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Re:Facebook loses users for the first time by davedx on Thursday February 03, 2022 @03:27AM (#30190061)
I agree with most of what you wrote up to this point:

> He's a super smart and prescient thinker, so he can see VR is a good play

He made a school yearbook on the internet and copied some features from existing social networks like MySpace. Facebook was just in the right place at the right time and executed well.

The jury is very much still out on whether "VR is a good play", too. It might turn out to be a gigantic over-marketed gimmick like blockchain has.

Re:Facebook loses users for the first time by FullyFunctional on Thursday February 03, 2022 @03:34AM (#30190092)
Anyone remember that Next Big Thing was supposed to be 3D TVs? I think VR is similarly misguided (ie, will never go mainstream but will have a healthy niche).
Re:Facebook loses users for the first time by hyperbovine on Thursday February 03, 2022 @03:58AM (#30190288)
I think this is a great analogy in that there are fundamental physiological limits on how much 3D TV the human body wants to watch, and the answer is “not much”. All the VR/AR products I have seen fall into the same boat—a bit of a lark to use for an hour or so, beyond that, no thanks. It is a fundamentally different experience than reading a screen or listening to earbuds, and I don’t mean that in a good way.
Re:Facebook loses users for the first time by erikbye on Thursday February 03, 2022 @05:09AM (#30190701)
Not much, huh?

I think you're wrong in saying there's a limit when it comes to AR.

Our smartphones are AR devices, a poorly interfaced cybernetic extension. It's a cumbersome device yet unimaginably successful.

This poor AR device has constraints that will always hamper it. It must be of a certain size to display anything useful/readable and to be a useful touch-operated device.

If people put up with this poor device and it's slow information delivery, due to the poor human-computer interface, then they sure as hell will put up with AR devices of the future.

This new wave of AR need not have near as hampering constraints.

AR has the potential to be more successful than the modern smartphone when products are as uncumbersome, lightweight and comfortable to wear as regular glasses/sunglasses, while having the technical specs to augment reality with razor sharp and useful 2D and 3D overlays, and sound.

I see no reason people will be more reluctant to put on a pair of sunglasses than carry an iPhone in their pocket or purse.

Then there are other AR product forms, like contact lenses.

AR has a wide host of useful applications, both civilian, social (recreational), military, engineering, medicine, etc. That's not the future, for most of these branches it is already in great use. There's a ton of R&D going on in this space.

Re:Facebook loses users for the first time by md_ on Thursday February 03, 2022 @06:40AM (#30191225)
> Then there are other AR product forms, like contact lenses.

This seems far-fetched to me.

Mojo (https://spectrum.ieee.org/ar-in-a-contact-lens-its-the-real-...) claims to be on track for this, but:

- their "working demo" is apparently not actually wearable

- it has no built-in battery -- if I have to wear an inductive charger around my eye, I may as well wear smart glasses, right?

- the whole thing has a bit of a Theranos feel about it

I'm skeptical.

Re:Facebook loses users for the first time by hyperbovine on Thursday February 03, 2022 @01:34PM (#30196576)
> I see no reason people will be more reluctant to put on a pair of sunglasses than carry an iPhone in their pocket or purse.

Surely the fact that this is exactly what happened with earlier product releases must count as a reason... And come on, AR contact lenses? In what century exactly? If you think that's what's going to rescue Meta, I've got some FB I'd like to (short) sell you.

Re:Facebook loses users for the first time by erikbye on Thursday February 03, 2022 @03:21PM (#30198234)
I have no confidence in FB/Meta’s future. They’re not the ones who will be the victor.
Re:Facebook loses users for the first time by 3825 on Thursday February 03, 2022 @05:42AM (#30190867)
> I see no reason people will be more reluctant to put on a pair of sunglasses than carry an iPhone in their pocket or purse.

I agree. I disagree however that VR is already here. It isn’t, not even close. And it will keep getting further away as we push for higher resolution and higher frame rate displays.

I think there needs to be some way to power this thing all day long. Maybe Apple was onto something with its Apple Watch strategy. Create a minimally viable product and only introduce new features very slowly so you can still claim all day battery life in a happy path. Tl;dr I don’t think the limiting factor is VR itself but rather how do we power it. I don’t want something on my head that I have to charge every fifteen minutes.

