Most asked
- What devices does it work with?Compatibility
- Travel & on-the-go: planes, trains, cars?Use cases
- What is the companion app, and is it an OS?Software
- What exactly is URXR One?What is URXR One
- Does it have 3DoF or 6DoF? Is tracking on-device?Hardware
- How do I control it (hands, buttons, audio)?Hardware
- Gaming: Steam Deck, handhelds, consoles, VR?Use cases
What is URXR One
URXR One is a pair of lightweight, 93-gram spatial display glasses. Plug them into a USB-C device and a large, spatially-locked screen appears in front of you, while the open sides keep your view of the real world. There is no built-in battery or computer; the device you plug into provides the picture and the compute.



Every device makes a tradeoff. Lightweight glasses keep the comfort but give up a lot of resolution and field of view. Full headsets have the big resolution and FOV numbers, but they are heavy and not tuned for everyday use, so reading documents and small text is not as crisp as it looks. URXR One is built to stay sharp for everyday text in a frame you can wear all day.
| Glasses | Weight | Resolution & FOV | Everyday docs & small text |
|---|---|---|---|
| URXR One | 93 g | 5K dual-eye, 90° FOV | Sharp at 36 PPD |
| Lightweight AR glasses | 75-90 g | Lower res, narrow FOV | Limited |
| VR & Vision Pro | 300-600 g | High res, wide FOV | Not tuned for all-day docs |
No separate compute puck ships with this product. The setup is simply glasses + your device, connected by a single USB-C cable (the device must support DP Alt Mode video out). For phones, which can't reliably power the glasses on their own, you add the optional Power Bank, which feeds both power and the video signal down one cable. Laptops and Steam Deck can drive the glasses directly without it.

What URXR One is best at
90° is the sweet spot: wide enough that you are not looking through a telescope, yet not so wide that it thins out pixel density. So the text right in front of you stays sharp and clear.
Lightweight AR glasses are too narrow; VR is wide but goes soft in the center. URXR One stays crisp across a wide 90° field at 36 PPD.
Plug into a laptop and one large screen appears in front of you, or open three virtual screens in Spatial mode. It is a full workspace on a plane, in a coffee shop, or on the couch, without packing a single extra monitor.
At 36 PPD on Micro-OLED with pancake optics, fine print, spreadsheets, and code stay crisp. This is where lightweight AR glasses fall short, and where heavy headsets are not tuned for reading all day.
A cinema-sized private screen for video on any USB-C device, with a full immersive cinema environment in the companion app.
Plug in a Steam Deck, a Windows handheld, or a console and play on a large screen that stays locked in place instead of drifting as you move.
At 93 grams with open sides, you can wear it for hours and still see your keyboard, your coffee, and the people around you.
The two modes
| Mode | What you get | Needs |
|---|---|---|
| Direct (plug & play) | One large mirrored/extended screen, spatially locked, with passthrough. Four screen sizes (S/M/L/XL) via the physical button. | Any USB-C DP-Alt device. No app. |
| Spatial (URXR Connect) | Triple+ virtual screens, ultra-wide / panoramic display, drag-and-pin windows, hand-gesture control, and full immersive environments. | Windows or Mac laptop at launch. Phone support comes later. |
Game consoles and handhelds (Switch, Steam Deck, ROG Ally, Legion Go) are Direct-only, so they can't install URXR Connect and have no triple-screen or gesture features.
Plug the glasses into any USB-C device with DP Alt Mode and they work as an extended display, mirroring or extending your screen as one large window, spatially locked in front of you, with passthrough. No app required. Switch between four screen sizes (S/M/L/XL) using the physical button. Every supported device gets Direct mode out of the box.
Run the URXR Connect companion app and your screens become spatial virtual windows floating in the room: place triple or more screens at once, go ultra-wide or panoramic, and grab, move, and pin them with your hands, plus full immersive environments. Spatial mode runs on Windows and Mac laptops at launch, with phone support later. Consoles and handhelds can't install the app, so they stay in Direct mode.
