Hologram: Meta Is Finally Set To Ship Realistic Avatars, And We Tried Them

Meta finally set a concrete timeline to ship realistic avatars, called Holograms, its take on Apple Vision Pro’s Personas.

It’s now been more than seven years since Meta (then Facebook) first showed off a research prototype of realistic VR avatars, called Codec Avatars, and the company has repeatedly shown off improvements to this research in the years since. Yet throughout that time, its actual VR products you can buy have featured the often-ridiculed cartoonish avatars.

With the release of Meta VR Glasses in spring 2027, that’s finally set to change. However, to be clear, the launch version of Hologram will not be a truly volumetric implementation of Codec Avatars.

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Hologram avatars on Meta VR Glasses

Further, VR won’t even be the first platform to get Holograms. A shoulders-up version of Hologram is coming to Meta Ray-Ban Display first, and then a full-body version will launch on Meta VR Glasses.

I briefly tried both at Meta Connect 2026.

Hologram on Meta Ray-Ban Display

Meta will first bring Hologram to Meta Ray-Ban Display, for WhatsApp calls, in early access in the US this fall.

To set up your Hologram, you hold up your smartphone with the Meta AI app open. After getting you to turn your head up, down, and to each side, the app provides you with open-ended questions, and you provide long-form expressive answers. As you’re speaking, the system captures your facial expressions to condition the model. This includes incorporating your clothing and background, so you’ll need to carefully pick what you want to be wearing in every Hologram call, and what you want your background to always be. After just a few minutes of server-side processing, your Hologram will be ready.

Once your Hologram is set up, when you make or receive a WhatsApp video call on Meta Ray-Ban Display glasses, the other person will see a synthetic version of you, with its facial expressions entirely derived from your microphone input.

On a technical level, this is a real-time AI diffusion model running on Meta’s servers, taking in your microphone audio stream and producing a generated video stream that gets sent to the person you’re calling.

I tried this at Meta Connect 2026, and was shocked by just how realistic what I saw was.

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Meta employee as a Hologram.

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Meta employee switches from selfie cam to Hologram.

A Meta staffer, who had introduced themselves a few minutes earlier, put on Meta Ray-Ban Display, walked to another room out of sight, and WhatsApp video called a phone in front of me. Upon picking up, I originally thought they simply hadn’t put the glasses on yet. I thought I was seeing their phone’s selfie cam. But I wasn’t. I was seeing their Hologram, driven entirely by their voice.

It’s hard to impress me these days. I’ve seen a lot of crazy demos in my time covering this industry. But I let out an audible gasp at what I was seeing. It was entirely plausible.

Shortly after, I was able to try the other way around, where I wore the glasses, and they handed me the phone I was video calling. Being more familiar with my own appearance than that of the Meta staffer I had met only a short time ago, I could see the flaws here. The ways in which it didn’t perfectly match me. So plausible really is the key word with the glasses-audio-driven version of Holograms. It does what it claims. But I’m somewhat skeptical at the usefulness of this. Will your friends and loved ones really want to see a synthetic version of you on their phone screen, a surface where the advantages of spatial avatars don’t apply?

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UploadVR’s David Heaney as a Meta Hologram

Meta says that at some point in the future the model will be upgraded to incorporate the glasses’ IMU chip as input, meaning the rotation of your Hologram’s head will be driven by the gyroscope.

The company’s engineers are also exploring the idea of sampling the camera on the glasses to generate a dynamic background for each call, instead of the current situation where the background is just where you set your Hologram up, and sampling the accelerometer so you look as if you’re walking through this environment. They’re even thinking about allowing you to change your clothes through a text prompt, rather than needing to set up Hologram again.

But still, even if it had these improvements, Hologram feels shoehorned into the HUD glasses, when the mediums that realistic avatars are truly useful for are VR and AR.

Meta VR Glasses Officially Announced, Shipping Spring 2027 For $1300
Meta VR Glasses have 2.4K micro-OLED displays, weigh 100 grams, and are powered by a tethered puck with Qualcomm’s Snapdragon Reality Elite chipset.
UploadVRDavid Heaney

Hologram on Meta VR Glasses

On Meta VR Glasses, and eventually Quest 3 too, Holograms can be full-body at true scale, not just shoulders-up.

When one Meta VR Glasses user calls another on WhatsApp, they’ll first see each other’s Holograms in a 3D window. But by tapping a button at the side of this window, the call will switch to full-body mode, with the other person’s Hologram appearing at true scale in front of you.

