Wednesday, 7 October 2026

Norway Proposes Temporary Ban on Smart Glasses in Public Places

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The Norwegian government announced it’s aiming to introduce a temporary ban on smart glasses in a number of public locations, citing privacy as the main concern.

While the government says the temporary ban is a high priority, it must still be introduced as legislation and approved by Norway’s parliament, so its passage—and the scope of any eventual ban—aren’t yet certain.

Still, the temporary ban could prohibit the use of smart glasses (called ‘AI glasses’ in the official bulletin) in a number of public locations in the country, such as parks, beaches, museums, shopping malls and public events.

Norway’s Ministry of Digitization and Public Administration maintains the temporary ban could extend to a number of other spaces as well.

Places and events for children, such as schools, kindergartens, playgrounds and leisure clubs are possibilities. The ministry also says health institutions and training facilities with changing rooms and showers, in addition to universities, colleges and other educational institutions are currently under consideration as well.

Gentle Monster Smart Glasses | Courtesy Google & Samsung

Notably, Norway’s government says it’s not proposing an outright ban on smart glasses and other wearables; those devices will still be allowed in certain places in addition to purely private use, for example if you’re traveling somewhere that doesn’t inherently include the risk of filming or photographing other people without their consent.

“I am concerned that new, powerful technology is being introduced where people risk being photographed, filmed or audio recorded without their knowledge,” says Minister of Digitalization and Public Administration Torgeir Micaelsen. “We will therefore propose a temporary ban on AI glasses in selected places. This will give us time to conduct a thorough investigation and have an informed debate that can lay a good foundation for lasting regulation.”

Additionally, Micaelsen maintains the ban is effort to curb the creation of a society “where people are concerned about hidden audio recordings, photography and filming in places and situations where they are used to being without being monitored. Such a society can be experienced as unsafe and make us withdraw.”

Meanwhile, a special council will be established to look at permanent national regulation of wearable technology. It’s not clear at this time whether that includes audio-only smart glasses as well, like those introduced by Meta late last month.

This comes amid growing scrutiny over smart glasses privacy. New legislation earlier this year in number of US states and cities, including New York state and Philadelphia, has effectively banned camera-equipped smart glasses from a range of public government buildings in those regions.

More recently, Dutch optical eyewear chain Hans Anders halted sales of Meta smart glasses in the Netherlands, citing privacy concerns.

Meanwhile, other companies are now producing competitors to Meta’s slate of smart glasses, which will soon include Google’s Android XR hardware partners Gentle Monster and Warby Parker.

The post Norway Proposes Temporary Ban on Smart Glasses in Public Places appeared first on Road to VR.



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Sony Sells off Dozens of XR Patents to Meta in Apparent Pullback from AR/VR Hardware

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Meta has acquired a number of Sony patents, including some related to XR headsets, suggesting Sony is significantly pulling back from its XR ambitions.

The News

As first reported by ZDNet Korea, a recorded transfer of 43 U.S. patent properties took place between June and September 2026, which include virtual, augmented and mixed reality headset patents.

The patents cover things such as information processing specific to XR applications, head-mounted displays and various XR glasses types, filed by Sony from 2010 to 2022.

According to the Confirmatory Assignment agreement signed by the two companies in December 2025, a total of 419 global patents are expected to be subject to transfer, ZDNet reports. Of these, 180 are U.S. patents. The remaining 239 are patents filed in Japan, China, Korea, Europe, and other regions.

Sony’s broad transfer of patents to Meta may suggest the company is materially scaling back its XR hardware ambitions. Neither company has issued a statement on the subject.

My Take

PSVR 2 headset launched in February 2023. A few months before release, rumors in the developer community alleged the company wasn’t committing the same developer dollars to creating content for its next-gen VR headset, which is an excellent VR hardware in its own right.