Use cases




Yes, this is the flagship use case. With URXR Connect on a laptop you get a triple-screen workstation (or ultra-wide / panoramic) from a single USB-C port, with windows you can drag, resize and pin in space. You can run a Mac mini with no physical monitor at all. Text is sharp enough for coding and debugging in an editor. In Direct mode (any device) you still get one large screen in four sizes.
Big-screen video works on any connected device in Direct mode, a large screen floating in front of you that locks in place. With URXR Connect you also get full immersive cinema environments. With the open design and bright MicroOLED panels it's built for long, comfortable viewing; for total darkness, some users add a third-party light shield (not an official accessory).
For flatscreen gaming on Steam Deck and Windows handhelds it's plug-and-play in low-latency Direct mode, one big spatially-locked screen with sizes adjustable from the buttons. Switch needs an adapter (see compatibility table). SteamVR / full VR gaming is not available at launch. The hardware can support it, but the software isn't ready yet.
A private big screen from a phone or laptop makes it strong for travel. Use the 3DoF follow mode (or the dedicated travel behavior) on a plane or in a car so the image stays comfortable as the vehicle moves. It's the lightest headset many users have tried, which matters for long wear. Note hand tracking degrades in very bright sunlight.
Hardware


Both 3DoF and 6DoF run natively on the glasses' own chip, with no host software required, and you switch between them with a physical button. 3DoF tracks head rotation from the IMU; 6DoF adds positional tracking via dual-eye SLAM plus a 1000 Hz IMU, with drift under 1 cm, so windows you place in mid-air stay locked even when you turn your head quickly.
There is no 0DoF "screen welded to your face" mode, because it makes most people dizzy. Instead there's a 3DoF follow behavior (the screen eases back to center after you turn), which is also what makes it usable on a plane or in a car.
- Hand tracking is built into the glasses. Using gestures to grab and move virtual windows requires URXR Connect, and it isn't available in plain Direct mode.
- Three physical buttons handle brightness, volume, and mode/size, so you can always control the glasses even without hand tracking.
- Audio: there are no built-in speakers. Use Bluetooth earbuds. (There is a 4-mic array on board.)
- Low light / bright sun: there are no IR sensors, so in very low light it falls back to 3DoF and hand tracking won't work; bright direct sunlight also degrades hand tracking. The physical buttons still work in all cases.
- Weight: 93 g, with the center of mass behind the nose bridge so it doesn't pinch.
- IPD: manual adjustment, 58–68 mm range.
- Prescriptions: custom prescription lens inserts from −8 to +8 are supported, ordered separately from the website (not part of the Kickstarter pledge).
- Nose pads are adjustable for alignment; the temples (arms) are designed to be softer and more flexible than typical plastic frames. The arms are not user-replaceable (wiring and buttons run through them).
- Cooling: active cooling with a heat sink; fan noise is low and not very noticeable while worn. Comfortable for 2+ hours of continuous wear.
The glasses draw about 7 W with hand tracking off and up to 15 W peak with hand tracking / VST active. A laptop or Steam Deck powers them straight over USB-C. A phone can't sustain that, so phone use needs the Power Bank. You can keep a wall charger plugged into the Power Bank and use the glasses at the same time.
Battery runtimeExpect roughly 3 hours or more on the Power Bank, depending on what you run. A final, rated runtime number has not been published yet, so treat this as approximate.Compatibility
Check three things for any device: does it work, does it need an adapter or the Power Bank, and does it get Spatial features (URXR Connect: triple screens, ultra-wide, gestures, immersive environments)?
| Device | Works? | Adapter / power | Spatial (URXR Connect) |
|---|---|---|---|
| Windows / Mac laptop | Yes | Direct USB-C, no hub needed | Yes, at launch |
| Phone / tablet (USB-C DP-Alt) | Yes | Power Bank required | Later (phone app after launch) |
| Samsung phone (DeX desktop) | Yes | Power Bank required | Later (DeX shows as a Direct-mode screen; phone app after launch) |
| Steam Deck | Yes | Direct USB-C | No (Direct only) |
| Windows handhelds (ROG Ally, Legion Go) | Yes | Direct USB-C | No (Direct only) |
| Nintendo Switch | With adapter | Third-party adapter + Power Bank | No (Direct only) |
| PlayStation 5 / Xbox | Not yet | Under testing | No |
Direct mode means one large spatially-locked screen that works out of the box. Spatial (URXR Connect) adds multi-screen, ultra-wide, hand gestures, and immersive environments. Any device needs a USB-C port with DP Alt Mode. The display accepts custom EDID, so it handles 16:9 and other aspect ratios.
