Thursday, 16 July 2026

EssilorLuxottica Acquires French XR Startup Lynx, Putting R2 Headset Release in Doubt

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Lynx, the France-based XR hardware startup, has been acquired by global eyewear conglomerate EssilorLuxottica.

In a public email to backers, Lynx founder and CEO Stan Larroque confirmed the acquisition, which was rumored to have taken place two weeks ago.

This includes “[a]ll the IP, assets and most of the team is now transitioning from a startup to this big company,” Larroque says in the email, adding that “it might take a few months for the operations to be smooth again, pending all legal approvals.”

Larroque isn’t making the move to EssilorLuxottica alongside other staff however, concluding his eight years building the startup, as he reveals he’s moving to Paris-based drone company Parrot to take on “a key leadership role” alongside Parrot founder and CEO Henri Seydoux.

Lynx-R2 | Courtesy Lynx

Larroque further confirmed with Road to VR that the deal is “a formal acquisition, meaning they get everything, the name, the domain, the databases, code, 3D files, manufacturing know-how, etc. And most of the team is already employed now at EssilorLuxottica.”

There’s no word on what will actually happen to Lynx-R2 though, the company’s still-unreleased mixed reality standalone announced earlier this year. Given EssilorLuxottica’s close partnership with Meta vis-à-vis Ray-Ban and Oakley Meta smart glasses, the company’s Quest competitor may have little future under its new owner.

While financial details of the acquisition are still under wraps, it seemingly couldn’t have come at a better time. In March, Lynx parent company SL Process entered judicial liquidation proceedings following a ruling by the Economic Activities Court of Nanterre, France, which essentially meant restructuring efforts had failed and survival was no longer viable, as assets and IP are typically sold off to cover debts.

Founded in 2019 after raising an initial $2 million seed round, the Paris-based startup made a splash with a 2021 Kickstarter campaign for its first-gen R1 standalone headset, raising more than $800,000 from backers. In 2022, Lynx garnered a $4 million Series A round led by social VR platform developer Somnium Space.

Still, for a hardware company, a little over $6 million is nothing more than a shoestring budget, something Larroque often lamented about online, calling the fundraising environment in Europe “excruciating.”

The post EssilorLuxottica Acquires French XR Startup Lynx, Putting R2 Headset Release in Doubt appeared first on Road to VR.



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Wednesday, 15 July 2026

EU Moves to Exempt Smart Glasses from Repairability Rules, Privacy Questions Remain

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Although smart phones will soon require user-removable batteries in the EU, the European Commission is moving to exempt wearables, which includes smartwatches, fitness trackers, and smart glasses.

As reported by Politico, a so-called “legislative tweak” has cleared the way for US-based companies like Meta to keep the EU market in sight.

In a statement, a European Commission spokesperson maintained it “has not given in to anyone’s pressure,” as its proposals “follow a broad public consultation with consumer associations, industry stakeholders and the Member States.”

According to the spokesperson, the exemption “is not about regulating one specific product” but “to ensure safer consumer and industrial products in cases where opening a device could create safety risks or where technical limits make consumer access unrealistic.”

That said, the European Parliament and individual governments have a two-month period to object to the tweak before it’s entered into the Official Journal of the EU. Once entered, it’s only a 20 day wait until the bill is in force, putting official legislation in play possibly sometime in late November or early December.

While that’s cleared the way for companies like Meta, Google, Samsung and Apple to release smart glasses in the EU (and likely also AR glasses) materially unchanged, European regulators and lawmakers are increasingly discussing smart glasses’ role in data privacy and surveillance.

Politico notes the European Data Protection Board, which gathers privacy regulators across Europe, has ordered a report into smart glasses, likely to be finalized this summer. From there, EU lawmakers will assess actions.

