VITURE One XR/Pro XR Glasses
- Display: Dual micro-OLED (birdbath/prism optics). Presents a virtual 120″+ screen (≈1080p per eye at 60 Hz) overlaying the real world (www.xda-developers.com). Battery-rated brightness is extremely high (≈1,800 nits) (www.wired.com), though effective FOV is modest (~30° diagonal based on a 120″ image at ~3 m).
- Tracking: Only 3-DoF (head rotation). VITURE One XR can “pin” its virtual screen to the scene but has no inside-out SLAM (www.xda-developers.com). (It relies on inertial sensors, with no positional tracking.)
- Cameras: None. These glasses are optical see-through but have no forward camera or pass-through video. They cannot capture the real scene (so no video feed to process).
- SDK/Developer Access: No public AR SDK for custom overlays. VITURE is essentially a tethered display of a host device (phone/PC); it does not allow injecting custom graphics. It runs a closed “SpaceWalker” app for media; third parties cannot draw into the AR view.
- Standalone/Tether: Tethered only. Connects via USB-C to phones, PCs, or an optional Android “neckband” computer (www.wired.com). (No standalone computing onboard, except using the neckband accessory.)
- Price: ~$439 USD (base model) (www.xda-developers.com) (neckband bundle ~$568).
- Overlay Capability: Locked to mirroring. You can stream any phone/PC app (movies, games, etc.) into the glasses, but you cannot overlay custom graphics or bounding boxes on the real world beyond what those apps provide.
RayNeo (TCL RayNeo) X2 Pro / X3 Pro Glasses
- Display: Optical waveguide with full-color microLED engines (www.prnewswire.com). RayNeo X2 (2023) offers ~1500 nits and X3 Pro (2025) boosts to ~2,500 nits peak (www.prnewswire.com) (www.engadget.com). Each eye sees a 1080p image at 60 Hz. Effective FOV is still limited (~25–26° diagonal on X3 Pro) (www.engadget.com).
- Tracking: Full 6-DoF SLAM. RayNeo X2/X3 use built-in cameras and IMUs to track head pose in space (www.prnewswire.com). The X3 Pro adds dual front cameras (center-frame) for inside-out tracking and hand gestures (www.engadget.com).
- Cameras: Yes. RayNeo glasses include front-facing cameras (e.g. 16 MP on X2, dual cams on X3 Pro) for scene analysis and translation apps (www.prnewswire.com) (www.engadget.com). These allow features like real-time language translation and object recognition.
- SDK/Developer Access: RayNeo supports third-party development. It runs a Snapdragon XR2 platform with a proprietary OS, and the company is working with Qualcomm (Snapdragon Spaces) and outside developers on apps (www.engadget.com). Some AR frameworks (e.g. ARCore/ARKit) may be supported on the underlying XR2. (However, RayNeo is primarily sold in China/TCL markets, and full open SDK details are limited.)
- Standalone/Tether: Fully standalone. The glasses have their own Snapdragon XR2 and battery, so they need no PC/phone for core AR functions. (They can mirror content from a phone if desired.)
- Price: On the order of ~$1,500 USD (RayNeo X3 Pro target price) (www.engadget.com). RayNeo X2 launched at ~¥5,999 (~$850) (www.xrcto.com).
- Overlay Capability: Yes, full AR overlays. Since they do 6-DoF SLAM, apps can anchor graphics in the real world. RayNeo’s demo apps (translation, AI overlays) show text and annotations in the user’s FOV. In principle one could run custom code (object detectors, bounding boxes) on the camera feed and draw in the AR view via the platform.
XREAL (Nreal) Air Series
- XREAL Air 2 Ultra (CES 2024 model):
- Display: Dual micro-OLED with “birdbath” semi-mirror optics. Each eye sees 1080p at 120 Hz (cellphones.com.vn). FOV ≈52° diagonal (much wider than older Air) (cellphones.com.vn). Peak brightness ≈500 nits to eye (sufficient for indoor/outdoor use) (cellphones.com.vn). It simulates a ~154″ virtual screen at ~4 m.
- Tracking: 6-DoF. Two front cameras on the frame enable inside-out tracking of head pose and hand gestures (cellphones.com.vn).
- Cameras: Yes – two forward-facing cameras (for tracking and optional video/apps) (cellphones.com.vn). (This is a unique feature for a consumer AR glasses of this type.)
- SDK/Developer Access: No public SDK. XREAL glasses are primarily tethered display devices. Apps run on a phone/PC and are mirrored. Developers cannot directly render custom 3D overlays in AR on the device. (They do not expose an open AR rendering API.)
