Monday, 28 September 2026

Hands-on: Meta’s ‘Hologram’ Avatars Aim to Take on Apple Personas on VR Glasses

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Meta’s long-promised photorealistic avatars are set to release in the next few months, which the company is calling ‘holograms’. I went hands-on the annual Connect developer conference to see just how Meta plans to take on Apple.

Meta announced it’s finally rolling out its immersive avatars, and they’re coming first to its Meta Ray-Ban Display smart glasses, which includes a single see-through display in the right eye.

Previously called ‘Codec Avatars’, Holograms are coming to the newly announced Meta VR Glasses too, but those are slated to arrive sometime in Spring 2027. You can learn more about Meta VR Glasses in our hands-on from Connect.

I got an opportunity to go hands-on with Holograms on both devices, which proved to be entirely different chatting experiences based on just how different the devices are in the first place.

Note: We have stylized Meta’s holograms with a capital ‘H’ to differentiate its avatars from true holograms.

Creating a ‘Gram

The Hologram creation process… okay. Let’s back up a second. These aren’t holograms by the text book definition, as they aren’t 3D light fields, but rather AI-infused immersive avatars that have more of a 2.5D quality to them. More on that below.

Anyway, the Hologram creation process isn’t the same as creating an Apple Persona, which uses Vision Pro’s built-in depth sensors and RGB camera sensors to scan your face. Instead, you simply use Meta’s iOS or Android mobile app and the phone’s selfie camera as you follow a few on-screen prompts, including improvising an answer to the question “What’s your favorite kind of day?”, reciting a short statement and laughing after it, smiling, and turning your head side to side.

All of that is important since Holograms on Display are driven by voice only, meaning the AI is doing a fair amount of work to make your digital copy act as natural as you’d expect a human to. It’s rolling out first to Display in early access in the coming months, but only in the US for now, and only on WhatsApp video chats.

Holograms on Display

Chatting with another Display-clad user, I noticed fairly quickly my simulacrum wasn’t exactly me. Still, it was close enough that if you didn’t know me, you might actually be fooled.

That said, if you did know me, you’d know I try not to look as consistently annoyed as my avatar does in the video below—I was visibly jetlagged during the capture, and probably feeling a little weird telling a room full of Meta execs my favorite day… which is April 25th by the way, because it’s not too hot, not too cold. All you need is a light jacket.

Sofien Bouaziz, Senior Director of Research and Engineering at Meta Reality Labs, had a much more convincing Hologram however, which he admitted took a few tries to get to his liking. His was, without exaggeration, indistinguishable from the very live version of him I saw just moments before he ducked into another room for the call. If I wanted to get mine that good, I was told I could try up to 10 times per day to capture and generate an avatar.

Notably, in the lower left-hand corner of the chat, you’ll see a little ghostly Hologram icon so you know when you’re talking to an avatar or the genuine article.

All told, it’s a flatscreen call experience that I think is more for smartphone users than Display users since the visible display in your right eye is so small. Still, it’s a promising bit of tech to help bridge the odd video chat gap inherent to Display.

Holograms on VR Glasses

Now this is where things get interesting. VR Glasses have both eye and face tracking via the headset’s downward-facing sensors. That last part didn’t make the keynote, but it was confirmed in my Hologram demo.

The result: a very realistic full-bodied avatar, which I was told was generated in a similar way to the smartphone face scan, albeit capturing the user head-to-toe. While not confirmed, I suspect the user will also need to do specific moves to give the AI some gesticulations to mimic, such as a neutral hand position as well as broader, more demonstrative gestures.

When asked whether users would be able to skip the mobile app and use the headset itself (Vision Pro-style) to generate an avatar, I was told the company was sticking with the mobile app since it was less physically awkward.

The avatars I saw at Connect had a distinct 2.5D quality to them. They feature stereoscopy, and feel 3D when looking straight on from a respectable distance, but notably lack any sort of real depth, making them more like some sort of 2D projection than a proper 3D avatar, which you’d expect to be able to walk around the room, fist bump, or hand you a virtual object. These can’t do that.

Still, the AI is doing a fair bit of legwork here to make avatars consistently lifelike. Those hand poses, her hair moving, the flapping of her shirt hem when she shifts from one pose to another is all AI.

