive displays, offering 13.6MP (3,552 × 3840) per-eye using Sony’s own ECX344A OLED microdisplay.

The display is capable of 90 FPS and 1,000 nits (at 20% duty cycle), with 96% DCI-P3 color coverage, putting it above Apple Vision Pro in terms of resolution and color accuracy.

We got an opportunity to go hands-on with the pre-XYN prototype in July, back when it was still being referred to as the Sony SRH-S1 “content creation system.”

Here’s the short of it: on one hand, the headset’s ergonomics, flip-up design, and display clarity were all great. On the other, the system’s stylus-ring controller combo was very poorly tracked during our demo, and the content shown wasn’t well optimized for its internal Snapdragon XR2 Gen 2 chipset.

Beyond that, information is still thin on the ground. XYN’s price and release date are still uncertain, which is a baffling move as far as product announcements go.

What is known however is that its XYN Motion Studio PC companion software is coming out in March 2025, which supports connection with 12 ‘mocopi’ sensors for more seamless motion capture workflow.

mocopi senesors | Image courtesy Sony

Additionally, Sony is also launching what it calls its XYN Spatial capture solution, which converts images captured with a mirrorless camera and proprietary algorithms into high-quality, photorealistic 3D CG assets.

Notably, the headset itself is said to support “a wide range of third-party tools,” according to XYN’s press release.

That said, you probably shouldn’t expect XYN to compete with Quest on the lower end in terms of price-performance, as Sony’s standalone is targeting businesses and professional users. Notably, two color ways have been seen on the showroom floor at CES 2025 this week, with a black colorway for prosumers and a grey scheme for enterprise.

Filed Under: News, XR Industry News

Pimax Reveals Dream Air Prototypes and Answers Key Questions

December 30, 2024 From roadtovr

With the reveal of Pimax’s upcoming Dream Air headset, the VR community at large had plenty of questions. We put those questions straight to the company, and also got a glimpse of early prototypes, a full list of specs, and an update on unreleased products.

Pimax is, at this point, a seasoned maker of VR headsets. But the company has faced recurring criticism regarding product polish, strategic focus, missed release dates, and announcing new products before fulfilling older promises.

The company’s latest product announcement, the compact Dream Air headset, naturally resurfaced these complaints, with many people asking how Pimax would do better this time around. So we sent many of the most commonly asked questions direct to the company. Here’s what we got back, including photos of Dream Air prototypes, a full list of specs, and an update on previously announced (but still unreleased) products.

Q: How confident is Pimax that Dream Air will be completed and ship in meaningful quantities by May 2025?

A: Internally, we’ve been developing the Crystal Super micro-OLED and Dream Air for over a year now (internally, they’re largely the same headset). We have a fully working optical engine, and think the remaining time to May is enough to get the rest done, similar to the timeframe of the Crystal Super’s development of the past year.

The Dream Air utilizes the same optical engine solution as the Crystal Super, along with its underlying technologies, but in a new form-factor design. You can read here more about how the Dream Air and the Crystal Super micro-OLED have the same technical components.

The main challenge is the supply of micro-OLED panels, and perhaps the ringless controllers. (We currently think that the first batches of the headset may ship with ringed controllers as on the Crystal/Light/Super, which we can exchange for ringless controllers later).

We’re confident of shipping around 200 to 300 headsets in May. This is also why we had to announce the headset now. (Several reasons addressed below.)

Q: Why was the headset announced so soon after Super? And why already open up pre-orders?

A: Several reasons. We announced the Dream Air now because we don’t want to announce this after the Super starts shipping, and then have users feel they would have ordered this one if they knew. We already see this remark now in our Discord, but actually—customers can still change their pre-order from the Super to the Dream Air if they wish.

Another reason is the scarcity of micro-OLED panels. Currently in the market of micro-OLED panels, demand firmly outnumbers supply, so the delivery times for when we place an order is long, several months. We open up pre-orders to get a better idea of how many headsets our users want, and also to place the order for the panels for the Dream Air to be shipped in May. This order needs to be placed before or in early January, as suppliers also take holidays during Chinese New Year.

The long wait time for micro-OLED panels isn’t unique to Pimax. We also see similar products from competitors with the same issue, and therefore they don’t offer refundable pre-orders.

That said, our pre-orders are refundable before shipping (and users also have a trade-in window once the headset arrives), and we have added a $1 reservation option.

Q: What do you say to people who think Pimax should focus on fewer products?

A: We have the strong ambition to be a multi-SKU company, as VR headsets are also quickly diversifying. Our focus is always on providing the ultimate experience, and for different use cases we’ll have the Crystal line, as well as the new Dream line.

That said, all our headsets share a lot of the same core technology, from software to hardware. All headsets are focussed firmly on PCVR. We have learned from the past (e.g. Portal, which wasn’t PCVR.)

