Optics & display
Folded pancake optics shorten the optical path to a few centimetres, so the mass sits close to your face instead of hanging off it.
- Dual micro-OLED panels, 3840 × 3552 per eye
- Per-eye distortion and chromatic-aberration mapping
- Low-persistence drive to remove smear during head turns
- 1,100 nits peak for readable text against bright virtual surfaces
Spatial tracking
Six cameras and a 200 Hz inertial fusion stage run entirely on-device. No base stations, no calibration ritual, no cable to a PC.
- 200 Hz inside-out SLAM with relocalisation under 300 ms
- 26-joint hand skeleton tracked without controllers
- 120 Hz eye tracking feeding foveated rendering
- dToF depth on Vision X1 Pro for metric room capture
Haptic interaction
Haptics are a rendering problem, not an accessory. Glide drives wideband voice coils with the same frame budget as the visuals.
- 20 Hz – 1,000 Hz reproduction across three octaves
- 6 ms from render to actuator
- Per-finger amplitude and frequency envelopes
- Haptic authoring API in the Unity and Unreal packages
Compute & streaming
Whether the pixels come from the headset or from a workstation, the goal is the same: keep motion-to-photon latency under the threshold where your inner ear stops arguing.
- On-device XR silicon with 16 GB unified memory
- Wi-Fi 7 wireless PC VR streaming under 20 ms motion-to-photon
- Wired DisplayPort alt-mode for uncompressed tethered sessions
- Nexus C1 hub streaming four headsets from one machine
Structure & materials
Weight is a specification. So is where that weight sits, how hot the front plate gets after two hours, and how the facial interface behaves after a hundred wipe-downs.
- Magnesium alloy frame with glass-filled polymer shells
- 428 g balanced front to back, 62 mm centre of mass offset
- Graphite spreader plus a quiet 40 mm blower
- Three facial interface sizes, replaceable and cleanable
Software platform
One runtime across the whole line-up. Content written for the Vision X1 runs on the X1 Pro and streams to Aero without a rebuild.
- OpenXR 1.1 conformant runtime
- Unity and Unreal plugins with sample scenes
- Fleet console for kiosk mode, content push and telemetry
- On-device processing for eye and hand data by default