Unseen Reality’s Kickstarter raised almost $1.3 million for URXR One, a 93-gram ultralight VR-style passthrough headset that acts as a virtual monitor.
The Kickstarter campaign launched last month, and concluded over the weekend after reaching $1,288,712. By “VR-style” I mean that it uses pancake lenses placed between your eyes and the displays, and you see the physical world via the passthrough cameras on the front.
URXR One achieves its 93-gram weight mainly by not having much compute onboard and lacking a battery. It features the GravityXR G-X100 coprocessor chipset announced back in December, and is essentially an implementation of GravityXR’s reference design. The chip handles positional head tracking, optical hand tracking, and camera passthrough using very little power and generating very little heat, leaving the rendering to an external device.
It features dual 2448×2064 micro-OLED displays magnified by pancake lenses to a field of view of 80° horizontal × 56° vertical (around 90° diagonal) at up to 90Hz refresh rate.
You plug it into a laptop, phone, or other device that supports USB-C DisplayPort out (including handhelds like Steam Deck, ROG Ally, Legion Go) and it displays the input as a 6DoF virtual monitor floating in front of you positionally. The device accepts a 2560×1440 signal at 90Hz.
Essentially, URXR One as a product is the same proposition as Xreal and Viture glasses, a virtual monitor for your existing devices, but with a VR-style display system with passthrough instead of transparent prism optics, offering a much wider field of view. Even Xreal’s upcoming Aura device reaches only 70° diagonal, and other Xreal and Viture devices have a diagonal field of view of less than 70°, compared to the roughly 90° of URXR One.
On Windows and Mac, URXR’s software enables multiple virtual monitors alongside hand tracking controls for positioning them in space.
XRXR One does not feature eye tracking or face tracking.
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URXR One Kickstarter trailer.
Unseen Reality claims URXR One will start shipping to backers in October, and to new buyers in November, priced at $999. To display a connected smartphone, you’ll need the $69 Power Hub accessory, set to ship in December.
Some time after launch, Unseen Reality plans to add support for PC VR, letting it act as a SteamVR headset, but that functionality won’t be ready for when the device ships.
Of course, URXR One’s campaign is somewhat overshadowed by the repeated leaks of Meta’s next headset, codenamed Phoenix, which appears to have a similar form factor and may even be shown at Connect tomorrow. How exactly Meta’s headset will compare on price, and when it might launch, remains to be seen. But what seems clear is that URXR One won’t be alone in having this ultralight form factor.
Meta Quest exclusives like Batman: Arkham Shadow, Deadpool VR, and Asgard’s Wrath 2 are playable on PC VR thanks to Android XR Bridge, an experimental project from developer Feli Reintgen.
Android XR Bridge (AXRB) is an experimental software runtime for Windows which allows you to run Android-based VR applications made for Meta Quest on your PC. It’s notable in that it allows you to play Quest exclusives in 4K (per eye) and high frames per second using the full power of your gaming PC.
While early versions of the program yielded pretty terrible results, recent updates have enabled 4K per eye rendering at 120 FPS, as demonstrated in a recent social media post from AXRB’s developer, which shows Pinball FX VR running at said specs.
Here is me playing a bit of @zen_studios Pinball FX VR (the Quest one, not classic!) through my Android XR Bridge on Windows. The game is rendering at 4K per eye now – something that would have never been possible on Quest.
Android XR Bridge is designed to work with legal copies of Quest games. It operates like a traditional emulator to remove hardware restrictions, after which the game runs on OpenXR. You must own legal game files to play them.
AXRB’s Early Access launch, which was originally planned for Monday, September 21, has been delayed. AXRB’s developer announced today via the app’s Discord that the delay stems from issues with the installer failing, the emulator failing to launch games, and a lack of overall game support leading to “a lot of the untested games fail[ing] most of the time.”
Nevertheless, AXRB represents an interesting possibility: that PC VR users may soon be able to access Meta’s Quest library of exclusives and run them on a PC with very little (or no) modification to the original Android-based builds.
