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Meta Reveals VR Headset Prototypes Designed to Make VR ‘Indistinguishable From Reality’

June 20, 2022 From roadtovr

Meta says its ultimate goal with its VR hardware is to make a comfortable, compact headset with visual finality that’s ‘indistinguishable from reality’. Today the company revealed its latest VR headset prototypes which it says represent steps toward that goal.

Meta has made it no secret that it’s dumping tens of billions of dollars in its XR efforts, much of which is going to long-term R&D through its Reality Labs Research division. Apparently in an effort to shine a bit of light onto what that money is actually accomplishing, the company invited a group of press to sit down for a look at its latest accomplishments in VR hardware R&D.

Reaching the Bar

To start, Meta CEO Mark Zuckerberg spoke alongside Reality Labs Chief Scientist Michael Abrash to explain that the company’s ultimate goal is to build VR hardware that meets all the visual requirements to be accepted as “real” by your visual system.

VR headsets today are impressively immersive, but there’s still no question that what you’re looking at is, well… virtual.

Inside of Meta’s Reality Labs Research division, the company uses the term ‘visual Turing Test’ to represent the bar that needs to be met to convince your visual system that what’s inside the headset is actually real. The concept is borrowed from a similar concept which denotes the point at which a human can tell the difference between another human and an artificial intelligence.

For a headset to completely convince your visual system that what’s inside the headset is actually real, Meta says you need a headset that can pass that “visual Turing Test.”

Four Challenges

Zuckerberg and Abrash outlined what they see as four key visual challenges that VR headsets need to solve before the visual Turing Test can be passed: varifocal, distortion, retina resolution, and HDR.

Briefly, here’s what those mean:

  • Varifocal: the ability to focus on arbitrary depths of the virtual scene, with both essential focus functions of the eyes (vergence and accommodation)
  • Distortion: lenses inherently distort the light that passes through them, often creating artifacts like color separation and pupil swim that make the existence of the lens obvious.
  • Retina resolution: having enough resolution in the display to meet or exceed the resolving power of the human eye, such that there’s no evidence of underlying pixels
  • HDR: also known as high dynamic range, which describes the range of darkness and brightness that we experience in the real world (which almost no display today can properly emulate).

The Display Systems Research team at Reality Labs has built prototypes that function as proof-of-concepts for potential solutions to these challenges.

Varifocal

Image courtesy Meta

To address varifocal, the team developed a series of prototypes which it called ‘Half Dome’. In that series the company first explored a varifocal design which used a mechanically moving display to change the distance between the display and the lens, thus changing the focal depth of the image. Later the team moved to a solid-state electronic system which resulted in varifocal optics that were significantly more compact, reliable, and silent. We’ve covered the Half Dome prototypes in greater detail here if you want to know more.

Virtual Reality… For Lenses

As for distortion, Abrash explained that experimenting with lens designs and distortion-correction algorithms that are specific to those lens designs is a cumbersome process. Novel lenses can’t be made quickly, he said, and once they are made they still need to be carefully integrated into a headset.

To allow the Display Systems Research team to work more quickly on the issue, the team built a ‘distortion simulator’, which actually emulates a VR headset using a 3DTV, and simulates lenses (and their corresponding distortion-correction algorithms) in-software.

Image courtesy Meta

Doing so has allowed the team to iterate on the problem more quickly, wherein the key challenge is to dynamically correct lens distortions as the eye moves, rather than merely correcting for what is seen when the eye is looking in the immediate center of the lens.

Retina Resolution

Image courtesy Meta

On the retina resolution front, Meta revealed a previously unseen headset prototype called Butterscotch, which the company says achieves a retina resolution of 60 pixels per degree, allowing for 20/20 vision. To do so, they used extremely pixel-dense displays and reduced the field-of-view—in order to concentrate the pixels over a smaller area—to about half the size of Quest 2. The company says it also developed a “hybrid lens” that would “fully resolve” the increased resolution, and it shared through-the-lens comparisons between the original Rift, Quest 2, and the Butterscotch prototype.

