An attendee wears an HTC Vive Virtual Reality headset during the Apple Worldwide Developers Conference in San Jose, California, June 5, 2017.
David Paul Morris | Bloomberg | Getty Images
On Monday, Apple is expected to announce its first new major product line since the Apple Watch in 2014.
During Apple’s software-focused developer conference, WWDC, it could release its first mixed reality headset, according to analyst research, media reports and increasingly, vague references from Apple itself.
The headset, according to reports, will feature high-definition screens in front of the user’s eyes. But it could also let users see and interact with the real world through high-powered cameras mounted on the device, a trick sometimes called passthrough or mixed reality.
Apple is launching its headset as the broader virtual reality industry sifts through what’s been called a trough of disillusionment.
“Although the lackluster uptake of the AR/VR market and the transitory enthusiasm about the Metaverse create a backdrop of challenges, it is instructive to remember that Apple invents entire new categories that have the potential to disrupt existing markets and create entirely new markets,” Bank of America analyst Wamsi Mohan wrote in a recent note.
When Facebook rebranded as Meta in October 2021, it drew attention to VR and the metaverse headsets could enable. But since then, sales for existing VR headsets haven’t been great, usage has been worse and the anticipated explosion in successful VR software companies hasn’t happened.
Augmented reality, a related technology that shows computer graphics through pricey, specialized transparent lenses, has also failed to thrive. Microsoft’s Hololens, announced in 2014, had a high-profile deal to make headsets for the U.S. Army, but it recently stalled. The most visible AR startup, Magic Leap, has changed management and refocused from making a consumer-oriented gaming device to developing a tool for a small set of industries.
Apple’s headset is expected to be more powerful than what’s out there — even current $6,500 VR headsets. It’s expected to have a 4K resolution screen for each eye and a powerful Apple-designed chip, according to TFI Securities analyst Ming-Chi Kuo.
It could also be pricey, retailing for as much as $3,000, according to a note from TD Cowen analyst Krish Sankar, and could only sell in the hundreds of thousands in the first year. By way of comparison, the Apple Watch sold millions in its first year.
But many people in the industry believe Apple’s announcement will energize consumers and software developers and bring the technology closer to its ultimate promise: a headset you wear daily, as you go about your business, or perhaps a pair of lightweight glasses, helping you with contextual information.
“It’s good to see others get into this business, particularly Apple, who doesn’t jump into markets too early,” Magic Leap CEO Peggy Johnson told CNBC. “That is a huge validation of what we have been doing to date, and we welcome that, because it’s also good for the ecosystem.”
Here’s why Apple could succeed where everybody else has failed.
Apple breaks products into the mainstream
Apple seldom invents something unprecedented. Instead, it takes existing ideas and refines them in critical ways that make them a lot more appealing to consumers.
Before the iPod, there were several hardware MP3 players in the market. Before the iPhone was released, the Blackberry had merged a wireless cellular internet connection and pocket computer into what is still called a “smartphone,” and other companies were building smartphones based on Microsoft’s Windows Mobile system. When Apple released the Apple Watch, there were many other smartwatches on the market, chasing a concept that had been around in cartoons and science fiction for decades.
Historically, Apple uses its significant consumer brand and hefty marketing budget to explain to consumers why they need its latest gadget.
“Apple has a trust and a granted entitlement that no-one else has, and they’ve earned it,” said Jarrett Webb, a technology director at Argodesign who develops mixed-reality apps. “They have this leadership position and this poise to help define, and give confidence, to this new form of computing.”
The best example of this was at the original iPhone launch. Steve Jobs, founder of Apple and CEO at the time, described the new device as a combination of three things: An internet communications device, an MP3 player, and a phone.
The late Apple CEO Steve Jobs unveiling the first iPhone in 2007.
David Paul Morris | Getty Images News | Getty Images
The language may be dated now — the clunky phrase “internet communications device” transformed into “there’s an app for that” quickly. But it still showed how Apple can quickly slim down a pitch for a new gadget into terms consumers understand.