Pimax has a 9 years history of making VR headsets, we own two R&D offices and are opening our second assembly line to support this multi-SKU strategy.

To provide multi-SKU using shared technology allows us to pour more resources into developing technology that benefits all headsets. It also prevents us from having just one huge sales peak in the year, and it spreads out orders across a whole year more evenly, which makes supply and production resources easier to manage (we own our own factory with our own staff). Peaks are generally really bad for efficiency.

Q: Any more headsets coming from Pimax?

A: We’ll update some old models, but there are no more headsets coming that are more advanced in specs than the Dream Air and Crystal Super, except for the 12K.

Q: How far along is the design of the Dream Air? Were the renders shown in the announcement just a mockup or a fully realized design? Is there a functional prototype yet?

A: The internals of the headset are fully designed, and we’re testing with a fully working optical engine, and software wise, everything is shared with the Crystal Super, including SLAM tracking of the headset and the controllers, eye-tracking, hand-tracking, and all settings in Pimax Play.

On the exterior: We are currently testing and developing this in the Crystal Super housing (micro-OLED optical engine), while we’re developing the Dream Air’s exterior housing.

Here is a look at two prototypes made during development.

Newer:

Image courtesy Pimax

Older:

Image courtesy Pimax

Update (December 31st, 2024): A prior version of this article mixed up the ‘older’ and ‘newer’ labels on the above prototype images, this has been fixed.

Q: Will Cobb [the standalone module for Dream Air] ship in 2025?

A: We have no exact ETA on Cobb yet. Cobb is an add-on for the Dream Air and we still want to add some features that we did not communicate in our Frontier announcement.

Q: What safety mechanisms are in place to ensure the auto-tightening headstrap can’t be dangerous if it malfunctions?

A: The main thing is that it’s strong enough to hold the lightweight headset, but not strong enough to hurt anyone. The internal straps are made of elastic rubber. (Also this is not new technology, the same is used in self-lacing shoes such as the Nike Auto Adapt.)

Q: Can the head straps be replaced, and how?

A: Yes, the head strap can be taken off at the stems

Q: Would we be able to see this running HorizonOS or AndroidXR in the future?

There are no plans for this. Internally it’s exactly the same headset as the micro-OLED optical engine of the Crystal Super, and so it runs with Pimax Play as a PC VR headset (also with OpenXR/OpenVR runtime and with SteamVR)

Pimax also shared a detailed list of specifications for the headset:

Pimax Dream Air Specs

Visuals
Display 2 × micro-OLED
100% DCI-P3 colors
Resolution per-eye 13MP (3,840 × 3,552)
Pixels per-degree unknown
Max refresh rate 90Hz
Optics Pancake
Field-of-view 102°H
Pass-through view Black & white
Optical adjustments Continous IPD (automatic)
Prescription lenses (optional)
IPD adjustment range 58–72mm
Input & Output
Connectors DP 1.4 (PC) to USB-C (headset)
1 × USB-C accessory port
Input Dream Air controllers (rechargable battery)
Hand-tracking
Audio In-headstrap speakers
Microphone Dual-microphone
Weight 200g
Sensing
Headset-tracking Inside-out (no external beacons)
SteamVR Tracking (external beacons) [optional]
Controller-tracking Headset-tracked (headset line-of-sight needed)
Eye-tracking Yes
Expression-tracking No
On-board cameras 4 × tracking
2 × passthrough
Depth-sensor No
Price
MSRP $1,900

Pimax Product Shipping Update

Q: Can you provide the latest estimated shipping time for all unreleased Pimax products?

A: The Crystal Super is ready to be demoed at CES 2025, especially the QLED 57 PPD optical engine which is shipping at the end of January. The 50 PPD optical engine and micro-OLED optical engine are also nearing ready, and shipping March and April respectively.

The non-local dimming version of the Crystal Light is coming out around June 2025, pushing down that price even further down.

The 60G Airlink for the original Crystal is also being demoed at CES2025, and has its external beta test starting almost any moment now. This is shipping in April 2025.

For the 12K, we cannot give an exact ETA now. When we announced it, we had solutions for each of the key technical challenges. Unfortunately, some of those solutions did not meet our quality requirements. Some just didn’t work out well, like a dual DP 1.4 solution, as well as a panel solution we can’t share more about.


More questions for Pimax? Drop them in the comments below.

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

Pimax Announces Dream Air, a Compact VR Headset With One Totally Unique Feature

December 23, 2024 From roadtovr

The Pimax Dream Air headset represents a new area of focus for the company. While most of its headsets up to this point have been necessarily bulky to achieve their signature large field-of-view, the Dream Air aims to make a headset that’s compact but still feature-rich. One of those features—a headstrap that automatically tightens—would be an industry first.

