Meta used its annual Connect conference to unveil a three-tier wearable strategy that stretches from £319 audio-only smart glasses to $1,299.99 VR spectacles shipping in 2027. The lineup reads as a calculated response to two forces pulling in opposite directions: consumer appetite for AI-connected accessories and a growing backlash against face-mounted cameras that has earned the category the label "perv glasses." The Ray-Ban Meta Audio AI glasses are the most politically interesting product in the set. By stripping out the camera entirely, Meta sidesteps the privacy debate that has dogged every smart-glasses maker since Google Glass. The glasses retain microphones, speakers, and Meta AI access in familiar Clubmaster and Burbank frames, last up to 12 hours, and cost £319. Whether the omission reflects genuine design philosophy or tactical retreat, it signals that Meta sees audio-first wearables as a mass-market wedge — one that normalizes face-worn hardware without triggering the surveillance reflex. The camera-equipped Ray-Ban Meta Gen 3 glasses iterate on the existing formula: longer nine-hour battery life, Dolby Atmos support, improved tamper-detection for the recording LED, and new styles co-branded with Lisa. Priced at £409, they sit in the middle of the lineup. The Ray-Ban Meta Display glasses, with a virtual screen in the right lens, expand outside the US for the first time — £749 in the UK, €899 in continental Europe — filling the gap between fashion accessory and computing device. The headline hardware is the new Meta VR glasses: a 100-gram magnesium-alloy frame with 5K microOLED displays at 37 pixels per degree, tethered to a 300-gram computing puck via cable. Meta claims this is five times lighter than the Quest 3 and rivals Apple's Vision Pro on pixel density. Eye-tracking, hand-gesture control, a virtual keyboard, and full Quest library compatibility are included. The device is positioned for productivity and entertainment rather than gaming, with an IMAX Enhanced label and a Disney+ immersive experience at launch. The tethered design is the most telling architectural choice. By offloading compute and battery to a pocket puck, Meta can hit a 100g head weight that no self-contained headset can match — but it also means a cable running from your face to your hip. This is a bet that weight on the nose matters more than freedom from wires, at least for the early-adopter productivity audience willing to spend $1,299.99 and wait until spring 2027. Meta's strategy is price-ladder saturation: £319 for audio, £409 for camera, £749 for display, $1,299.99 for full VR. Each tier acclimates a different consumer segment to wearing Meta hardware on their face, feeding data and engagement back to Meta's AI and advertising ecosystem. The generative question is whether this creates genuine new capability for users or primarily extends Meta's data-collection surface area into the physical world. The privacy concessions — no-camera option, better tamper detection — are real but modest guardrails on a fundamentally extractive trajectory. The competitive landscape is sparse. Apple's Vision Pro is heavier and far more expensive. Google's smart-glasses ambitions have stalled repeatedly. Snap's Spectacles remain niche. Meta's first-mover advantage in consumer-grade face computing is real, and these products are designed to widen it before anyone else scales up. The 2027 ship date for the VR glasses means Meta is pre-announcing 18 months out — a land-grab move to freeze the market and discourage competitors from entering the gap.