Immersive productivity for Windows 11 is on the Meta Quest 3 and with the latest release of Meta’s Horizon OS. The feature, called Mixed Reality Link, was available on a limited basis after began last year. The Windows virtual desktop experience is now rolling out to all users.
After installing Mixed Reality Link on their Windows 11 PC, users will pair the machine with their Meta Quest headsets. Mixed Reality Link also supports portable, cloud-based solutions such as Windows 365 Cloud PC, Azure Virtual Desktop, Microsoft Dev Box and others. The virtual environment, which displays the equivalent of multiple high-resolution monitors, is similar to the .
The stark difference in cost between the headsets makes this a far more approachable virtual working tool for the average consumer. The starts at $300, while the Apple Vision Pro comes out of the gate at a hefty $3,500.
Facebook parent company Meta has been investing heavily in virtual reality and augmented reality technology. The company recently teased a that it says will offer VR experiences “indistinguishable from the physical world” as well as Ray-Ban with Meta AI live translation and 3K video recording.
Apple’s Vision Pro was meant to usher in a new era for headsets. However, its high price and somewhat limited utility resulted in what may be the company’s biggestflop in years. Now it’s time for Samsung to give things a go with the Galaxy XR. It’s a fresh take on modern mixed reality goggles developed through deep partnerships with Qualcomm and Google and it attempts to address some of the Vision Pro’s biggest shortcomings.
The hardware
While both Apple and Samsung’s headsets have a lot of similarities (like their basic design and support for features such as hand and eye tracking), there are also some very important differences. First, at $1,800, the Galaxy XR is essentially half the price of the Vision Pro (including the new M5-powered model). Second, instead of Apple’s homegrown OS, Samsung’s headset is the first to run Google’s new Android XR platform, which combines a lot of familiar elements from its mobile counterpart but with a bigger emphasis on AI and Gemini-based voice controls. And third, because Samsung relied more on partners like Google and Qualcomm, the Galaxy XR feels like it’s built around a larger, more open ecosystem that plays nicely with a wider range of third-party devices and software.
The Galaxy XR fundamentally doesn’t look that much different from the Vision Pro. It features a large visor in front with an assortment of 13 different exterior sensors to support inside-out tracking, passthrough vision and hand recognition. There are some additional sensors inside for eye and face tracking. There’s also a connector for the wire that leads to its external clip-on battery pack alongside built-in speakers with spatial audio. The one big departure is that unlike the Vision Pro, the Galaxy XR doesn’t have an outward-facing display, so it won’t be able to project your face onto the outside of the headset, which is just fine by me.
Sam Rutherford for Engadget
However, the devil is in the details because while the original Vision Pro weighed between 600 and 650 grams (around 1.3 to 1.4 pounds) depending on the configuration (not including its battery pack), the Galaxy XR is significantly lighter at 545 grams (1.2 pounds). And that’s before you consider the new M5 Vision Pro, which has somehow gone backwards by being even heavier at 750-800 grams (around 1.6 pounds). Furthermore, it seems Samsung learned a lot from its rivals by including a much larger and thicker head cushion that helps distribute the weight of the headset more evenly. Granted, during a longer session, I still noticed a bit of pressure and felt relief after taking off the Galaxy XR, but it’s nothing like the Vision Pro, which in my experience gets uncomfortable almost immediately. Finally, around back, there’s a simple strap with a knob that you can twist to tighten or loosen the headband as necessary. So even without extra support running across the top of your head, getting in and out of the Galaxy XR is much easier and comfier than the Vision Pro.
Sam Rutherford for Engadget
On the inside, the Galaxy XR is powered by Qualcomm’s Snapdragon XR2+ Gen 2 chip with dual micro OLED displays that deliver 4K resolution (3,552 x 3,840) to each eye at up to 90Hz. I wish Samsung was able to go up to a 120Hz refresh rate like on the Vision Pro, but considering the Galaxy XR’s slightly higher overall resolution, I’m not that bothered. And I must say, the image quality from this headset is seriously sharp. It’s even better than Apple’s goggles and it might be the best I’ve ever used, particularly outside of $10,000+ enterprise-only setups. Once again, when you consider that this thing costs half the price of a Vision Pro, this headset feels like a real accomplishment by Samsung to the point where I wouldn’t be surprised if the company is losing money on every unit it sells.