Image courtesy Meta

While there are already headsets out there today that offer retina resolution—like Varjo’s VR-3 headset—only a small area in the middle of the view (27° × 27°) hits the 60 PPD mark… anything outside of that area drops to 30 PPD or lower. Ostensibly Meta’s Butterscotch prototype has 60 PPD across its entirely of the field-of-view, though the company didn’t explain to what extent resolution is reduced toward the edges of the lens.

Continue on Page 2: High Dynamic Range, Downsizing »

Filed Under: butterscotch, Feature, half dome, holocake 2, mark zuckerberg, Meta, meta reality labs, meta reality labs research, michael abrash, News, Reality Labs, reality labs display systems research, starburst, vr hdr, VR Headset, vr headset prototypes, VR Research

Report: Meta to Release First AR Glasses to Developers Only & Not Consumers

June 14, 2022 From roadtovr

Meta has been working on what it calls a “fully-fledged AR device” for some time now, however a recent report from The Information maintains the first in Meta’s line of AR glasses will be reserved for developers only and not for enthusiasts as previously thought.

The report alleges that the company won’t be commercially releasing what is now codenamed Project Nazare, which was teased back at Connect 2021 when the company changed its name from Facebook to Meta.

Back then, Meta CEO Mark Zuckerberg had said the “ultimate goal” with Project Nazare was to develop “true augmented reality glasses.”

Here’s a mockup of the sort of augmented reality interactions Meta hopes to provide with its AR glasses:

The Information maintains Nazare was scheduled to launch commercially in 2024, however now Meta has allegedly changed course and scrapped those plans to position its first AR glasses as a sort of demonstration product, or hardware developer kit as such. It’s said that a follow-up device, codenamed Artemis, will be the first on offer to consumers.

It’s said that the move to reposition Nazare as a developer-only device comes alongside a wider push to downsize Reality Labs, Meta’s AR/VR and emerging tech division responsible for a host of devices. Reality Labs is known for everything from the standalone VR headset Quest 2 to devices such as Project Aria, a sensor-rich pair of glasses which Meta is using to train its AR perception systems and asses public perception of the technology.

A previous report from The Verge in April held that Meta was already internally expecting tepid sales expectations in the low tens of thousands for Nazare. It was also said Nazare would likely test Zuckerberg’s appetite for further hardware subsidies that may have stretched well beyond that of Meta’s $300 Quest 2.

To boot, the company is also reportedly shelving plans to release a smartwatch with a detachable display and two cameras in favor of a design better suited to control a later version of the glasses.

Meta’s Wrist-worn XR controller | Image courtesy Meta, Mark Zuckerberg

Last month, Zuckerberg traveled to Italy to show off Meta’s wrist-worn XR controller prototype to EssilorLuxottica, the Italian parent company behind the Ray-Ban Stories camera glasses and a host of other conventional luxury eyewear brands. Critically, the controller prototype uses electromyography (EMG) sensors to detect electrical signals which control the muscles in your hands, and doesn’t incorporate camera sensors.

All of this may be years out, however Meta is looking forward to the upcoming release of Project Cambria, a VR headset capable of AR interactions thanks to color passthrough camera sensors, aka ‘mixed reality’. That headset, which doesn’t have an official name yet, is undoubtedly meant to serve as a precursor to the company’s AR glasses, as apps developed for Cambria could one day inform a Meta-driven AR app ecosystem.

Whatever the case, Project Cambria is set to be “significantly higher” than $800, the company confirmed in May, which also puts it squarely in the developers/prosumers realm of accessibility.

Filed Under: AR glasses, Artemis, Meta, meta ar, meta ar glasses, meta vr, News, orion, project aria, project Artemis, project nazare

Allegedly Leaked Project Cambria Files Could Reveal Internal Design

June 2, 2022 From roadtovr

Meta is still pretty camera-shy when it comes to showing off Project Cambria, the company’s upcoming high-end VR headset which offers AR passthrough. It’s been intentionally blurred for its few on-screen demos, however now we may have just gotten a look under the hood.

YouTuber and tech analyst Brad Lynch (SadlyItsBradley) released a number of images in a post on his Patreon page which appear to be CAD files of Project Cambria.

