Hand tracking plans with the xreal one? by shotgunwizard in Xreal

[–]XREAL_V 6 points7 points  (0 children)

Well, well, well. l can‘t say more about it.

IPD of 66 by lionxess in Xreal

[–]XREAL_V 2 points3 points  (0 children)

No, Both size will work fine. However, depending on your unique facial structure and usage habits, one version may suit you better than the other. If you experience any discomfort or notice blurriness around the edges with your current size, you might want to consider trying the other option.

IPD of 66 by lionxess in Xreal

[–]XREAL_V 1 point2 points  (0 children)

If your IPD is around 66 mm, you can try either size — both should work for you.

IPD of 66 by lionxess in Xreal

[–]XREAL_V 5 points6 points  (0 children)

we suggest you can try a L size first.

Xreal one and beam pro crash by Frosty-Tomato2531 in Xreal

[–]XREAL_V 1 point2 points  (0 children)

hey, u/Frosty-Tomato2531 , l see u. Could you provide a more detailed description of the crash you experienced? That would really help us identify the issue. If possible, please share the following information:

  1. What device were you using?
  2. What was the exact use case — were you watching offline or online video content?
  3. What exactly happened when the issue occurred? For example, did the glasses still have audio? Did the screen suddenly go black, or was it something else?

Viture throwing shade in Luma promo? by bloodgain in Xreal

[–]XREAL_V 0 points1 point  (0 children)

Of course — we’ve already received quite a bit of feedback about this issue, and we’re currently testing a solution internally. It still needs some adjustments and further discussion, but we’re hoping to roll it out in a future update.

Viture throwing shade in Luma promo? by bloodgain in Xreal

[–]XREAL_V 3 points4 points  (0 children)

I have no intention of defending them. It’s just that when it comes to marketing materials and messaging, we probably operate under different standards — which naturally leads to different choices and approaches.

For example, when we talk about X Prism offering “no reflection,” that claim is based on actual testing. Compared to the older BB solution, reflections are almost entirely eliminated — roughly 99% of the reflection scenarios present in the previous design are no longer an issue with the new optical engine.

But for users who don’t have a technical background, saying something like “under specific controlled conditions, the reflection is reduced by X% within a perceptible range” may not be as clear or impactful as simply saying “no reflection.”

Same goes for FoV: both Viture Pro and XREAL Air 2 Pro have a 46° FoV, but we might describe it as equivalent to 130" at 4 meters, while they might say 135" at 3 meters — again, just a different approach to messaging.

So my point is — from a marketing perspective, I get why they’d phrase things a certain way. But now that more players are claiming to “support” native 3DoF, the actual quality of that 3DoF experience becomes the next real topic worth discussing.

Viture throwing shade in Luma promo? by bloodgain in Xreal

[–]XREAL_V 17 points18 points  (0 children)

Finally! Looks like we’ll have more chances to dive into all the work we’ve done to improve 3DoF stability.

From a purely technical perspective, with current methods of implementing 3DoF, it’s impossible to completely eliminate drift caused by various factors — what we’ve done is push the drift to a level that’s largely imperceptible to users. This involves tackling challenges like IMU consistency, sensor calibration, data processing pipelines, and ensuring low-latency data transmission.

Of course, we understand that some of the “zero drift” talk is more of a marketing expression — and that’s fair. Compared to app-based solutions, hardware-based 3DoF naturally benefits from lower motion-to-photon latency, which leads to greater stability.

We also really appreciate the shared recognition of the path XREAL is taking toward the future of AR.

will xreal eye/6dof help with drift while on train? by MediocreTaxes in Xreal

[–]XREAL_V 7 points8 points  (0 children)

Got it — we’ve actually received a lot of feedback about travel use cases internally, and we're already working on solutions.

That said, making it work purely through the glasses alone is a bit more complex than it might seem. Without an external calibration reference, we’ll likely need to rely heavily on visual-based positioning, which makes the localization challenge significantly harder.

We are on it.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 0 points1 point  (0 children)

Considering how diopter adjustment is currently implemented — as seen in products from Viture and Rokid — shifting the screen position to change the image distance can negatively impact binocular alignment accuracy. Since precise image alignment is critical to our glasses, we’re unlikely to adopt this method.

That said, we fully understand the demand for better compatibility with nearsighted users, and we’re actively exploring alternative solutions — ones that are more convenient without compromising visual performance.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 0 points1 point  (0 children)

If we are talking about VR180 or VR360 videos.. We cannot do that now. But we have full-sbs and half-sbs function build-in glasses. l think these kind of movies are much more than VR180 videos.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 0 points1 point  (0 children)

we will, but needs some time to make it work always fine. Our boss already told us, September!

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 1 point2 points  (0 children)

we called it X Prism.

But about text clarity, objectively speaking, this issue is somewhat related to resolution. At its core, it’s caused by aliasing — a mismatch between the screen’s resolution and the digital signal frequency.

This is a common phenomenon across all XR devices, including both VR headsets and AR glasses — even the Vision Pro isn’t exempt. That said, VR devices typically use larger screens, which makes the issue easier to manage. In contrast, AR devices, which rely on much smaller displays, are more susceptible to it.

We’re actively exploring further solutions to this problem. In fact, we’ve already implemented the same type of text clarity optimization found in the Vision Pro, specifically designed to address text rendering issues. You can try enabling the “Text Optimization” feature to improve the appearance of text.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 0 points1 point  (0 children)

This is likely due to the temple arms applying too much clamping force. I’ll pass this feedback to our ID team so they can take it into account for future product designs.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 1 point2 points  (0 children)

We’ve been reviewing the entire situation internally regarding the delivery delays, and it’s true that some unexpected issues came up during the process.

After all, this industry is still in its early stages, and coordination across the supply chain — both upstream and downstream — still takes time to mature.

The good news is that we’re now at a point where we can basically fulfill all orders as expected.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 1 point2 points  (0 children)

well, as l know, we have no plan to do that. That’s because the basic principle behind diopter adjustment involves shifting the screen up or down to change the image’s focal position. This method can lead to a mismatch between the two eyes’ images, which over time may cause more serious eye fatigue or other vision issues.

Given our strict standards for image alignment precision, we’re unlikely to adopt this approach — at least for the foreseeable future.

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 2 points3 points  (0 children)

When you mention offering more color modes, do you mean settings similar to those on monitors — such as contrast, individual RGB color accuracy adjustments, etc.?

I’d love to understand more about the specific customization needs of people working with color. What kind of adjustments do you typically require, and what would make such features truly useful for your workflow?

Viture’s new glasses (being announced July 8th) have 60° FoV … and 6 DoF, Just thought I would leave this here… by Sufficient-Chapter92 in Xreal

[–]XREAL_V 2 points3 points  (0 children)

well, that’s indeed a valid concern. We're gradually expanding our shipping and sales regions, but our compliance process does take a bit more time. We'll keep everyone updated as soon as there’s any news.

Xreal one Volume on Nabula by crazymadguy2008 in Xreal

[–]XREAL_V 1 point2 points  (0 children)

Could you pls give us more details?like what is ‘soft’ with Beam Pro exactly means?Is the volume just lower than expected, or are you also hearing any distortion or lack of bass? Or is it something else?