“Europe should not dilute consumer protections. Smart glasses are already raising important concerns about privacy, security and consumer choice. Exemptions from EU battery removability rules should remain exactly that: genuine exceptions based on clear technical and safety evidence, not industry pressure. Exempting these devices … risks setting a dangerous precedent,” said Cláudio Texeira, head of digital policy at Europe’s largest consumer protection group BEUC.

This follows Meta’s recent class action lawsuit in the US over privacy concerns tied to its Ray-Ban smart glasses, wherein the company is accused of sending private camera footage to a Kenya-based subcontractor for manual review to train its AI models.

Allegations stem from an investigative report from Sweden’s Svenska Dagbladet and Göteborgs-Posten, which is said to have uncovered a subcontractor in Kenya tasked with reviewing and labeling images and videos uploaded from the glasses.

The post EU Moves to Exempt Smart Glasses from Repairability Rules, Privacy Questions Remain appeared first on Road to VR.



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Monday, 13 July 2026

Anduril Founder Quietly Teases Remarkably Compact AR Glasses

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Palmer Luckey, the founder of military tech startup Anduril (also the founder of Oculus), quietly teased a pair of unannounced AR glasses that are presumably in development at Anduril. Despite their incredibly compact appearance, Luckey says they are not merely smart glasses, but are indeed built for full AR capability.

Just days after Snap Inc revealed its latest Specs standalone AR glasses, a photo shared on X showed Anduril founder Palmer Luckey wearing what appeared to be some kind of clip-on attachment to his sunglasses. The caption of the photo, shared by Lulu Cheng Meservey, included the quote “Other AR glasses getting literally frame mogged.” This ostensibly referred to Snap’s Specs glasses, which drew significant commentary about whether their design was too bulky to be socially acceptable.

Courtesy Lulu Cheng Meservey

Regardless of where one stands on the size of Specs, the glasses shown in the photo of Luckey appear incredibly compact by comparison. This prompted Road to VR founder Ben Lang to question whether it was actually a fair comparison to make; Lang pointed out that surprisingly compact smart glasses—like the Even Realities G2—are already available on the market today, but they remain compact because they lack the full hardware stack required for true AR glasses.

Luckey responded directly to Lang’s scepticism, saying “[…] these are the real deal! No shortcuts, just really good tech in conjunction with deeply invested partners like Qualcomm, Meta Quest, and [Andrew “Boz” Bosworth, CTO at Meta].”

When asked by Lang if the device pictured is capable of true AR, Luckey added, “correct, [the glasses have] wide-FOV full-color stereo.”

Luckey’s confirmation that the device is capable of proper AR is indeed surprising considering the size. Significant questions, however, remain. Chief among them is whether the device is fully standalone or if it relies on a tethered puck (which would serve to offload battery and/or compute), allowing the device to be much smaller than a pair of standalone AR glasses like Specs.

Given the incredibly compact size of the glasses, a tethered architecture seems like the only possible explanation. However, neither the original photo published by Meservey, nor a follow-up photo published by Luckey, show any clear signs of a tether:

Courtesy Palmer Luckey

Another major question is whether the device is made as a modular add-on to existing off the shelf glasses. The design of the hardware suggests this as a significant possibility (indeed, the glasses pictured look like a regular pair of Ray-Ban Aviators). But making a simple modular add-on to existing glasses introduces significant complexities for the calibration of optics, displays, and tracking hardware.

Courtesy Palmer Luckey

Far more is unknown about this device than is known at this stage. But there’s reason to believe it’s legitimate, and possibly connected to Anduril’s EagleEye project, which aims to build an augmented reality helmet to bring superhuman perception to soldiers on the battlefield. In 2025, Anduril announced it had partnered with Meta on XR technology for the military, which aligns with Luckey’s statement that the pictured glasses were thanks, in part, to “deeply invested partners [like Meta].”

The post Anduril Founder Quietly Teases Remarkably Compact AR Glasses appeared first on Road to VR.



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Lenovo Reportedly Shutters US-based XR Business Unit Amid Shift to AI Wearables

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Lenovo has reportedly closed its XR business unit in the US, according to a report by Skarred Ghost.

