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CES 2026: I tried TCL’s new RayNeo Air 4 Pro AR glasses

CES 2026: I tried TCL’s new RayNeo Air 4 Pro AR glasses

Smart glasses are a major trend this year at CES 2026, and though TCL has been in the space for a while, its RayNeo glasses haven’t made as many waves as competitors like Meta Ray-Ban and Xreal. That could be about to change. At CES, the brand announced the upcoming launch of the TCL RayNeo Air 4 Pro, which boasts an HDR-capable Micro-OLED display and a very competitive price tag.

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CES 2026 live updates: See the latest news, surprises, and strange tech from LG, Samsung, Lego, and new startups

The TCL RayNeo Air 4 Pro will officially launch on Jan. 25 for $299, significantly less than similar augmented reality smart glasses. Not only that, but TCL says the Air 4 Pro is the world’s first HDR10-enabled AR glasses.

The Air 4 Pro operates like other AR glasses, and they have to be tethered to a connected smartphone or laptop via USB-C. They project a virtual screen in the surrounding environment, letting you bring an extra screen with you wherever you go.

The TCL RayNeo Air 4 Pro will be released Jan. 25.
Credit: TCL

a very handsome journalist, timothy werth, wearing the TCL RayNeo Air 4 Pro AR smart glasses

Credit: Timothy Werth / Mashable

I got the chance to demo the glasses ahead of their official launch, and the display was surprisingly crisp, bright, and colorful. I’ve been testing the Xreal One Pro AR glasses for a few months now, and the difference in the display quality was immediately noticeable. While the Xreal display can be a bit dim, the new RayNeo AR glasses were almost too bright.

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In addition to the impressive Micro-OLED display, the glasses feature Bang & Olufsen speakers and AI 3D video conversion, though I wasn’t able to test these capabilities during the demo.

The TCL RayNeo Air 4 Pro glasses have an impressive specs list as well:

  • Display: SeeYa 0.6-inch Micro-OLED display

  • Processor: Vision 4000 processor

  • Brightness: Up to 1,200 nits

  • Color accuracy: 98% DCI-P3

  • Refresh rate: 60 to 120 Hz

  • Weight: 76 grams

In addition to the RayNeo Air 4 Pro, TCL also showed off its RayNeo X3 Pro Project eSIM, a new concept pair of AR glasses with a built-in eSim. TCL says the RayNeo X3 Pro Project eSIM glasses are another world-first, and they have embedded eSIM (4G) connectivity that would let them operate untethered from a smartphone or laptop. Of course, those would likely be very expensive, as the just-launched standard RayNeo X3 Pro without an eSIM is priced at $1,299.

That said, untethered AR glasses have obvious benefits. They also look a lot cooler than some other alternatives, which I think is self-evident in my photos from the demo.

timothy werth wearing TCL RayNeo X3 Pro

Credit: Timothy Werth / Mashable

timothy werth wearing tcl RayNeo X3 Pro ar glasses

Credit: Timothy Werth / Mashable

Head to the Mashable CES 2026 hub for the latest news and live updates from the biggest show in tech, where Mashable journalists are reporting live.

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#CES #TCLs #RayNeo #Air #Pro #glasses

EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.

In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football">EA reverses course, removes microtransactions from ‘College Football 27’
                                                            EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.
    


In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.” 
        SEE ALSO:
        
            ‘EA College Football 27’: Road to Glory review
            
        
    
The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.
        
            Mashable Top Stories
        
        
    

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as 0, more than the price of the game itself. 
Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.
    
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Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

                    
                                            
                            
    
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                                    #reverses #removes #microtransactions #College #Football

statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football">EA reverses course, removes microtransactions from ‘College Football 27’

EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.

In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football

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