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Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @11:51AM (#32780729)
Meta is on the same path that Nokia and Kodak once followed.

They will survive, but they will bleed and shrink a lot, and their relevance will likely be insignificant ten years from now.

The Metaverse bet is dumb, they simply can't execute and even if they could this whole Metaverse thing is likely to stay in the videogame's realm for a very long time.

Re:Meta cuts Responsible Innovation Team by derefr on Friday September 09, 2022 @12:10PM (#32780993)
> and even if they could this whole Metaverse thing is likely to stay in the videogame's realm for a very long time

There are already concerts with paid tickets going on in platforms like Fortnite, that just happen to be able to act as multi-user VR environments, even though that wasn't their designed purpose. The demand is real.

I don't see it as much of a bet that "people are already creating these events, and want to build professional services around doing so; these people would appreciate a platform to run such events on that won't be shut down/go unmaintained in two years just because the game that the platform was built for ceases to be relevant; and people who pay to attend these events are willing to download a client to consume the content they paid for." That just seems to be a series of common-sense facts to me.

Whether Facebook can actually end up as the platform of choice for hosting said events is entirely non-obvious. But, if nothing else, they do have connections, channel partners, global scale to deploy reliable infrastructure that can be trusted to not buckle under event load, etc. It's up in the air how much things like "the aesthetics of the experience" really matter, compared to those. How much does a band care about the aesthetics of the venue?

Re:Meta cuts Responsible Innovation Team by simiones on Friday September 09, 2022 @12:21PM (#32781186)
> There are already concerts with paid tickets going on in platforms like Fortnite, that just happen to be able to act as multi-user VR environments, even though that wasn't their designed purpose. The demand is real.

You have that the other way around. Fortnite was able to host a concert because people like to play Fortnite. There is no demand for VR concerts, there is perhaps some demand for concerts in already-populated online spaces.

People aren't flocking to Fortnite because of the concerts. People who play Fortnite are flocking to these concerts when they happen in their game.

Re:Meta cuts Responsible Innovation Team by strix_varius on Friday September 09, 2022 @04:52PM (#32784762)
> There is no demand for VR concerts, there is perhaps some demand for concerts in already-populated online spaces.

Megan Thee Stallion, Billie Eilish, and the Foo Fighters are all releasing VR concerts this year.

My wife, who has never played Fortnite, attended several VR concerts over the past few years.

Given how popular listening to music is on services like Youtube, I believe it is short-sighted to fail to see the appeal of an immersive 3D-audio VR experience for music fans.

Re:Meta cuts Responsible Innovation Team by JeremyNT on Friday September 09, 2022 @06:41PM (#32785774)
Foo fighters also released 29 tracks for Rock Band, which was really popular for a couple of years.

New toys are fun to play with, for a bit. That doesn't necessarily mean they're going to stick around or have much long term relevance.

Re:Meta cuts Responsible Innovation Team by awinder on Friday September 09, 2022 @07:56PM (#32786289)
They’re not only fun to play with, but when someone needs to purchase cachet for a new toy and they come to you to chat about it, cha-ching.
Re:Meta cuts Responsible Innovation Team by pessimizer on Friday September 09, 2022 @01:08PM (#32781980)
> There are already concerts with paid tickets going on in platforms like Fortnite, that just happen to be able to act as multi-user VR environments, even though that wasn't their designed purpose. The demand is real.

There's no demand to watch computer animated concerts through heavy glasses in Fortnite coming from people who don't already spend a bunch of time playing Fortnite. This is an add-on to Fortnite, not anything that anybody really wants to do for its own sake.

What's the point of watching a computer animated "concert" in VR anyway? Who would get any joy out of that?

Re:Meta cuts Responsible Innovation Team by Karunamon on Friday September 09, 2022 @01:39PM (#32782433)
Ask the 12.3 million who watched Travis Scott have a concert in Fortnite [1]

There is no way to convey this without being a little bit of a jerk, but I think your take demonstrates being out of touch, in the "no wireless, less space than a nomad, lame, also Dropbox is just some tooling around rsync" sense that HN tends to get sometimes. This is enough of a phenomenon that other mainstream artists are starting to get into it, which means there are enough people getting joy out of it for it to have a market of its own.

I think you ignore the metaverse (the concept, not Facebook's janky implementation) at your own peril. The next generation is growing up with virtual concerts, and in many cases virtual artists.

[1] https://variety.com/2020/digital/news/travis-scott-fortnite-...

