Background

'Snap OS 2.0' Wants To Enhance Snapchat And Beyond, By Building A Future For Augmented Reality

Snap OS 2.0

Snapchat started as a playful app that let people share disappearing photos, but it quickly grew into something much larger.

Under its parent company Snap, the platform evolved from a messaging novelty into a widely used communication tool that influenced online culture. As the company expanded, so did its ambitions. Beyond filters, stickers, and social networking, Snap increasingly positioned itself as a business focused on augmented reality.

What started with playful Lenses on phone screens eventually progressed into efforts to bring AR directly into everyday life through wearable devices.

Snap’s entry into eyewear came with Spectacles, a product that aimed to merge fashion with technology.

Early versions focused on content creation for Snapchat, giving users a way to capture and share from a first-person perspective. While stylish, they were limited in functionality and found more appeal as accessories than essential tech. Over time, Snap’s iterations indicated a broader goal: developing a platform where digital content could exist naturally in the physical world.

That direction has taken clearer shape with the announcement of 'Snap OS 2.0', the latest software designed to power the company’s newest generation of Spectacles.

With Snap OS 2.0, the scope of the glasses extends beyond simply enhancing Snapchat.

The update introduces a native browser designed to function as a practical tool rather than a secondary feature. It includes bookmarks, history, and widget support, while also offering smoother navigation, faster page loading, and the ability to resize windows for different uses.

A key addition is WebXR support, which enables immersive AR experiences directly from the web without requiring dedicated applications. This development suggests a broader vision for Spectacles, positioning them closer to standalone computing devices rather than accessories tied exclusively to a social app.

At the same time, integration with Snapchat remains a central element of the experience.

The Spotlight Lens in Snap OS 2.0 brings Snapchat’s vertical video content into augmented reality, allowing clips to appear within the user’s surroundings, either floating in place or moving along with them.

The Gallery Lens adds another layer of convenience by making it possible to review captured content directly on the glasses, organize it, and share without needing to transfer everything to a phone first. These additions keep the device connected to Snapchat’s ecosystem, but they serve more as complementary features than the primary focus.

Another significant improvement comes through better handling of AR while in motion.

The introduction of Travel Mode helps keep overlays stable and properly anchored whether the wearer is walking, commuting, or riding in a vehicle.

This addresses one of the limitations seen in earlier versions, where tracking often became less reliable once movement was involved. Alongside broader performance and power efficiency upgrades, these changes contribute to a more refined and practical overall experience.

What makes Snap OS 2.0 stand out is its openness to experiences beyond those created by Snap itself.

The addition of third-party applications and AR games, such as the rhythm-based title Synth Riders, indicates an effort to position the operating system as a wider AR platform. While Snapchat’s influence remains at the core, the system now extends into entertainment, productivity, and practical use cases that suggest broader ambitions.

This evolution highlights a shift not just for Snap, but also for the industry.

The company’s path from a social app centered on filters and disappearing messages to developing its own AR operating system mirrors the larger move toward blending digital content with daily life. Snap OS 2.0 represents an early but meaningful step in that direction, signaling that the company’s focus has expanded well beyond glasses built for Snapchat alone, toward a vision of augmented reality as part of everyday interaction.

Published: 
17/09/2025