Meta is putting virtual reality into a pair of glasses and AI into Ray-Bans
At Connect 2026, Meta wowed everyone with its new Meta VR Glasses and showcased its ambitions in the field of wearable devices
At Connect 2026, Meta took everyone by surprise with the new Meta VR Glasses and showcased its ambitions in the field of wearable devices – which, in fact, offer a glimpse into the next, more personalised way of using AI. We’ll no longer have to take it out of our pocket; it’ll be right at our fingertips, on the bridge of our glasses.
But let’s start with the most appealing device for tech enthusiasts. At last, VR fits into a pair of glasses. The new Meta VR Glasses, due out in spring 2027 at $1,299.99, do away with the clunky headset design and adopt a design that looks much more like a pair of large glasses (ugly, but better than a headset).
They weigh around 100 grams – five times less than the Quest 3 – have no head straps and leave the sides open, whilst the passthrough cameras allow you to continue seeing your surroundings. You still can’t drive a car whilst wearing them (because if they switch off, things wouldn’t end well), but it’s a decisive leap forward made possible by a significant compromise – though less so than you might think: the processor, battery and memory aren’t housed in the glasses themselves but in a small external unit, connected via fibre optics to handle the enormous amount of data travelling between the two devices, and which can be clipped onto a pocket or bag. The display and sensors remain on the frame.
The system uses two micro-OLED panels with a combined 5K resolution and a pixel density of 37 pixels per degree, pancake lenses, Dolby Vision and Dolby Atmos spatial audio (good) integrated into the temples. The processor is Qualcomm’s new Snapdragon Reality Elite, whilst the external battery is rated for up to three hours of high-resolution video playback and supports 45-watt fast charging, much like the current Meta Quest 3.
Cinema, computers and consoles in a single device
Meta’s big gamble is to present its VR glasses not merely as a gaming device, but as a personal, wearable screen that can serve as a cinema, a workstation and a games console. This is why the move to a more affordable format, replacing the old, bulky headset, is essential – as is doing away with the need for controllers. Controllers will still be available to buy (and compatible with those for the Quest 3), but the interface is now designed to work differently. You select icons with your gaze, click and scroll through menus with thumb movements, and use voice commands. The workspace option is particularly interesting: you create extra virtual screens for your PC, position them wherever you like, and switch nimbly from one to another. These are all things you can do with the Quest as well, but once again, the compact, glasses-style design makes all the difference.





