Home / Smart Glasses & XR
Market
Headsets, glasses, and the hardware layer underneath the immersive-computing pitch.
Consumer VR and mixed reality headsets, enterprise AR visors, smart glasses, haptics and tracking hardware, and the software, training and location-based venues built on top. 53 companies are tracked, each with a market-presence label.
Market snapshot
Notes
Counterpoint headline: global AI glasses shipments up 263% YoY in H1 2026, with display-less AI glasses 96% of the total. Taken from the article headline; the article body was not retrievable for direct reading.
Each figure is a separate measurement with its own period and geography. Different metrics, periods and regions are not directly comparable.
Categories
Eight ways to build immersive hardware, one hub.
A $500 consumer headset and a $50,000 industrial motion-capture rig have little in common except that both put a display, a sensor, or an actuator somewhere on the human body. Each sub-category below answers to different buyers — pick one to jump straight to its companies.
Video
See them in use.
Official manufacturer material across consumer headsets, smart glasses, haptics, and enterprise training.
Companies
All 53 companies tracked in Smart Glasses & XR
Companies are grouped by category. Filter by presence label to narrow the list.
No tracked companies match that filter.
Recent news & updates
- Sep 8, 2026
- Jun 4, 2026
Frequently asked questions
Does the FCC's 2026 Covered List cover XR hardware?
The FCC's most recent 2026 Covered List expansion added foreign-made advanced robotic devices and power inverters, not VR headsets, AR glasses or consumer XR hardware. Regulatory context for any individual company is described, with sources, on its page.
Why do software platforms like Unity and VRChat sit in the same hub as headset makers?
Same logic as grouping a robotaxi with a lidar supplier on the Intelligent Vehicles hub: the buyer questions this site exists to answer — who builds it, where it is made and how it is sold — apply to the software layer as much as the hardware it runs on. A studio picking an engine and a manufacturer sourcing a headset are both making a build-vs-buy call this tracker is meant to inform.
Is Magic Leap still a headset maker?
No. After a 2026 restructuring (roughly 200 jobs cut), Magic Leap pivoted to a waveguide/optics supplier role through a deep hardware partnership with Google rather than continuing to sell its own headset. It stays listed here, marked Unavailable, rather than quietly dropped — the same treatment Luminar and Cepton get on the Intelligent Vehicles hub after their own ownership changes.
What's explicitly not included here?
General-purpose smartphone or PC makers with no dedicated VR/AR hardware line, and pure game studios that happen to ship a VR title without building the platform itself. Scope here is companies building the headsets, glasses, haptic/tracking hardware, or the platforms and venues purpose-built around them.
How current are the status labels on this page?
Less current than the rest of the site, by design disclosure: this hub launched from a preliminary research pass rather than the company-by-company verification the methodology page promises elsewhere, and the Legend accompanying the source dataset itself flags the VR/AR space as moving unusually fast in 2026. Treat every label here as a working draft until it's been independently confirmed.