Xreal's Aura and Meta's VR Glasses hands-on: both have a compute puck and are light, but Aura's arrive in 2026 and have passthrough lenses suitable for walking
Boone Ashworth /Wired:
Context & Ripple Effects
Xreal framed Project Aura in 2025 as Android XR glasses built around a separate Qualcomm-powered puck; the comparison arrives as Aura preorders open at $1,279 in four markets. Xreal also has a $299 A01 Plus in its lineup, giving it a lower-priced AR option alongside the premium Aura.
Meta had already explored the same split-device approach in its Orion prototype, which paired lightweight glasses with a wireless processor. The hands-on comparison makes the differentiator less about eliminating external compute and more about what the glasses can support while worn.
First-order effects
- Xreal must justify Aura's $1,279 entry price through Android XR and walkable passthrough, rather than light weight alone, because Meta's VR glasses also pair a light headset with a compute puck.
- Meta's VR glasses enter the comparison with comfort and multitasking as established strengths, while Aura raises walking-capable passthrough as a competing usability criterion.
Second-order effects
- Xreal's $299 A01 Plus gives buyers a cheaper option within the same brand, sharpening the distinction Aura must make as its premium, puck-powered product.
- The shared puck design shifts competitive pressure toward the quality of passthrough, displays, and software experiences, since the processor can sit outside the glasses without making the frame heavier.
Third-order effects
- If lightweight headsets continue to rely on external processors, XR product design is likely to separate wearable display ergonomics from compute performance rather than force both into one frame.
- The comparison points to a market in which practical mobility features—not only immersive media and multitasking—determine whether lightweight XR glasses expand beyond seated use.
The trend: XR makers are using external compute to preserve lightweight glasses while competing on the real-world usability of the display and sensing stack.