Now, I am not sure if they will get there, but they are investing heavily in the tech required (AR screen tech, SLAM, 3d body reconstruction etc), and even partial success could be enormous. Having spent a lot of time in VRChat, seeing people and interacting with them up close has something very powerful, even if if is just the beginning of the technology. I am very excited to see where it goes in any case.
I really don't think so. But maybe future generations have different ideas. I think VR can make a lot of difference in training (e.g. medical training) but it's not consumer stuff.
I’ve found that VRChat makes for a more pleasant, natural, deeper experience than phone calls or video chat. For me, it really replicates the experience of hanging out with people in real life.
Part of it is that it has the thing where you stand next to the people you are talking to and you can move around and talk to someone else when the conversation ebbs and flows. You can go to smaller spaces where you know everyone, or bigger places with friends of friends.
This mitigates the problem with video or phone calls where you have to sort of mutually agree with the other party that you want to talk and when you are done talking. Instead, you can more naturally flow between different conversations. You can go to a crowd and meet new people, you can go on adventure with your close friend, or go hang out at your regular haunt.
There are a lot of problems with the service, though. One of the big ones is that the onboarding experience is shitty for new players. If you don’t already have friends who play, you’ll just end up with 14 year olds screaming obscenities at you in a public world.
I was on a casual call with ~10 people recently and the way only one person could speak at a time was so unfortunate. Really killed the experience compared to chatting in person.
Zoom mediates almost all meetings at my company. We went full-remote in 2020, and are now heavily international.
Screen sharing is heavily used, but nobody uses cameras except for presentations.
Even aside from our work norms, I have a strong preference for voice-only realtime comms. Video just doesn't add value to me.
There is clearly something different in in-person interactions that makes me do this, and if Meta or someone else can replicate part of that experience I believe that could be very valuable. Think even of the environmental implications - so much energy is spend moving people around, imagine if AR platforms could reduce the number of trips by even a small percentage!
Feeling truly present with someone isn't possible in 2d
Or in VR for that matter...
The best choice they made was to sell a balanced Oculus (high-res and decent battery with low-power compute) as a loss leader rather than continue down the tethered high-powered Rift path.
AR screens, SLAM, 3d reconstruction has well over a dozen well-funded companies gunning for the same result. Several companies are going to lose hard, similar to Magic Leap's recapitalization.
They aren't in the same room, just same screen, but I'm not sure that really has value for me anyway?
On that note, I wonder if a pair of wide angle cameras could be used to create a reasonably convincing three-dimensional live stream via FaceTime. With VR glasses, participants in the call would be able to see each others surroundings in 3D space.
This sounds more immersive, and less goofy than the metaverse. It also seems like a feature that Apple could reasonably deliver with their rumoured glasses.
What, wrong decade?
In terms of tangible results, Meta may as well have pivoted to autonomous vehicles. The only way this pivot makes sense would be if they had actually delivered a headset people wanted.
It’s just easier to get gullible investors to invest in your metaverse VR idea due to Gartner hype cycle rules, which are currently at Peak of Inflated Expectations.
> “the metaverse” can include virtual reality—characterized by persistent virtual worlds that continue to exist even when you're not playing—as well as augmented reality that combines aspects of the digital and physical worlds.
These MMO's are the real absolute ceiling of whatever Meta is trying to do, but that's insufficiently gigantic to justify a pivot of Meta.
So they are pitching it as something that will extend past niche audiences (in absolute numbers they are huge but niche in terms of FB scale).
The incoherency of why non-gamers would be interested in this is revealed in their advertising. For example, a fitness buff talking about how swinging around a foam stick with a headset strapped to her face is the best workout of her life.
I think it's ads.
Metaverse demos have felt super underwhelming compared to e.g. playing Grand Theft Auto 5 for a few hours
"Most of the people who are talking about metaverse have absolutely no idea what they're talking about. And they've apparently never played an MMO. They're like, 'Oh, you'll have this customizable avatar.' And it's like, well... go into La Noscea in Final Fantasy 14 and tell me that this isn't a solved problem from a decade ago, not some fabulous thing that you're, you know, inventing."
I don't believe that VR will ever become mainstream btw, but AR has huge applicability starting from business but also for people involved in all kinds of sports, especially anything to do with bikes / skis / motorcycles etc...
I strongly suspect Facebook will not be the winner of either use case.
Apple / Disney are much better positioned to capture the "virtual amusement park / mall" space than Meta.
Google / Microsoft are better positioned for the work / leisure time use case.
Conclusion: Meta is screwed.
You actually have to try VR to better understand. Google Cardboard doesn’t count
Rec Room and VR chat are good places to start
It also raises the question of what Facebook's metaverse could do that VRChat and Rec Room haven't. VRChat is the more successful of the two and has achieved the level of success of "video game more popular than you might realise", which for the small dev team is enough for a profitable business.
How do you make it profitable at meta scale? NFTs, loot boxes and cosmetic microtransactions seem to be the prospects raised by people promoting such ideas. But then how is VRChat + microtransactions - your local modder's blatant copyright infringement more appealing than VRChat?
This is what AR and games are all about. Not necessarily what Meta wants to build.
[1] https://web.archive.org/web/20010617162321/http://www.inside...
Probably, at least until we perfect the matrix or 360 degree treadmill tech.
As for your friends, they can sit wherever the fuck they please. They're holograms, or on a more crude version just simulations from an AR/VR set.
Even using your fingers, going from keyboard and mouse (on desktop) to touch (on mobile) was a major change.
It's unclear to me that you need realistic 3D imagery versus new kinds of input devices. Maybe smart knobs will become popular?
You're basically describing Wii Sports, which was a great novelty at the time. For maybe a year or so.
Lack of mundane grinding for exp, rep and mats?
Auto/afk [anything] is a staple in lot of mobile MMOs. Like auto-battle, auto-questing etc. Yeah I don't know why would you even "play" at that point but then again those games are insanely popular. Kinda like "gamifying a game" if that make sense.
I still don't understand what's the difference between MMOs and Metaverse. Like it's on mobile? That's all? Peak WoW _was_ a social network something Zuck is dreaming about (and that's while you also have to pay a monthly sub). I've read around and some people say that the difference people can _create content_ in Metaverse but... sandbox MMOs are also a thing for a long time (or just look at Minecraft/Roblox/Fortnite). Or the whole point just to attach your persona to your real name + Meta can monetize everything? But that still just sounds like some F2P korean MMO or a japanese gacha game.
Maybe there is more to that but to me at least 1, the Metaverse sounds more like a "vision" than an actual product (yet VR Chat already exist too if the main selling point is AR/VR) 2, if it's an actual product then it's an MMO reimagined for non-gaming "normal" people