In terms of longevity, Samsung says that for general use the Galaxy XR should last around two hours. If you’re only watching videos though, that figure is more like two and a half. Thankfully, if you do need to be in mixed reality for longer, you can charge the headset while it’s being used. As for security, the Galaxy XR uses iris recognition to skip traditional passwords, which is nice.
The platform: Android XR
Sometimes, trying out a new software platform can be a little jarring. But that’s not really the case for Android XR, which shouldn’t present much of a learning curve for anyone who has used other headsets or Google’s ubiquitous mobile OS. After putting the goggles on, you can summon a home menu with an app launcher by facing your palm up and touching your index finger and thumb together. From there, you can open apps and menus by moving your hands and pinching icons or rearranging virtual windows by grabbing the anchor point along the bottom and putting them where you want.
Sam Rutherford for Engadget
Notably, while there is a growing number of new apps made specifically for XR, you still get access to all of your standard Android titles. Those include Google Photos, Google Maps and Youtube, all of which I got a chance to play around with during a 25-minute demo. In Photos, you can browse your pictures normally. However, to take advantage of the Galaxy XR’s hardware, Google created a feature that allows the app to convert standard flat images (with help from the cloud) into immersive ones. While the effect isn’t true 3D, it adds distinct foreground, midground and background layers to images in a way that makes viewing your photo roll just a bit more interesting.
In Maps, you start out with a view of the world before using hand gestures to move and zoom in wherever you want or voice commands to laser in on a specific location. The neat new trick for this app is that if you find bubbles over things like restaurants and stores, you can click those to be transported inside those businesses, where Android XR will stitch together 2D photos to create a simulated 3D environment that you can move and walk around in. Granted, this doesn’t have a ton of practical use for most folks unless you want to take a virtual tour of something like a wedding venue. But, the tech is impressive nonetheless.
Sam Rutherford for Engadget
Finally in the YouTube app, the Galaxy XR did a great job of making standard 360 videos look even better. While quality will always depend on the gear that captured the content, viewing spatial clips was a great way to show off its resolution and image quality. Google says it will also put a new tab on the app to make finding 360 videos easier, though you can always watch the billions of standard flat videos as well.
Interestingly, you can use and navigate the Galaxy XR entirely with hand gestures, but voice commands (via Gemini) are also a major part of the Android XR platform. Because the goggles sit on your head, unlike with mobile devices, there’s no need to use a wake word every time you want to do something. You just talk and Gemini listens (though you can choose to disable this behavior if you prefer), so this makes voice interactions feel a lot more natural. Because Gemini can also do things like adjust settings or organize all the apps you have open, in addition to answering questions, it feels like Google is starting to deliver on some of those Star Trek moments where you can simply ask the computer to do something and it just happens. Yes, it’s still very early, but as a platform, Android XR feels much more like a virtual playground than VisionOS does at the moment.
Other features
Sam Rutherford for Engadget
While I didn’t get to test these out myself, there are some other important features worth mentioning. In addition to apps, you can also play your standard selection of Android games like Stardew Valley or connect the headset to your PC (like with Steam Link) to play full desktop titles. Furthermore, I was told that the Galaxy XR can be tethered to a computer and used like a traditional VR headset. And while Samsung is making optional wireless controllers for the Galaxy XR (and a big carrying case), you may not need them at all as you’ll also have the ability to pair the goggles with typical Bluetooth-based gamepads along with wireless mice and keyboards.
Google also says it’s working on a new system called Likenesses that can create personalized avatars for use in video calls and meetings that use data from interior sensors to deliver more realistic expressions. Additionally, you’ll be able to use tools like Veo3 to make AI-generated videos while providing prompts using your voice. But this is just scratching the surface of the Galaxy XR’s capabilities and I want to use this thing more before offering a final verdict.