Re:Facebook loses users for the first time by kwertyoowiyop on Thursday February 03, 2022 @08:37AM (#30192176)
Agreed. I don’t want to go into the computer’s world (VR). I want the computer to come, unintrusively and under my control, into the real world (AR).
Re:Facebook loses users for the first time by zmmmmm on Thursday February 03, 2022 @05:12AM (#30190716)
> It is a fundamentally different experience than reading a screen

It's an interesting thing to say because, one of the pending killer apps for VR is liberating us from our clunky rectangular meatworld screens that can't travel with us. It's still too low resolution now in affordable hardware, but it's at a tipping point and it is going to be quite exciting to see it cross that. I wouldn't rule out that in 5 years from now, a sizeable percentage of the professional computing workforce is using VR just for this reason alone.

Re:Facebook loses users for the first time by lariati on Thursday February 03, 2022 @08:47AM (#30192294)
My monitors are awesome though and I don't have to wear a ridiculous headset.

I am never wearing a VR headset all day to save space. The day this rolls out I am asking for an exception for real monitors.

I honestly don't think this is ever going to happen though. Everyone is just caught up in this hype cycle.

Re:Facebook loses users for the first time by sekh60 on Thursday February 03, 2022 @06:40AM (#30191222)
Then we can cram people into even smaller cubicles.
Re:Facebook loses users for the first time by xmcqdpt2 on Thursday February 03, 2022 @08:12AM (#30191957)
Bold of you to assume you'll get the minimal privacy of a cubicle's partitions.

The VR office is probably going to be open concept, like a bunch or chairs in a room.

Re:Facebook loses users for the first time by lambic on Thursday February 03, 2022 @08:40AM (#30192225)
Comfy chairs at least?
Re:Facebook loses users for the first time by traviscj on Thursday February 03, 2022 @10:00AM (#30193247)
BYOC :-(
Re:Facebook loses users for the first time by faichai on Thursday February 03, 2022 @07:47AM (#30191751)
I think it’s worth properly segregating VR from AR.

VR shuts you off from the world, and only permits you to interact with people digitally. My view is this is only ever going to be a niche play for gaming and some commerce (e.g architecture, game design).

AR on the other hand at its most minimal is a set of specs, and you only seeing reality. Nothing has to be always on, as someone who wears glasses this is my current world. Now introduce the ability to insert virtual objects (e.g a virtual computer screen) and my world is a little bit better. Wire it together so people can share the augment, and possibilities become limitless.

Alastair Reynolds wrote a good series of books (Blue Remembered Earth) where AR was envisioned rather extensively and it was compelling. As such I view AR as the future of all computing and the market correspondingly huge.

Re:Facebook loses users for the first time by matt_s on Thursday February 03, 2022 @08:11AM (#30191942)
There is a much much lower limit of people willing to wear something on their head for entertainment purposes. Couple that with a cost to buying good hardware and I think VR experiences will be limited to gaming industry. Second Life never really took off as a social space. A 3D social media app would be clunky for end users compared to a phone. I believe the interactions people value the most on social media are seeing others pics/posts and marketplaces for buying/selling things. Neither of those would transfer well to 3D.

If they are betting the company on VR and a "metaverse" then maybe they have reached a cap on unique users already and the growth of FB is done.

Re:Facebook loses users for the first time by ehnto on Thursday February 03, 2022 @08:45AM (#30192280)
There is also a reluctance to abandon the real world, even for short periods, that I think people underestimate. Even if it were perfect, there are plenty of people who just don't want to do things in VR. They want to be in the real world, doing real world things with their real world friends. I think that's where AR has the true advantage, not in the experience of the medium but rather that you aren't fully committing to the virtual world.
Re:Facebook loses users for the first time by datavirtue on Thursday February 03, 2022 @09:41AM (#30192984)
"Second Life never really took off as a social space."

Not everything has to be a household name to be considered a success. Second life is very niche and very successful.

