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Home / Technology / Meta's AI Could Let You Jump Into Videos

Meta's AI Could Let You Jump Into Videos

29 Jan

•

Summary

  • Meta is investing in future VR headsets, despite slower consumer adoption.
  • New VR headsets are rumored for 2026/2027, including a lighter Pro model.
  • AI could allow users to jump into any video they see, according to Zuckerberg.
Meta's AI Could Let You Jump Into Videos

Meta continues its investment in virtual reality technology, signaling future developments despite acknowledging slower consumer adoption rates for VR compared to other wearables. The company's CFO stated that investments in future headsets are ongoing, with rumors suggesting new hardware could arrive in 2026 or 2027. These potential devices may include an upgraded Quest 4 model and an ultra-lightweight, productivity-focused headset.

CEO Mark Zuckerberg also envisions a future where artificial intelligence significantly enhances user experiences. A particularly striking concept is the possibility of AI allowing users to "jump into" any video they encounter. This AI integration could extend beyond VR, potentially benefiting Meta's Horizon metaverse on mobile platforms, enabling world generation from digital memories.

While specific timelines for these VR advancements remain unconfirmed, the company's focus on AI and next-generation hardware suggests a strategic, albeit challenging, path forward. This renewed emphasis on innovation aims to position Meta competitively in the evolving tech landscape, especially as its AI models aim to catch up with rivals.

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Disclaimer: This story has been auto-aggregated and auto-summarised by a computer program. This story has not been edited or created by the Feedzop team.
Meta is continuing to invest in and build future VR headsets, with potential new hardware rumored for release in 2026 or 2027.
Mark Zuckerberg suggested a future where AI could allow users to 'jump into' any video they see, enhancing immersive experiences.
Meta is rebalancing its Reality Labs portfolio because consumer adoption of VR has generally been on a slower growth path compared to wearables.

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