Tuesday, 19 May 2026

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

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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. The companies say the glasses will work with both Android and iOS phones, though it’s likely that some limitations may exist on iOS.

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.

On stage at Google I/O, the company showed that some requests (like ordering food from a restaurant) pass the request to Gemini on the user’s phone, which actually navigates the Doordash app by itself to place the order. It’s unclear how widespread this ‘Gemini app control’ capability will be, but it could be a huge breakthrough for the usefulness of AI through smart glasses and beyond.

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.

The post Google & Samsung Reveal Smart Glasses for Fall Launch, Aiming to go Head-to-head with Meta appeared first on Road to VR.



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

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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.

The post Google Announces New Android XR Developer Program with AR Glasses Dev Kits appeared first on Road to VR.



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

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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.

The post LG-Backed AR Lens Startup LetinAR Raises $18.5M Ahead of Planned IPO Next Year appeared first on Road to VR.



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Monday, 18 May 2026

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

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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.

The post Pimax Starts Sending Out ‘Dream Air SE’ PC VR Headsets, But Fulfillment Could Take Weeks appeared first on Road to VR.



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Friday, 15 May 2026

How to Play ‘Subnautica 2’ in VR, Although You May Want to Wait

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Subnautica 2 launched into early access yesterday, already having sold over two million copies in the first 12 hours. While it doesn’t include native VR support, that hasn’t stopped the most intrepid of us, who are already swimming around the depths in VR.

It’s no surprise that many Subnautica 2 owners have quite literally already popped their heads into the non-VR game. Like many games built in Unreal Engine, Subnautica 2 can be played in VR already thanks to PrayDog’s UEVR mod suite.

One such user was YouTuber ‘LunchAndVR’, who showed off some of the first footage of playing the game in immersive VR. Here’s the quick, spoiler-free video:

LunchAndVR notes that for now, they’re only able to play in VR with 3DOF and head aiming, which is admittedly less than ideal when it comes to user comfort and immersion, since most VR gamers expect 6DOF and immersive hand controls.

Some pitfalls to avoid include disabling autosave in the game’s accessibility settings, LunchAndVR says, otherwise the game crashes repeatedly. To do that, simply go to Subnautica 2 settings > Debug Settings > Disable Auto Save. At least for now, that means you’ll need to disable VR mode, save whilst in flatscreen, and then re-enable VR.

LunchAndVR also warns that the game isn’t “so good performance wise,” forcing them to lower settings for better stability.

While UEVR isn’t a plug-and-play solution—i.e. you can’t expect perfect results right out of the box—the modding community is currently hard at work generating more immersive mod profiles, which we expect to see in the coming days.

To boot, the Flat2VR modding team even teased a more advanced UEVR profile on the official Discord (invite link), showing Subnautica 2 in action with what appears to be basic motion controls.

 

Still, as tantalizing as it may seem, you may be better off waiting if you’re hoping to play from start to finish in VR—and that goes beyond the ad hoc VR implementations we’re seeing today.

Although the game is impressively polished at this early date, it’s going to be in Early Access over the course of the next two to three years, developer Unknown Worlds says, which means we’re sure to get plenty more content between now and then.

Image courtesy Unknown Worlds Entertainment

That said, there’s nothing holding you back from doing it right now, or actively contributing to the modding community to make it better for everyone else. Just be warned that updates are likely coming down the pipeline quickly, which could throw UEVR profiles out of whack.

As it is, the studio says official VR support “seems unlikely” and that they’re not currently working on it—something that also seems to be even more clear in the early access roadmap released today.

How to Play Subnautica 2 in VR

From what we’ve heard so far, you’ll need to download the nightly build of UEVR to mess around in Subnautica 2—mess around being the operative words. Of course, you’ll need the PC version of Subnautica 2 as well.

Extract the UEVR.zip to a folder of your choice, then:

  1. Launch the frontend GUI (UEVRInjector.exe)
  2. Launch Subnautica 2
  3. Locate Subnautica 2 in the process dropdown list
  4. Select your desired runtime (OpenVR/OpenXR)
  5. Toggle existing VR plugin nullification (if necessary)
  6. Configure pre-injection settings
  7. Inject

PrayDog advises that more information and troubleshooting can be found on the Documentation page. In any case, we’ll be keeping our eyes peeled for some of the quick and dirty fixes the modding community will come up with, and add them here.

The post How to Play ‘Subnautica 2’ in VR, Although You May Want to Wait appeared first on Road to VR.



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Thursday, 14 May 2026

VR Platformer ‘Moss’ is Getting a Flatscreen Port Following Cancellation of “major project”

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Polyarc Games today revealed it’s releasing a flatscreen adaptation of VR puzzle-platformer series Moss, which follows the cancellation of a “major project” last month.

The News

Polyarc announced it’s bringing Moss (2018) and its sequel Moss: Book II (2022) to console and PC in a new flatscreen game called Moss: The Forgotten Relic, slated to arrive sometime this year.