Indeed, relatively few anchor titles arrived on PSVR 2 to inaugurate its launch: Horizon Call of the Mountain, Firewall Ultra (now defunct) and some VR modes for Resident Evil Village, Resident Evil 4, and Gran Turismo 7. Granted, many of my favorite games are available on PSVR 2 today, but at the launch price of $550—notably $150 more than the original PSVR—it proved to be a much tougher sell than either PS5 owners or developers looking to support the platform could stomach.

Courtesy Sony

Then, a little over a year later, the company cut PSVR 2 loose from PS5 by selling its PC VR adapter, allowing PSVR 2 users to play SteamVR games via VR-ready PCs—a move not only patently antithetical to its position as walled garden console, but indicative that Sony was done pitching PSVR 2 beyond enthusiast circles.

PSVR 2 isn’t the only XR headset Sony makes, although it is its most important. The company also sells an enterprise mixed reality standalone, built in collaboration with Siemens, in addition to being one of the largest makers of head-mounted displays before the consumer VR revolution kicked off in the mid-10s, which include some of the earliest reported HMDs on this site.

While I doubt the patents will materially change Meta’s broader hardware plans, it does conceptually knock out a potential rival, as Meta continues on to develop more XR headsets and glasses like its newly announced slim and light Meta VR Glasses, coming in Spring 2027 for $1,300.

The post Sony Sells off Dozens of XR Patents to Meta in Apparent Pullback from AR/VR Hardware appeared first on Road to VR.



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Tuesday, 6 October 2026

15 Years of XR, Through the Lens of Road to VR

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This month Road to VR celebrates its 15th year of bringing you the most important news across the XR landscape. To mark the occasion we’ve put together an interactive timeline of major industry events and how our coverage has evolved over time.

Most Popular Articles & Milestones
Published Articles

When I started Road to VR as a college student back in October of 2011, I had no idea that it would become my full-time career and define the next 15 years of my life. It was well before the clash of trillion-dollar companies posturing to dominate the XR market. It was before the huge range of headset and glasses that consumers and professionals now have at their fingertips. It was even before the Oculus Kickstarter—the spark that reignited the modern XR landscape.

Truthfully, Road to VR started before there was any notion that VR was going anywhere other than where it was: a technology largely thought “failed” and forgotten.

It’s truly wild to think back on where this all started and how much has happened since. To mark the occasion, I turned to the data to help tell the story.

On the left side of the interactive timeline above is a (definitely incomplete) list of industry milestones like headset reveals and launches, as well as the most popular Road to VR article in a given year. On the right is the number of articles we published each year. Click to zoom into any year to see the same data month-by-month.

Road to VR has published more than 10,000 articles over these 15 years, chronicling the risings and fallings, the twists and turns, and the people, products, and companies that have made it all happen. My heartfelt thanks goes out to my colleagues Scott Hayden, Paul James, and all of our contributors and guest authors over the years who have made this journey possible.

And a question for you, dear reader: at what point did you become part of this timeline, and how? Was it the purchase of your first headset? The moment you started an XR company? Or maybe it was some specific game or application that first piqued your interest and led you down the rabbit hole? For some of you, I’m sure, your journey began well before the first year on our timeline, and I’d love to hear about it!

The post 15 Years of XR, Through the Lens of Road to VR appeared first on Road to VR.



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Pimax Aims to Take on Steam Frame with New ‘Crystal Pro’ Headset, Priced at $1,400

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Pimax announced its next major VR headset, Crystal Pro, which not only boasts high-fidelity PC VR streaming, but also some native standalone gameplay too.

Much like Steam Frame, Crystal Pro’s major focus is on wireless PC VR streaming, which Pimax says is built around its own Native Foveated Streaming tech.

PC VR streaming can be done via the included Wi-Fi 6E adapter, although the headset also supports an optional 60G AirLink kit, which uses a two-antenna, 2×2 multi-input multi-output (MIMO) design on the 60GHz band.

Courtesy Pimax

Pimax says it’s capable of sending the GPU’s native, uncompressed image directly to the panels in the user’s focus area, at up to 6 Gbps and under 2ms of added latency.

