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Snap spent $3.5 billion on AR glasses. Now it's asking you to buy them for $2,195.

Snap spent $3.5 billion on AR glasses. Now it's asking you to buy them for $2,195.

Photo: SHVETS production

Snap has spent more than $3.5 billion building augmented-reality glasses, and on Tuesday it finally asked consumers to decide whether that was money well spent. The price: $2,195. The tension: an activist investor thinks the whole project should be shut down or spun off, and Snap's stock fell 1.6% on the day of the launch.

The glasses, called Specs, are Snap's first consumer AR product. Augmented reality means the lenses overlay digital information onto whatever you're actually looking at: walking directions projected onto the street in front of you, AI-generated answers to questions you ask mid-task, a virtual whiteboard floating in your living room. They run on two Qualcomm processors, weigh enough to need no external battery pack or accessories, and offer about four hours of use per charge, with a case that can recharge them four more times. They ship this fall in the U.S., UK, and France.

The competitive picture is complicated

Snap is entering a market that has humbled much larger companies. Apple's Vision Pro headset, at $3,499, has not become the mass-market hit Apple needed it to be. Meta sells AR-adjacent smartglasses with Ray-Ban in a $379 to $799 range, but those lack full augmented reality, meaning they can display simple text prompts but can't overlay rich digital content on your field of vision the way Specs claim to. Google partnered with Warby Parker last year on AI-powered smartglasses. Apple is reportedly developing its own version for as soon as next year. OpenAI has considered building glasses too.

Snap's pitch is that Specs sit between these options: lighter and more wearable than the Vision Pro, more capable than Meta's glasses. Anshel Sag, a principal analyst at Moor Insights and Strategy, called the operating system "undervalued" and said building full AR glasses is "extremely difficult and expensive," adding that Snap being among the first is "a big deal." He also said the price "is still a bit on the high end of what consumers expect."

That gap matters. Most people who buy sunglasses spend under $200. The market for $2,195 eyewear is small by definition, which is why Snap is initially targeting developers rather than everyday buyers, hoping they build compelling AR experiences that eventually pull in a broader audience.

The fight with investors

The launch lands inside a sharper corporate conflict. Irenic Capital Management, an activist investor, has been pushing Snap to fund Specs as a standalone entity or shut it down entirely, arguing the arrangement could increase Snap's overall value by at least five times. In January, Snap did carve Specs into a separate subsidiary, a structure that could allow outside investment without tying the unit's fortunes entirely to Snap's ad business.

CEO Evan Spiegel is not budging on the underlying vision. "While investors may want more short-term profitability, our job at Snap is to drive long-term profitability and the long-term success of the company," he told Reuters. He also reaffirmed that Snap intends to stay independent rather than sell.

That is a defensible position, but it is also a bet that requires Snap's ad business, which is already under pressure from larger rivals, to keep funding hardware ambitions for years before they pay off.

The deeper pattern here is one playing out across the tech industry: the smartphone, which has been the center of daily digital life for nearly 20 years, is being challenged from multiple directions at once. Growing concern about phones' effects on mental health, combined with advances in AI that need a more ambient interface than a touchscreen, have created real demand for something new. The question is whether consumers will pay $2,195 for that something new from a company whose core product is a disappearing-photo app.

Spiegel says Snap wants to offer cheaper versions once memory chip costs come down. How long that takes, and whether the developer community builds enough compelling experiences in the meantime, will determine whether $3.5 billion looks like a foundation or a sunk cost.