For now, the world of headset technology is confusing and has no clear use cases. Industry practitioners spend a lot of time explaining the differences between augmented, virtual, and mixed reality. If Apple can demystify the whole industry for the public, it could end up with the first headset that mainstream consumers understand and want.
Plus, Apple has about 34 million developers for its current phones. That’s a huge resource that Apple could encourage to build the killer app that would turn its headset into a must-have.
Apple has been laying the groundwork for a decade
When Apple releases a headset, it won’t just have the technology that Apple developed in secret. It will have a base of software and hardware infrastructure that Apple has been building and buying for years.
Starting in 2016, Apple CEO Tim Cook began frequently talking about the benefits of augmented reality, often contrasting it with the limitations of virtual reality.
Around the same time, Apple started buying several companies focused on specific technologies that could end up in a headset.
In 2013 it bought Primesense, whose 3D camera sensor eventually ended up being part of the basis for FaceID, the company’s facial recognition system for iPhones, and influenced the company’s current depth-sensing cameras.
In 2015, it bought Metaio , which made AR software for mobile devices.
In 2016, it bought Flyby Media, which worked on computer vision technology.
In 2017, it bought SensoMotoric Instruments, which developed eye tracking, a core VR technology, as well as Vrvrana, which developed a VR headset.
In 2018, it bought Akonia Holographics, which developed transparent lenses for AR glasses
It bought NextVR, which filmed video content for virtual reality, including sports.
Apple also started releasing developer’s kits for augmented reality, including one called ARKit which could use the iPhone’s hardware to create limited AR experiences on the phone, like interacting with a virtual pet or trying out digital furniture in a living room.
Apple now has an entire library of software to perform difficult tasks that the headset will need to be able to do to integrate the real world and a virtual world seamlessly.
RealityKit allows developers to render graphics that mesh with the real world.
RoomPlan scans the room around the user.
Animoji is a 3D avatar that can match the user’s facial expression.
Spatial Audio can make audio sound like it’s coming from somewhere, not just from the user’s headphones.
Apple doesn’t give up easily
When the Apple Watch hit the market, Apple didn’t know entirely what it was going to be. Cook even said at its release that the copmany was excited to learn what developers would do with it.
One early thought is that the Apple Watch was going to be a fashion must-have. In the early days of the product, Apple spent a lot of time courting fashion media and seeding the product with tastemakers. Beyonce was spotted wearing a gold Apple Watch model (with a never-released band) before it was released.
But once the Apple Watch got into user hands, Apple figured out people were most interested in it as a fitness tracker. Subsequent versions de-emphasized the luxury gold model and introduced a version co-branded with Nike.
When Apple finally released a new premium model of the Apple Watch, the Apple Watch Ultra, its selling point was features that dedicated fitness trackers had for serious weekend warriors, like marathon battery life and a bigger screen.
Apple could pull the same move with its headset. Even if the first is expensive and doesn’t sell well, Apple is already planning future versions at lower prices and higher volumes, according to Kuo.
Analysts don’t expect Apple’s headset to turn into a significant source of revenue immediately. But they believe that Apple is dipping a toe into a market that could one day be worth billions.
“By 2030, I believe the wearables/glasses segment could account for 10% of Apple’s sales (assuming they don’t release a car), a similar size business as Mac and iPad are today,” said Gene Munster, founder of Deepwater Asset Management, in an email.
Mark Zuckerberg, chief executive officer of Meta Platforms Inc., wears a pair of Meta Ray-Ban Display AI glasses during the Meta Connect event in Menlo Park, California, US, on Wednesday, Sept. 17, 2025.
David Paul Morris | Bloomberg | Getty Images
When it comes to the new $799 Meta Ray-Ban Display glasses, it’s the device’s accompanying fuzzy, gray wristband that truly dazzles.
I was able to try out Meta’s next-generation smart glasses that the social media company announced Wednesday at its annual Connect event. These are the first glasses that Meta sells to consumers with a built-in display, marking an important step for the company as it works toward CEO Mark Zuckerberg’s vision of having headsets and glasses overtake smartphones as people’s preferred form of computing.