It’s still early days, so there’s no telling how things can change between now and VR Glasses’ release next year, although the emphasis on not having fully 3D avatars feels like a conscious decision. It’s fairly clear Meta wants to narratively distance itself from its failed metaverse ambitions by not only offering a grownup VR headset, but also grownup VR avatars to match that will probably be good enough for one-on-one chats.

Now, are Holograms better than Apple’s Personas? It depends on what you mean by better. Personas are still floating heads, albeit very realistic floating heads with actual 3D depth. Vision Pro’s face tracking is also uncannily good.

Putting aside Holograms’ lack of 3D depth, what I saw at Connect admittedly looks very good. Still, I’m curious to see how VR Glasses interpret my own micro-expressions before judging whether its AI model is doing too much in service of simply looking like a person.


Disclosure: Meta provided lodging for one Road to VR reporter to attend Meta Connect 2026 where information for this article was gathered.

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Thursday, 24 September 2026

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

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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.



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Wednesday, 23 September 2026

‘Beat Saber’ is Getting a Big Hand-tracking Update Next Year, Ditching Blocks for Orbs & Rods

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Today at Meta’s annual Connect developer conference the company unveiled its next-gen mixed reality headset: Meta VR Glasses. Coming alongside it early next year is an update to everyone’s favorite block-slashing rhythm game that flips the script for hand-tracking-centric input.

Beat Saber (2019) is getting an update in Spring 2027 on Meta VR Glasses and Meta Quest that finally brings hands-tracking to the game, albeit in an slightly unexpected way.

Called ‘Flux’, the update essentially reimagines the block-slashing action in a new single-player experience that uses your hands as weapons.

Check in out in action in the video below:

I had an opportunity to go hands-on with Flux in my demo with Meta VR Glasses, letting me play a single song.

Instead of slicking with, well sabers, you wield what Meta calls ‘Flux Powers’, electricity-imbued moves like the ‘Flux Tether’, which channels power between your palms to slice through rod-style notes in time with the beat of its regular slate of pulse-pounding tracks.

Courtesy Meta

You also get punch through note, colored blue, red, or a light purple, the latter of which indicates you need to put both hands together. Destroying notes builds Jolt energy, which essentially gives you an extra score boost. As an OG Beat Saber fan, I immediately clicked into the new control scheme, handily scoring an ‘S’ class on what was probably the easiest setting.

Notably, Flux will also support Touch controllers too when it arrives early next year on Meta VR Glasses and Quest, coming along with 35 songs from the Original Soundtracks, Extras, and Anniversary packs, including tracks from Lindsey Sterling, Teminite, DragonForce, Haywyre, Camellia, Boom Kitty, Jaroslav Beck and Zakka G. Meta says more Flux songs are planned post-launch.

When it arrives, ostensibly alongside Meta VR Glasses next year, there’s also set to be what the company is calling an “enhanced Campaign mode,” which is set to include a “light narrative element” into the experience. The update is also coming with new barriers, missions, in-game rewards, and a new menu system that’s said to more quickly get you into game modes and new content.


Disclosure: Meta provided lodging for one Road to VR reporter to attend Meta Connect 2026 where information for this article was gathered.

The post ‘Beat Saber’ is Getting a Big Hand-tracking Update Next Year, Ditching Blocks for Orbs & Rods appeared first on Road to VR.



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Watch the Meta Connect 2026 Keynote Right Here

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Meta’s annual XR and AI focused Connect conference kicks off today. The biggest news is expected in the opening keynote, where the company is expected to reveal its ‘Phoenix’ MR headset and latest smartglasses.

Watch the Meta Connect Keynote on September 23rd at 4PM PT

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Meta is playing it close to the vest, teasing the keynote by saying only “join Founder and CEO Mark Zuckerberg as he shares how Meta is building a future for everyone.”

However, recent weeks saw a leak of the first clear image of what’s believed to be Meta’s next-gen XR headset, codenamed ‘Phoenix’, which is widely expected it will be revealed during Connect 2026.

Courtesy Luna

What’s unclear is if Phoenix will be positioned as ‘Quest 4’, or part of another product line (similar to Quest Pro being distinct from Quest 1, 2, and 3). And if it isn’t the next-gen consumer Quest, will Meta also reveal a new consumer Quest headset? We’ve got boots on the ground at Connect to bring you all the latest news as it happens.