Lynch previously released a render of an alleged production version of Cambria back in April, however he says some of those details were misinterpreted. With the leaked files, Lynch says there’s a few key items he’s noticed that are included in the upcoming headset that weren’t previously apparent.

“You may notice a wire on the right side of the device. In one of the pictures its sorta coiled/curved. This is the power delivery wire that connects the battery in the back of the head strap to the HMD up front. It seems that when you adjust the strap to the ‘closest point,’ it will coil automatically. And stretch to be straight when you adjust the opposite way,” Lynch says in the Patreon post.

Image courtesy Brad Lynch

Lynch notes that on the headset’s left side, a clip attached to the headstrap may be for the USB-C cable that is allegedly bundled with the device.

“This is very similar to how most PC VR HMDs include a plastic clip to run a tether around comfortable their devices. I am shocked they are including this, since I figured they would push the Oculus Air Link method rather than the Oculus (wired) Link method but there it is. Especially from the fact this device is almost certain to include Wifi-6E.”

In the image above you can also make out the adjustment knob for the headset’s strap.

Image courtesy Brad Lynch

Lynch also posits that a knob on the front of the headset is to dial-in lens distance from the face, or similar to how the comfort dial works on Valve Index.

He also alleges the IPD mechanism is set by “grabbing the lenses themselves and moving them,” as opposed to dialing them in with some sort of wheel mechanism. Unlike Quest 2, Lynch says it offers smooth adjustments between interpupillary distance (IPD) sizes for more precise user comfort.

Image courtesy Brad Lynch

And what sets Cambria apart from other headsets: Lynch alleges it has two “glacier” cameras on the front left and right, and one “teton” high resolution RGB Camera in the center, the latter of which is used to colorize the monochrome stereo glacier sensors.

Image courtesy Brad Lynch

A supposed infrared (IR) projector is also there—a small square sitting just above the centrally located RGB sensor—which is said to provide additional depth data for environmental mapping.

Lynch has spent considerable time over the past few months datamining with fellow VR cohorts Basti564 and Samulia to track down rumors and info. Although Lynch doesn’t reveal where this info came from, he maintains its a “large leak.”

Lynch has also included a prediction of specs based on those files and other obtained info. It’s said to feature:

  • 2,160 x 2,160 MiniLED Backlit LCD Panels (2)
  • Custom Pancake Lenses (2)
  • 16MP Color Camera for Color Passthrough
  • Eye + Face Tracking (IR Camera based)
  • Qualcomm XR2+ Gen 1 SoC
  • 12GB LPDDR5 RAM
  • 256GB SSD
  • WiFi 6E Support
  • ~5000 mAh battery

There’s still no precise launch information yet for Project Cambria, although Meta has gone one record saying it’s slated to be “significantly higher” than $800, making it targeted more squarely at developers and enthusiasts.

Filed Under: brad lynch, cambria, Meta, meta project cambria, News, project cambria, sadleyitsbradley, Standalone VR Headset, VR Headset

Latest Quest 2 Update Brings Encrypted Messenger, Parental App Locks & More

May 17, 2022 From roadtovr

Meta rolled out a new Quest update that brings to the headset some previously revealed stuff, such as app-based locks and tracking support for more keyboards, but also some new features too which the company hopes will instill more confidence in user privacy, including encryption for text and voice chats through Messenger and in-headset 3D Secure payments.

In the Quest v40 update, Meta is testing end-to-end encryption for Messenger’s one-on-one messages and calls in VR, which is now offered as an opt-in feature. The company initially rolled out encryption for Messenger on non-VR devices as far back as 2016, however this is the first time it’s offered on Quest headsets.

“Keeping your information secure is one of our top priorities, not just in VR but across Meta apps and technologies. When people trust that their conversations are truly private, they feel safe to express themselves and build stronger online connections,” the company says in a blog post.

Image courtesy Meta

Meta says you can check the privacy of your communication by comparing keys with someone. “If the keys match, messages and calls are secured with end-to-end encryption,” says a description of the feature.