Re:Facebook loses users for the first time by matt_s on Thursday February 03, 2022 @02:52PM (#30197843)
I agree that it doesn't have to be a household name but the level of investment and market expectations on Meta/FB is growth. If they have a niche (aka small) and successful metaverse, the larger market won't expect growth and that would reflect in the stock price.
Re:Facebook loses users for the first time by sdmac99 on Thursday February 03, 2022 @06:28AM (#30191144)
My experience with VR is that there is a period of acclimatization. At first it is tough to go 30min. I got up to being able to use it for an enjoyable 3 hours or at least the full duration of the battery for watching and gaming. I find when I come back from a long vacation with no screens, looking at a monitor for 7 hours is tough.
Re:Facebook loses users for the first time by Kiro on Thursday February 03, 2022 @06:49AM (#30191283)
I used to think the same thing, and had personal experience backing it up when buying my Quest a few years ago. I simply stopped using it after a while when the novelty wore off. What has actually happened though is that I started returning to it and can now spend many hours a day in VR (both for workout and for entertainment).
Re:Facebook loses users for the first time by bin_bash on Thursday February 03, 2022 @06:57AM (#30191347)
> Anyone remember that Next Big Thing was supposed to be 3D TVs?

No. I remember TV companies pushing it since it was cheap for them to include and they hoped people would think of it as the "Next Big Thing", but consumers and especially reviewers during the aughts saw right through it.

Even in the 90's I remember it being seen as a short-lived novelty more than anything: https://www.chicagotribune.com/news/ct-xpm-1997-05-02-970502...

Regardless what you think of VR I think there are clearly far more bulls than 3D TV ever had.

Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @03:55AM (#30190269)
A non-trivial percentage of the population get motion sickness easily. VR is a non-starter for them.
Re:Facebook loses users for the first time by Kiro on Thursday February 03, 2022 @06:50AM (#30191300)
Only for certain apps. I have friends that got a lot of motion sickness from the original DK2. They don't get it anymore except in games where you walk with your stick. But playing let's say Beat Saber is fine.
Re:Facebook loses users for the first time by prometheus76 on Thursday February 03, 2022 @04:04AM (#30190332)
Then there's the sweating and the standing in the middle of the room for hours(?) and the weird, clunky, dissociated controls.
Re:Facebook loses users for the first time by zmmmmm on Thursday February 03, 2022 @05:22AM (#30190764)
I'd be curious what that percentage is now. The tech has improved enormously, as have developers understanding of what to avoid software-wise. Not a single person (dozens) I have shared my Quest with had this problem.
Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @05:56AM (#30190941)
Cursory googling says 1/3 of population
Re:Facebook loses users for the first time by ChuckNorris89 on Thursday February 03, 2022 @06:20AM (#30191097)
Are we talking about 1/3 of the population is susceptibile to motion sickness in general, or specifically VR motion sickness? Because those are 2 different things and I doubt a significant number of the population was trialed with modern VR in order to get a such a clear cut result.

My Quest 2 doesn't give me motion sickness at all but I am susceptible to motion sickness when someone is driving/flying or on a boat. Still, two very distinct things that make a very different statistic.

Re:Facebook loses users for the first time by chimprich on Thursday February 03, 2022 @06:51AM (#30191304)
To what degree, though? Some people get sick using vehicles in real life, and they still tolerate it for the most part.

It seems probable that motion sickness in VR will be less of a problem in the future as technology and techniques improve. Most people seem to be able to cope with it at the current level.

Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @06:59AM (#30191364)
> Some people get sick using vehicles in real life, and they still tolerate it for the most part.

I’d say getting around has more utility than being in the metaverse.

Re:Facebook loses users for the first time by jhanschoo on Thursday February 03, 2022 @05:17AM (#30190737)
I think this is something that can be solved with more investment into electronics, alternative optics and display (e.g. Google-glass style display), as well as UX research.
Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @05:58AM (#30190960)
I don’t see how. Motion sickness is a discrepancy between visual stimulus and signals from the vestibular system. If you show people motion and the don’t feel the motion, they will get motion sickness (to varying degree)
Re:Facebook loses users for the first time by jhanschoo on Friday February 04, 2022 @02:05AM (#30203688)
There are many VR applications that don't need to move the view separately from user input. Exercise programs for example, and a lot of office telepresence probably falls into this.
Re:Facebook loses users for the first time by dwaite on Thursday February 03, 2022 @04:40AM (#30190540)
3D has come and gone many times over the history of cinema, from the red/cyan glasses, the (Pulfrich) glasses with a single shaded lens, shuttered glasses and polarized screens.

While the image quality and frame rate have improved, there are still fundamental limitations on the technology. One common pushback is that some people will get headaches due to scanning the scene, trying to focus on objects at their false depths.

3D film is a pain, way more than double the work. So most 3D content actually was made 3D in post rather than filming with multiple cameras.