The display on the new glasses, though, is still quite simplistic. Last year at Connect, Meta unveiled its Orion glasses, which are a prototype capable of overlaying complex 3D visuals onto the physical world. Those glasses were thick, required a computing puck and were built for demo purposes only.
The Meta Ray-Ban Display, however, is going on sale to the public, starting in the U.S. on Sept. 30.
Though the new glasses include just a small digital display in their right lens, that screen enables unique visual functions, like reading messages, seeing photo previews and reading live captions while having a conversation with someone.
Controlling the device requires putting on its EMG sensor wristband that detects the electrical signals generated by a person’s body so they can control the glasses via hand gestures. Putting it on was just like strapping on a watch, except for the small, electric jolt I felt when it activated. It wasn’t as much of a shock as you feel taking clothes out of the dryer, but it was noticeable.
Donning the new glasses was less shocking, until I had them on and saw the little display emerge, just below my right cheek. The display is like a miniaturized smartphone screen but translucent so as to not obscure real-world objects.
Despite being a high-resolution display, the icons weren’t always clear when contrasted with my real-world field of view, causing the letters to appear a bit murky. These visuals aren’t meant to wrap around your head in crystal-clear fidelity, but are there for you to perform simple actions, like activating the glasses’ camera and glancing at the songs on Spotify. It’s more utility than entertainment.
The Meta Ray-Ban Display AI glasses with the Meta Neural Band wristband at Meta headquarters in Menlo Park, California, US, on Tuesday, Sept. 16, 2025.
David Paul Morris | Bloomberg | Getty Images
I had the most fun trying to perform hand gestures to navigate the display and open apps. By clenching my fist and swiping my thumb on the surface of my pointer finger, I was able to scroll through the apps like I was using a touchpad.
It took me several attempts at first to open the camera app through pinching my index finger and thumb together, and when the app wouldn’t activate I would find myself pinching twice, mimicking the double clicking of a mouse on a computer. But whereas using a mouse is second nature to me, I learned I have subpar pinching skills that lack the correct cadence and timing required to consistently open the app.
It was a bit strange and amusing to see people in front of me while I continuously pinched my fingers to interact with the screen. I felt like I was reenacting an infamous comedy scene from the TV show “The Kids in The Hall” in which a misanthrope watches people from afar while pinching his fingers and saying, “I’m crushing your head, I’m crushing your head!”
With the camera app finally opened, the display showed what I was looking at in front of me, giving me a preview of how my photos and videos would turn out. It was like having my own personal picture-in-picture feature like you would on a TV.
I found myself experiencing some cognitive dissonance at times as my eyes were constantly figuring out what to focus on due to the display always sitting just outside the center of my field of view. If you’ve ever taken a vision test that involves identifying when you see squiggly lines appearing in your periphery, you have a sense of what I was feeling.
Besides pinching, the Meta Ray-Ban Display glasses can also be controlled using the Meta AI voice assistant, just as users can with the device’s predecessors.
When I took a photo of some of the paintings decorating the demo room’s halls, I was told by support staff to ask Meta AI to explain to me what I was looking at. Presumably, Meta AI would have told me I was looking at various paintings from the Bauhaus art movement, but the digital assistant never activated correctly before I was escorted to another part of the demo.
I could see the Meta Ray-Ban Display’s live captions feature being helpful in noisy situations, as it successfully picked up the voice of the demo’s tour guide while dance music from the Connect event blared in the background. When he said “Let’s all head to the next room,” I saw his words appear in the display like closed-captions on a TV show.
But ultimately, I was most drawn to the wristband, particularly when I listened to some music with the glasses via Spotify. By rotating my thumb and index finger as if I was turning an invisible stereo knob, I was able to adjust the volume, an expectedly delightful experience.
It was this neural wristband that really drilled into my brain how much cutting-edge technology has been crammed into the new Meta Ray-Ban Display glasses. And while the device’s high price may turn off consumers, the glasses are novel enough to potentially attract developers seeking more computing platforms to build apps for.
Navan, the business travel, payments, and expense management startup, filed on Friday afternoon to go public.