Re:Meta cuts Responsible Innovation Team by breaker-kind on Friday September 09, 2022 @02:47PM (#32783317)
i urge you to examine for any worldwide trends that were occurring in April 2020 that might have made people inclined to attend virtual events
Re:Meta cuts Responsible Innovation Team by Karunamon on Saturday September 10, 2022 @02:40PM (#32793350)
And you think that inclination is temporary? I urge you to examine the history of concerts in that game. A bit under 11 million watched a concert by Marshmello a year prior.

And that's not counting the upcoming stuff. Trying to write off something this successful as a pandemic driven fad kinda speaks to that whole being out of touch thing I was talking about.

https://www.theverge.com/2021/9/28/22699014/fortnite-soundwa...

Re:Meta cuts Responsible Innovation Team by forchune3 on Friday September 09, 2022 @01:52PM (#32782594)
ok so a bunch of ppl were playing fornite in april 2020. that doesnt mean that people want to watch vr concerts
Re:Meta cuts Responsible Innovation Team by Karunamon on Saturday September 10, 2022 @01:41PM (#32792792)
On the contrary, more than 12 million people watched the concert live. That's time spent in going to the VR concert, not playing a competitive shooter. Are you suggesting that all of them did something they had no desire to do?
Re:Meta cuts Responsible Innovation Team by hedora on Friday September 09, 2022 @12:18PM (#32781135)
Second Life has been doing this for over a decade. I see no reason to expect Meta to do a better job, and see every reason for people to assume they’ve done a maliciously-bad job, given their reputation.
Re:Meta cuts Responsible Innovation Team by hbn on Friday September 09, 2022 @01:12PM (#32782043)
It'll be worse than Second Life because they'll censor anything that isn't brand-friendly to Facebook (and there is certainly a lot of stuff like that on SL - it's a lot of the reason people play it!)
Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @12:21PM (#32781180)
Would you trust Meta with a new social platform? Do you think your friends will?

If they can execute (I believe they can't) and if the Metaverse is the next huge thing that some are predicting (I think their vision is too dependent on VR/AR magically becoming practical)

They still have a huge reputation issue; they are already bleeding users on FB and Insta.

They need a miracle.

Re:Meta cuts Responsible Innovation Team by BbzzbB on Friday September 09, 2022 @01:08PM (#32781979)
Have privacy geeks who keep saying "no one would trust FB with X" ever looked at the numbers? I keep seeing this sentiment around Meta and VR, yet guess which VR company has like >70% market share.

https://www.statista.com/statistics/1222146/xr-headset-shipm...

Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @01:17PM (#32782123)
I'd like to see numbers.

I mean, engagement, not market share, total time spent by users with the headset on.

My intuition is that 90% of that "market share" is collecting dust.

Re:Meta cuts Responsible Innovation Team by BbzzbB on Friday September 09, 2022 @01:34PM (#32782361)
Sounds like you just believe whatever you want then, no? How is 80% of sales in Q4 not a pretty good indicator that people do, in fact, "trust Meta with a new X" (or at least don't care enough)?

As for that new intuition, what good reason is there to believe Oculus headsets are so vastly underused after-purchase compared to competitors? And what has that to do with Meta's reputational issues?

Re:Meta cuts Responsible Innovation Team by MichaelCollins on Friday September 09, 2022 @03:14PM (#32783616)
> How is 80% of sales in Q4 not a pretty good indicator that people do

Because everybody I know who's bought a VR headset (any brand) lets it collect dust after a month, and I don't think that's a fluke. Buying a VR headset is not using a VR headset.

Re:Meta cuts Responsible Innovation Team by BbzzbB on Friday September 09, 2022 @06:26PM (#32785643)
My point was with regards to the common insinuation that people (i.e. consumers) will not be using Facebook products because of the company's reputation issues, which I think has never showed up in the underlying numbers. Through all the scandals whether it's political weaponization by users and advertisers, privacy issues or else, their userbases never stopped growing ever larger whether it's FB+Messenger, Instagram, WhatsApp and now VR. There was a single (recovered) QoQ decline in global active users in it's history, seemingly unrelated to any scandal.

The company sure has reputational issues, but as much as people hate it (I have my own deep issues with it), it's not stopping the larger masses of people from using their products. In fact, >85% of humans (ex-China) with an Internet connection to their apps and >70% of VR headset purchasers.

Whether VR is a fad, people who buy headset find long-lived utility from them or the push is a good/bad bet for $META is unrelated to what I meant to say, which is their reputation is not stopping them from currently dominating the VR space (non-premium only so far, but maybe with Cambria). Doesn't seem reasonable to think the 7-8 digits of current VR enthusiasts are less morally principled then the 9-10 figure masses would be.

