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How it works
The path from a spoken sentence to a talking face, and why it lands in about two seconds.
The loop
microphone → speech recognition → knowledge retrieval → language model
→ text-to-speech → lip-synced video → WebRTC → screen
Every stage streams. The language model starts generating before the user has finished being transcribed; speech synthesis starts on the first complete sentence rather than the full answer; the renderer starts drawing as the first audio arrives. Nothing waits for the stage before it to finish completely.
Latency
Around two seconds voice-to-voice when the GPU is co-located with the user (same cloud region, or the same building for a kiosk). That is the number to plan around.
What moves it:
- Distance. A user in Riyadh talking to a GPU in Frankfurt pays the round trip twice.
- The language model. A large hosted model with a long system prompt is slower than a small self-hosted one. This is usually the biggest single lever.
- Knowledge retrieval. Searching a large document set adds time before the model can start.
Full-duplex speech
The avatar listens while it talks. When the user starts speaking, generation and playback stop mid-sentence and the avatar switches to listening — the same way a person would. This is what makes a kiosk feel usable in a noisy hall, and it is handled server-side with voice activity detection plus echo gating, so a plain microphone works.
Languages
Over 50 languages for both recognition and speech, including Arabic (with dialect handling), English, Russian, Mandarin, Spanish, French, Hindi, and Turkish. Auto-detection is available; for kiosks we usually pin the expected languages, which measurably improves recognition accuracy.
Two rendering paths
| 2D photoreal | 3D Unreal Engine 5 | |
|---|---|---|
| Look | Video-realistic, built from footage of a real person | Stylised or realistic CG character |
| Rendering | Neural lip-sync per frame, hardware-encoded, pushed over WebRTC | Real-time game-engine rendering |
| Runs on | Server GPU | Server GPU, or directly on the end-user device including phones |
| Best for | Maximum realism, brand ambassadors, public-sector spokespeople | Mascots, characters, animation freedom, low-cost scale-out |
Both use the same voice pipeline, the same knowledge base, and the same APIs. Choosing one is a look-and-cost decision, not an architectural one — see Avatars and voices.
What runs where
The heavy work — recognition, the model, speech synthesis, and 2D rendering — runs on a GPU. Where that GPU lives is the deployment decision described in Deployment shapes. The browser or kiosk shell only captures audio and plays a WebRTC video stream.