- Standalone/Tether: Tethered. The Air 2 Ultra must connect via USB-C to a smartphone or PC video source (or via XREAL’s proprietary “Beam” box for consoles/PC) to get content.
- Price: ~17 million Vietnamese dong (≈$720 USD) (cellphones.com.vn).
- Overlay Capability: Only mirrored output. It shows whatever is on the host device’s screen; you cannot program it to draw custom bounding boxes on the camera feed. Any AR must come from the app running on the phone.
- XREAL Air 3 (CES 2026 concept): At CES 2026 XREAL announced a further update. Specs are similar to Air 2 Ultra (birdbath 1080p@120 Hz), though details (FOV, nits) are not fully published. Likely still tethered and no internal SDK: it is intended for phone/console mirroring.
Rokid AR Glasses (Max, Lite, etc.)
- Rokid Max 2 / AR Spatial: These are pro-/enterprise modules. The Max 2 glasses (paired with Rokid Station) use micro-OLED “birdbath” optics to create a giant virtual display (~300″) (global.rokid.com). Brightness ≈600 nits (global.rokid.com). (This is essentially a wearable big-screen VR for collaboration.) Tracking is 3DoF (no SLAM); no forward camera for AR (the Station handles 3D mapping).
- Rokid Glasses (AR Lite): New lightweight consumer glasses. They use diffractive waveguide optics (global.rokid.com). Weight is only ~49 g (global.rokid.com). They include a first-person camera plus speakers (global.rokid.com), supporting real-time AI translation and object recognition. Presumably 6-DoF tracking via that camera. No public SDK is announced (they run a closed Android/XR OS), but the hardware supports standard features (microphone, camera). These are standalone (Snapdragon XR platform, proprietary OS). Overlays (like subtitles, AR UI) come from Rokid’s built-in apps.
Brilliant Labs Frame AR Glasses
- Display: Single-eye micro-OLED bonded to a thin prism (birdbath optics). Diagonal FOV ~20° (brilliant.xyz) (monocular view in the right eye only). Brightness is high but unlisted; visuals are opaque white on transparent.
- Tracking: No 6-DoF tracking or SLAM – it only uses 3DoF orientation to position fixed HUD elements.
- Camera: None built-in. These glasses rely on a tethered phone for visual input (if needed) and focus on voice/UI.
- SDK/Developer Access: Open. Brilliant Labs markets Frame as an open-source DIY AR (code on GitHub) (brilliant.xyz). You can write your own apps and modify it (it pairs to an Android/iOS “Noa” app). It is designed for hackers rather than a closed ecosystem.
- Standalone/Tether: Tethered. Frame has no CPU (just display+BT). It pairs via Bluetooth/Wi-Fi to a phone, which does the computing and AI. The battery is external (“Mister Power” pack) giving ~all-day operation (brilliant.xyz).
- Price: ~$349 USD (brilliant.xyz) (plus optional battery pack).
- Overlay Capability: Customizable. Since it’s open and mobile-paired, you can in principle run custom AR apps on the phone that draw HUD elements on the prism display. However, there is no camera feed unless the phone is used, so true world-locked overlays would still rely on the phone’s sensors/camera.
INMO Air 2 Glasses
- Display: Dual micro-OLED waveguide (“vertical light guide”) delivering 640×400 px per eye (monochrome RGB), covering ~26° diagonal FOV (iksar.pro). 100% sRGB color coverage.
- Tracking: 6-DoF. INMO Air 2 has an RGB camera (8 MP) and an additional monochrome SLAM camera on the front (iksar.pro), plus IMU sensors, enabling full positional tracking.
- Cameras: Yes – 8 MP front camera (plus a secondary SLAM camera) (iksar.pro), used for AR features (translation, object recognition).
- SDK/Developer Access: None public. The glasses run a proprietary Android-based OS (INMO’s IMOS 2.0) (iksar.pro). They offer built-in AI apps (translation, navigation), but there is no known external SDK for custom rendering.
- Standalone/Tether: Fully standalone. They have a built-in Snapdragon XR2-class chipset (ZiGuang Zhanrui CPU) (iksar.pro), Wi-Fi/BT, and 32 GB onboard storage, so no phone is required. (They can mirror from phones if desired, but they operate on their own.)
- Price: Roughly $700 USD (launched at ~$999; often on sale for ~$699) (xiaomioversea.com).