Re:Meta cuts Responsible Innovation Team by paganel on Friday September 09, 2022 @01:01PM (#32781882)
You’re confirming OP’s point, this is a video-game thingie. I personally don’t know anyone who plays or cares about Fortnite, I’m a man in my early 40s with little to no friends who work in the IT industry.
Re:Meta cuts Responsible Innovation Team by tmpz22 on Friday September 09, 2022 @12:00PM (#32780870)
Im just dumbfounded that they would take a burgeoning technology like VR and set the impossible goal that it would one day supplant the absurd profits of their ad business.

Thats like trying to tag your kid as a Heisman trophy winner as the kid is being birthed. Sure be a proud parent but understand you are delusional.

Facebook is a company with nearly two decades of big tech experience, 40,000+ employees, and unfathomable amounts of capitol/IP/assets. To see them make the same logical leap as a two person startup of fresh-out-of-college optimists.

Re:Meta cuts Responsible Innovation Team by duskwuff on Friday September 09, 2022 @12:15PM (#32781084)
Someone I know recently got contacted by a recruiter for Meta's VR team, with the pitch that the team "wants to get 1Bn [users] by end of year!".

That'd amount to converting 30% of all Facebook users to VR users, worldwide, in four months. Including a bunch of users internationally who don't even own computers, and certainly can't afford VR hardware. "Delusional" is absolutely the word for it.

Re:Meta cuts Responsible Innovation Team by jayd16 on Friday September 09, 2022 @12:27PM (#32781289)
Supposedly Apple is dropping a headset in the next year. Should be interesting to see what people think of the industry after that.
Re:Meta cuts Responsible Innovation Team by tmpz22 on Friday September 09, 2022 @01:11PM (#32782029)
I think VR is as much about GAMES as it is hardware. I don't think anyone, even Apple, can nail the hardware but they might. But I know FOR SURE Apple won't nail the games. Look at Amazon's attempts (lol).
Re:Meta cuts Responsible Innovation Team by jayd16 on Friday September 09, 2022 @01:17PM (#32782138)
Yeah that's my assumption as well but who knows. They're getting much better at content.
Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @12:34PM (#32781414)
What are your expectations about Apple in this regard?

I am curious, but I have low expectations.

Re:Meta cuts Responsible Innovation Team by jayd16 on Friday September 09, 2022 @12:55PM (#32781767)
Honestly, no idea. I'm just interested to see the shoe drop.
Re:Meta cuts Responsible Innovation Team by JumpCrisscross on Friday September 09, 2022 @01:04PM (#32781922)
> set the impossible goal that it would one day supplant the absurd profits of their ad business

Who says they’re replacing ads with VR?

Re:Meta cuts Responsible Innovation Team by kemiller on Friday September 09, 2022 @01:55PM (#32782640)
I had a front row seat to Kodak's demise, and I can tell you that the depth of their denial internally was far, far greater than Meta's today. Not to say that Meta isn't in trouble, but I wouldn't count them out just yet. They are at least trying to keep up. Kodak only embraced the digital world grudgingly, and they sabotaged all their most promising initiatives because they threatened the (incredibly) lucrative film gravy train that they couldn't bring themselves to accept was ending. I'm sure all the decision makers who presided over that downfall took comfortable early retirement offers and didn't suffer for their mistakes.
Re:Meta cuts Responsible Innovation Team by root_axis on Friday September 09, 2022 @12:58PM (#32781816)
> The Metaverse bet is dumb

It's a moon shot, but I wouldn't call it dumb, it's actually a pretty obvious business decision. Keep in mind, Oculus (now being rebranded as Meta) is currently the preeminent VR platform and has sold more devices than every other competitor combined. This is a potentially huge opportunity for them to expand their social media reach into a completely pristine market that they already dominate. Meta is in a unique opportunity to define the future of VR, it'd be dumb not to try something like this.

Of course, none of this addresses the abysmal branding or Meta's horrible reputation or the public's perception of Zuck as the herald of a technocratic dystopia. I also agree that VR will indefinitely remain within the realm of videogames, and gaming is not in Meta's DNA which I think will probably be their biggest barrier to success. Still... they own the VR market, they also have plenty of cash on hand, and that goes a very long way when trying to make the impossible possible, e.g. the xbox...

Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @01:13PM (#32782067)
Microsoft had DirectX and a decent kernel before building the XBox. The hardware part was much easier, and also an easy target (do better than Sony) and they had a slow start.

Also, MS had quite a bit of experience in building/maintaining a platform for developers.