Yes. In Direct mode the glasses present as a standard extended display, so they show whatever the phone outputs, including a Samsung DeX desktop, in both portrait and landscape. Connect the phone through the Power Bank (phones need it for power). DeX-specific behavior is still being tested, but as a plug-in display it works like any other USB-C DP-Alt source.
There is no compute puck in this product; the glasses run off the device you plug into. They connect to anything with USB-C DP-Alt, including a phone-style compute unit such as an INAIR Pod (essentially a phone without a screen). All third-party pucks are not officially supported or guaranteed.
Any device with a true USB-C DP Alt Mode port works, using the URXR One cable that comes in the box. We include the matching cable in the package, so you do not need to source your own. HDMI-to-USB-C adapters are not officially supported. The ones on the market rely on workarounds, so an adapter that works today can stop working after a firmware update. The team plans to share an unofficial, personally-tested list. Consoles such as the Switch need a powered adapter that splits power-in and DP-out (see the device table above).
Display, clarity & FOV
- Per-eye resolution: 2448 × 2064 on a 1.03″ dual MicroOLED panel (marketed as "5K dual-eye / 2.5K per eye").
- Pixel density: 36 PPD (pixels per degree) at the center.
- Refresh rate: 90 Hz.
- Brightness: ~120 nits at the eye, adjustable with a physical button on the left temple.
- Optics: pancake lenses, near-zero distortion, virtual image focused at ~1.1 m.
The field of view is 90° diagonal (≈ 70° horizontal × 57° vertical). In a triple-screen layout the experience is much like sitting in front of three physical monitors: the center screen sits fully in view and you turn your head slightly to take in the side screens. Roughly 1.5 screens'-worth of width is visible at once. The screens are anchored in space, so they aren't a single window clipped at the edges; a small head turn brings each one fully into view. A wider FOV feels more immersive but is harder to keep sharp, which is the trade-off behind the 36 PPD clarity.
Yes. URXR One uses Video See-Through (VST): outward cameras feed a live view of your surroundings into the displays at ~2.5K per eye (2328 × 1728), 72/90 fps, with end-to-end latency under 10 ms. The VST processing runs natively on the glasses' chip, so it stays fast whether or not you use the app. You can also turn the screens off entirely with one button for full clear see-through, and then they behave like ordinary glasses, while the open sides mean you always keep natural peripheral vision.
Software
The software is the URXR Connect companion app, not a separate operating system. Spatial computing runs natively on the glasses' own chip; URXR Connect adds multi-screen, ultra-wide, hand gestures, and immersive environments on top. It ships on Windows and macOS at launch, with phone (iOS/Android) support following later. It is not Android XR.
A developer SDK with access to the sensors and the passthrough feed is on the roadmap. All SDK details, including timing, scope, and documentation, will be announced after November 2026. Until then nothing is locked, and the team is actively collecting developer feedback to shape it. If there's something you want to build, that input is welcome now.
Yes, at the hardware level. The in-glasses launcher shown in the demos is WebXR-based. Documented, supported developer access through these standards arrives with the SDK after November.
Not available at launch. The hardware is capable of full VR, and SteamVR / PCVR is a software effort in progress. Its timing falls under the post-November SDK roadmap.
Availability, shipping & returns
The Kickstarter campaign opens in June 2026, debuting at AWE. Glasses ship in September 2026. The optional Power Bank ships later (around November) and is shipped separately.
For the Kickstarter, United States and Canada only. This is a certification and regulatory constraint. More regions are planned after the campaign; Europe is still to be determined.
