I ditched my Meta Quest 3 for the Samsung Galaxy XR, and it's made AR and VR seem exciting again
Samsung's Apple Vision Pro rival finally arrives in the UK and I spent a week living with one
It took a while but the UK was next in line for the Samsung Galaxy XR after its release in the US and Korea last year, and the wait may well have been to the benefit of Brits. That’s because since its original launch, the headset has been served patches and software tweaks that most certainly make for a better experience.
It is the first Android XR headset to hit the market, while also exhibiting Samsung’s ambitions in the higher-end mixed reality field, and there’s no denying the similarities to Apple’s Vision Pro. But at the same time, it is also something of its own beast, which I found out during the week I spent testing it.
The design and build
Having also played with an Apple Vision Pro and owning a Meta Quest 3, I am no stranger to the wonderful world of augmented reality. Also to the art of strapping a shoe box to your face for hours on end. And while it can never feel truly natural, the Galaxy XR does a great job of balancing its weight.
It’s considerably lighter than the Vision Pro (by around 200g) and is similar to the Quest 3 in that regard.
That’s not to say it is the most comfortable headset in the world. As a thoroughly premium device it is built with thoroughly premium, solid materials and therefore there’s less of a focus on padding. However, it is easy to fit tight to your head shape using the adjustment knob on the rear, so at least you don’t have to worry about wobble.
In the hand it feels sturdy and expensive – which it is – but importantly, it gives the impression that it’s something that’s built to last.
You also get additional forehead spacers in the box, for different sizes of foreheads and glasses wearers, plus silicon nose guards that sit under the lenses to block out ambient light. You don’t have to use them (I find it can get hotter when you do), but they do make for a more immersive experience and as they sit across the bridge of your nose, they also help reduce the pressure.
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Then there’s the battery unit, which at 302g, weighs more than half the weight of the headset itself. That attaches via a cable to the side of the Galaxy XR and is designed to sit in a pocket. You can also charge it while during use, which gives you infinite playtime (it’s up to two-and-a-half hours, otherwise).
The display
Once the fit has been adjusted and you enter the experience, the first thing that strikes you about the Galaxy XR is just how incredible the display is. While it features similar Micro-OLED panel technology to the Apple Vision Pro, Samsung’s alternative has a higher resolution and smaller pixel pitch.
That results in a jaw dropping, super sharp image where you simply cannot pick out individual pixels. It’s the best VR/XR display I’ve used to date and makes it very easy to become absorbed without much adjustment. Admittedly, Apple’s alternative is capable of higher refresh rates, but when it comes to clarity, there’s a clear winner.
Of course, the image is nothing without the software and experience, and that’s where it comes down to personal preference.
It’s worth remembering at this stage that Android XR is still a fledgling system. Developed in co-operation between Google, Qualcomm and Samsung, it’ll eventually spread to multiple headsets and smart glasses. But the Galaxy XR is breaking new ground here, and it feels like it, at times.
The software
The in-visor set-up wizard is simple and intuitive, but I did have some issues with validating my Samsung account. The headset has some extra compatibility features if you’re a Samsung Galaxy phone owner and have the official Galaxy XR app, but considering it is a largely autonomous device, it will also work with iPhone and other Android handsets.
My main issue was that to log into a Samsung account using two-factor authorisation, it needed to send me a code by text to my UK number – and that never arrived on my iPhone. It could be that it was my network at fault, but I struggled to get past this hiccup until I finally found I could skip the Samsung account setup entirely. It just took a while to figure that out.
Once in, that’s where you get the full “wow” moment. The headset can be controlled using either pinch gestures on either hand or a combination of eye tracking and gestures. Both work wonderfully.
The cameras on the front of the unit track your hands in real time, even showing an outline that follows your hand movements to show you how accurate it is. There are also cameras that face down from the visor, so if using eye tracking to look at things you want to interact with – such as app icons – you can just pinch your fingers without needing to lift your hand. It’s very clever and intuitive.
On top of this, the outside world is captured and sent to the display in real time too. And while it’s not represented in as high-resolution as the overlays and apps, it is in full colour and still impressive. It helps ground you in an experience, making you feel like you are still in the real world while interacting with the virtual. And that also helps prevent the sort of motion sickness normally associated with the genre.
There is a mode whereby you can block the outside world and enter purely virtual landscapes, and many of the games and apps are VR rather than augmented, but I found myself using the overlays and AR tools more than any of the full VR options – especially when some of the best features are specific to this form.
