Monday, 1 June 2026

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

https://ift.tt/IBOqxdH

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.

The post Meta Reportedly Plans 4 New Smart Glasses Models Amid Aggressive 10M Unit Push appeared first on Road to VR.



from Road to VR https://ift.tt/D08BtwZ
via IFTTT

Acer Re-enters XR with New AR & Smart Glasses

https://ift.tt/lQrf5sz

Acer unveiled two new XR glasses, marking nearly a seven-year absence from the XR space.

The last we saw the ‘Acer’ brand emblazoned on an XR headset was its final Windows PC VR headset released in 2019, the OJO 500, which was mostly targeted at businesses. Since then, the company has been conspicuously absent from the XR space, seemingly investing more in its glasses-free 3D displays, laptops, and cameras, which it sells under the SpatialLabs brand.

Now the Taiwanese tech giant is stepping back in with two devices: tethered AR glasses, called the ‘AR Vision GR0’, and Meta-style smart glasses, called ‘GI0 AI Glasses’.

Acer AR Vision GR0

Image courtesy Acer

Acer AR Vision GR0 glasses tether via cable to iOS and Android smartphones and Windows PCs, serving up dual 1,920 × 1,080 microOLED displays with what appears to be bird bath-style optics similar to those used by competitors, including XREAL and VITURE glasses.

While Acer hasn’t released any actual field-of-view specs, the company says it delivers a “172-inch screen viewed from 6 meters away.” As you’d expect, Acer is targeting gaming and productivity, as well as privacy for work-related stuff in public spaces.

Acer AR Vision GR0 is coming soon to North America starting at $500 USD. It’s also set to arrive in EMEA in Q4 2026 for €600, and in Australia in Q3 2026 for $1,000 AUD.

Check out the specs below:

NameAcer AR Vision GR0
ModelGR100F
OS CompatibilityAndroid, iOS, Windows
Displaydual microOLED, 200 nits, 1,920 x 1,080 per-eye resolution, 60 Hz refresh rate, DCI-P3 95% color gamut, 24-bit color, 50,000:1 contrast ratio
AudioStereo, one dynamic unit on each side
Power Charge5.5 V 0.85 A
ConnectivityWired
ControlsSwipe brightness, swipe volume
Dimensions and WeightIPD: 64 mm, 69 g
Sensors3DoF, accelerometers, proximity, magnetometers
FeaturesDetachable light shield, myopia magnetic lens option

Acer GI0 AI Glasses

Image courtesy Acer

It’s not clear whether Acer’s GI0 AI Glasses run Android XR, however the company does say they rely on Google Gemini for AI queries, which also means voice-activated interaction, real-time image analysis, and translation.

Much like Ray-Ban Meta, G10 AI Glasses include a built-in 12MP camera delivering 3,024 x 4,032 still images and 1,920 x 1,080 video at 30 FPS, which is admittedly a bit below Ray-Ban Meta’s (Gen 2) 3K, 30 FPS video capture. Notably, users will also need the Acer AspireSync companion app on a paired device—either Android or iOS—which connects via Bluetooth 5.0 and Wi-Fi 5.

Acer GI0 is coming to North America soon starting at $300 USD. It’s also coming to EMEA in Q4 2026 for €400, and to Australia in Q3 2026 for $600 AUD.

Check out the specs below:

NameAcer GI0
ModelGI100
AI ModelGoogle Gemini
OS CompatibilityAndroid 12 and above, iOS 15 and above
Companion AppAcer AspireSync
Camera12M – Image: 3,024 x 4,032; Video:1,920 x 1,080 at 30 FPS
AudioStereo, one dynamic unit on each side, three microphones
Storage32 GB eMMC
Battery217 mAh
Power Charge5V 1A
ConnectivityWi-Fi 5, Bluetooth 5.0 support
ControlsCapture button with short press and long press
Dimensions and Weight46 g (frames only)
FeaturesGoogle Gemini AI voice assistant, status LED, side touchpad, AI translations, AI captions

The post Acer Re-enters XR with New AR & Smart Glasses appeared first on Road to VR.



from Road to VR https://ift.tt/sHdDSJx
via IFTTT

Friday, 29 May 2026

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

https://ift.tt/j5zplXh

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.

