Meta’s Orion prototype offers a glimpse into our AR future
In addition to the actual glasses, Orion relies on two other pieces of kit: a 182-gram “wireless compute puck, which needs to stay near the glasses, and an electromyography (EMG) wristband that allows you to control the AR interface with a series of hand gestures. The puck I saw was equipped with its own cameras and sensors, but Meta told me they’ve since simplified the remote control-shaped device so that it’s mainly used for connectivity and processing.
When I first saw the three-piece Orion setup at Connect, my first thought was that it was an interesting compromise in order to keep the glasses smaller. But after trying it all together, it really doesn’t feel like a compromise at all.
You control Orion’s interface through a combination of eye tracking and gestures. After a quick calibration the first time you put the glasses on, you can navigate the AR apps and menus by glancing around the interface and tapping your thumb and index finger together. Meta has been experimenting with wrist-based neural interfaces for years, and Orion’s EMG wristband is the result of that work. The band, which feels like little more than a fabric watch band, uses sensors to detect the electrical signals that occur with even subtle movements of your wrist and fingers. Meta then uses machine learning to decode those signals and send them to the glasses.
That may sound complicated, but I was surprised by how intuitive the navigation felt. The combination of quick gestures and eye tracking felt much more precise than hand tracking controls I’ve used in VR. And while Orion also has hand-tracking abilities, it feels much more natural to quickly tap your fingers together than to extend your hands out in front of your face.
What it’s like to use Orion
Meta walked me through a number of demos meant to show off Orion’s capabilities. I asked Meta AI to generate an image, and to come up with recipes based on a handful of ingredients on a shelf in front of me. The latter is a trick I’ve with the Ray-Ban Meta Smart Glasses, except with Orion, Meta AI was also able to project the recipe steps onto the wall in front of me.
I also answered a couple of video calls, including one from a surprisingly lifelike . I watched a YouTube video, scrolled Instagram Reels, and dictated a response to an incoming message. If you’ve used mixed reality headsets, much of this will sound familiar, and a lot of it wasn’t that different from what you can do in VR headsets.
The magic of AR, though, is that everything you see is overlaid onto the world around you and your surroundings are always fully visible. I particularly appreciated this when I got to the gaming portion of the walkthrough. I played a few rounds of a Meta-created game called Stargazer, where players control a retro-looking spacecraft by moving their head to avoid incoming obstacles while shooting enemies with finger tap gestures. Throughout that game, and a subsequent round of AR Pong, I was able to easily keep up a conversation with the people around me while I played. As someone who easily gets motion sick from VR gaming, I appreciated that I never felt disoriented or less aware of my surroundings.
Orion’s displays rely on silicon carbide lenses, micro-LED projectors and waveguides. The actual lenses are clear, though they can dim depending on your environment. One of the most impressive aspects is the 70-degree field of view. It was noticeably wider and more immersive than what I experienced with Snap’s AR Spectacles, which have a 46-degree field of view. At one point, I had three windows open in one multitasking view: Instagram Reels, a video call and a messaging inbox. And while I was definitely aware of the outer limits of the display, I could easily see all three windows without physically moving my head or adjusting my position. It’s still not the all-encompassing AR of sci-fi flicks, but it was wide enough I never struggled to keep the AR content in view.
What was slightly disappointing, though, was the resolution of Orion’s visuals. At 13 pixels per degree, the colors all seemed somewhat muted and projected text was noticeably fuzzy. None of it was difficult to make out, but it was much less vivid than what I saw on , which have a 37 pixels per degree resolution.
Meta’s VP of Wearable Devices, Ming Hua, told me that one of the company’s top priorities is to increase the brightness and resolution of Orion’s displays. She said that there’s already a version of the prototype with twice the pixel density, so there’s good reason to believe this will improve over time. She’s also optimistic that Meta will eventually be able to bring down the costs of its AR tech, eventually reducing it to something “similar to a high end phone.”
What does it mean?
Leaving my demo at Meta’s headquarters, I was reminded of the first time I tried out a prototype of the wireless VR headset that would eventually become known as Quest, back in 2016. Called at the time, it was immediately obvious, even to an infrequent VR user, that the wireless, room-tracking headset was the future of the company’s VR business. Now, it’s almost hard to believe there was a time when Meta’s headsets weren’t fully untethered.
Orion has the potential to be much bigger. Now, Meta isn’t just trying to create a more convenient form factor for mixed reality hobbyists and gamers. It’s offering a glimpse into how it views the future, and what our lives might look like when we’re no longer tethered to our phones.
For now, Orion is still just that: a glimpse. It’s far more complex than anything the company has attempted with VR. Meta still has a lot of work to do before that AR-enabled future can be a reality. But the prototype shows that much of that vision is closer than we think.