Snap’s Huge AR Glasses Aim for Short, Useful Sessions
Snap’s new AR glasses turn a courtyard into a game board. A glowing arrow can guide a real soccer ball toward a flashing target, then send the player to another spot. The effect comes from Snap Specs, a pair of augmented reality glasses that Snap priced at $2,195 when it showed them in June at the Augmented World Expo in Long Beach, California. The launch drew quick jokes because the glasses looked huge and cost a lot.
An hour with the glasses makes the main point clear: they feel powerful, but they do not feel ordinary. Evan Spiegel, Snap’s CEO, said the device is closer to a computer than to everyday eyewear. He expects people to put them on for a task, much like reading glasses, rather than wear them all day. He also said lighter, cheaper, stronger versions are not far away.
Snap’s design is more like a compact mixed-reality headset with clear lenses than a basic pair of audio glasses. It carries the idea of earlier AR gear, including Magic Leap and Microsoft HoloLens, into one wearable frame. Snap also announced a $200 charging case that can act as a Verizon cellular hotspot in the US, so the glasses can work without a phone. That matters because standalone use is part of the test.
The hardware shows both promise and trade-offs. The frames weigh 4.7 to 4.8 ounces, or 132 to 136 grams, and can rest on the temples without causing pain during a half-hour demo, though they may slip down the nose. Their thick arms and rainbow-like lenses make the glasses look far from normal. The lens inserts snap in and can reach -8 for nearsighted users, which may make them useful for demos in museums, theme parks, or theaters. The display offers a tall, narrow field of view that is wider than Snap’s older Spectacles, but still far narrower than VR headsets. That leaves a simple question: can a device be useful before it feels natural?