The post As Virtual Worlds Close, Communities in ‘Rec Room’, Meta’s ‘Horizon Worlds’, and Others Create Ways to Survive appeared first on Road to VR.



from Road to VR https://ift.tt/MwT1lNp
via IFTTT

‘Beat Saber’ Turns 8, Bringing 3 New Free Tracks to VR’s Favorite Block-slashing Rhythm Game

https://ift.tt/W5fcOzl

Believe it or not, Beat Saber is turning eight years old, so to celebrate Meta has tossed out three new free tech-dance bass tracks.

The update, which is already live on Quest and SteamVR headsets, includes three songs: ‘Phantom Fangs’, an original in-house track from Zakka G, ‘KILLSHOT’ from Boom Kitty x MDK’s, and Astral Blossom from Skybreak & Daeya.

Notably, Zakka G is the block-slashing rhythm game’s official Level Designer, having joined the studio in 2020. While Zakka G has helped a number of artists bring their music to Beat Saber, Phantom Fangs is his first credited track on the game, which you can hear featured below:

The three new anniversary tracks are free to players on Quest and SteamVR headsets, and arrive automatically as standard game updates, which you’ll find over on the ‘Extras’ section. Sadly, PSVR 2 players won’t see the update since all new content has stopped since June 2025 on PSVR and PSVR 2.

This follows a pretty steady drop of content this year, including Bad Bunny’s ‘Me Porto Bonito’ Shock Drop in February, Twenty One Pilots’ ‘Stressed Out’ Shock Drop in March 2026, and The Prodigy Music Pack in April, which included six tracks: Breathe, Firestarter, Invaders Must Die, Omen, Poison, and Spitfire.

And it’s not stopping there. Meta says they have “plenty of great new songs and music packs in store for our ninth year,” so we’ll be keeping an eye out for more Shock Drops and Music Packs on the horizon.

That said, it’s no wonder Meta is keeping the content flowing to Beat Saber, as it’s been the number one top-selling game on Quest for multiple years in a row, sitting on top of Job Simulator, Blade & Sorcery: Nomad, SUPERHOT VR, and Virtual Desktop.

The post ‘Beat Saber’ Turns 8, Bringing 3 New Free Tracks to VR’s Favorite Block-slashing Rhythm Game appeared first on Road to VR.



from Road to VR https://ift.tt/slhRASu
via IFTTT

Thursday, 28 May 2026

‘DnD: Battlemarked’ Gets New Adventure in ‘Acquisitions Incorporated’ Penny Arcade Update

https://ift.tt/WeJUtjc

Demeo x DUNGEONS & DRAGONS: Battlemarked (2025) just got a new content update, adding a fresh standalone adventure, expanded multiplayer options, and additional campaign customization features. 

Based on the Penny Arcade DnD series ‘Acquisitions Incorporated’, Battlemarked now has a new standalone adventure called ‘A Golden Opportunity’.

The update introduces Omin Dran, CEO of Acquisitions Incorporated, voiced by Jerry Holkins of Penny Arcade and the Acquisitions Incorporated actual-play series.

Developer Resolution Games says the standalone adventure—which are basically side stories within campaigns—centers on a high-risk scheme involving infiltrations, magical rituals, and treasure hunting.

Completing ‘A Golden Opportunity’ also unlocks a themed die and Golden Weapon cosmetics, with the update also expanding multiplayer tools with a revised room browser. 

There are also a few more additions. According to a developer update, hosts can now set a preferred language, select up to three gameplay focus tags, and filter available rooms by difficulty. Campaign-wide difficulty settings have also been added. Previously limited to One Shot Dungeons, difficulty modifiers can now be applied across full campaign playthroughs.

The update is available now as a free download for all Demeo x D&D: Battlemarked players. You can find it over on Steam for PC VR headsets, the Horizon Store for Quest 2 and above, and the PlayStation Store for PSVR 2.

The post ‘DnD: Battlemarked’ Gets New Adventure in ‘Acquisitions Incorporated’ Penny Arcade Update appeared first on Road to VR.



from Road to VR https://ift.tt/p0kUoVd
via IFTTT

Tuesday, 26 May 2026

XREAL Launches Cheap & Cheerful Sub-brand – Why You Probably Won’t See It Outside of China

https://ift.tt/Sp6T7mt

XREAL announced it’s launching a sub-brand in China with the release of the company’s cheapest XR glasses yet. With a name like XBX though, it’s unlikely we’ll see them outside of the mainland.