Quest v40 also includes the app-based lock feature which was previously announced as a part of the company’s growing suite of parental controls. This lets parents restrict access to certain apps, requiring them to input a pattern to unlock content that might otherwise be unsuitable for their kid’s age. Meta calls it a “starting point for parents as we begin rolling out our parental supervision tools in the coming months.”

The update brings a new spin on how users enter 3D Secure info when using a credit card too. Before the update, users would have to input 3D Secure directly on the Oculus mobile app, however now you can manage the extra authorization layer whilst in VR.

And keeping users in VR seems to be the major theme with v40, as the update also now includes keyboard tracking support for the Apple Magic Keyboard with numeric keypad, and both the Logitech K375s and Logitech MX Keys.

First introduced last year, keyboard tracking lets you see a virtual version of a keyboard inside your headset to make typing easier. Until now, the only two supported keyboards were Logitech K830 and Apple Magic Keyboard (sans keypad).

Lastly, Meta has added two new options to its Accessibility menu which it aims to make Quest more comfortable for people who are hard of hearing: Mono Audio option, which disables spatial audio by projecting the same audio from both the left and right speakers, and the ability to adjust balance of the left and right audio channels.


To see if you already have v40, simply pop on your Quest 2, go to Quick Settings –> Settings –> System –> Software Update. There you can see the software version running on your headset and whether an update is available or not.

Filed Under: messenger, Meta, meta quest, meta quest 2, News, oculus, oculus quest 2, quest 2, quest 2 v40, quest v40, v40, VR Privacy

Meta to Merge ‘Venues’ Event Space into ‘Horizon Worlds’ Social VR Platform

May 9, 2022 From roadtovr

Filed Under: Horizon Venues, horizon worlds, Meta, News, Social Virtual Reality, Social VR, VR game

Meta Shows Off Wrist-worn XR Controller Prototype to Ray-Ban Parent EssilorLuxottica

May 6, 2022 From roadtovr

Meta CEO Mark Zuckerberg showed off a prototype of the company’s wrist-worn XR controller this week to EssilorLuxottica, the Italian parent company behind the Ray-Ban Stories camera glasses and a host of other conventional luxury eyewear brands. Although outwardly it appears to be similar to what the company revealed last year, it’s a definitely vote of confidence by Meta in the tech’s potential as the basis of a future XR input device.

Posting on Instagram, Zuckerberg showcased the prototype to EssilorLuxottica President and CEO Leonardo Del Vecchio, who can be seen pinching two fingers together in what is likely a clicking-style selection gesture.

Image courtesy Meta, Mark Zuckerberg

Here’s what Zuckerberg had to say about the trip:

“Great to be back in Milan to discuss plans for new smart glasses with Leonardo Del Vecchio and the EssilorLuxottica team. Here Leonardo is using a prototype of our neural interface EMG wristband that will eventually let you control your glasses and other devices.”

Zuckerberg hasn’t said as much, however the device looks awfully familiar, albeit a little rougher than what the company revealed in March 2021.

The wrist controller, which exists thanks to the acquisition of CTRL-Labs in 2019, is based around an array of electromyography (EMG) sensors that detect electrical signals which control the muscles in your hands. When first unveiled a year ago, Meta researchers said they were also looking into a number of haptic technologies that would help the user feel input too.

A smaller, more refined version of the neural input tech could prove valuable since the prospective AR glasses user wouldn’t need to use cumbersome controllers on the daily, or rely entirely on optical hand tracking either, which critically doesn’t provide haptic feedback.

Late last year the Italian eyewear company co-released Ray-Ban Stories, the first in a line of smarter glasses that Meta hopes will pave the way towards the future of smart and stylish AR devices. Ray-Ban Stories, which is something of a cross between Bose Frames and the first three generations of Snap’s Spectacles (re: not AR or smartglasses), is one of the few products featured in the newly opened Meta retails stores, which include demo areas for Meta Quest 2 and Portal.

As Zuckerberg said, the companies are still engaged in planning for new smartglasses, so a close hardware partner with the cachet of EssilorLuxottica is certainly worth impressing with visions of the future.