Citing people familiar with the matter, the report maintains Lenovo has shuttered its business-oriented XR unit in the US. As per the report, most of the affected employees were let go, while a minority have been offered other positions within the company.

It’s uncertain how many have been affected. Lenovo has however confirmed, at least in partial, that the company is taking its XR efforts in a new direction:

“As the XR market evolves, we see stronger momentum and broader consumer adoption around AI-enabled wearables. As a result, Lenovo is transitioning from a business-first XR strategy under our ThinkReality brand to a more consumer-focused approach within Motorola,” Lenovo says in a statement obtained by Skarred Ghost.

The company says it’s creating a “more centralized organization” which will focus on AI-powered consumer wearables and delivering what it calls a “unified Personal AI experience across multiple devices — from AI PCs and tablets to smartphones and wearables.”

While not a core XR leader, Lenovo has produced a number of VR and AR headsets over the years, starting with the launch of its Windows Mixed Reality headset in 2016, which was released alongside other top OEMs, such as HP, Samsung, Dell, and Acer.

The company also released the Mirage Solo VR standalone in 2018, manufactured the Rift S for Meta (then Oculus) in 2019, a Lenovo Classroom 2 VR headset built in partnership with Pico in 2020, and its ThinkReality A3 AR glasses for enterprise in 2021.

Lenovo’s most recent XR headset, released in 2023, was its ThinkReality VRX mixed reality device, one of the first enterprise-oriented headsets to adopt pancake-style optics. Additionally, the company released its second-gen Lenovo Legion tethered display glasses in 2025.

The post Lenovo Reportedly Shutters US-based XR Business Unit Amid Shift to AI Wearables appeared first on Road to VR.



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‘Ghosts of Tabor’ Returns to Its Roots in 2024-era ‘Legacy’ Edition This Month

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Combat Waffle announced it’s taking popular extraction shooter Ghosts of Tabor back to its 2024 roots with a separate version of the game, called Ghosts of Tabor: LEGACY.

Ghosts of Tabor: Legacy is essentially set to be the 2024 version of the game, before the studio pushed a number of major content updates, some of which drew community ire.

Combat Waffle says it’s reintroducing the game “preserved for the players who were there for it. The maps you mastered. The feel you remember. This is your raid, the way it used to feel.”

This includes a host of legacy stuff, such as maps in their original form: Old Island, Hex Bunker, Silo, and Matka Miest, as well as UX in its original state, such as backpacks with item collision, the older damage system, and more.

As it is, the studio says it won’t be pushing any content updates to the “time capsule” version, only bug fixes as needed.

After 2024, Ghosts of Tabor received a number of major updates, including a new mission system, PvE mode, maps, weapons, and some quality-of-life improvements.

Complaints have centered some on balance issues, although the biggest offender has been ongoing bugs, including things like clipping through the environment or disappearing, which can cause players to lose valuable gear after a raid (to name a few).

Still, despite vocal community feedback, the game has managed to move up the charts as one of the top 50 best-selling Quest games of all time.

Ghosts of Tabor: Legacy is now available for pre-order on Steam and the Horizon Store for Quest 2 and above, currently priced at $10, or 33% off its $15 launch price.

The post ‘Ghosts of Tabor’ Returns to Its Roots in 2024-era ‘Legacy’ Edition This Month appeared first on Road to VR.



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Friday, 10 July 2026

Apple Publishes Detailed Technical Specifications for Third-party Vision Pro Motion Controllers

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Following Apple’s announcement that VisionOS 27 will support third-party motion controllers for Vision Pro, the company has published a set of technical specifications and requirements for third-parties building such controllers.

Published in the latest version of Apple’s Accessory Design Guidelines for Apple Devices, a new section called Spatial Accessories offers an in-depth technical explanation of exactly how third-party motion controllers for Vision Pro should be built and how they should interface with the headset.