Google’s renowned Circle to Search AI feature has even more relevance when you can circle anything you can see in the physical world, to get information and even purchase details on items you can see. And you can turn pictures and videos in your Google Photos library into spatial estimations, to look around them in a new perspective.
Then there’s the ability to loom over Google Maps in a god-like mode, exploring streets and buildings as if you were some sort of town planning deity. Indeed, most of my favourite experiences came from the free software provided as part of Android XR, which is not only a highlight of the Galaxy XR, but promising for future devices too.
Handily, if you purchase a Galaxy XR before the end of 2026 you also get a free bundle of apps and subscriptions to some of Google’s best services. This Explorer Pack contains a whole host of essential additions, including a year’s worth of Google AI Pro and 5TB of cloud storage.
There’s 12-months of YouTube Premium too, which gives you YouTube streaming – including spatial videos – without ads, and another great gift is a year’s membership to the Google Play Pass. This offers up hundreds of free Android games that can be played in the headset. I found it essential in my test period, not least thanks to the variety.
Then there is Adobe Pulsar to turn video creations into interactive experiences, including the ability to add 3D depth to them for other headset wearers to also enjoy. And there’s an NFL VR game thrown in too, which is a real standout, if you like that sort of thing. If not, the mindfulness service, Calm Premium, helps you unwind.
The whole bundle is worth over £600, so helps justify the headset cost a touch, but also gives you a decent amount of tools and games to get you started. As I found out, you’ll certainly not be left wanting for something to do.
The caveats
That’s not to say the headset doesn’t come with caveats. Save for its price, which is clearly in the luxury and premium range (although nowhere near the Apple Vision Pro’s hefty ticket in that regard), the headset does have some comfort issues, as previously mentioned. Even when fiddling with the nose pieces and head spacers, you might find it testing for long periods of wear.
Considering the battery life is limited to a little over two hours (when not tethered further to a USB-C charger), that’s almost a moot point anyway.
It’s also worth mentioning that although eye tracking works superbly and helps prevent motion sickness, not all the apps you’ll encounter support it, so you might still suffer at times if you’re prone to such things.
Still, that’s hardly Samsung’s fault – it has done everything it can to help mitigate the traditional issues with virtual and mixed reality, it’s now down to app developers to do their bit too.
Thankfully, that’s where Android XR steps in. It gives developers a solid foundation for a future where multiple headsets and devices will be unified in their offerings. Samsung is blazing a trail with the Galaxy XR, and in style to boot. Hopefully, others will follow in its wake.
In conclusion
So what did I learn in my week with the Samsung Galaxy XR? Well, I'll be honest, I'd almost given up on headsets and multiple mixed realities they promise. Beyond the initial wave of excitement, there was no escaping the sense that they provide a very solo experience – whether it be for work or play.
However, the sharpness and clarity afforded by something so premium made me think again. You can enjoy spending time inside the Galaxy XR because it offers experiences that are familiar yet better than real-world equivalents.
For example, I watched some of the World Cup coverage on an IMAX-sized screen, which filled my entire field of view. And from the comfort of my own living room, to boot. I could even see my beer on a table nearby to pick it up.
And while I haven't yet tried the headset on a long haul flight, I can only imagine how transformative it could be for movie viewing, while also keeping an eye on fellow passengers and airline staff.
My only real gripe is the fit, which can apply pressure across the bridge of the nose during lengthy use. One solution is to add your own top strap, which you can find in 3D printed form from enthusiasts online. Maybe even Samsung will add one to its accessories list at some point.
I hope so. But as it stands, although this headset is admittedly a niche product for a select audience, especially at its "luxury" price point, it fizzles with promise. It excitingly shows what is possible with Android XR in the now and future, and I for one am once again sold.

Rik is T3’s news editor, which means he looks after the news team and the up-to-the-minute coverage of all the hottest gadgets and products you’ll definitely want to read about. And, with more than 35 years of experience in tech and entertainment journalism, including editing and writing for numerous websites, magazines, and newspapers, he’s always got an eye on the next big thing.
Rik also has extensive knowledge of AV, TV streaming and smart home kit, plus just about everything to do with games since the late 80s. Prior to T3, he spent 13 years at Pocket-lint heading up its news team, and was a TV producer and presenter on such shows as Channel 4's GamesMaster, plus Sky's Games World, Game Over, and Virtual World of Sport.
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