Meta stock price drops more than 20%
google.com
google.com
The problem in my opinion is that we have reached peak advertising. Advertising is ultimately a doomed business model as it works against your users' interests, yet requires those users to willingly use the product and engage with the ads.
Over time, users learn to ignore it (see "banner blindness") so a short-term response is just to include more ads to compensate, but there's only so much space before the entire product becomes saturated with ads and users leave completely because the inconvenience of advertising became greater than the value the product provides. Regulators are also wisening up to it with stronger privacy protections (that threaten non-consensual ad-targeting) all around the world.
Advertising is a time bomb and an unsustainable business model. It provides short-term revenue (and a lot of it if you play your cards right, as Meta's stock price until now reflects) but will never be sustainable in the long run. Advertising is a parasite and its host will always try to get rid of it - a pretty terrible business model when you can instead align the incentives by charging your users money and provide them a valuable service in exchange.
Is there value in Facebook's products (whether current, or future VR-based ones)? Yes. Is there enough value to justify a overinflated stock price that only got there due to a combination of monopoly position as well as temporary gap in regulation against spyware? Doubt it, and so does the market.
As a consequence of this, I think advertising will always persist irrationally unless the system if changed to prevent this irrational behavior. A really high tax on any ad spend would probably work.
High tax on ad spend would be a throwback to our Christian moralist days where we decide that some spending is good spending that we like and other is bad spending. Most attempts to ban payment for boosting speech have failed, see citizens united.
These days, sin taxes like those on soda are often not motivated by religious concerns, at least in the US. They're taxes on goods or services that are harmful to individuals or society.
Of course, there are arguments around the externalities of all of these things. I view most of those arguments as society contextual (people don't like others smoking, so it is an externality) as opposed to something like carbon which would have a negative externality regardless of this societal/cultural context.
I agree with you here and find the obsession many people here have with advertising weird. Still, alcohol pretty clearly has a negative externality "regardless of societal/cultural context." The consistently high percentage of vehicular deaths, assaults, rapes, damage to developing babies through FAS, and so on are all largely borne by people besides the drinker themselves.
It is an interesting question you raise about second order effects-- would there be ways to work around this to get advertising for free?. For example maybe spam would become more common and intrusive and be used by more reputable companies. Note that ideas such as "hashcash" were solutions to effectively put a fee on email spam.
The root of what is troubling about this all is that free speech isn't a sufficient framework in the modern world where attention and time are constrained.
I'm in favor of taxing ads, but it'd need to be comprehensive definition unless you want some unintended consequences.
It does get more complicated about how you define that it’s an advertisement vs not. And there’s lots of “paid placement” stories even in “respectable” newspapers that masquerade as news but would be hard to pierce the veil on as advertisement instead of just “free speech”
I would word the law very generally: an X% sales tax on any transaction made in exchange for publishing, or increasing the visibility of, content supplied by the payer.
this covers Facebook promoted posts, fake editorial articles, search ads, even NPR ad spots and YouTuber sponsors. it wouldn't affect product reviewers taking bribes from companies, unless the companies actually supplied review drafts.
sadly, this probably falls afoul of Citizens United, which was about the legality of ad money.
I've only read peripherally about this and don't have any good sources handy, but it's a historical fact which strikes me as quite interesting.
The market is contracting because when rates are high and capital is expensive, ad spending is one of the first you cut.
Now people (and most importantly regulators) are starting to pay closer attention, so the tide might be turning, up until the point where advertising becomes such a minefield that its costs will make alternative monetization models more profitable.
I can't believe I'm the only one who considers advertising as an active negative signal. That is, if you're pushing ads, you are loudly telegraphing that your offering is not good enough to be discovered organically, and is therefore shit.
Paying for so-called influencers is even worse: if you do that, you are - and there's no kind way of putting this - paying for others to whore their opinions on your behalf.
If you want to make your wares visible in my sphere, find ways to make these appearances interesting, original, inventive and sufficiently unobtrusive. If you can't, tough. Take your toxic waste where it belongs.
I just assume there is some other lower cost competitor that spends less money on advertising and returns the margin to me.
"If you want to make your wares visible in my sphere, find ways to make these appearances interesting, original, inventive and sufficiently unobtrusive"
Yeah, that's also called advertising. Sorry.
On the other hand, I do appreciate the snark here:
So basically all products are shit. Gotcha. Seems like a sound model.