Frankly, we're not talking about the same kind of leap.

Re:Meta cuts Responsible Innovation Team by codalan on Friday September 09, 2022 @01:39PM (#32782432)
At the end of the day, they will have IP rights for a lot of VR related technology, and that will be worth something.
Re:Meta cuts Responsible Innovation Team by vhold on Friday September 09, 2022 @05:30PM (#32785160)
I think VR needs pretty badly to pivot in general, it's an amazing technology that tries to replace phones/computer interfaces where it should be working with them.

I don't want to strap a thing to my face and "be in VR" for a long period of time, navigating menus by pressing giant virtual buttons or pointing lasers at them. I want to, while using google maps on a phone or computer, be able to hold the headset up to my face and look around briefly and then take it back off. Same with data visualizations, 3D models, short-form entertainment, etc.

Standing in VR looking at loading screens is an awful experience. It should already be loaded to what I want to do.

It's hard to imagine Meta making that pivot since they seem to want to have a walled garden like Apple's. But they could at the very least make navigating/loading by a phone app an option. Even track the phone in VR, have a mirrored twin of it (with a kind of blown-up holographic version of it you can more easily read), that you can use in and outside of VR, and instead of their controllers.

Re:Meta cuts Responsible Innovation Team by realusername on Friday September 09, 2022 @11:59AM (#32780851)
> The Metaverse bet is dumb

I see it as an attempt to keep propping up the stock value, I don't even think they believe it themselves

Re:Meta cuts Responsible Innovation Team by strix_varius on Friday September 09, 2022 @04:58PM (#32784830)
They definitely believe in it.

Talk to anyone you know who works at Meta - it's obviously the top thing on Zuck's mind (and that's been clear every Thursday for years now). FRL is getting huge funding in a way it wouldn't if this were just to prop value.

(personally, I admire that - FB has pushed VR technology forward a couple of generations, singlehandedly)

Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @12:13PM (#32781053)
Well, if this is a PR op this is the dumbest and more cost-inefficient one you can imagine. We're talking 10B a year.

10 Billions a year.

Re:Meta cuts Responsible Innovation Team by realusername on Friday September 09, 2022 @12:41PM (#32781521)
I has no idea it was this costly, that's crazy ... Yeah maybe I'm wrong and they really seriously bet on this weird project
Re:Meta cuts Responsible Innovation Team by marcosdumay on Friday September 09, 2022 @02:26PM (#32783061)
How much of that is just relabeled activities that they would do anyway? Relabeling things is almost free, and leads to very high numbers.
Re:Meta cuts Responsible Innovation Team by akomtu on Friday September 09, 2022 @12:46PM (#32781604)
FB wont be the one to make it happen, but I can see how a "minecraft with stable diffusion" will be all the rage in ten years.
Re:Meta cuts Responsible Innovation Team by fuckHNtho on Friday September 09, 2022 @12:27PM (#32781294)
yes, this is the obvious explanation and i dont get why public discussion can't make any progress but insists on throwing out the same "i dont think my mom wants to live inside minecraft yet" weak take every chance it gets.

edit: it coincided with fb reporting saturated user numbers

Re:Meta cuts Responsible Innovation Team by nfw2 on Friday September 09, 2022 @03:57PM (#32784118)
A lot of technology has started with gaming driving much of the early development, including PCs, graphics, AI, and the internet.

Whether Meta can execute on the metaverse bet is fair question, but I expect most of the changes they are envisioning will come one way or another.

Re:Meta cuts Responsible Innovation Team by codalan on Friday September 09, 2022 @01:33PM (#32782349)
I don't think it's totally dumb.

There's a lot of IP and patent rights to be gained. Even if Metabook shrinks back, they will always have a possible revenue stream in enforcing those rights and collecting royalties on newcomers to the VR market.

Re:Meta cuts Responsible Innovation Team by smaryjerry on Friday September 09, 2022 @01:25PM (#32782234)
Meta has already screwed up Facebook from a UI perspective which is 2D. It feels clunky and ugly in my opinion, and was better designed when it originally came out. Now they seem to be on the same path with their Metaverse apps - low quality Wii like graphics that feel 20 years old already.
Re:Meta cuts Responsible Innovation Team by jayd16 on Friday September 09, 2022 @12:24PM (#32781232)
Why do you think they can't execute? What is execution in your mind and why is it out of reach?
Re:Meta cuts Responsible Innovation Team by stephc_int13 on Friday September 09, 2022 @12:49PM (#32781656)
First, company culture, on the technical side, a team full of fat, overpaid cats surrounded by the worst kind of bureaucracy, most of them spent most of their careers doing web stuff, what they achieved so far is underwhelming, to say the least.