Still, the way you would frame a scene to be 'interesting' in 3D is different from how you would do so in 2D. This usually results in being able to 'tell' whether a movie you are watching was primarily made for one market or another.

VR adds something other than image quality - it adds the ability to be immersed in the content. However you still have the same issues:

- So far, we don't have consumer headsets that enable you to actually focus on the objects in the scene. For example, you can't hold a piece of paper up to your face to read the fine print. - Trying to capture certain kinds of media is infeasibly expensive in VR, both from a post-production cost perspective and a data size expectation. Live action basically is too difficult.

The latest incarnation of 3D movies were in a sense a clever business maneuver - it created a premium tier of movie experience and got many theaters to start upgrading their older projection equipment and screens to newer digital alternatives.

For home use, 3D movies were weird because they didn't follow the traditional hype curve. A lot of early adoption was by families, where unfortunately the shutter glasses still tended to be too expensive for young hands. But that market has the same thing - manufacturers will eventually take technology and reduce it down to cost, so how can you compel people to buy the newest fancy screen where you still have a good margin?

Note several television manufacturers are now trying to proceed advertising and sales revenue, which is why smart TVs have now taken over - a 15-30% cut on a HBO Max subscription adds up to real money quickly over their typically poor margins on the sale of the set.

Re:Facebook loses users for the first time by littlecranky67 on Thursday February 03, 2022 @04:59AM (#30190650)
100% agree with your point. I don't believe in a broad VR future. A movie, just as an open-world video game, lives of its content and storyline. I watched Avatar in 3D and it was great, but not because it was 3D, because it is a good movie. Even in 2D this would be very enjoyable. Same holds true for video games. I don't think Witcher 3 would have significant more success if it was in VR or the experience would be orders of magnitudes better just because of VR. Same as any shitty game with bad story, unlovely crafted characters etc. will not be good just because it is VR.

If the Metaverse means I can watch hatespeech + antivaxx posts, pictures of peoples lunch on a 3D canvas or cat videos, I pass.

Re:Facebook loses users for the first time by PretzelPirate on Thursday February 03, 2022 @07:56AM (#30191830)
I suspect that a TikTok VR/AR play could push VR usage ahead by quite a bit. Creators could use Kinect cameras to capture their space in 3D, and viewers could project them into their house. VR Chat is already very popular with people who have headsets, but it’s also not a very good experience and is low fidelity.
Re:Facebook loses users for the first time by babuskov on Thursday February 03, 2022 @06:45AM (#30191260)
> Even in 2D this would be very enjoyable.

I can confirm that it was.

Re:Facebook loses users for the first time by dspillett on Thursday February 03, 2022 @07:29AM (#30191601)
> 3D has come and gone many times over the history of cinema

So has VR a couple of times in the history of computer based entertainment, so the analogy hold IMO.

> VR adds something other than image quality - it adds the ability to be immersed in the content

Exactly. And it needs content that is noticeably improved by VR without obvious disadvantages, and there have been few examples of where the benefit has been enough to counter the faf. I've played a bit of Elite with an expensive VR setup and it was great but that doesn't hit the movement issue as being sat in a fixed place matches the immersion requirement of the largest part of the game (being sat in a cockpit), and I'm told Half-Life: Alyx is good enough that the constraints imposed by VR don't impact the immersion enough to break it. But those are the only two examples I can cite: you need people like me (a techie who doesn't game much at all these days despite doing so a lot a decade or two ago) and the less techie public to be able to identify more than two or three great examples for the product to have any hope of being more than niche. This isn't just a technology gap (between what we can do now and what people see on TV with things like the holodeck) but also an issue of making suitable content good enough is more difficult to get right.

Re:Facebook loses users for the first time by stingraycharles on Thursday February 03, 2022 @03:43AM (#30190158)
VR seems more interactive and way stickier, I don’t think you can necessarily compare it to 3D TVs, in the same way a computer and TV are very different.

Having said that, I’m also skeptical of the whole metaverse thing, as we had that stuff a long time ago already (Second Life) and it was a flop. VR needs to become extremely ubiquitous and hassle-free for such a thing to work.

Re:Facebook loses users for the first time by tentacleuno on Thursday February 03, 2022 @04:36AM (#30190519)
> as we had that stuff a long time ago already (Second Life) and it was a flop

A flop? I remember watching a documentary a while back saying some people were totally addicted to it. I'm not sure if they're still afloat these days, though. Might go the way of Playstation Home (which I genuinely liked!).

