What are the full URXR One specs?
The table below lists every published URXR One specification. Figures are the manufacturer's stated values; PPD is an estimate derived from resolution and field of view, since no vendor in this class publishes an official PPD number.
| Weight | 93 g |
| Display panel | Dual 1.03-inch micro-OLED |
| Per-eye resolution | 2448 x 2064 |
| Field of view | 90 degrees |
| PPD (pixels per degree) | ~36 (estimated) |
| Refresh rate | 90 Hz |
| Tracking | 3DoF and 6DoF, on-device (dual-eye SLAM + 1000 Hz IMU) |
| Control | Hand gestures, physical buttons |
| See-through | Video see-through (VST), under 10 ms latency |
| Host connection | USB-C DisplayPort Alt Mode (Mac or PC) |
| Battery | None; powered by the host device |
| Speakers | None; audio via Bluetooth headphones |
| Direct mode | Plug-and-play big screen |
| Spatial mode | Multiple anchored monitors via URXR Connect (Windows / Mac at launch) |
| Phone use | Requires Power Bank accessory ($69) |
| SteamVR / PCVR | Not supported at launch |
| Price | $899 retail ($799 Kickstarter) |
| Ships | September 2026 (United States and Canada) |
How sharp is the display?
URXR One renders 2448 x 2064 pixels per eye across a 90-degree field of view, which works out to an estimated 36 PPD (pixels per degree), the number that best predicts text clarity. That density sits above a Meta Quest 3 at 25 PPD (Meta's published figure) and close to Apple Vision Pro's roughly 34 PPD third-party estimate, while the glasses weigh a fraction of either headset. The tradeoff behind the 90-degree field of view is deliberate: wide enough to feel spacious, narrow enough to keep pixels dense so documents and code stay readable. See what is PPD for how this spec works.
Does URXR One have 6DoF, and what see-through does it use?
URXR One provides both 3DoF and 6DoF tracking natively on the glasses' own chip, with no external puck, base stations, or paid add-on, switched with a physical button. 6DoF uses dual-eye SLAM plus a 1000 Hz IMU so anchored windows stay put as you move. For see-through, it uses video see-through (VST) with under 10 ms of latency rather than the optical see-through or electrochromic dimming found on most display glasses. Learn more in 3DoF vs 6DoF and VST vs OST.
How does URXR One compare to other AR glasses?
Against the current display-glasses class, URXR One leads on resolution, field of view, and on-device 6DoF, while conceding refresh rate to gaming-focused rivals. Competitor figures are drawn from each vendor's published specifications.
| Dimension | URXR One | XREAL Aura | ROG XREAL R1 | Viture Beast |
|---|---|---|---|---|
| Price | $899 | ~$1,500 | $849 | $549 |
| Per-eye resolution | 2448 x 2064 | 1920 x 1200 | 1920 x 1080 | 1920 x 1200 |
| Field of view | 90° | 70° | 57° | 58° |
| Weight | 93 g | <95 g + puck | 91 g | ~88 g |
| See-through | VST, <10 ms | OST | None (dimming) | None (dimming) |
| 6DoF | On-device | Via puck | +$100 add-on | No (3DoF) |
| Refresh rate | 90 Hz | 120 Hz | 240 Hz | 120 Hz |
Competitor data from competitor specifications; PPD figures for all glasses-class devices are estimates, as none publish an official number. See full head-to-head reviews below.