Second, Meta is a huge corporation, the money makers don't let the kids play for too long, and they won't let Zuck burn all the cash, no matter how much theoretical power he has in his hands, they won't let him bleed the cash cow to death.

Third, we have enough History to see a pattern, Nokia and Kodak saw the iceberg, it didn't matter.

And small things like Carmack leaving and Zuck being delusional are clear hints of what is going on internally.

Re:Meta cuts Responsible Innovation Team by spywaregorilla on Friday September 09, 2022 @01:51PM (#32782585)
Execute to me would be providing the user experience they're showing in their own videos, many of which are simply not possible with headset technology.

https://www.youtube.com/watch?v=SAL2JZxpoGY

Just a ton of little things. Woman floating horizontally in space. Possible to render. Not possible to convey to the player. Cards, basically impossible to actually have cards that have good physics in a networked game like that. The smooth floaty motion and spinning is particularly dumb.

Re:Meta cuts Responsible Innovation Team by jayd16 on Saturday September 10, 2022 @06:15PM (#32794991)
>Woman floating horizontally in space. Possible to render. Not possible to convey to the player

You could just have head and hand tracking with the rest of the body rigged and animated separate from the tracking. Player doesn't control the legs, they just dangle and animate.

The cards are technically possible. The trick is you just fake the physics. It doesn't need to be networked in a low latency way at all.

I would say the least realistic is the fine grained tracking and handling of things as thin as cards. Hand tracking isn't tight enough to manipulate a hand of cards naturally yet. That said, if you give some leeway to what the first person UX is vs how other avatars are displayed, its not so far off from whats possible especially if you would allow "reveal your hand and have it float away in zero G" to be pre-canned animations that the user triggers.

Re:Meta cuts Responsible Innovation Team by spywaregorilla on Sunday September 11, 2022 @10:32AM (#32799927)
> You could just have head and hand tracking with the rest of the body rigged and animated separate from the tracking. Player doesn't control the legs, they just dangle and animate.

But you cannot feel that way. Yes, you can render it. You cannot make a player actually feel like they're there. You can't have fun doing loops like that. Even if we could somehow suppress the immense nausea of doing it, you would not be having fund doing a loop because you are not doing a loop. This is the big lie of VR. It's just the eyes, not the body, and there's a huge difference. You arguably get more bodily immersion with a 3rd person view watching your avatar's body do things.

"I am the person I'm watching doing the thing" > "I'm literally me, and I'm going to try to believe that the weird body ik is what I'm doing".

Ready Player One (which I don't like but is the poster child for fake VR UX) does this a lot with subtle things, like the characters jump from a precarious ledge and then struggle for balance on the precipice. That's impossible to achieve! You may struggle for balance irl, you may put balance mechanics into your game, but you cannot force a player to FEEL off balance because their VR foot is now on a ledge.

> I would say the least realistic is the fine grained tracking and handling of things as thin as cards. Hand tracking isn't tight enough to manipulate a hand of cards naturally yet. That said, if you give some leeway to what the first person UX is vs how other avatars are displayed, its not so far off from whats possible especially if you would allow "reveal your hand and have it float away in zero G" to be pre-canned animations that the user triggers.

There's a really big gap between what they're implying and what we can actually do though. Cards are super thin, and bendy. You can stack them together. You can manipulate them with your fingers. You can fan them out and shuffle them. Paper thin collisions are not something that any game engine really tries to support. You get fake deformation (bending) of meshes, but it's always kind of shit. The physics of it is extremely difficult to do, and trying to replicate that level of precision is probably impossible in the foreseeable future for a number of reasons including the ones you mention.

Can you make a great player UX with cards? Absolutely. You can do all sorts of stuff to give the visual implication of bendy cards and shuffling and fancy finger work. But you cannot actually let the players do it with their hands. You're not there. You're interacting with a very, very high level interface to the game world. We won't ever get the user experience meta is implying. It's pretty much impossible without a fundamental shift in how game engines work.

Re:Meta cuts Responsible Innovation Team by janaagaard on Saturday September 10, 2022 @01:58AM (#32788215)
> The Metaverse bet is dumb

I think something that can improve the remote work experience could be worth a lot. It’s still to early to judge.

Re:Meta cuts Responsible Innovation Team by whimsicalism on Friday September 09, 2022 @12:15PM (#32781083)
The Metaverse bet is dumb, but I wonder at the ten years.. Both Whatsapp and IG seem relatively sticky.