Meanwhile, Meta says it will be releasing four new VR headsets by 2024, which ought to give us plenty of XR devices to look forward to in the years to come.

Filed Under: AR Input, Meta, meta controller, meta xr, meta xr controller, News

Project Cambria’s Price Will Be “Significantly Higher” Than $800, Meta Reveals

May 2, 2022 From roadtovr

Following a report today which claimed Meta’s upcoming Project Cambria headset would be priced at $800, rather than denying the information as a rumor, the company took the curious step of confirming the headset would be much more expensive.

A report by The Information today, citing an internal roadmap, claimed that Meta is planning to release four new VR headsets by 2024. The first would be Project Cambria, the report says, priced around $800.

Now typically when there’s a leak like this, companies will simply decline to comment on any of it. In this case, Meta took the somewhat odd step of pretty much doing that except for addressing a single point.

A Spokesperson for the company tells Road to VR the $800 price for Project Cambria claimed by the report is not accurate, and further, that the actual price of the headset will be “significantly higher.”

That’s a curious move, but it seems that Meta didn’t want the report to set a false expectation for the price of the headset, which is expected to launch later this year.

We’ve known from the bits Meta has shared previously that Project Cambria wasn’t going to aim for the lowest possible cost like Quest. But it’s a bit surprising that the company says the actual price will “significantly” exceed $800.

If the reported price of $800 was within $100 or even $200 of the actual price, it doesn’t seem like it would be that big of a deal. But because the company took the odd step of not just saying ‘the price is incorrect’, but also adding that it will be higher, makes us think the real price will certainly exceed $1,000.

That’s definitely expensive for a standalone VR headset, but not unheard of. HTC’s Vive Focus 3—which is aimed at enterprise customers—is priced at $1,300. If Meta sees itself competing for those same customers, they may aim to come close to that price (if not a bit under).

– – — – –

Interestingly, the episode bears resemblance to something that happened in the early Oculus days, before the company was absorbed deeply into Meta. Back in 2015, Oculus founder Palmer Luckey said the launch price of the original Oculus Rift headset would be “roughly in [the $350] ballpark.” But when the headset’s price was officially revealed at $600, nearly double the ‘ballpark’ price, people weren’t happy.

This was before the launch of Oculus Touch, the headset’s motion controllers; later when someone asked Luckey what the ‘ballpark’ price would be for Touch he remarked, “no more ballparks for now. I have learned my lesson.”

Whether that’s a long forgotten memory for Meta or not, the company must have felt it was quite important to get ahead of the Project Cambria price discussion before it got out of their hands.

Filed Under: Meta, News, project cambria, project cambria cost, project cambria price, VR Headset

Report: Meta to Release Four New VR Headsets by 2024, Starting with Project Cambria in September

May 2, 2022 From roadtovr

According to a report by The Information, Meta plans to release four new VR headsets by 2024, and that’s purportedly in addition to its AR devices.

The Information reporters Sylvia Varnham O’Regan and Mathew Olson say they’ve seen an internal roadmap that shows an aggressive rollout of new VR headsets by Meta.

“By 2024,” the report says, the company plans to launch four new headsets. The report specifically says these are “virtual reality headsets” (though this could well include mixed reality headsets using passthrough AR) and indicates the four new devices are separate from the AR headsets that Meta is also developing.

The first of Meta’s four new headsets will be Project Cambria, which the report says is expected in September of this year.

We already know a bit about Project Cambria as the company officially teased the headset last year and a handful of leaks have filled in some details. According to The Information‘s report, the headset is likely to be priced at $800.

Update (May 2nd, 2022 – 4:24PM PT): Meta confirmed that the actual price of Project Cambria will be “significantly higher” than the $800 price stated by The Information’s report.

An unofficial rendering of Project Cambria based on leaked info | Image courtesy SadlyItsBradley

And a follow-up to Cambria is already in the works, according to the report; codenamed Funston, which is expected in 2024.

As for the other two headsets, those are the next-gen iterations of Meta’s more affordable Quest 2 headset, reportedly codenamed Stinson and Cardiff, with an expected release in 2023 and 2024, respectively.