Watch the Meta Connect Developer State of the Union Keynote on September 24th at 10AM PT

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On day 2 of Connect, Meta will host its Developer State of the Union keynote which is more focused on developers. We expect to hear the latest on developer tools (especially AI-based tooling), programs, and features to make it easier to build content for Meta’s glasses and headsets. We’ll include the livestream above once it’s available.


Beyond the headlining keynotes, the Connect 2026 agenda includes additional sessions along four tracks: VR, AI glasses, AI, and Horizon. Meta has confirmed all of these sessions will be viewable on-demand online once released.

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Tuesday, 22 September 2026

‘Demeo DnD: Battlemarked’ Gets Third Campaign Today, Expands Support to Xbox

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Resolution Games, in collaboration with Hasbros’ Wizards of the Coast, today launched its next adventure campaign for Demeo x Dungeons & Dragons: Battlemarked (2025).

Called ‘Campaign III: Twilight’s End’, the newest adventure for Battlemarked’s comes alongside the game’s debut on Xbox, which is notably allows for cross-platform multiplayer across PC VR, Quest, console, and PC.

‘Twilight’s End’, which is priced at $10, brings the story that began in ‘Embers of Chaos’ and continued through ‘Crown of Frost’ to its dramatic conclusion.

“For the first time, players can experience the complete journey from the dangers of Neverwinter Wood and Icewind Dale through the final battle for the fate of Faerûn,” Resolution Games says.

Check out the trailer below:

Here’s how Resolution Games describes Twilight’s End:’

‘Twilight’s End’ picks up the threads woven throughout Embers of Chaos and Crown of Frost, returning heroes to familiar lands now transformed by the consequences of the conflicts that came before.

The adventure takes parties across the Silver Marches, Neverwinter Wood and Icewind Dale as hidden plots come to light and the heroes face an enemy whose ambitions threaten not only kingdoms, but reality itself.

Supporting parties of one to four heroes, “Twilight’s End” delivers approximately six hours of story-driven gameplay for experienced players, with optional side quests offering additional challenges for adventurers willing to venture off the beaten path.

The studio sys Nintendo Switch 2 and Pico versions of ‘Twilight’s End’ will also arrive shortly after today’s launch.

In Demeo x Dungeons & Dragons: Battlemarked, you team up with up to four online players in turn-based combat across monster-filled dungeons. As the name would imply, you get to explore dungeons, play familiar classes, and take on classic D&D and Forgotten Realms-inspired monsters alongside creatures adapted from the core Demeo universe.

Unlike the classic table game, Battlemaked uses Demeo’s Action Roleplaying System, which streamlines the dungeoning experience via class-specific action cards and a simplified D20 featuring icons for hits, critical hits, and misses.

You can find Demeo x Dungeons & Dragons: Battlemarked now on Xbox, Nintendo Switch 2, Steam, the Horizon Store for Quest and the PlayStation Store for PS5 and PSVR 2, priced at $30.

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Monday, 21 September 2026

Here’s How Much a VR Ready PC Costs in 2026

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The cost of PC components has shifted rapidly in recent years thanks to the RAMpocalypse, inflation, and more. So how much does a VR Ready gaming PC actually cost in 2026?

Table of Contents:

While the definition of a ‘VR Ready’ PC was once pretty straightforward, in recent years it has become more fragmented depending upon which headset you’re using and which games you expect to play (similar to PC gaming in general).

Below are our recommendations for the most affordable futureproof VR Ready PC configurations for three different headset categories:

Pre-built VR Ready PCs

Entry Level – Best for Last-gen Headsets, Tethered

ZOTAC MEK Gaming PC – $1,100

CPU: AMD Ryzen 5 5500

GPU: NVIDIA GeForce RTX 5060 (8GB VRAM)

RAM: 16GB DDR4 (3,200MHz)

Storage: 1TB SSD (NVMe M.2)

Who it’s for: If you’ve got a last-gen tethered VR headset like Valve Index, Rift S, HTC Vive (or Vive Pro), or Windows Mixed Reality, this is going to be a great starting point for your VR journey. This setup will easily handle these tethered headsets under 5MP (2,250 × 2,250) per-eye resolution, with room to grow if you decide to upgrade to a newer headset.