The 74-page section covers everything from what hardware a tracked accessory must include, to exactly what wavelength and radiance each LED must meet, to an example main logic board layout for a motion controller.

In section 20.9.2, the document further explores a complete example of a third-party motion controller for Vision Pro, which Apple used in the developer session about Spatial Accessories from last month’s WWDC.

Vision Pro launched with what seemed like a very intentional lack of support for motion controllers. But after two years on the market, it seems the company got enough feedback to go from eschewing motion controllers completely to taking a surprisingly open approach to allowing third parties to bring their own controllers to the platform.

The post Apple Publishes Detailed Technical Specifications for Third-party Vision Pro Motion Controllers appeared first on Road to VR.



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Valve is Getting Awfully Close to Steam Frame Release Following ‘Great on Frame’ Store Page

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Valve hasn’t mentioned the price or release date for its long-awaited Steam Frame standalone headset, although we seem to be getting suspiciously close.

As spotted by hardware analyst Brady Lynch, Valve just published a new store landing page for Steam Frame content, which is rounding up all of the ‘best’ games and demos that are certified to work with the company’s soon-to-launch VR headset.

So far, there are only four titles on the ‘Great on Frame’ site:

  • Into Black (VR game) – The Binary Mill
  • Portal 2 (flatscreen game) – Valve
  • Aperture Hand Lab (VR hand interaction demo) – Valve
  • The Lab (large format VR demo) – Valve
Courtesy Valve

Of course, there is set to be a much (much) larger subset of games capable of working on Steam Frame, as the standalone headset can not only download, store locally, and play nearly any flatscreen game à la Steam Deck, but many PC VR games that have been optimized to run on its Qualcomm Snapdragon 8 (Gen 3) mobile chipset. That comes in addition to being able to wirelessly stream games directly from a VR-ready PC at higher quality.

While we’ve had the opportunity to go hands-on with Steam Frame following its unveiling last November, two of the biggest missing pieces of info are undoubtedly price and release date.

If it’s going to be anything like Steam Machine though, which launched at a not-so-friendly price starting at $1,050 last month, we’re expecting somewhat of an initial sticker shock too. To Valve’s credit, the company has been transparent about the fact that the RAM and storage crisis has jacked up prices across the board, although that doesn’t make what could be a $1,000+ MSRP any easier to swallow.

Looking for more Steam Frame news?

Valve Unveils Steam Frame VR headset to Make Your Entire Steam Library Portable: Valve shows off Steam Frame, the standalone headset that can stream and natively play your entire Steam library—with only a few caveats right now.

Hands-on: Steam Frame Reveals Valve’s Modern Vision for VR and Growing Hardware Ambitions: We go hands-on with Valve’s latest and greatest VR headset yet.

Valve Says No New First-party VR Game is in Development: Valve launched Half-Life: Alyx (2020) a few months after releasing Index, but no such luck for first-party content on Steam Frame.

Valve is Open to Bringing SteamOS to Third-party VR Headsets: Steam Frame is the first VR headset to run SteamOS, but it may not be the last.

Valve Plans to Offer Steam Frame Dev Kits to VR Developers: Steam Frame isn’t here yet; Valve says it needs more time with developers first so they can optimize their PC VR games.

Valve Announces SteamOS Console and New Steam Controller, Designed with Steam Frame Headset in Mind: Find out why Valve’s new SteamOS-running Console and controller will work seamlessly with Steam Frame.

Steam Frame vs. Quest 3 Specs: Better Streaming, Power & Hackability: Quest 3 can do a lot, but can it go toe-to-toe with Steam Frame?

Steam Frame vs. Valve Index Specs: Wireless VR Gameplay That’s Generations Ahead : Valve Index used to be the go-to PC VR headset, but the times have changed.

The post Valve is Getting Awfully Close to Steam Frame Release Following ‘Great on Frame’ Store Page appeared first on Road to VR.



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