The Kickstarter price is $799. The market price after the campaign is $899, so watch for the special early-bird drop. The Power Hub is $69 as an add-on. Custom prescription lens inserts are available at an additional cost, ordered separately from the website; pricing will be announced later.
Returns within 30 days of receiving the product, with a prepaid return label at no cost to you. Each unit ships with a warranty card. North America certification is CSA; other regions are pending.
Glossary
Plain-language definitions for the screen, resolution, and tracking terms used across this page.
Tracking & motion
3DoF (three degrees of freedom)
Tracks rotation of your head (pitch, yaw, roll), but not how you move through space. Good for a fixed screen that follows your gaze.
6DoF (six degrees of freedom)
Adds position (moving forward/back, left/right, up/down) on top of rotation. Lets virtual windows stay anchored in the room as you walk around them. On URXR One this runs on-device via dual-eye SLAM plus a 1000 Hz IMU.
0DoF
No tracking. The image is welded to the display and never moves. URXR One does not offer this; it tends to cause dizziness. A 3DoF "follow" mode is used instead.
Follow mode
The screen lags slightly behind your head and eases back to center, instead of being perfectly fixed. More comfortable, and useful in moving vehicles.
SLAM
Simultaneous Localization and Mapping, how cameras and sensors figure out where the device is in a space, enabling 6DoF and stable anchored windows.
IMU
Inertial Measurement Unit, the accelerometer and gyroscope that sense motion and rotation. URXR One samples at 1000 Hz for low-latency tracking.
Display & optics
FOV (Field of View)
How much of your vision the image fills, in degrees. Often quoted as a diagonal. URXR One is 90° diagonal (≈70°H × 57°V). A wider FOV feels more immersive but is harder to keep sharp.
PPD (Pixels Per Degree)
Angular sharpness: pixels divided by the degrees they cover. URXR One ≈ 36 PPD (2448 px ÷ ~70° horizontal). Always read PPD together with FOV. High PPD across a wide FOV is the hard part. ~60 PPD is considered "retinal."
VFD / Virtual image distance
How far away the image appears to focus, regardless of how big it looks. Glasses like these focus around 1 m / ~3 ft. (Larger quoted "focal distances" are usually a vergence illusion, not true focus.)
IPD (Interpupillary Distance)
The distance between your pupils. The optics must match it for a clear, comfortable image. URXR One adjusts manually across 58–68 mm.
MicroOLED
A tiny, very high-density OLED panel (here 1.03″ per eye), the display tech that makes per-eye 2.5K possible in eyewear.
Pancake lens
A compact folded-optics lens that shortens the path between panel and eye, keeping the glasses thin and light with low distortion.
Nits
A measure of brightness (luminance). For enclosed/near-eye viewing, ~120 nits at the eye is comparable to other immersive headsets.
VST (Video See-Through)
You see the real world through outward-facing cameras rendered on the displays (vs. OST, optical see-through, where you look through transparent glass). VST enables higher-quality blending of real and virtual and is what URXR One uses.
Connection & power
DP Alt Mode (USB-C)
"DisplayPort Alternate Mode," the ability of a USB-C port to output video. A device needs this to drive the glasses. Not every USB-C port has it.
EDID
The handshake data a display sends a source to declare what resolutions/aspect ratios it accepts. URXR One supports custom EDID, so it can present widescreen and other formats.
Power Bank
URXR's optional accessory that carries both power and the video signal to the glasses over one cable. Required for phone use, optional for laptops/Steam Deck.
Modes & software
Direct mode
Using the glasses as a plain extended/mirrored display without the companion app. Works on most USB-C DP-Alt devices. (Formerly called Bypass mode.)
Spatial mode
The full spatial experience (multi-screen, ultra-wide, hand gestures, immersive environments), powered by the URXR Connect app. Windows & Mac first.
URXR Connect
The official companion app that turns on Spatial mode. Windows & Mac at launch, phone later.
OpenXR / WebXR
Open standards for XR apps (native and in-browser). URXR One's hardware supports both; its demo launcher is WebXR-based.
No questions match your search. Try a different keyword.