In addition to PC VR streaming, Crystal Pro runs both OpenXR mobile VR titles and Android applications natively, provided they can run on the headset’s Qualcomm Snapdragon XR2 Gen 1 chipset, which is notably the same in the 2019-era Meta Quest 2.

Pimax Crystal Pro is slated to ship sometime next year, priced at $1,399. The third gen 60G AirLink is priced at $599. When bundled together, the whole package costs $1,899. You can reserve Crystal Pro now for a non-refundable $1 fee.

When it does arrive, the box will contain the Crystal Pro headset, two ringed SLAM controllers, a 16,000mAh external battery pack, and a Wi-Fi 6E adapter.

Check out the specs below:

  • Optics and display: Aspheric glass lenses paired with quantum-dot LCD (QLED) display panels at 2,880 x 2,880 pixels per eye (~17 million pixels total), a 110° horizontal field of view, 35 pixels per degree, refresh rates of 72/90/120Hz, Mini-LED local dimming with 576 zones per eye, and 200 nits of brightness.
  • Eye-tracking: Integrated Omnivision eye-tracking with ten infrared emitters per eye, sampling at 120Hz, used for both dynamic foveated rendering and, with the 60G AirLink kit installed, foveated streaming.
  • Tracking: Pimax SLAM 2.0 inside-out tracking, combining four cameras, a motion sensor, and infrared illumination for low-light tracking. A swappable faceplate adds optional Lighthouse base-station support; an optional MR faceplate adds full-color passthrough with LiDAR depth sensing.
  • Power and connectivity: No battery is built into the headset; power is supplied by the included 16,000mAh external battery pack. An optional DisplayPort 1.4a cable connection is also available for wired PC VR use.
  • Onboard Chipset: Qualcomm Snapdragon XR2 Gen1 (same as Quest 2)
  • Comfort: A rigid backstrap design, a magnetically attached facemask and foam interface, adjustable eye relief, three remappable buttons, three microphones, and off-ear speakers, with optional DMAS 2.0 earphones.
  • Modularity: Swappable faceplate, backstrap, audio components, and lens inserts.
  • GPU Recommend: RTX 3080 / RTX 4070 or above
  • GPU Requirement: RTX 2070 or above

Ringless Controllers & Spation Mini-PC

The company also announced its Ringless VR Controllers, which use hand tracking from the headset’s cameras, combined with an infrared-LED and motion-sensor tracking system, in place of the tracking ring used on earlier Pimax controllers.

Courtesy Pimax

It allows for full 6DOF motion controllers for PC VR, but also a standard wireless gamepad for Windows and Steam when clipped together with an included pin.

Each controller includes a TMR joystick, grip and trigger buttons, a menu button, and a linear haptic motor. A 710mAh battery, charged via USB-C, is rated for up to 40 hours of use per charge, Pimax says.

Additionally, Pimax is putting out a Steam Machine-style mini-PC, which it calls the Spation. Here’s a quick look at the specs, although there’s no price or release date yet.

Courtesy Pimax

Compute

  • CPU: AMD Ryzen 7 9800X3D (or equiv.)
  • GPU: AMD RX 9070 XT or Nvidia RTX 5070 Ti
  • Memory: 32GB DDR5-6000 (16GB × 2)
  • Storage: 1TB PCIe 5.0 NVMe SSD
  • Power: 1000W SFX power supply

Connectivity

  • 1 × USB4 (Type-C) + 6 × USB 3.2 Gen 2 (Type-A)
  • Wi-Fi 7, Bluetooth 5.4, 2.5G Ethernet
  • 2 × DisplayPort 2.1 + 1 × HDMI 2.1 + 1 × USB-C DisplayPort 1.4a

In the meantime, you can catch Pimax’s full product presentation here:

The post Pimax Aims to Take on Steam Frame with New ‘Crystal Pro’ Headset, Priced at $1,400 appeared first on Road to VR.



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