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Samsung’s New XR Headset: Sleek Design Meets Everyday Usability

Written by Erica Davis | Nov 11, 2025 9:49:25 AM

We recently had the chance to test Samsung’s new Galaxy XR headset to see how it performs for both entertainment and training use. Comfort, accessibility, and versatility are all key for any new XR technology. This headset does a surprisingly good job at balancing all three. 

Right away, it makes a great first impression. The Galaxy XR feels light in your hands and even lighter once it’s on. The adjustable strap makes it easy to get the right fit, and the padding on the forehead adds a noticeable level of comfort during longer sessions. After about an hour of wear, I was pleasantly surprised that it didn’t leave any pressure marks, which certainly can’t be said for every headset out there. Visually, it’s a sleek, modern piece of hardware that fits naturally into both work and leisure environments. 

One of the biggest strengths is accessibility. Because it runs Google Play, you can open familiar 2D apps instantly (even Bodyswaps!), no waiting around for VR versions to be developed. That makes it feel more versatile right out of the box. I was able to jump between productivity tools and entertainment apps easily, even streaming an NFL game just to test out how it handled video playback. It’s a fun, immersive way to experience content without leaving VR entirely. The passthrough feature works well in bright settings, though it loses some sharpness and detail in lower light compared to other premium headsets. 

Of course, it’s not all perfect. The current VR app library is pretty limited, so there aren’t many fully immersive experiences to explore yet. The attached battery pack is also something of a hassle (not ideal if you’re wearing an outfit without pockets) and the battery life itself could be better. Since it uses a separate power pack, I expected longer use between charges, but that wasn’t my experience. 

At this stage, the Galaxy XR probably isn’t ready for large-scale adoption in higher education, especially given its price point and the still-developing VR ecosystem. But I can see it being useful in small-scale pilots or university innovation labs exploring the role of mixed reality in teaching and research. Its lightweight comfort and access to Android apps make it a flexible option for experimenting with immersive content in educational technology. For now, it feels less like a classroom staple and more like a glimpse into where XR hardware is headed. It points toward greater comfort, flexibility, and integration with the tools we already use every day.