XBX released its first glasses today in China, the XBX A01, which boast a 50° field-of-view, HDR10 support, real-time SDR-to-HDR conversion, and bird bath-style optics delivering up to 1,600 nits of brightness from its Sony micro-OLED displays—all in a 62g package.

Like most of Xreal’s regular lineup though, Xbx A01 is basically meant for consuming traditional content while physically tethered to your standard swath of mobile devices: phones, tablets, portable game consoles, and laptops.

Image courtesy XBX

And while the glasses don’t feature any sort of camera sensors, electrochromic dimming, and have also dropped the usual ‘Sound by Bose’ audio seen in other Xreal devices, the device only costs CN¥1,799 (~$265), making them the company’s cheapest AR glasses to date.

But with a name like Xbx, which could easily be confused with Microsoft’s Xbox, it’s not very likely we’ll see the brand leave the safety of the mainland. At least, not in its current form.

Image courtesy XBX

That is, if the company doesn’t want to repeat past mistakes. Before the company was Xreal, the China/US-based company went by the name Nreal. In 2023, the company was forced to rebrand following a trademark dispute with Epic Games, which claimed the name sounded too similar to its Unreal Engine game engine.

Notably, there is an English version of the Xbx website—conveniently missing any store links—so it remains to be seen just what Xreal intends to do with Xbx, be it a mainland-only experiment or the start of a broader budget lineup.

What is clear: Xreal is becoming increasingly aggressive at the lower end of the casual XR glasses market, which comes right as the company is gearing up to take on the consumer AR market outside of China with Project Aura, the result of a deal with Google that positions Xreal as its sole AR hardware partner.

As it is, Project Aura is confirmed to launch sometime this year, making them not only the first pair of AR glasses running Google’s Android XR operating system, but the company’s next big flagship device.

The post XREAL Launches Cheap & Cheerful Sub-brand – Why You Probably Won’t See It Outside of China appeared first on Road to VR.



from Road to VR https://ift.tt/cCGNvWJ
via IFTTT

Monday, 25 May 2026

‘Five Nights at Freddy’s: Secrets of the Mimic’ Finally Comes to PC VR Headsets

https://ift.tt/RN5nLrO

Steel Wool Studios has finally released SteamVR support for Five Nights at Freddy’s: Secrets of the Mimic (2025), letting you face the robotic evil within Murray’s Costume Manor from the comfort of your PC VR headset.

Although the studio initially planned to launch FNaF: Secrets of the Mimic with PSVR 2 support last June, the studio actually changed course earlier that year, sidelining the PSVR 2 mode until April 28th of this year.

But now it’s the PC version’s turn. Owners of the game on PC can jump in right now, although there are some minor caveats. Steel Wool Studios says the VR mode doesn’t support room-scale gameplay, which essentially means you’ll need to stay your player boundary and use in-game locomotion controls to navigate.

While it does include the full swath of VR settings, the studio warns you may need to adjust performance outside of the game for best results, such as adjusting refresh rate (hz) in SteamVR’s settings for PC VR players, or via the Meta Horizon Link desktop app’s Graphics Preferences for Quest Link/Air Link users.

For PC VR users who can’t reach 120/144 Hz, the studio also suggests turning SteamVR’s motion smoothing setting off, noting that sometimes deleting the entire configs folder (i.e., C:\Users\%USERNAME%\AppData\Local\FNAF_SOTM\Saved\Config) can help.

At the time of this writing, the studio notes there are a number of know behaviors to watch out for when it comes to playing the PC game in VR mode, however the game is fully playable in VR, including full motion controls.

For a more comprehensive look at what to expect, check out ‘PSVR2 Without Parole’s full review of the PSVR 2 mode below:

The post ‘Five Nights at Freddy’s: Secrets of the Mimic’ Finally Comes to PC VR Headsets appeared first on Road to VR.



from Road to VR https://ift.tt/N9CcH5E
via IFTTT
Related Posts Plugin for WordPress, Blogger...