Enthusiast – Best for Current-gen Headsets, Wireless & USB Tethered

Skytech Gaming PC – $1,700

CPU: Intel Core i7-14700F

GPU: NVIDIA GeForce RTX 5070 (12GB VRAM)

RAM: 16GB DDR4 (3,200MHz)

Storage: 1TB SSD (NVMe M.2)

Who it’s for: If you’re using a current-gen headset like Quest 3, Quest 3S, PSVR 2, Pico 4, or Steam Frame, this setup gives you the power you need for smooth PC VR gameplay. Headsets like these send compressed video streams over a wireless or USB link, which requires some extra work on behalf of the CPU and GPU (compared to a native tethered headset). The beefed-up CPU and GPU in this configuration (compared to our Entry Level configuration) means your PC will be able to handle smooth, high-resolution VR rendering while doing the extra work required for PC VR streaming.

High-end – Best for High-end Headsets, Wireless & Tethered

HP OMEN 45L – $3,000

CPU: Intel Core Ultra 7 265K

GPU: NVIDIA GeForce RTX 5080 (16GB VRAM)

RAM: 32GB DDR5 (5,600MHz)

Storage: 2TB SSD (NVMe M.2)

Who it’s for: If you’re a hardcore VR user with a headset that pushes the envelope on resolution, refresh rate, and field-of-view, you’re going to need a next-level CPU and GPU to get the most out of your headset. This configuration is best for headsets like Bigscreen Beyond (1 and 2), Pimax Crystal Super, Pimax Dream Air, Shiftall MeganeX 8K, Apple Vision Pro, and Samsung Galaxy XR. The extra power and VRAM on the GPU (compared to our Enthusiast configuration) is especially useful if you’re planning to play simulation-style games like flight sims or racing sims.

Build Your Own VR Ready PC

Building your own PC is a fun DIY project that has traditionally also been a cost-saving exercise. At the time of writing, the market is in a weird place where building your own PC is generally less affordable than a pre-built PC with equivalent specs. Nonetheless, below you’ll find DIY parts lists that match the same tiers we shared above in the pre-built section:

Entry Level – Best for Last-gen Headsets, Tethered

Entry Level VR Ready PC Part List – $1,181

CPUAMD Ryzen 5 5500 3.6 GHz 6-Core Processor
CPU CoolerThermalright Assassin X 120 Refined SE 66.17 CFM CPU Cooler
MotherboardMSI B550M GAMING PLUS WIFI6E Micro ATX AM4 Motherboard
RAMSilicon Power GAMING 16 GB (2 x 8 GB) DDR4-3200 CL16 Memory
StorageSilicon Power UD90 1 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive
GPUPNY OC GeForce RTX 5060 8 GB Video Card
CasePhanteks XT M3 M25 MicroATX Mid Tower Case
Power SupplyMSI MAG A650GL 650 W 80+ Gold Certified Fully Modular ATX Power Supply
Operating SystemMicrosoft Windows 11 Home OEM – DVD 64-bit

Enthusiast – Best for Current-gen Headsets, Wireless & USB Tethered

Enthusiast VR Ready PC Part List – $2,382

CPUIntel Core i7-14700F 2.1 GHz 20-Core Processor
CPU CoolerARCTIC Liquid Freezer III Pro A-RGB 360 77 CFM Liquid CPU Cooler
MotherboardASRock B760M Pro-A D4 WiFi Micro ATX LGA1700 Motherboard
RAMSilicon Power GAMING 16 GB (2 x 8 GB) DDR4-3200 CL16 Memory
StorageTEAMGROUP MP44L 1 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive
GPUGigabyte WINDFORCE OC SFF GeForce RTX 5070 12 GB Video Card
CaseCorsair 3500X RS-R ARGB ATX Mid Tower Case
Power SupplyMSI MAG A850GL PCIE5 850 W 80+ Gold Certified Fully Modular ATX Power Supply
Operating SystemMicrosoft Windows 11 Home OEM – DVD 64-bit

High-end – Best for High-end Headsets, Wireless & Tethered

High-end VR Ready PC Part List – $3,205

CPUIntel Core Ultra 7 265K 3.9 GHz 20-Core Processor
CPU CoolerARCTIC Liquid Freezer III Pro A-RGB 360 77 CFM Liquid CPU Cooler
MotherboardAsus TUF GAMING Z890-PLUS WIFI ATX LGA1851 Motherboard
RAMCorsair Vengeance RGB 32 GB (2 x 16 GB) DDR5-5600 CL40 Memory
StorageCrucial P310 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive
GPUGigabyte WINDFORCE OC SFF GeForce RTX 5080 16 GB Video Card
CaseMontech AIR 903 MAX ATX Mid Tower Case
Power SupplyMSI MAG A1000GL PCIE5 1000 W 80+ Gold Certified Fully Modular ATX Power Supply
Operating SystemMicrosoft Windows 11 Home OEM – DVD 64-bit

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Friday, 18 September 2026

Unseen Reality XR Glasses Secures $1.2M in Successful Kickstarter

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Unseen Reality took to Kickstarter last month to fund its monitor-replacing mixed reality glasses, URXR One. Now concluded, the campaign has officially garnered over $1.2 million.

