![]() ![]() ![]() The previous entry-level model runs at $399, but it’s a clunky helmet-like device that is most likely to be used indoors and makes the user look like they came out of a Star Trek movie. Last month, Meta announced the launch of the Meta Quest Pro, its new VR headset aimed at creators, which is now available at $1,500: a price that will be prohibitive for most consumers outside of the VR niche. “Feedback from our creators, users, playtesters, and many of us on the team is that the aggregate weight of papercuts, stability issues, and bugs is making it too hard for our community to experience the magic of Horizon,” wrote Meta’s VP of Metaverse Vishal Shah in a letter to employees in September.īut gameplay issues are only one aspectof Meta’s challenges to get its metaverse business to lift off. ![]() Meta launched Horizon Worlds less than a year ago for the Oculus Rift S and Oculus Quest 2 headsets, both sold by Meta’s subsidiary Reality Labs, which is the corporate sprout of Oculus, a company that Meta acquired in 2014. The number can seem high from an abstract point of view, but it’s not significant considering that Meta has often encouraged its - formerly - 87,000 employees to use the app, and that Facebook had roughly 2.96 billion monthly active users as of the third quarter of 2022.Īs per internal memos gathered by The Wall Street Journal, most visitors to Horizon Worlds generally don’t return after the first month, which is the reason its user count to dropped so substantially. Internal documents also show the user count for the app is 200,000 active users, well below the 300,000 announced earlier this year. In reality, Horizon Worlds, the company’s virtual 3D social-media app, continues to lack many of the features needed for massive adoption.Īccording to internal communications obtained by The Verge, Horizon Worlds continues to present many technical issues, including bugs and poor graphics quality. Yet for the time being, the company is still struggling to make the metaverse happen.įacebook’s portrayals of the metaverse often include unrealistic representations of 3D avatars interacting seamlessly inside virtual worlds. Whether Zuckerberg’s high-stakes bet on the metaverse will get his company back on track in the medium- to long-term is still to be seen. ![]() That call, as history shows, was a success. Zuckerberg has been criticized in the past for his risk-taking history, which includes a far-from-obvious decision to acquire Instagram for $1 billion in 2012, at a time when that figure equaled Facebook’s entire net income for the previous year. But in the same letter announcing the layoffs, Zuckerberg reaffirmed the company’s “long-term vision for the metaverse” as one of Meta’s high-priority growth areas where the reduced workforce will now be focusing. The jury is still out on whether the internet of the future will revolve around 3D avatars and VR devices. Zuckerberg is usually content to describe a less ambitious metaverse, one in which digital communication is enhanced by virtual reality and augmented reality. Yat Siu, co-founder and executive chairman of Animoca Brands, a VC in the VR/AR space, defines the metaverse as “an open, decentralized network of systems and environments connected by true digital ownership, interoperability, and community governance.” ![]()
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