- Overlay Capability: Yes, in-so-far as their OS allows. The Air 2 supports running AI apps on-device (e.g. showing translated text, navigation prompts). In theory one could develop (Chinese-market) apps that process the camera and overlay graphics, but this is not an open platform in the West.
Meizu MYVU AR Glasses
- Display: Dual-eye waveguide optics with microLED projectors. The base MYVU Air version (2023) uses ultra-tiny RGB microLED modules projecting into a diffractive waveguide lens. Peak brightness is very high (up to ~2,000 nits intra-eye (m.meizu.com), or ~1,100 cd/m² measured) (www.xrom.in). Frames weigh ~43 g. The limited published data suggests ~640×480 resolution per eye and a narrow FOV (exact FOV unlisted).
- Tracking: Unknown, likely 3-DoF only. Meizu’s demo focuses on fixed HUD features (translation captions, call transcription, etc.), not true world locking. (No SLAM cameras are mentioned in publicity.)
- Cameras: Yes – the MYVU glasses include a forward camera for AR tasks. For example, the Malaysian spec sheet notes “Camera, voice translation, phone calls, etc.” (www.tmt.my). This camera is used to film photos/videos and (via AI) identify objects or transcribe speech, but it apparently is not used for positional tracking.
- SDK/Developer Access: None public. There is no exposed SDK or PC-like mode. They run Meizu’s Flyme AR OS and newer “StarV” platform. All features come from Meizu’s built-in apps and AI, not third-party AR apps.
- Standalone/Tether: Standalone. They have a Snapdragon W5+ Gen1 wearable chip (similar to Galaxy Watch) (www.xrom.in), so no smartphone is required. Battery life is ~5–8 hours depending on model.
- Price: ≈¥1,800–2,000 CNY (~$250–300) in China (weighed ~430 g with packaging, though the glasses themselves are very light) (www.tmt.my).
- Overlay Capability: Limited. They mainly display stationary widgets (translation text, notifications) as written by Meizu’s software. Because tracking is minimal, you cannot draw dynamic world-anchored boxes. One could potentially route the camera into an app to do custom vision processing, but Meizu has not provided such APIs.
Xiaomi Wireless AR Glass (Discovery Edition)
- Display: Dual micro-OLED screens with special free-form light-guiding prisms (a quasi-waveguide). This setup achieves extremely high clarity (claimed ~58 pixels/°, “retina level”) (www.technowize.com). Per-eye resolution isn’t stated, but native content is very sharp. Brightness to the eye is ≈1,200 nits (www.technowize.com). The design uses electrochromic dimming lenses for black-out mode or transparent AR mode (www.technowize.com).
- Tracking: 3-DoF only (phone-assisted). The glasses are essentially a wireless display tethered to a smartphone (via a high-speed wireless link (www.technowize.com)) or eSIM 4G. No on-board cameras are mentioned, so they rely on the phone for any environmental awareness.
- Cameras: None on the glasses themselves (unlike Ray-Ban Meta or RayNeo). Interaction is via snap-wrist gestures and voice, not vision.
- SDK/Developer Access: It’s a prototype, but it is built on Qualcomm’s Snapdragon XR2/Snapdragon Spaces XR developer platform (www.technowize.com). In principle third-party apps (Android/XR apps) could target it via that ecosystem, but Xiaomi has not released consumer hardware or open SDK.
- Standalone/Tether: Not standalone. It is a wireless companion to a phone or 4G eSIM (hence “wireless AR”); the heavy lifting (GPU, 3D engines) is done on the connected smartphone.
- Price: Not sold commercially. It’s a concept/demo at MWC/CES. If it launched, it would likely cost many hundreds of dollars (comparable to high-end AR headsets).
- Overlay Capability: Within demos, yes (e.g. streaming games or HUD apps). But as an AR viewer, it only mirrors phone content. You cannot independently draw to a camera feed because no camera is present. It effectively acts like a plug-in XR2 display device.
Sources: We’ve compiled specs from press releases and hands-on reports. Display parameters and tracking modes are pulled from reviews and CES news (
www.xda-developers.com) (
www.wired.com) (
www.prnewswire.com) (
www.engadget.com) (
cellphones.com.vn) (
global.rokid.com) (
brilliant.xyz) (
iksar.pro) (
www.xrom.in) (
m.meizu.com) (
www.technowize.com), and pricing/availability from product sites and reports (
www.xda-developers.com) (
www.engadget.com) (
www.tmt.my). Each device’s SDK openness is inferred from company docs and tooling announcements (
www.engadget.com) (
brilliant.xyz) (
www.technowize.com).