URXR One Kickstarter Raises $1.3M For Ultralight Tethered Passthrough Headset

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.

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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.

‘Android XR Bridge’ Tool Brings Quest Exclusives To PC VR

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.

Latency while playing only comes from my network, I… https://t.co/bbhwRWxJAA pic.twitter.com/dpQmZ8cbgd

— Feli Reintgen (@jxstfeli) September 16, 2026

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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