Early thoughts
Sam Rutherford for Engadget
In many ways, the Galaxy XR looks and feels like a flagship mixed reality headset in the same vein as the Vision Pro, but for the Android crowd (and Windows users to some extent as well). On top of that, Google has done some interesting things with Android XR to make it feel like there’s a much wider range of content and software to view and use. In many ways, the addition of a dedicated AI assistant in Gemini and voice controls feels much more impactful on goggles than a phone because you can’t always count on having physical inputs like a mouse or keyboard. And with the Galaxy XR being half the price of the Vision Pro, Samsung and Google have done a lot to address some of the most glaring issues with Apple’s rival.
In case the price drop wasn’t enough, it feels like all the companies involved are doing as much as possible to sweeten the deal. I actually started laughing when I first heard all the discounts and free subscriptions that come with the headset. That’s because in addition to the goggles themselves, every Galaxy XR will come with what’s being called the Explorer Pack: 12 months of access to Google AI Pro, 12 months of YouTube Premium (which itself includes YouTube Music), 12 months of Google Play Pass, 12 Months of NBA League Pass and a bundle of other custom XR content and apps. So on top of a slick design, top-tier optics and a new platform, Google and Samsung are basically tossing a kitchen sink of apps and memberships in with the headset.
Sam Rutherford for Engadget
My only reservation is that when it comes to mass adoption, I think smartglasses have supplanted headsets as the next big mainstream play. Granted, there is a lot of technology and software shared between both categories of devices (Google has already teased upcoming Android XR smartglasses) that should allow Samsung or Google to pivot more easily down the line. But the idea that in the future there will be a headset in every home seems less likely every day. Still, as a showcase for the potential of mixed reality and high-end optics, the Galaxy XR is an exciting piece of tech.
The Samsung Galaxy XR is available now for $1,800 on Samsung.com.
The company got really wild and original with the headset’s name. You’re truly not going to believe what it’s called… Actually, it’s got the most unsurprising name of all time: Galaxy XR. What’s more, you can buy the headset right now in the US and Korea for $1,800. That’s just over half of what the Apple Vision Pro costs.
Samsung
The first Android XR device is here, and it’s Samsung’s $1,800 Galaxy XR headset.
Aside from an Android-powered headset that looks very much like an Apple Vision Pro, you might be wondering exactly what you’ll be getting in return for forking over 1,800 smackeroos. As expected, Galaxy XR is powered by the Snapdragon XR2+ Gen 2 chipset. Qualcomm worked with Samsung and Google on the headset.
The micro OLED display has 29 million pixels (6 million more than the Apple Vision Pro), a resolution of 3,552 x 3,840 and 96 percent of the DCI‑P3 color gamut — four percent more than the Vision Pro. Where Apple does have Samsung beat on the display front is with the refresh rate: the Galaxy XR tops out at 90Hz and the Vision Pro can hit 120Hz.
Galaxy XR has dual high-res passthrough cameras to support mixed reality use, six other external cameras for tracking things in the environment and two eye-tracking sensors. The device supports iris recognition for unlocking the headset and entering passwords in some apps. As with the Vision Pro, you can capture 3D photos and video using the headset.
Sam Rutherford for Engadget
The cameras allow for hand tracking and gesture control, though it’s possible to operate Galaxy XR with physical controllers as well. If you prefer, you can pair a keyboard and mouse to the headset or link it to your PC and access your desktop that way.
The dual speakers support Dolby Atmos and there are six microphones built in. As for battery life, Samsung says you’ll get up to two hours of general use and 2.5 hours of video playback on a charge. That matches the original battery life promises of the original Vision Pro, but Apple said its latest model (which has the new M5 chipset) offers an extra 30 minutes or so of usage.
The interpupillary distance of the Galaxy XR’s optics is 54~70mm, and it’s possible to buy insertable prescription lenses if needed. As for connectivity, the headset supports Wi-Fi 7 and Bluetooth 5.4. Even with a forehead cushion attached, Galaxy XR weighs 545g (1.2lbs), while the latest Apple Vision Pro has a minimum weight of 750g (1.7lbs). The Galaxy XR’s battery pack — as with competitor’s offerings, the battery is external — weighs 302g (0.7lbs).
Samsung claims the Galaxy XR was designed with comfort in mind. “The headset’s ergonomically balanced frame distributes pressure across the forehead and the back of the head, minimizing facial discomfort while providing steady support,” the company said in a press release. There’s also a detachable light shield that you can employ to block out external light.
