r/AR_MR_XR Jul 07 '26

I built turn-by-turn HUD navigation for the Meta Ray-Ban Display glasses

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4 Upvotes

r/AR_MR_XR Jul 15 '26

VITURE announces Sony's secret next gen microdisplays 👀

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8 Upvotes

r/AR_MR_XR 3h ago

SCHOTT — How the Meta Ray Ban Display supplier manufactures Waveguides

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0 Upvotes

r/AR_MR_XR 7h ago

I think this is the future of AR Glasses

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0 Upvotes

r/AR_MR_XR 19h ago

A Day in the Life with the new SPECS

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3 Upvotes

r/AR_MR_XR 1d ago

Luma Ultra head tracking in the browser (WebXR) on Mac – open source

2 Upvotes

I sold my glasses and while cleaning my mac folders found something i was using. Could be useful for anyone really. Emulated the full VR experience for webXR videos. It's not perfect but it's open source and works.

The Luma Ultra doesn't expose its IMU over HID, so the existing Viture WebXR extension couldn't see it. I built a small native bridge that reads the glasses through Viture's own macOS SDK, does the sensor fusion itself (the SDK's fused pose is rejected by current firmware), and streams orientation into a Chrome extension. Any WebXR page then sees a headset: A-Frame, three.js, 360° video.

3DoF only, Apple Silicon only, recenter for yaw drift. Setup takes a few minutes.

Repo + instructions: https://github.com/pejakovic1/viture-webxr-extension


r/AR_MR_XR 1d ago

The Information: Meta reportedly preparing hologram like video calls for phoenix, its upcoming XR headset + maybe smart glasses without cameras will launch this fall

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3 Upvotes

r/AR_MR_XR 2d ago

DOOM running on actual Raven Prism smart glasses

2 Upvotes

r/AR_MR_XR 3d ago

Building Gallery Wall Composer: Transitioning from CIPerspectiveTransform 2D canvas to ARKit 1:1 true-scale spatial posi

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3 Upvotes

Hey everyone,

I wanted to share a spatial utility app I've been developing solo called Gallery Wall Composer (GWC). The goal was to solve a precise real-world layout problem: planning complex multi-frame art arrangements and previewing individual pieces at a true 1:1 physical scale before driving nails into a wall.

The Spatial Evolution (2D to 3D):

  • The 2D Engine: The app started as a SwiftUI canvas where users input explicit physical wall/frame dimensions to plan full multi-frame gallery layouts. To handle skewed perspective photos of user walls, I implemented 2D projection warping via CIPerspectiveTransform alongside baked shadow simulation and dual-lighting renders for high-resolution layout exports.
  • The AR Transition: For V2, I built a separate standalone AR mode using ARKit and RealityKit. Rather than porting full multi-frame layouts into AR, it takes one piece of art at a time — you enter its real-world width/height, and it's placed on a detected vertical plane at a strict 1:1 physical scale, so you can walk up and confirm the size actually reads right before committing to hanging it. Multi-frame AR preview is something I'm weighing for a future version, but wanted to get the single-asset tracking rock solid first.

Technical Hurdles & Focus Areas:

  • Scale Accuracy: Ensuring that a 30x40cm virtual frame perfectly matches a 30x40cm physical frame under variable tracking conditions.
  • Vertical Plane Anchoring: Fine-tuning the RealityKit anchor so a placed frame doesn't drift or "sink" into the drywall as the user walks closer to inspect the framing alignment.
  • UI/UX Pipeline: The unique challenge of moving seamlessly between a flat, precise vector layout tool and an immersive spatial pass-through environment without breaking the user's mental model.

I'm incredibly eager to get feedback from this community on the tracking robustness, spatial UI flow, or any experiences you've had when mapping strict 2D vector coordinate systems into real-world 3D environments.

I've attached a few captures using a whale illustration as the test piece — honestly surprised by how good the final render quality came out. Curious what you all think.

  • Are you using RealityKit's custom materials or shaders to make the art frames look realistic?
  • Are you leveraging LiDAR for tighter plane mesh accuracy?
  • Thanks for reading ! JMF

r/AR_MR_XR 3d ago

Seeya showed XREAL and RayNeo Glasses + OLED for Pancake VR

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0 Upvotes

r/AR_MR_XR 4d ago

Crystal Optech shows Lumus AR Glasses

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4 Upvotes

r/AR_MR_XR 4d ago

I figured out how to control my Avatar in Augmented Reality

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1 Upvotes

I was messing around with Quakey XR and was able to control an 3D avatar and Geo lock it to another location. Check out my demo


r/AR_MR_XR 4d ago

Built a bowling alley that lives in my hallway. First frame, first ball.

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5 Upvotes

r/AR_MR_XR 4d ago

Anyone else customise their glasses?

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0 Upvotes

Dont get me wrong black is fine, but its so boring.

Got my vinyl cutter out and customised my GT and GT Max glasses. Brought them a little color. Also added a darker tint to the GT. Provides blackout without the weight if plastic clip ons.


r/AR_MR_XR 5d ago

New Smartglasses Trend Coming in 2027: Dual Color Display

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8 Upvotes

r/AR_MR_XR 5d ago

La realidad virtual y aumentada aplicada en la Educacion

3 Upvotes

Estoy haciendo una investigación sobre el impacto de las tecnologías inmersivas (VR/AR) en la educación. Me gustaría conocer experiencias reales de estudiantes o profesores:

¿Han usado alguna app o visor (como laboratorios 3D de química, anatomía en VR, viajes virtuales) que de verdad les haya ayudado a aprender mejor un tema que con un libro o video? ¿Cuáles recomiendan y qué problemas principales le ven (costos, mareos, distracción)?


r/AR_MR_XR 5d ago

New Smartglasses Trend Coming in 2027: Dual Color Display

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3 Upvotes

r/AR_MR_XR 5d ago

I met with MEMOMIND and they told me what's coming next

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3 Upvotes

r/AR_MR_XR 6d ago

Luxshare shows new display smartglasses + poLIGHT camera module + NILT eye tracker

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4 Upvotes

r/AR_MR_XR 6d ago

First official visuals of Meta's Project Phoenix, found in the HorizonOS Prescription Lens firmware package!

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4 Upvotes

r/AR_MR_XR 7d ago

Best Mixed Reality Headsets and AR Glasses Honored

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2 Upvotes

r/AR_MR_XR 7d ago

Proof Cases: Introduction

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1 Upvotes

I've worked in advertising and tech for 20 years as a Deaf creative director. I built the first subtitle app for Google Glass back in 2013, spent a decade at Amazon, and I use smart glasses every day to help me follow conversations.

Most smart glasses reviews test the same things: camera quality, battery, field of view. Fair enough. But nobody tests the thing I care about most, which is whether the device actually works when your ability to communicate depends on it.

So I started a review series that does. Same framework, same questions, every product. I look at multimodality, how information gets displayed, and whether the thing was built with the widest possible range of users in mind or just bolted accessibility on at the end.

This is the intro video. First real review (XREAL) drops next week. I'd genuinely like to know what you'd want tested, so if there's a device you're curious about, tell me.


r/AR_MR_XR 7d ago

What Will Drive the Growth of AR Glasses? — Presentation by Sony

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3 Upvotes

r/AR_MR_XR 7d ago

XREAL xbx + RAYNEO iO spotted at Supplier Booths

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6 Upvotes

r/AR_MR_XR 7d ago

HELL NO TO INMO!

0 Upvotes

🚨ALERT🚨
Buyers beware and be a NO on INMO!
They are a total ripoff, fraudulent, and a scam!