In the game’s Steam page, Polyarc says Moss: The Forgotten Relic brings both previously VR-only games as “one complete, enhanced experience debuting on PC for first time.”

Moss: The Forgotten Relic is also slated to arrive on PS5, Nintendo Switch and Switch 2, and Xbox.

In addition to being a flatscreen port of both games, Moss: The Forgotten Relic promises enhanced visuals and performance, new handcrafted cutscenes, a “smart follow” camera, the ability to skip combat, and all ‘Twilight Garden’ DLC.

This follows recent turmoil at Seattle-based Polyarc, as the studio announced last month it was reducing headcount by two-thirds following an “unsuccessful team-wide effort to secure funding following the cancellation of a major project,” the studio said in April.

Notably, Meta’s recent shift in priorities at its Reality Labs XR division not only prompted the closure of a number of several internal game studios, but also the revelation it was pulling funding from a number of third-party VR projects.

This includes the closure of Meta-owned studios Sanzaru Games, Armature Studio (Resident Evil 4 VR port) and Twisted Pixel (Deadpool VR), with affected games including the reported cancellation of a Harry Potter VR game for Quest, which was supposedly being developed by Skydance Games.

My Take

While both are distinctly VR natives, Moss and Moss: Book II are one of the handful of VR games to use a third-person POV, which could make for a smoother transition to flatscreen.

Moss does engage players with first-person tasks, like reaching into the world for direct interactions, although most of the action is directed at controlling the series’ pint-sized protagonist Quill via gamepad controls, so it’s not difficult to see how the games might be adapted for flatscreen.

I definitely don’t want to conflate a few flatscreen release to an outright abandonment of VR games, although we have seen a few high profile exits in the past, specifically from studios behind popular VR platformers—which is worrying.

One of the firsts was Playful’s Lucky’s Tale (2016). It was one of the most talked-about VR games of its era, as it came for free with the original Oculus Rift as a platform exclusive, and successfully mashed up 360 immersion with traditional platforming action.

Lucky’s Tale eventually came to PSVR and SteamVR headsets in 2022, although not after the studio released Super Lucky’s Tale for console and flatscreen PC in 2017 and its re-imagining New Super Lucky’s Tale in 2020. Yes, the studio did eventually bring the original game to Quest, PSVR and SteamVR headsets, but it was essentially just a remaster with a drip of additional content at that point.

Then there was ASTRO BOT Rescue Mission (2018), Road to VR’s first [10/10] game, which was created by Sony’s Tokyo-based Japan Studio. When Team Asobi, the studio’s spiritual successor, announced a sequel was coming in 2024, VR fans were basically left in the dust, as the studio implicitly told VR players not to hold out hope for support.

Neither Playful nor Team Asobi have produced anything in VR after their respective forays. And frankly, it’s hard not to see this as a Hail Mary by Polyarc, as a flatscreen adaptation is a cheap way of putting out something following its major downsizing in April.

That said, it remains to be seen whether the studio’s recent project cancellation was indeed another mainline entry into the Moss franchise, or something altogether different. Whatever the case, it seems to have taken the wind right out of the VR veteran’s sails.

The post VR Platformer ‘Moss’ is Getting a Flatscreen Port Following Cancellation of “major project” appeared first on Road to VR.



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Wednesday, 13 May 2026

‘Blade Runner’ Immersive Experience Coming to VR Destinations Next Year

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Behaviour Interactive, the studio behind asymmetrical multiplayer Dead by Daylight (2016), announced it’s developing an immersive experience based on iconic cyberpunk sci-fi Blade Runner.

The studio revealed it’s working with original IP holder Alcon Entertainment as well as Montreal-based PHI Studio, known for co-producing location-based VR experience Space Explorers: THE INFINITE and mixed reality theater experience BLUR. The news was first reported by Heise Online.

According to the experience’s description, Blade Runner: The Immersive Experience will include a “multisensory exploration blending dystopian environments with deep storytelling.”

“Staying true to the original vision of Alcon Entertainment, this project explores the contrasts between humanity and technology through cutting-edge digital scenography and an immersive soundscape,” the studios say.

While the team hasn’t revealed locations or launch dates yet, the project is being backed by Montreal-based VR destination Infinity Experiences, which previously worked with Univrse and Banijay Live Studio to launch an immersive experience based on sci-fi anthology BLACK MIRROR.

Notably, Infinity Experiences operates locations across North America, including locations in Montreal, Edmonton, Calgary, Quebec, and Mississauga in Canada, and locations in Chicago, Atlanta, and Houston in the US.

Blade Runner: The Immersive Experience is already in production, and scheduled for a North American premiere in 2027, the studios say, noting we’ll hear more details in the coming months.

The post ‘Blade Runner’ Immersive Experience Coming to VR Destinations Next Year appeared first on Road to VR.



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