But what features the headsets beyond Cambria will be target is still somewhat unclear. It’s too early for headsets built around some of the radical changes in compute architecture that Meta believes is necessary to take XR devices to the next level, or the holographic folded optics it’s been researching, though maybe the varifocal tech Meta has been working on for years is nearly ready for primetime. And what of those two headsets the company teased late last year?

As ever, only time will tell, but it looks like Meta’s increasingly steep investments in XR are ramping up the pace for the company’s headset releases.

Check out the original report by The Information for more details.

Filed Under: cardiff, funston, mathew olson, Meta, meta hardware roadmap, meta vr headset roadmap, News, project cambria, stinson, sylvia varnham o'regan, the information, VR Headset

Reality Labs Chief Scientist Outlines a New Compute Architecture for True AR Glasses

May 2, 2022 From roadtovr

Speaking at the IEDM conference late last year, Meta Reality Labs’ Chief Scientist Michael Abrash laid out the company’s analysis of how contemporary compute architectures will need to evolve to make possible the AR glasses of our sci-fi conceptualizations.

While there’s some AR ‘glasses’ on the market today, none of them are truly the size of a normal pair of glasses (even a bulky pair). The best AR headsets available today—the likes of HoloLens 2 and Magic Leap 2—are still closer to goggles than glasses and are too heavy to be worn all day (not to mention the looks you’d get from the crowd).

If we’re going to build AR glasses that are truly glasses-sized, with all-day battery life and the features needed for compelling AR experiences, it’s going to take require a “range of radical improvements—and in some cases paradigm shifts—in both hardware […] and software,” says Michael Abrash, Chief Scientist at Reality Labs, Meta’s XR organization.

That is to say: Meta doesn’t believe that its current technology—or anyone’s for that matter—is capable of delivering those sci-fi glasses that every AR concept video envisions.

But, the company thinks it knows where things need to head in order for that to happen.

Abrash, speaking at the IEDM 2021 conference late last year, laid out the case for a new compute architecture that could meet the needs of truly glasses-sized AR devices.

Follow the Power

The core reason to rethink how computing should be handled on these devices comes from a need to drastically reduce power consumption to meet battery life and heat requirements.

“How can we improve the power efficiency [of mobile computing devices] radically by a factor of 100 or even 1,000?” he asks. “That will require a deep system-level rethinking of the full stack, with end-to-end co-design of hardware and software. And the place to start that rethinking is by looking at where power is going today.”

To that end, Abrash laid out a graph comparing the power consumption of low-level computing operations.

Image courtesy Meta

As the chart highlights, the most energy intensive computing operations are in data transfer. And that doesn’t mean just wireless data transfer, but even transferring data from one chip inside the device to another. What’s more, the chart uses a logarithmic scale; according to the chart, transferring data to RAM uses 12,000 times the power of the base unit (which in this case is adding two numbers together).

Bringing it all together, the circular graphs on the right show that techniques essential to AR—SLAM and hand-tracking—use most of their power simply moving data to and from RAM.

“Clearly, for low power applications [such as in lightweight AR glasses], it is critical to reduce the amount of data transfer as much as possible,” says Abrash.

To make that happen, he says a new compute architecture will be required which—rather than shuffling large quantities of data between centralized computing hubs—more broadly distributes the computing operations across the system in order to minimize wasteful data transfer.

Compute Where You Least Expect It

A starting point for a distributed computing architecture, Abrash says, could begin with the many cameras that AR glasses need for sensing the world around the user. This would involve doing some preliminary computation on the camera sensor itself before sending only the most vital data across power hungry data transfer lanes.

Image courtesy Meta

To make that possible Abrash says it’ll take co-designed hardware and software, such that the hardware is designed with a specific algorithm in mind that is essentially hardwired into the camera sensor itself—allowing some operations to be taken care of before any data even leaves the sensor.

Image courtesy Meta

“The combination of requirements for lowest power, best requirements, and smallest possible form-factor, make XR sensors the new frontier in the image sensor industry,” Abrash says.

