Comparison RayNeo Air 4 Pro vs XREAL One Pro M
Add to comparison | ![]() | ![]() |
|---|---|---|
| RayNeo Air 4 Pro | XREAL One Pro M | |
| Expecting restock | from $599.00 | |
| TOP sellers | ||
The AR glasses RayNeo Air 4 Pro stand out with support for HDR10 and an advanced audio system by Bang & Olufsen. The package now includes light blockers, which enhance viewing in bright conditions. | If the size is not specified in the description, be sure to confirm it before purchase. | |
| Device type | AR glasses | AR glasses |
Connection | ||
| USB-C | + | |
| Compatibility | Windows MacOS Android iOS (iPhone) PlayStation Xbox | Windows MacOS Android iOS (iPhone) PlayStation Xbox |
Specs | ||
| Refresh rate | 120 Hz | 120 Hz |
| Field of view | 47 ° | 57 ° |
Features | ||
| Microphone | ||
| Speakers | ||
| Accelerometer | ||
| Gyroscope | ||
General | ||
| Interpupillary distance | 57 – 66 mm | |
| Weight | 76 g | |
| Color | ||
| Added to E-Catalog | february 2026 | march 2025 |
Compare RayNeo Air 4 Pro and XREAL One Pro M
You may be interested in
My comparisons
RayNeo Air 4 Pro often compared
XREAL One Pro M often compared
Glossary
USB-C
A universal connector in smart glasses for charging, connecting to a smartphone, laptop, or other compatible devices. In simple smart glasses, it is more often used only for power and data transfer, such as charging the battery or copying taken photos and videos.
In AR glasses, USB-C might be more important: through it, images from a phone, laptop, or gaming console may sometimes be transmitted if video output is supported. Therefore, when choosing, you should look not only at the presence of USB-C but also at its capabilities: charging, data transfer, or image output.
In AR glasses, USB-C might be more important: through it, images from a phone, laptop, or gaming console may sometimes be transmitted if video output is supported. Therefore, when choosing, you should look not only at the presence of USB-C but also at its capabilities: charging, data transfer, or image output.
Field of view
The field of view characterizes the width of the visible digital image in AR glasses, i.e., how much space in front of the eyes the virtual screen or interface occupies. The larger the value in degrees, the wider the image is perceived: for example, 30 – 35° is suitable for basic video viewing, 40 – 50° is more comfortable for gaming and working with windows, and 50°+ provides a more pronounced big screen effect.
In AR glasses, this parameter should not be confused with the viewing angles of a regular monitor or TV. Here, it's not about how the picture is seen from the side, but about how widely the image unfolds in front of the user's eyes.
In AR glasses, this parameter should not be confused with the viewing angles of a regular monitor or TV. Here, it's not about how the picture is seen from the side, but about how widely the image unfolds in front of the user's eyes.
Interpupillary distance
The distance between the centers of the user's pupils for which the glasses optics must be calculated. The value range indicates the interpupillary distance for which the glasses can correctly align the image with the pupil position.









