AR glasses: the component stack and competing technologies (primer)

Cross-cuts: Life & Frontier
last updated Mon Jun 15 2026 00:00:00 GMT+0000 (Coordinated Universal Time)
Laser-Based Display Light EnginesDisplaysMicro-LEDsMetasurfaces & Flat OpticsAR optical combiners (waveguides): getting the image to the eyeAR/VRAR glasses:…

A plain-English primer on what is actually inside a pair of AR / smart glasses, and the competing technology for each part. Built 15 Jun 2026 to ground the Ar Display Optics thesis: it shows where our bet (the display optics) sits in the whole device, and why the rest of the stack is mostly someone else’s problem.

The one-line mental model

An AR glass has to do four things: (1) make an image, (2) deliver it to your eye while you still see the world, (3) sit in a lens you can actually wear (often a prescription), and (4) run the software and sense the world so it knows what to draw. The first three are the optics, and they are the hard, unsolved, value-bearing part. The fourth (compute, sensing, power, audio, connectivity) is increasingly offloaded to your phone or watch, or commoditised onto Qualcomm / Apple silicon. Lawrence’s read from the Smith call: solve the display and you can largely get by with the compute and battery we already have, because most of it gets offloaded. So the bottleneck, and the value, is the optics.

The whole stack at a glance

The pattern: components 1-3 (the optics) are where the unsolved physics and the defensible IP live; 4-8 are increasingly offloaded or owned by incumbents. That is the whole reason the thesis is an optics thesis.

1. Light engine (the image source)

Generates the red / green / blue light. The big efficiency lever is étendue: a tightly-collimated source couples far more light into a tiny waveguide than a diffuse one, which is the core argument for lasers over LEDs.

Full detail, R&D challenges, and a DD checklist: Laser-Based Display Light Engines.

2. Combiner / waveguide (delivery to the eye)

Takes the engine’s image and overlays it on the real world. This is where most of the cost, the “eye glow,” and the photolithography bottleneck live.

TechHowStrengthWeakness
Diffractive waveguide (SRG)surface gratings steer lightthin, scalable designeye glow, low efficiency, flat, photolith (Dispelix)
Reflective / geometric (Lumus)embedded partial mirrorsbright, efficienthard to manufacture
Holographic / volume-Braggrecorded hologramsthin, wavelength-selectivecolour uniformity (Digilens; Akonia bought by Apple)
Bonded glass (Schott / Lumileds)stacked glass layersshipping in Meta Ray-Ban Display~$800/unit, flat, still glows
Metasurfacenanostructured flat opticsflat, design freedomvalue absorbed by incumbents (see Metalenses)
Birdbath45° beamsplittercheap, good imagebulky, looks odd
Fused / waveguide-lessimage generated inside the lensno separate combiner, no photolithconcentrates all the risk in one process (the bet)

The thesis bets the last row beats the rest (see Ar Display Optics).

3. Prescription lens (the wearable substrate)

Over 60% of buyers need a prescription; ~80% of those are astigmatic (ground to order). A real, under-appreciated component.

4-8. The rest (mostly not our bet, and that is the point)

Where the thesis sits

See also

Related concepts