Continue on Page 2: Domain Specific Sensors »

Filed Under: AR glasses, AR Headset, ar industry, iedm 2021, Meta, michael abrash, News, Reality Labs, vr industry

Zuckerberg Warns Shareholders: Metaverse Investments May Not Flourish Until 2030s

April 28, 2022 From roadtovr

Today during Meta’s Q1 2022 earnings call CEO Mark Zuckerberg told shareholders that they should buckle up for the long haul because the company’s steep investments in XR and metaverse technologies aren’t expected to flourish until the next decade.

Today Meta gave its shareholders a quarterly update, in which the company overviewed its latest earnings and expenses.

For Reality Labs, the company’s XR and metaverse division, revenue was up 30% year-over-year, from $534 million in Q1 2021 to $695 million in Q1 2022.

However, costs associated with running the Reality Labs division rose even more, up by 62% year-over-year, from $1.83 billion in Q1 2021 to $2.96 billion in Q2 2022.

This growth in costs wasn’t unexpected. Meta told investors last year they should expect the company’s XR investments in 2021 to total $10 billion… and to grow even more from there.

Meta CEO Mark Zuckerberg has been asking for investor patience in his vision for XR and metaverse technologies for years. Back in 2017 he was already prepping investors for a long haul, saying that in order to reach mainstream tracition, XR would need a 10 year trajectory from the year the company acquired Oculus—a timeline that pushed out to 2024.

But in Zuckerberg’s eyes that timeline may have slipped considerably.

Today during Meta’s Q1 2022 earnings call, during a lengthy, unscripted response to a shareholder question, Zuckerberg said that he didn’t expect the company’s metaverse and XR investments to really flourish until the 2030s.

So we have multiple teams in parallel that we’ve sort of now spun up [to build XR and metaverse tech]. This goes for VR as well as augmented reality and the other work that we’re doing and is sort of driven by the success that we feel like we’re seeing in the markets and the technology is starting to be ready to really ramp up.

So those [operating losses for Reality Labs], we’re experiencing today. I mean, having those teams operating is something that you see weigh on the results and is one of the reasons why I think the growth rates and expenses have been so high, and I think we’ll continue investing more over some period. But at some point, we will have all those product teams fully staffed for a few versions into the future and then the growth rates there will come down.

But it’s not going to be until those products really hit the market and scale in a meaningful way and this market ends up being big that this will be a big revenue or profit contributor to the business. So that’s why I’ve given the color on past calls that I expect [substantial revenue from Reality Labs] to be later this decade, right?

Maybe primarily, this is laying the groundwork for what I expect to be a very exciting 2030s when this is like—when this is sort of more established as the primary computing platform at that point. I think that there will be results along the way for that, too. But I do think that this is going to be a longer cycle.

To be fair, the company’s initial ’10 year trajectory’ included only a vague idea of the metaverse—something that, despite still being somewhat nebulous—has come into clearer focus in the eight years since Meta acquired Oculus and set out to build ‘the next computing platform’.

Meta arguably didn’t take its first stab at trying to figure out what the metaverse might look like until 2016 when it began seriously experimenting with social VR in what would ultimately become Facebook Spaces, the company’s first social VR app which launched in 2017.

Even so, progress has been slow. Facebook Spaces was shut down in 2019, to be superseded by Horizon. But Horizon—which was first announced in 2019—didn’t launch until the far end 2021… and it’s still only available to a limited audience.

For shareholders seeing Meta spend $2–$3 billion on Reality Labs per quarter… it makes sense why the company is being regularly questioned about its steep spending. Zuckerberg’s suggestion that the investments won’t really flourish until the 2030s surely isn’t going to help matters.

To that end, Zuckerberg said during the earnings call that the company’s plan is to use revenue from its non-XR businesses (Facebook, Instagram, and the like) to fund its aggressive and forward-looking spending. For investors to stick around for the long haul, Zuckerberg is going to need to continue to emphatically sell his belief that XR is the next computing platform and explain why shareholders should stick around for the ride.

Filed Under: mark zuckerberg, Meta, meta earnings call, meta q1 2022 earnings, News, vr industry

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