(Meta’s demo clip below skips this step, likely for marketing reasons, though it’s possible there’ll be an option to launch into the full-body Hologram mode by default.)

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Meta CTO Andrew Bosworth Hologram calling Mark Zuckerberg during the Connect 2026 keynote.

To be clear, this full-body Hologram is not a volumetric object. It is not a Gaussian splat or volume of any kind. And it’s not a Codec Avatar.

It’s instead a stereoscopic 3D video pixel stream of an entirely generated avatar, masked out to only include the Hologram. It’s the same real-time AI diffusion approach as Hologram on Meta Ray-Ban Display, but stereoscopic 3D instead of 2D, and full-body instead of shoulders-up.

Also, while I said “true scale” above, in the demo I tried the Hologram of the Meta staffer seemed to be slightly smaller than they were in person. This was likely just a bug, though, as there’s no technical reason the Hologram couldn’t be scaled up, say, 10%. A bigger problem was that fine details, such as the Hologram’s eyes, looked quite blocky, as if on a low-bandwidth video call. The engineers told me this may be partially caused by Wi-Fi issues related to having thousands of guests on campus for Connect.

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UploadVR trying Meta Hologram at Connect 2026. Unfortunately, my microphone was not captured.

Beyond the minor scale and clarity issue, the 3D video full-body avatar approach worked pretty well if I stood still, or stayed seated. It’s compelling to see the person you’re talking to at (almost) true scale in 3D, especially given the fact that they could in theory be on the other side of the planet. But the illusion completely broke when I walked towards the Hologram or to the side, because it rotated to always face me, exactly like a billboard sprite in an old video game.

This is of course deeply ironic for a standing-up full-body avatar system. It works, sure, but not if you actually walk around. Huh?

There is seemingly light at the end of the tunnel, though. Meta told me that while this is how the VR version of Hologram will work at launch, it won’t always be the case. Some time after launch, but with no specific timeline, the company plans to upgrade Hologram on Meta VR Glasses to be truly volumetric, delivering the real dream of Codec Avatars and enabling true co-presence, including group conversations. At this point, Meta says, it will effectively supersede the cartoon Meta Avatars, which is no longer being developed.

In the shorter term, I’m surprised Meta didn’t demo the VR version of Hologram as a seated, but still full-body, experience. Meta VR Glasses are primarily designed and marketed as a seated experience anyways. I didn’t get to see whether a seated version of the Hologram exists yet, or if the Hologram sits down if you do. To me, this would seem like the obvious short-term workaround.

I’ll be bringing you my impressions of Meta VR Glasses, beyond just the Holograms feature, soon. Stay tuned.

CDC opens state ordering for COVID-19 vaccines after unexplained delay

After a nearly monthlong delay, states are now able to order this season’s COVID-19 vaccines through a federal program that provides free immunizations to low-income children, the US health department says. Trump officials have still not provided a clear explanation for the delay, raising concerns about meddling from anti-vaccine Health Secretary Robert F. Kennedy Jr.

On Wednesday, Ars Technica reported that the Centers for Disease Control and Prevention had still not opened ordering for 2026–2027 COVID-19 vaccines through the Vaccines for Children program. That was despite the vaccines having been approved by the Food and Drug Administration in late August.

The Department of Health and Human Services (HHS) told Ars on Wednesday that “CDC has not yet finalized procurement decisions” for the shots. The department’s statement further suggested Trump officials were questioning whether children should receive them. “HHS and CDC are committed to responsible stewardship of taxpayer resources and to ensuring that vaccines purchased through federally funded programs are appropriate for the populations those programs serve,” the department said.

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Donald Duck’s uncle was partly based on Wernher von Braun

Did you know that the first character that Walt Disney created to specifically appear on television was inspired, in part, by early Space Age rocket scientists?

On this day 65 years ago (September 24, 1961), Disney introduced the “renowned scientist, lecturer, psychologist [and] world traveler,” Ludwig Von Drake. A member of the Duck family (he is the “brilliant and eccentric” uncle of Donald Duck), Von Drake was “the outstanding genius of the century” (per Disney himself) who helped to explain scientific principles and technological concepts to the millions of people who tuned in every Sunday to watch Walt Disney’s Wonderful World of Color on NBC.

A few years later, after expertly (but often absent-mindedly) addressing topics such as how color television works, the health benefits of exercising, and the history of aviation, Von Drake dove into the topic for which he said he wrote the book on, in the February 10, 1963, episode “Inside Outer Space.”

