Comparison XREAL 1S vs XREAL One Pro M
Add to comparison | ![]() | ![]() |
|---|---|---|
| XREAL 1S | XREAL One Pro M | |
| Compare prices 1 | from $599.00 | |
| TOP sellers | ||
If the size is not specified in the description, be sure to confirm it before purchase. | ||
| Device type | AR glasses | AR glasses |
Connection | ||
| Compatibility | Windows MacOS Android iOS (iPhone) PlayStation Xbox | Windows MacOS Android iOS (iPhone) PlayStation Xbox |
Specs | ||
| Display resolution | 1920x1200 px | |
| Refresh rate | 120 Hz | 120 Hz |
| Field of view | 57 ° | |
Features | ||
| Microphone | ||
| Speakers | ||
| Accelerometer | ||
| Gyroscope | ||
General | ||
| Interpupillary distance | 57 – 66 mm | |
| Weight | 82 g | |
| Color | ||
| Added to E-Catalog | april 2026 | march 2025 |
Compare XREAL 1S and One Pro M
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Glossary
Display resolution
The number of pixels that form the image in AR glasses. It is most often specified separately for each eye. The higher the resolution, the clearer the text, interface, video, and virtual screen appear; for example, 1920×1080 per eye is already suitable for movies, games, and basic window work.
When choosing, it is important not to confuse resolution with the size of the virtual screen: the glasses may claim a large screen of 100–120", but clarity still depends on the number of pixels, optics, and the quality of the microdisplays themselves. Higher resolution is especially useful for reading text and working with PCs, while requirements for simple video viewing may be lower.
When choosing, it is important not to confuse resolution with the size of the virtual screen: the glasses may claim a large screen of 100–120", but clarity still depends on the number of pixels, optics, and the quality of the microdisplays themselves. Higher resolution is especially useful for reading text and working with PCs, while requirements for simple video viewing may be lower.
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.