What you can actually do with Galaxy XR
There are no prizes for guessing that Google’s generative AI chatbot Gemini is at the heart of Android XR. “Android XR is the first Android platform built entirely for the Gemini era, and we are incredibly excited to take a significant leap forward today with the launch of Galaxy XR,” Sameer Samat, Google’s president of Android Ecosystem, said.
Every Google Play Store app works out of the box on the headset, though of course Google has reworked some for mixed reality. You can use Gemini to navigate Google Maps and ask for personalized recommendations while checking out 3D visuals with Immersive View. Google Photos can bring an extra dimension to 2D photos and videos via auto spatialization.
On YouTube, you can ask Gemini to find videos and tell you more details about what you’re watching. And, while using the passthrough mode, you can look at any object in your environment and use Circle to Search to look up more info about it. Google has also made new versions of Google TV, Chrome and Meet (because what is mixed reality for if not conference calls?) for Android XR.
Multitasking is a factor here as well. The operating system allows users to have multiple, resizable apps open at once. These can be arranged in a virtual space, or you can simply ask Gemini to do that for you.
On the entertainment front, you’ll be able to stream shows and movies in 4K in a virtual theater setting. You’ll have access to a library of 180-degree and 360-degree VR content, and you can view 3D content via a “spatial” tab. Some streaming platforms have reworked their apps for Android XR, including Crunchyroll, HBO Max and Peacock.
There’s a multi-view option for watching sports, with apps from the likes of MLB and Fox Sports available. With Adobe’s Project Pulsar (an immersive video editing app), you’ll be able to add 3D depth to videos and seemingly place captions behind subjects with ease, if that’s something you’re interested in.
Sam Rutherford for Engadget
Galaxy XR has games too. NFL Pro Era — an NFL-licensed virtual reality title that’s also on Meta Quest, PlayStation VR and Windows — is available for Android XR. So too is Inside [JOB] by Owlchemy Labs (Vacation Simulator, Job Simulator). For compatible games, Samsung says Gemini can offer real-time coaching, tips and “enhanced gameplay experiences.”
The arrival of Galaxy XR is an important next step for Google and its grand vision of an Android XR ecosystem. But the company isn’t stopping with headsets. It’s also making smart glasses, a product category that Meta has been trying to conquer. Samsung and Google are working with Warby Parker on Android XR smart glasses. At I/O earlier this year, we got some hands-on time with a prototype of Google’s Android XR glasses.
Once again, Galaxy XR will run you $1,800, and Samsung is offering financing options. The Galaxy XR Travel Case and Galaxy XR Controller will each run you $250 — at those prices, they almost need financing options too. Ouch.
Anyone who buys Galaxy XR by the end of this year will get an Explorer Pack at no extra cost. This includes 12 months of access to Google AI Pro, YouTube Premium and Google Play Pass. The NFL Pro Era, Project Pulsar, Calm and Asteroid apps are bundled in too. You’ll also get NBA League Pass access for the 2025-26 season in the US or 12 months of the Coupang Play Sports Pass in Korea. Charging $1 for each of the first three months of YouTube TV seems a little cheap considering the outlay for Galaxy XR, but it’s still a decent perk. YouTube TV typically costs $83 per month.
Well, ya’ll, it’s been a doozy. I’m back from Menlo Park with a lot to chew on and at least one new pair of smart glasses already in hand. I got to try Meta’s Ray-Bans with a display in them, and I’m not going to lie… they were pretty wild. I have a lot of thoughts about what they mean and what they could be, but I’m going to save those for the future when I hopefully get to try them on my own, sans Meta handlers.
But even with unfinished thoughts, I can’t help but feel like this is a big moment for the smart glasses category. If you had any questions on whether smart glasses have arrived, I think Meta Connect 2025 should put them to rest. Maybe you’re on the fence about whether you need a pair of glasses with a screen in them (and a magic wristband that lets you control them), but I’m willing to wager that once you give both a whirl, you’re going to want a pair nonetheless.