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BREAKING (Sept 22, 2026 @ 8am PT): Today’s races have been misconfigured, and TT bikes are being allowed, without penalty, into the events (see FB post from WTRL). You absolutely will want to use a TT frame for your races! I’ve revised bike recommendations below…
FOLLOWUP (Sept 22, 2026 @ 1:45pm PT): All remaining events for today have been set with TT bikes disabled, per the original plan.
The first race of Zwift Racing League 2025/26 is Tuesday, September 22, and it’s a race format we’ve never seen, on a route ZRL has never used!
That’s right: what makes this week most interesting is that it’s the first-ever Race of Truth, which is essentially a points race without drafting. This opens up lots of questions, which I’ll try to answer below. So let’s dig into the course, look at bike selection, talk strategy, and more!
Looking at the Route: Montmartre Mixer
All riders will race one lap of Paris’ Montmartre Mixer, for a total race length of 27.6km with 198m of elevation gain.
Broadly speaking, this is a rolling route full of slight descents and ascents, with back-to-back ascents of the Montmartre KOM featuring as the centerpiece:
Let’s look at how the route unfolds from a Race of Truth perspective:
Lead-In to Lap banner @2.4 km: Collect your 250 XP bonus as you ride through the lap arch to finish the lead-in, then up the power as you head into the slight climb to the Lutece Sprint. You will collect a 250 XP bonus at the arch.
Lutece Sprint @3.6km (150 meters, 3.5%): This is the first points segment of the race, and it comes after a bit of slack climbing, so you can bet riders will push hard before the segment even begins, to get into position for FAL points. You will pick up an aero powerup through the arch.
Monceau Sprint @5.1km (300 meters, -0.1%): Use your aero powerup to maximize segment points on the fast, slightly downhill sprint.Pick up a feather powerup at the arch, which can be used on the kicker section of the tiny loop you’ll ride not long after the sprint, or hold onto it to reduce your sprint time on the upcoming Église Sprint, if you’re contesting that sprint.
Église Sprint @8.6km (250 meters, 0%): Use your feather powerup if you want to maximize segment points. You will pick up an aero powerup through the sprint arch, which you’ll want to save for the Monceau Sprint, you need points segment. Before that, though, you’ve got some light climbing to do on your way up to the Arc de Triomphe. Up those watts to put time into your competitors!
Monceau Sprint @12.9km (300 meters, -0.1%): Use your aero powerup to maximize (well, minimize) your sprint time, and pick up a feather powerup through this arch. You’ll definitely want to hold onto that powerup for what’s coming next!
Montmartre KOM @15.1km (1.2km, 4.2%): The first of two times up this climb will see you with your freshest legs, so you might consider hitting it extra hard to maximize segment points. Even if you don’t go all in, you’ll want to push over threshold here, because applying the most power when you’re going the slowest is the way to turn in your fastest TT time. Pick up an anvil powerup at the arch, then use it on the descent. You might even want to sprint into a supertuck! Make sure you carry good speed into the start of the next KOM.
Montmartre KOM @18.3km (1.2km, 4.2%): Second verse, same as the first! Again, you’ll want to increase your power on this climb, regardless of what position you’re in. But if you’re chasing FAL or FTS points, you may want to kick it up even more. Pick up an anvil powerup, and use it again on the descent, perhaps with a cheeky supertuck. Keep your speed high into the final sprint.
Tchou Tchou Sprint @22.1km (150 meters, -0.2%): Keep hammering to keep your speed high on this slightly downhill short sprint. Pick up an aero powerup at the arch, which you’ll want to use downhill when you’re moving fastest and air resistance is highest. Remember, there is no finishing sprint for you to win… you’re just trying to turn in the fastest time!
The course ends at the lap banner you rode through at the end of the lead-in, and if everything goes as planned, you should get another 250 XP bonus at the lap banner, as long as you aren’t holding onto a powerup when you cross it.