Re:Facebook loses users for the first time by HWR_14 on Thursday February 03, 2022 @07:48AM (#30191768)
I'm sure that you can find people who are huge fans (addicted as a news article might call them) to any technology or gaming product. The world is huge. There are, for example, people who loved Windows Phone and Zune. But just because a product has a fanatical core doesn't mean it'll eventually take off - or even maintain viability.
Re:Facebook loses users for the first time by wayoutthere on Thursday February 03, 2022 @05:03AM (#30190667)
Most of the draw was that you could design your own avatar. There were a lot of furries.
Re:Facebook loses users for the first time by throwaway6532 on Thursday February 03, 2022 @09:03PM (#30201910)
>I remember watching a documentary a while back saying some people were totally addicted to it

not necessarily a good thing

Re:Facebook loses users for the first time by jpindar on Thursday February 03, 2022 @09:46AM (#30193062)
Second Life is still active almost 20 years later, I don't know why people keep using the past tense.
Re:Facebook loses users for the first time by pratnala on Thursday February 03, 2022 @04:00AM (#30190299)
Idk if it is just me but I find VR headsets just tiring after a point.
Re:Facebook loses users for the first time by tentacleuno on Thursday February 03, 2022 @07:14AM (#30191470)
Quite a few people do here. I doubt I could wear them for extended periods either. I personally have to take a break after wearing headphones for a few hours, I couldn't imagine wearing a VR headset of all things.
Re:Facebook loses users for the first time by emsy on Thursday February 03, 2022 @05:02AM (#30190662)
The first part of your reply doesn't line up with the second. In what way are 3D TVs a healthy niche? They are mostly dead. I also can't remember anyone actually using their 3D TV or buying a TV because of its 3D capabilities (most TVs at that time had the feature anyway). Whereas stores stocked up on Quest during the holidays because of demand. I don't think your reply accurately describes reality.
Re:Facebook loses users for the first time by DebtDeflation on Thursday February 03, 2022 @09:48AM (#30193087)
Also, this isn't the first go round with VR. Google Glass launched publicly in 2014 and the original Oculus Rift launched in 2016. I remember tons of discussions around enterprise adoption of VR in 2016-2017 with use cases ranging from immersive marketing campaigns to technicians using them to troubleshoot equipment.
Re:Facebook loses users for the first time by verinus on Thursday February 03, 2022 @04:31AM (#30190493)
First thing I thought about too.

Metaverse is not a utopia but a dystopia!

edit: typo

Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @05:02AM (#30190661)
I am both a fan of blockchain and VR. I also have a strong cynic inside of me that trashes on both of them whenever it can. It's fun being me I suppose :)

Blockchain is IMO in a much much much more questionable state of relevancy and usefulness than VR.

Why?

I workout in VR (supplemental workouts by playing Eleven Table Tennis to the max).

I boardgame in VR (Demeo).

My GF picks up my headset and plays Beatsaber.

You can have multiple screens in VR. While I'm not the biggest fan of them, I will be if I'd travel to another country, not being able to bring my monitors.

Oh, and I've convinced quite a few of my friends to do the same (workout, gaming, productivity).

VR is already here mate. People game, people exercise, people get new experiences by watching VR videos (I got better at skiing because of it), people are using its productivity apps to design stuff (think about designing game in Unreal Engine using VR). There are certain use-cases in which VR outperforms anything else (and in most use-cases it doesn't).

VR has tons of uses!

It's not perfect by any means, but we're slowly getting there. 4000x4000 per eye is the hallmark I will be patiently waiting for. Better omni-directional threadmills are something I will hope for. We already are beginning to have haptic feedback suits from owo. I'm not a fan of haptic feedback suits, but others are.

VR is here to stay. It won't replace anything, it will augment how we are going about our daily stuff.

Whereas with blockchain, well, it's mostly used for speculation and I still haven't seen people use it as a legitimate currency. And this includes myself! Like, I used bitcoin to buy a bitcoin wallet, but does that count? I don't think so. The current use of blockchain in terms of cryptocurrencies is speculation (at the moment) and I am hoping it will change, but I wonder if it ever will. And I am a fan of the whole thing, but let's not kid ourselves. I hope the unbanked will use it. I hope people in super high inflationary countries will use it (because as volatile is bitcoin is, it beats any currency with hyper inflation). Unfortunately, I don't have any insights on the unbanked.