Anyway, I wanted to write something really epic and profound here, but I think I have about 3.5 brain cells left after a wild couple of weeks of smart glasses, earbuds, and new Apple products, so I’ll just leave you with this picture I took of Mark Zuckerberg and Diplo. Just one last lookie-loo for the road. See you next time! —James Pero
The Apple Vision Pro was marketed primarily as a productivity machine, but as any active VR user can tell you, it’s the games that sell these devices. Apple’s headset offers access to hundreds of games, but mostly as quick and dirty iPad ports that show up as a virtual screen in your field of vision. This, however, is starting to change.
Developer Owlchemy Labs just announced that two of its marquee titles, Job Simulator and Vacation Simulator, are now available for the Apple Vision Pro. These aren’t iPad ports. Both games are fully immersive VR experiences that have been optimized for Apple’s headset. This means that controls have been mapped to hand-and-eye tracking. The AVP’s lack of a dedicated controller would absolutely hamper some pre-existing VR games, but these two should work perfectly.
For the uninitiated, Job Simulator was one of the first “must have” titles in the VR space. It’s a hilarious riff on corporate culture that tasks players with designing a cubicle, making coffee and participating in all kinds of shenanigans. Vacation Simulator extends the tomfoolery to leisure, with a colorful beachside location, the ability to take picturesque hikes and, well, knitting. Players can also relax in a fake hot tub, splash in a fake sea and even get in some fake yoga.
Job Simulator costs $20 and Vacation Simulator costs $30, which are the same prices as rival platforms like the Meta Quest Store and Steam. It’s good to know there isn’t an Apple Vision Pro tax, beyond the initial $3,500.
Interestingly, developer Owlchemy Labs is actually owned by Google, which doesn’t really have a horse in the VR race. As for the Apple Vision Pro, the games and unique experiences are starting to appear. There’s an interactive story based on Marvel’s What If…? that releases on May 30 and the tabletop RPG Demeo hit the platform earlier this week. The sales numbers for the headset haven’t exactly been rosy, so we’ll see if that discourages companies from developing software for the platform.
If you follow the world of robotic exoskeletons with any frequency, you’re no doubt aware of the two primary categories. The first is aimed firmly at workers with strenuous or repetitive jobs such as lifting and transporting packages. The second is assistive, largely focused at individuals with mobility impairments.
The latter category is often the domain of soft robotic exoskeletons – those with fabric parts designed to be more of a day-to-day assistive accessory. These systems are also increasingly focused on specific issues that impact people’s ability to get around. After all, not all mobility impairments are created equal.
In the case of people with Parkinson’s disease, “freezing” is a frequent issue that impacts the ability to walk, while increasing the likelihood of falls. The symptom causes people to lose their footing while walking, shortening steps before stopping altogether,
There have been a number of attempts to tackle the issue, from medication to physical therapy to surgery, but existing solutions are limited in their efficacy.
New research from a joint team from Harvard and Boston University, published in Nature Medicine, demonstrates how soft robotic exoskeletons can address the issue.
The wearable technology features sensors that detect movement and utilize algorithms to estimate the walker’s gait. Cable-driven actuators kick in, assisting walking mid-stride.
“We found that just a small amount of mechanical assistance from our soft robotic apparel delivered instantaneous effects and consistently improved walking across a range of conditions for the individual in our study,” says Harvard professor, Conor Walsh.
Researchers worked with a 73-year-old man with Parkinson’s who suffers from freezing more than 10 times a day. In their research, which was carried out over the course of six months, Walsh’s team was able to eliminate freezing in patients while walking indoors. In turn, they were also able to walk further and faster.
Harvard notes, “The effect was instantaneous. Without any special training, the patient was able to walk without any freezing indoors and with only occasional episodes outdoors. He was also able to walk and talk without freezing, a rarity without the device.”
The Biodesign Lab is the same group that designed an exosuit for stroke patients that was subsequently licensed by startup, ReWalk Robotics. If the promising early results are any indication, this new technology could someday follow in its footsteps to commercialization.
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I would be lying if I said that mixed reality and generative AI were two of my favorite things. And yet, a Christmas Day TV special made me unexpectedly bullish about them. — Anna
Versailles 400
I am not an early adopter of the metaverse. The only VR headset I own is made of cardboard, and I haven’t felt the need for a better one yet — perhaps because I am not a gamer, either. But I am ready for things to change in 2024, with new mixed-reality experiences that cater to people like me.