Diving a bit deeper, the Montmartre KOM can be visualized as a 2-part climb. Click the 2D button below to see this clearly, and read the Montmartre KOM detail page for a more precise breakdown of the climb.
Yes, powerups are being given out, even if you’re on a TT frame! You’ll want to use each powerup you receive before arriving at the next arch, since you can only hold one powerup at a time. Here are functional details for each powerup used in this race.
Aero Boost (helmet): makes you more aerodynamic (reduces your CdA by 25%) for 15 seconds. Use at higher speeds (flats and descents). Everyone will be using this on the sprint segments, so you probably don’t stand a chance of a good result without it!
Anvil: makes you heavier for up to 15 seconds, so you can descend faster. The amount of weight added is based on a percentage of your body weight, and that percentage increases as riders get lighter. It won’t hurt you, as it only adds weight when the road is at a -1.5% decline or greater. Use this on the Montmartre descent for an extra speed boost as you recover a bit from the KOM effort.
Lightweight (feather): reduces your weight by 10% for 30 seconds. Use on climbs, when weight matters the most. The first two feathers you receive should be used on short climbs you encounter before the next arch, but the third and final feather should be held and used on the Montmartre KOM.
Bike Frame + Wheel Choice
WTRL originally said TT frames would be disallowed in this race, but the events were misconfigured, allowing TT frames. Official word from WTRL (see their Facebook post) is that TT frames are now allowed.
So grab your most aero TT frame and disc wheelset. Because using a road frame is basically like giving yourself a ~60-second time penalty!
Also, a reminder that upgrading your frame makes a big difference, particularly with TT frames! The ~47 seconds of time savings across an hour for a fully upgraded TT frame translates to ~11 watts. Read all about the performance improvements from upgrades here.
More Route Recons
Many ZRL recon rides are planned each week. If you’re unfamiliar with this course, jump into an event and familiarize yourself with the route! Find a list of upcoming ZRL recon rides at zwift.com/events/tag/zrlrecon.
Additionally, riders in the Zwift community do a great job every week creating recon videos that preview the courses and offer tips to help you perform your best on the day. See those below…
Nathan Krake
Note: Nathan does a great job of outlining the various ZRL rule changes in this video, as well as discussing the new Race of Truth format. He also released a video entirely focused on this race, which I’ve included below:
var chart = new google.visualization.PieChart(document.getElementById(‘piechart_3d’));
chart.draw(data, options);
}
Chart shows the maximum points a team of 5 could earn in a race with 60 participants. To learn how ZRL points races work, see this post.
How will these races unfold? What strategies will teams employ? Here’s what I predict:
Steady, Targeted Efforts: This is what most riders will do… or at least try to do. Like any iTT, keeping your power steady results in the fastest times. Riders will drop their power a bit on descents, and increase it as the gradients get steeper. Riders who believe they stand a chance at FAL and/or FTS will also put in extra hard efforts on the segments that suit them best. I’ve seen teams talking about “assigning roles” to riders for this race, and that’s really what this is. Strong climbers go for segment points on Montmartre, while strong sprinters target a specific sprint or three. Meanwhile, those who are just good at steady TT efforts keep it steady and chase high finish points.
FTS and Chill: I don’t think anyone will fully embrace this strategy, but it’s interesting, so I wanted to mention it here. Normally, in points races, it doesn’t make sense to ride “easy” then go for FTS, because you’ll lose the pack draft and be unable to set a fast segment time. But this is a draftless race, which means a rider could simply spin along at zone 2, then put in all-out efforts on the points segments to earn max FTS points.
Bagging That Sand: Lastly, sadly, there will be some riders in the B-C-D categories who watch their average power numbers closely to make sure they don’t exceed the category’s limits and get forced into a higher category. We see you, sandbaggers. And we say, “Shame, shame, shame…”
Steering: It’s no small thing that this is the first ZRL race where steering is allowed! Steering to shorten corners can trim valuable seconds off your overall time, which is all that matters in an iTT. So riders will be steering in this event, perhaps more than any other!