Re:Facebook loses users for the first time by moonchrome on Thursday February 03, 2022 @06:14AM (#30191059)
>You can have multiple screens in VR. While I'm not the biggest fan of them, I will be if I'd travel to another country, not being able to bring my monitors.

This is the problem with VR. It started the adoption process the wrong way - instead of positioning itself as a work enabling tool that you buy for a killer feature - it's just a gimmicky toy that has reasonable stigma around it among normal people (non-techies).

If your phone was just a 1000$ gaming handheld it would be a niche product, at best something like a 3DS. But gaming is the biggest market on phones.

Likewise if VR ever wanted to get mainstream adoption it needed to have a killer feature like enabling ultra portable/productive workspaces. Imagine everyone working from home buying a 500$ VR headset for remote work - totally reasonable - in the price range of a monitor. And then you have a huge market for games when the people are used to it. Now it's just a nerdy gimmick.

Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @08:42AM (#30192248)
The pc used to be like this, it will change. Remember when people in high school called us nerds? Now many more people want to be "nerds". We will slowly adopt to VR. It has enough use already, use (!), not potential, use!
Re:Facebook loses users for the first time by moonchrome on Thursday February 03, 2022 @09:12AM (#30192596)
PC is a tool and you can play games on it, just like your mobile phone is a phone/pocket computer that you can also game on.

The way I see VR right now is a niche version of a gaming console with high barriers to entry and bad image. Gaming consoles took decades to get widespread adoption.

Re:Facebook loses users for the first time by Brotkrumen on Thursday February 03, 2022 @05:34AM (#30190825)
I rented a VR headset for a month a while ago. I think I bought most of the top games to play around with, but all feel a bit gimmicky and lacking depth.

I'd claim that VR will be niche until it becomes AR. When I can see my keyboard and get multiple floaty screens,that will be productivity. Pokemon Go in AR? Skyrim AR? AR shooters in converted warehouses? Horror games in my house? That'll be games.

Re:Facebook loses users for the first time by tennis_sort on Thursday February 03, 2022 @06:11AM (#30191041)
I play golf+ and really liked it. There's a great tennis one too.

Practicing without the weight of impact of a club/racket is good.

Its niche but definitely a new dawn for gaming. FB might be too early but they're in the right space.

Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @08:45AM (#30192277)
I hated Golf+ but for all the right reasons. I now know I will hate actual golf as well.
Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @08:44AM (#30192272)
> When I can see my keyboard and get multiple floaty screens,that will be productivity.

The Quest 2 supports the magic keyboard and has multiple screens in the home screen.

Have you played Eleven Table Tennis? Have you played Thrill of the Fight? That's exercise right there!

Re:Facebook loses users for the first time by JamesGi on Thursday February 03, 2022 @06:37AM (#30191209)
you can already see your keyboard, table, sofa, as well as have multiple floaty screens.
Re:Facebook loses users for the first time by Brotkrumen on Thursday February 03, 2022 @07:45AM (#30191737)
I had a HTC Vive Pro (2?). I didnt see that feature. Is that a Quest 2 feature?
Re:Facebook loses users for the first time by mettamage on Friday February 04, 2022 @05:42AM (#30205134)
Yep, Quest 2 feature.
Re:Facebook loses users for the first time by fallous on Thursday February 03, 2022 @07:21AM (#30191530)
I apologize for the pedantry but "blockchain" != "cryptocurrency." My inner cynic is bearish on cryptocurrencies, VR (at least in broad adoption), and to a lesser extent blockchain tech but of the three the one that has the least-worst chance of finding a useful broad fit IMO is the use of blockchain tech since it's really nothing more than a trustless method of double-entry accounting and a potential means of avoiding the risk of direct federation for service providers (you stop being the single point of failure/data breach target).

Sadly I also suspect that blockchain will go down with the whole cryptocurrency ship due to guilt-by-association, much like the AI winter that followed the overhyped 1980s era took with it a number of viable limited-domain solutions that had to wander the desert for 20-30 years before being revivified for the current AI/ML efforts.

Re:Facebook loses users for the first time by iLoveOncall on Friday February 04, 2022 @05:36AM (#30205096)
> I apologize for the pedantry but "blockchain" != "cryptocurrency."

