Vivo Vision first impression: Surprisingly light, immersive and fun

Vivo has officially launched the X Fold 6 and V80 in India, but the most interesting product I saw at the company’s Next Event 2026 was neither of them. It was the Vivo Vision, the company’s mixed-reality headset that looks very familiar if you have ever seen Apple’s Vision Pro.

I got to spend some time with the Vivo Vision at the event, and while this is only a first impression rather than a full review, I came away more impressed than I expected. The eye tracking worked remarkably well, hand gestures felt natural and the virtual display experience was genuinely fun. Here are my first thoughts.

The setup

Using the Vivo Vision is not quite like picking up a pair of headphones and putting them on. Before I can even try the headset, Vivo had to make sure it was properly fitted to me. I wear powered lenses, so I had to provide my prescription details to the Vivo team. The company also uses a separate Vision headset to scan your face. That scan is then sent to a connected tablet, which helps the employee determine which face mask or light seal is best suited to you.

There are multiple sizes available, and getting the right one matters for more than just comfort. The fit also affects how accurately the headset can track your eyes. If the headset does not sit correctly in front of your eyes, even good tracking hardware can struggle to understand where you are looking.

Once the appropriate fit was selected, I was fitted with the headset and taken through the eye-tracking calibration. The process will look familiar to anyone who has used Apple’s spatial computing interface: you follow a series of dots with your eyes while they appear at different positions and brightness levels.

The entire setup took a while, although this should not be the experience of what the regular owner has. This was a demo unit, and the Vivo staff had to explain and configure everything before I can begin. Once the headset is personally fitted and calibrated, the process should obviously be much simpler.

After that, I remained seated throughout the demonstration and was taken through several experiences designed to showcase what the headset can actually do.

Design

The first thing you notice about the Vivo Vision is how familiar it looks. If you have seen Apple’s Vision Pro, you will immediately recognise the design language. The glass-covered front, curved shape and head strap all have obvious similarities. Vivo has also added its own version of the rotating crown on the side, while the external battery connects to the headset in a way that is also similar to Apple’s.

After wearing it, the headset feels surprisingly light even though it uses an aerospace-grade aluminium frame, with the front covered in glass. There are cameras positioned around the device for tracking, while the rear strap uses two sections to distribute the weight across your head.

There is also a rotating crown on the right side. This is not just there because it looks familiar. Rotating it changes how much of your real surroundings you can see versus the virtual environment around you.

There is one area where my experience was less convincing: the fit around my nose. I found the headset slightly tight in that area, and after the demonstration, there was noticeable sweat on the padding and on my face. The demo unit had relatively thick padding, which seemed to contribute to the heat and pressure I felt during the session.

Display

The Vivo Vision uses two Micro-OLED panels and offers a claimed 180-degree panoramic field of view. Vivo also says the headset can create the equivalent of a 120-foot virtual screen, which is essentially the company’s answer to the idea of replacing your television or cinema screen with a display you can carry on your head.

In practice, the experience was immersive. I watched a couple of video demonstrations, and the size of the virtual screen immediately changes how you perceive the content. It feels much closer to sitting in front of a massive theatre screen than watching something on a conventional smartphone, tablet or laptop.

My own experience was slightly complicated by the fact that I wear spectacles. I had provided my power to the Vivo team, but I still experienced some blur during the demonstration. I would not use that as a verdict on the display itself because the fit and prescription calibration were not something I can independently verify.

What I can evaluate was the general visual experience, and it was impressive. Content looked sharp and the wide field of view helped make the virtual environment feel less like a small screen strapped to your face.

Eye tracking

The display is impressive, but the eye tracking was probably the part of the Vivo Vision that caught me off guard. Vivo did not give me a specific technical demonstration showing exactly how accurately the headset can track my eyes. Instead, I judged it through the interface itself.

The basic interaction works through gaze and pinch. You look at an element, and the headset places the pointer where you are looking. You then pinch your fingers together to select it. Keeping your fingers pinched and moving your hand allows you to perform actions such as dragging or swiping.

This sounds simple, but it only works well if the eye tracking is accurate. During my demonstration, the pointer consistently landed on the elements I was actually looking at. More importantly, I noticed very few false selections when looking towards the edges of the interface. Even when I was looking at something in my peripheral vision, the system seemed to understand my intended target correctly.

The hand tracking was similarly straightforward. There are no physical controllers to hold. You simply look at what you want to interact with and use a pinch gesture to select it. After a few minutes, the interaction stopped feeling like something I was deliberately doing and started becoming fairly intuitive.

More fun than I expected

This is where the Vivo Vision becomes interesting. Seeing it demonstrated in person is different from watching someone else use it on a screen. The combination of eye tracking and hand gestures makes the interaction feel surprisingly natural. You are not constantly thinking about where your hands are or searching for a controller. You look at something, pinch and move on.

The media experience was probably the most immediately impressive part of the demo. Watching videos on a giant virtual screen feels much more immersive than simply increasing the size of a conventional display. There is a sense of scale that is difficult to appreciate until you actually put the headset on.

I would not describe it as a replacement for a cinema after a short demo, but the experience certainly moves in that direction. It feels more like having your own private theatre than simply wearing a pair of smart glasses.

And that is ultimately what made the Vivo Vision fun. The technology does not feel like a collection of sensors and specifications once you are actually using it. The eye tracking, gesture recognition and virtual environment work together to make the interface feel relatively natural.

Ashish Singh

Ashish Singh is the Chief Copy Editor at Digit. He's been wrangling tech jargon since 2020 (Times Internet, Jagran English '22). When not policing commas, he's likely fueling his gadget habit with coffee, strategising his next virtual race, or plotting a road trip to test the latest in-car tech. He speaks fluent Geek.

Connect On :