Its S-1 filing with the Securities and Exchange Commission indicates that the company plans to list on the Nasdaq Global Select Market under the symbol “NAVN.”
Navan reported trailing 12-month revenue of $613 million (up 32%) across over 10,000 customers, and gross bookings of $7.6 billion (up 34%), according to the S-1 filing.
Goldman Sachs and Citigroup will act as lead book-running managers for the proposed offering.
Navan ranked No. 39 on this year’s CNBC Disruptor 50 list, and also made the 2024 list.
The IPO market has bounced back this year, with deal activity up 56% across 156 deals (roughly 200 IPO filings in all) and $30 billion in proceeds, up over 23% year over year, according to IPO tracker Renaissance Capital. It has been the best year for IPOs since 2021, though still far below the Covid offering boom years, when over $142 billion (2021) and $78 billion (2020) was raised by IPOs.
This year’s deal flow has been highlighted by hot AI names like Coreweave, as well as some of the startup world’s most highly valued firms from the past decade, such as fintech Klarna and design firm Figma, crypto companies Circle, Bullish and Gemini, and some long-awaited IPO candidates finally hitting the market, such as Stubhub this week, though its shares have slumped since the first day of trading. Top Amazon reseller Pattern went public on Friday.
Launched by CEO Ariel Cohen and co-founder Ilan Twig in 2015, Navan set out to disrupt a business travel sector where incumbents relied on clunky legacy tools and fragmented workflows.
The Palo Alto-based company, formerly called TripActions, refers to itself as an “all-in-one super app” for corporate travel and expenses.
Customers include Unilever, Adobe, Christie’s, Blue Origin and Geico.
It has also been pushing further into AI, with a virtual assistant named Ava handling approximately 50% of user interactions during the six months ended July 31, according to the filing, and a proprietary AI framework called Navan Cognition supporting its platform, as well as proprietary cloud infrastructure.
“We built Navan for the road warriors, for CEOs and CFOs who understand travel’s critical importance to their strategy, the finance teams who demand precision and control, the executive assistants juggling itineraries, and the program admins ensuring seamless events,” the co-founders wrote in an IPO filing letter.
“We saw firsthand the frustration of clunky, outdated systems. Travelers were forced to cobble together solutions, wait for hours on hold to book or change travel, and negotiate with travel agents. They struggled to adhere to company policies, with little visibility into those policies, and after all that, they spent even more time on tedious expense reports after a trip. We felt the pain of finance teams struggling to gain visibility into fragmented travel spending and to enforce policies, and the frustration of suppliers unable to connect directly with the high-value business travelers they sought to serve,” they wrote in the filing.
Revenue grew 33% year-over-year from $402 million in fiscal 2024 to $537 million in fiscal 2025, according to the S-1 filing. The company reported a net loss that decreased 45% year-over-year from $332 million in fiscal 2024 to $181 million in fiscal 2025. Gross margin improved from 60% in fiscal 2024 to 68% in fiscal 2025.
The business travel and expense space is crowded, with fellow Disruptors Ramp and Brex, and TravelPerk, as well as incumbents like SAP Concur and American Express Global Business Travel.
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A gamer plays soccer title Pro Evolution Soccer 2019 on an Xbox console.
Sezgin Pancar | Anadolu Agency via Getty Images
Microsoft said on Friday that it will increase the recommended retail price of several Xbox consoles in the U.S. starting in October because of “changes in the macroeconomic environment.”
The company said it would not increase prices for accessories such as controllers and headsets, and that prices in other countries would stay the same.
While Microsoft didn’t explicitly attribute the increase to the Trump administration’s tariffs, many consumer companies have been warning for months that higher prices are on the way. President Donald Trump has issued tariffs this year on multiple countries with a stated goal to bring more manufacturing to the U.S.
“We understand that these changes are challenging, and they were made with careful consideration,” Microsoft said on its website.
It’s the second time Microsoft has raised prices on its consoles in the U.S. this year. Rivals Sony and Nintendo have also raisedconsole prices in the U.S. as Trump’s tariffs went into effect.