URXR One aren’t birdbath-style AR glasses like you might have seen with Viture or Xreal, but rather a lightweight VR headset with passthrough video, similar to Quest, albeit one that isn’t a standalone device because it needs to physically tether to a laptop, mobile device, etc to work.

That said, URXR One essentially wants to be the slim and light display replacement you toss in a bag; the company has mostly positioned it for displaying traditional content, like flatscreen games, film, web browsing and spreadsheets.

Unseen Reality wrapped up their Kickstarter today, officially amassing $1,288,712. The campaign blasted past its initial $50,000 funding goal in an order of minutes when it launched August 4th.

Weighing in at 93g, URXR One is slim and light for two basic reasons: it has very thin pancake optics and it relies on external devices, eliminating the compute and battery bulk typical of standalone headsets. As it is, URXR connects to USB-C DisplayPort devices, such as laptops, phones, tablets, and gaming handhelds.

Courtesy Unseen Reality

Besides the onboard spatial processing unit that handles 6DOF tracking, its built around mini pancake optics, which include dual 1.03-inch micro-OLED displays—2,448 x 2,064 resolution, ~36 pixels per degree, 90 Hz refresh rate, and a 90-degree diagonal field-of-view (FoV), measuring ~80 degrees horizontally by 56 degrees vertically.

At least for Kickstarter supporters, which nabbed URXR One at a special early backer price of $800, initially shipping targeted for mid-October 2026. It’s unclear when regular orders will ship, which are said to cost $900 MSRP.

You can learn more over on URXR One website for pricing and future availability beyond the Kickstarter campaign. Check out the full specs below:

URXR One Specs

Weight<93 g
Center of massBehind the bridge
Display type5K Dual-eye Retinal Display
PanelDual 1.03-inch Micro-OLED, one per eye
Resolution per eye2,448 × 2,064
Refresh rate90 Hz
OpticsMini pancake
Field-of-view80° H binocular × 56° V, 90° diagonal
Pixel density36 PPD
In-eye brightness>120 nits
Virtual image distanceAbout 1.1 m
Virtual screensSingle in Bypass mode; up to three in App mode
ConnectionUSB-C DP Alt Mode
Cable exitRight-side
Cable length1.35 m
Power HubCross-platform Bridge
Power Hub functionPowers phones and handheld gaming consoles
ControlsPhysical button, hand tracking
FunctionEasy on-glasses mode switch
Microphones4-microphone array
SpeakersNone
Refresh rate90 Hz
In-eye brightness120–140 nits
Tracking6DoF
Spatial trackingNative 3DoF and 6DoF, switchable on glasses
6DoF systemDual-camera SLAM with 1000 Hz IMU
ProcessingOn-glasses SPU + dedicated NPU
Cameras4 forward-facing (VST + SLAM)
Sensors6-axis IMU, magnetometer, ambient light, wear-detection
Passthrough resolution2,328 × 1,728
Passthrough frame rate90 fps
Passthrough latency<10 ms
InteractionHand tracking, gestures, keyboard & mouse
Pixel density36 PPD
Weight93 g
Dimensions unfolded (W × H × L)150.01 × 71.06 × 170.83 mm (5.91 × 2.80 × 6.73 in)
Dimensions folded (W × H × D)149.54 × 62.99 × 50.17 mm (5.89 × 2.48 × 1.98 in)
Frame height58.12 mm (2.29 in)
Folded inner thickness48.01 mm (1.89 in)
TemplesHinged and flexible; fold inward, flex outward to fit a range of head widths
IPD adjustmentManual, 58–68 mm

Powerbank Specs

Battery capacity10000 mAh
Dimensions (L × W × H)108 × 70 × 18 mm
Weight215 g
Form factorFlat pocketable module with multiple USB-C ports
Glasses powerNone on glasses; powered over USB-C from device or Power Bank

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