Well I challenge you to find a single real-life use of blockchain that is not tied to cryptocurrencies then.

Find a single problem that is best solved using blockchain, but doesn't involve crypto.

Re:Facebook loses users for the first time by fallous on Tuesday February 08, 2022 @09:13AM (#30258573)
OK, 4-5 years ago I was hired by a startup building a data storage/sharing hardware solution that emphasized security. Each storage device could be a an ad hoc member of a group of devices and there were multiple users for each device/group. Individual chunks of data (be it files, filesystems, dirs, etc) had ownership and privileges as did the devices themselves.

What the startup did NOT want to be is the single source of authority or federation for permissions, group membership, user management, etc (they would not only become the single point of attack but the devices themselves would be dependent upon the existence of the company continuing to provide federation services, so going-out-of-business would render the devices useless).

The most obvious solution to those issues was a blockchain-based system. As long as devices existed they could continue to interop, the entries in the blockchain provided audit trails, the entries could be replayed for sync purposes, etc.

Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @08:43AM (#30192261)
I agree, and fair enough. VR will get broad adoption, a few things need to happen before it will (e.g. 4000x4000 per eye) but the hardware innovations needed to get there aren't big wild things. They are simply things that will become a thing through incremental progress.
Re:Facebook loses users for the first time by rvz on Thursday February 03, 2022 @07:43AM (#30191719)
> VR has tons of uses!

Basically, limited to niche games and simulation training. Where as AR has more usefulness than VR does. But it doesn't matter since Meta is working in both of those industries.

> Whereas with blockchain, well, it's mostly used for speculation and I still haven't seen people use it as a legitimate currency.

What is wrong with using stablecoins? Everyone knows Bitcoin has failed in being useful for payments or how very volatile it is for a business to use.

Re:Facebook loses users for the first time by cuteboy19 on Friday February 04, 2022 @05:55AM (#30205242)
Stablecoins have the worst of both worlds. You have the stablecoin issuers printing like crazy and you have the no chargebacks part of crypto.
Re:Facebook loses users for the first time by rvz on Friday February 04, 2022 @05:13PM (#30214077)
> You have the stablecoin issuers printing like crazy.

Who is exactly printing tons of these stablecoins, USDP? or any other regulated stablecoin?

> and you have the no chargebacks part of crypto.

And using cryptocurrencies eliminates chargeback fraud which that is abused by the users. The merchants can get their accounts shutdown and their money withheld for months due to the payment processors locking the money and they always side with the bank, which of whom have no context if the chargeback is fraudulent or not.

I don't see how one can use stablecoins for speculation purposes, which one can do with Bitcoin, which that is completely unsuitable for payments.

Re:Facebook loses users for the first time by cuteboy19 on Saturday February 05, 2022 @06:20AM (#30220074)
USDT(#1) and USDC(#2) have printed 150 billion dollars out of thin air. If you look by volume, these are the only 2 coins being used in any real capacity
Re:Facebook loses users for the first time by zeepzeep on Thursday February 03, 2022 @06:08AM (#30191025)
> I still haven't seen people use it as a legitimate currency. And this includes myself

Pre-covid we had a bar that accepted BTC using Lightning Network :(

Re:Facebook loses users for the first time by HWR_14 on Thursday February 03, 2022 @07:54AM (#30191815)
A bar willing to accept BTC is not "using it as a currency". Some people get paid in BTC too. Or Tesla accepted BTC for a while. They're just investing in BTC automatically. It's not being used as a currency until the same entities are both buying and selling with BTC.

And that assumes they aren't using one of those services that accepts BTC and automatically converts it to USD at the time of the sale.

Re:Facebook loses users for the first time by netcan on Thursday February 03, 2022 @05:18AM (#30190742)
>>He made a school yearbook on the internet and copied some features from existing social networks like MySpace. Facebook was just in the right place...

Well. That's the key point. Lots of people did social networks. Several had a lot if success with them. Remember circa 2007? FB was one of many. Zuck made a social network that (a) got and stayed popular (b) made no way and (c) successfully changed user behaviour. Before FB, social media was mostly anonymous and targeted at young, fringe or techno-elite online culture. FB are mass market.

I agree that VR is yet to be seen, and that fb's ability to execute is dubious. But, Zuck is more capable than most/all CEOs of social media seen this far.