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People Training OpenAI’s AI Fired For Using AI To Train the AI

404 Media reports “multiple contractors hired to improve OpenAI’s models have been fired for using AI to train the AI:

That’s not great for the models themselves, but there is also obviously a great irony in AI training companies working for OpenAI firing people for using AI when OpenAI’s whole thing is to make people use AI at work… OpenAI declined to comment on its contractors being fired for using AI.

Their article cites internal documents and three contractors working on OpenAI-related projects which can include more than ten thousand contractors:

One contractor said they see people using AI “all the time and people are let go for it all the time, it’s pretty much the one thing that will get you kicked off ASAP.” The person said, “in a group of thousands there are tons that have been caught….” Two of the sources said people have been fired or offboarded for using AI… One contractor said they used AI while helping to train OpenAI’s models and shared what they presented as their termination letter. It said their employer had identified issues with the “authenticity” of their work….

404 Media spoke to a fourth contractor who has worked on training models for various AI companies. They said they sometimes purposefully chose the worst responses because they wanted to actively sabotage the models’ training. “I did feel guilty about doing this kind of work at the start,” they said. “I either pay zero attention to the results and choose randomly or purposely choose the [worst] output. I’m not sure how much of a difference it actually makes since there are hundreds of other people also rating prompt results, but it does feel like I’m getting paid to make AI worse.”

Two of the contractors worked for Mercor, the article reports, a company which last month Nvidia reportedly discussed funding at a $20 billion valuation.

Thanks to Slashdot reader joshuark for sharing the article.


Read more of this story at Slashdot.

‘Cacophony’ Marble Maze Designed Specifically To Make A Bunch Of Noise

Marble mazes: I used to love making them as a kid. I probably still would, but who has the time for fun? My Playstation controller doesn’t even hold a charge between the times I’m able to play. This is a video demonstration of the ‘Cacophany’ marble maze constructed by Jelle’s Marble Runs over the course of 278 hours. It has hoppers to run either 200 or 1,000 marbles and was designed specifically to make a bunch of noise as marbles travel along its track and includes “128 bells and chimes, but also a large number of drums, funnels, springs, nails, wooden sticks and more.” It was an enjoyable watch. My across-the-street neighbor leaving for work with his coffee on top of his car? Also enjoyable, because he’s a jerk. If he didn’t let his dog poop in my yard when he thinks I’m not looking (I’m always looking) I might have said something. Well, if I’d had any clothes on, which I didn’t, and still don’t. *shrug* It’s a slow morning. “It’s 2PM.” Sure, but it’s 8AM in Honolulu. “And are you in Honolulu?” Only in the fake vacation album I made with AI to brag about on Instagram. “This is a photo of you swimming with mermaids.” You should have been there, it was once in a lifetime!

Meta Launches $1M Developer Competition to Stock ‘VR Glasses’ with More Hand-tracked Apps

At Meta’s annual developer conference today, the company announced its next VR Start Developer Competition, this time slated to award a prize pool of $1 million to spark the community to get cracking on Meta VR Glasses-compatible content.

Meta is hoping to appeal to developers of both new and existing projects across entertainment, gaming, and productivity.

Notably, if developers are submitting games, they’ll be considering submissions in genres that work well for seated play, without controllers, such as puzzle, strategy, casual, social, and narrative experiences.

Courtesy Meta

Games must be “fully usable with hands, end-to-end,” Meta says, noting that Touch controller support is welcome, but not required.

“For a small team without a marketing budget, that visibility drives traffic to your Store listing and gives you something concrete to point to when you pitch a new project or recruit collaborators,” Meta says.

This comes ahead of the company’s Meta VR Glasses announced at Connect this week, which does support Quest’s Touch Plus controllers, but doesn’t ship with them, instead putting its onboard hand and eye-tracking as its preferred control scheme.

Photo captured by Road to VR

Those are set to arrive sometime in Spring 2027, priced at $1,300. Check out our hands-on with Meta VR Glasses to learn more.

The competition takes place from today until November 18th, 2026, and is offering up prizes ranging in value from $20,000 to $100,000 for successful submissions. Winners will be announced on or around December 11th, 2026.

Since Meta VR Glasses run the same operating system as Quest, developers can prototype on Quest 3 in addition to using platform simulators like Meta XR Simulator (Unity | Unreal), Meta Spatial Simulator, and Immersive Web Emulator⁠.

Interested developers can join the Start program now to enter for competition.

The post Meta Launches $1M Developer Competition to Stock ‘VR Glasses’ with More Hand-tracked Apps appeared first on Road to VR.