Priced at $1,900 and purportedly shipping in May 2025, Pimax’s Dream Air headset aims to take on an emerging segment of compact high-end PC VR headsets like Bigscreen Beyond and the Shiftall MaganeX Superlight.

Image courtesy Pimax

But it wouldn’t be Pimax if it didn’t make additional ambitious promises which risk pulling the company’s attention away from delivering its products on time and as promised. For the Dream Air, that additional promise is an optional compute puck which the headset can plug into to become a standalone VR headset. The company is calling the puck ‘Cobb’, and says it will include a Snapdragon XR2 chip and battery. Oh, and don’t forget the optional SteamVR Tracking faceplate.

Speaking of pulling the company’s attention… the announcement of the Dream Air continues Pimax’s trend of revealing new products before delivering on those it has previously announced. The company’s Crystal Super headset was announced back in April 2024 and originally planned for a Q4 2024 release, but is now said to be releasing sometime in Q1 2025.

As for the Dream Air, it will purportedly be compact and also full of a wishlist of specs and features:

  • Weight of 200g
  • Resolution: 13MP (3,840 × 3,552) micro-OLED per-eye @ 90Hz and “HDR”
  • 102° field-of-view
  • Inside-out tracking
  • Motion controllers & hand-tracking
  • On-board audio
  • Optional prescription lenses
  • Eye-tracking
  • Automatic IPD and automatic strap tightening

That last one—automatic strap tightening—is a feature that hasn’t been included in any major headset to date. It’s an interesting idea considering the challenge of fitting a headset comfortably; many users want to crank their headset tight to their face so it won’t move, but the most comfortable way to use a headset is to balance tightness with stability.

The design of the auto-tightening strap also looks carefully considered. While we’ve only seen renders so far, it appears the tightening mechanism is hidden under fabric, making the tightening of the headstrap looks like it’s simply shrinking in place.

If the headset could effectively dial in the ideal tightness, it would be a boon for many users. Dream Air also has automatic IPD adjustment, which sets the distance between the lenses to match the user’s eye width (something most people also aren’t good at doing manually).

While it remains to be seen if Pimax can deliver something as svelte as promised, for now it looks like the company is flexing an industrial design muscle that’s been largely hidden by the utilitarian and boxy style of its previous headsets.

Image courtesy Pimax

However, Pimax isn’t giving up those boxy designs of yore. The company says that a compact headset is a new area of focus for the company, but it will continue developing its larger and wider field-of-view headsets.

Pimax is already taking pre-orders for the Dream Air, with a price of $1,900 and an expected release date of May 2025.

Filed Under: News, XR Industry News

Google & Pico Adoption Further Cements OpenXR as Industry Standard, With One Major Holdout

December 18, 2024 From roadtovr

OpenXR is an open standard made to improve compatibility between XR software and XR headsets. Google—one of the biggest tech companies in the world—is adopting the standard right out of the gate, joining other major firms like Meta and Microsoft. Other players (like ByteDance recently) also support the standard, cementing it as not just an open standard, but an industry standard. And while the vast majority of major XR companies now support OpenXR, a major holdout remains.

Initially announced in 2017, OpenXR is an open standard that makes it easier for developers to build XR applications that can run on a wide range of XR headsets with little to no modifications. While major players in the space like Meta, Microsoft, Valve, HTC, and plenty more all support OpenXR, the industry’s big holdout is—can you guess? Apple.

Apple is somewhat notorious for rejecting industry standards and forging its own path; sometimes the company sticks to its own proprietary formats and other times ends up adopting the industry standard in the end.

Vision Pro not only doesn’t support OpenXR, but it doesn’t have built-in support for motion-tracked controllers (which most existing XR content requires). If Vision Pro supported OpenXR, it would be significantly less work for developers to bring their XR apps to the headset (though the lack of controllers still poses a major hurdle).

As ever, Apple is the odd one out.

Meanwhile, Google wasted no time confirming its newly announced Android XR platform will support OpenXR, making it easier for developers to port content that was built XR apps for headsets like Quest.

Google says Android XR is already compatible with OpenXR 1.1, and the company has built out some of its own ‘vendor extensions’ which are new capabilities that extend what OpenXR can do on specific devices. Vendor extensions sometimes go on to become part of future versions of OpenXR.

Last month Pico (ByteDance’s XR division) also announced that its runtime is now compliant with the OpenXR 1.1 standard on Pico 4 Ultra, with plans to bring support to Pico 4 and Neo 3 by mid-2025.

Pico also has its own ideas about where the standard should go in the future. The company recently presented a framework for standardizing the way that XR applications can run simultaneously so users can run multiple XR applications in a shared space. Pico says it’s advocating for this approach to the OpenXR working group, and industry body which guides the evolution of the standard.

With the addition of support from both Google and Pico, OpenXR has truly achieved industry standard status, even if the odds of Apple ever adopting it remain slim.

Filed Under: News, XR Industry News

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