Twitter us more if a lucky shot.

It remains true though that social media, generally, is not technically demanding. That said, the demands of scale complicate that. Look at Amazon and aws.

There aren't many fb-scale tech companies out there. It's not competition in an infinite field. It's competition in a field of one.. or perhaps three. JPMorgan or Berkshire Hathaway aren't going to beat them at this game. If it's a matter of beating other mega scale tech shops, it may be just a matter of executing better than not executing.

Competition at the ground floor (say series A) is brutal. Even if you're brilliant, you probably need a great strategy and greater luck. Competition at the mid range is meaningful. A Zara, Boots or OnePlus or whatnot still need to beat other players. At the FB/google level... there just aren't enough players. They don't necessarily compete at all, against other players. Products can succeed or fail, but it's not about head to head abilities. Where competition actually exists, like azure/aws, at best it's usually a field of 2 or 6 possible competitors with a chance of outside disruption. They're not in a "beat restaurant in town" game.

Re:Facebook loses users for the first time by lariati on Thursday February 03, 2022 @11:15AM (#30194293)
Facebook wasn't just at the right place though. They figured out that people wanted to use their real names on social networks.

I loved Myspace. I met so many cool people in my 20s in that 2-3 year window they had that I never would have otherwise. My mom though was never joining Myspace. Myspace was almost closer to a dating site to find new friends as much as connecting with people you already knew.

Re:Facebook loses users for the first time by fsloth on Thursday February 03, 2022 @05:44AM (#30190879)
VR/AR is already an established and necessary modality at several industrial use cases. It's definetly NOT a gimmick. Think of it as a HUD with situational awareness.

Games are not really a good example of why you would want to have that. Not at least yet.

See for example

https://sitevision.trimble.com/

VR as a new way of human existence as the current metaverse hype claims - for that, I've not seen any concrete proofs of yet.

Re:Facebook loses users for the first time by busymom0 on Thursday February 03, 2022 @05:04AM (#30190669)
I personally don't think VR is a good play. Personally, I just can't binge on anything with VR. It's just not comfortable. But maybe we haven't had enough hardware innovation yet.
Re:Facebook loses users for the first time by mad182 on Thursday February 03, 2022 @05:26AM (#30190787)
I have the same experience. I have tried my friends VR set a few times and another one at a work party, and overall it was pretty underwhelming. Uncomfortable, a bit nausea inducing and nothing particularly impressive. Kind of cool to try out, but not something I would want to use every day or pay for. At the current state I don't see what's the fuss about.

Also VR as some kind of social networking replacement seems unlikely to me because huge par of the time people spend on social networks is not while sitting at home dedicating time to this activity. Most people are not going to lug around VR headset everywhere they go.

Re:Facebook loses users for the first time by mettamage on Thursday February 03, 2022 @05:06AM (#30190685)
I strongly believe we didn't have enough hardware innovation. I tried watching movies as well and it sucked.

I would recommend VR videos though, there are a few from Oculus TV which are amazing, they are an entirely new experience.

Re:Facebook loses users for the first time by dspillett on Thursday February 03, 2022 @07:33AM (#30191637)
> Facebook was just in the right place at the right time and executed well.

I wouldn't even go that far: it was merely executed well enough that it didn't squander being in the right place at the right time by being terrible.

This is one of the reasons why getting a minimal viable product out quickly (where the definition of “minimal viable” includes that not-being-terrible caveat) can be so important when working on a new idea.

Re:Facebook loses users for the first time by lariati on Thursday February 03, 2022 @11:25AM (#30194441)
This is just wrong. I would question if you ever went on Myspace.

Facebook figured out that using your real full name in an electronic social network had huge advantages in terms of connecting your real world social network.

They killed Myspace because of the network effect the above had when people started finding their friends from high school easily online. Early on I think you even had to join a network specifically for your high school so everyone had their first and last names along with their labeling for their high school.

It sounds stupid and obvious now but before Facebook the average person didn't broadcast their first and last name on the internet.

Re:Facebook loses users for the first time by dspillett on Thursday February 03, 2022 @10:09PM (#30202352)
Nothing that you describe contradicts "executed well enough not absolutely well".

Right thing¹, right place, right time, executed well enough.

[1] whether this thing was an act of genius or just the right thing if several thrown at the wall, we could possibly debate.