You're not too far off. The rule of thumb I apply to this world is that 90% of everything is crap.[ß] And that rule is recursive. Acceptably decent things are rare exceptions and outliers.
ß: Including me.
The market also doubts the future VR-based ones. If you think there is value in those future VR-based products then I would say take a chance and buy the dip! Institutional investors are not as deeply involved with computing as we are on this forum.
IIUC they are not claiming that basic practice of advertising goods and services you provide is doomed.
As I've recently posted to this thread, Hamilton Holt's 1909 account is an excellent introduction to the beginning of this period:
<https://archive.org/details/commercialismjou00holtuoft>
Google's Ngram Viewer suggest that the terms "advertising agency" and "advertising copywriter" only came into vogue during the 1920s, which would be only just at the century mark:
<https://books.google.com/ngrams/graph?content=advertising+ag...>
I don't have a ready reference for ad spend evolution over the entire 20th century, but based on the 1980--2000 data, it seems likely highly skewed to more recent times:
<https://www.visualcapitalist.com/evolution-global-advertisin...>
There's probably a pretty good historical basis for the series Mad Men to have been set in the years 1960--1970.
WPP is seeing increased ad spend as well.
Conclusion? Probably that apple has fucked facebook to such an extent that it's threatening their entire business. This isn't much to do with advertising in general.
What you say is probably one reason, though. But the actual crash is more likely because Meta didn't innovate and move away from-, or diversify their advertising-model over time. So rather than a steady change through continued innovation, A&M etc, they are now forced to bet on a giant pivot. For one, this makes investors nervous.
Meta has performed several M&As though, some of which proven extremely profitable and successful. But while e.g. Instagrams' userbase is different from FB, their income is based on almost the exact same model of targeted advertising. FB failed to move into ecommerce, video, streaming, etc. and diversify their income significant. Something that Amazon or Google do much better.
They've invested so much reputation wise (changing their name even) that it's very hard for them to back down, maybe impossible considering who makes that call.
I'm not following META closely. But isn't this another pivot to diversify their userbase, rather than diversify their revenue-stream?
Or is there some plan to monetize this "discovery" outside of their common "targeted advertising"?
The advertising market is definitely slowing with the high rates.
But Advertising certainly is an important income stream. It gets its own chapter in the earning calls. ~$9 billion in 2021, which is more than subscriptions (Prime etc), at ~$8 billion[1]
[1] https://www.insiderintelligence.com/insights/amazon-revenue/ , https://s2.q4cdn.com/299287126/files/doc_financials/2022/q2/...
Facebook loses users of genuine content consumption to tiktok. Amazon has smaller baskets checking out. Google threatened on its buying into default search on mobile safari.
Ad revenue has padded earnings and shielded these companies from investor critique and urgency in “what’s next?”
So the audience is getting older, and there is no way of now getting new eyeballs. So they have to try something else to get them, hence Metaverse.
Let me introduce you to: Instagram.
Snapchat is where the teens spend their time keeping in touch with their friends, Meta has lost them, they aren’t going to get them back to Facebook or WhatsApp. The teens have moved on because their parents are there.
But IG has a lot more going on than you are imagining - stories & DMs have rescued it, hardly anyone ever actually posts though.
Yes. Just to put numbers on that: Google's share price has dropped 25% since one year ago. Now everyone's in a bit of funk right now (except energy companies), but for comparison Apple has only dropped around 5% in the same time period.
> Amazon doesn't rely on advertising.
Yep, for revenues Amazon relies on retail, then AWS, then advertising and other miscellaneous. (And for profit largely on AWS, IIRC).
FB is down 70% though. It's different.
The same isn't true for Facebook. I've stopped using this 7 years ago and I didn't even miss it for one day. One day my wife was scrolling through FB feed and all I can see is ads after ads after promoted pages. She scrolled for like 5 minutes, encountered may be 2 posts from her acquaintance circle and then she closed the app. The boredom while browsing FB feed was visible in her eyes.
FB simply doesn't offer any value these days. Almost everyone I know has gradually stopped using FB. This is an app with very low signal to noise ratio.
My FB feed would not show me posts from friends, whom I knew posted something (by checking their profile manually). I think their internal kpi metrics meant staff sacrificed their user base by tuning for engagement in the short term.
Once users realized they weren't seeing posts from their own social network they left. As each person left, FB had no choice but to fill a diminishing feed with crap. To the point where they forgot to feature genuine posts their users made over curated 'attention' content.
This is similar; everyone dependent on advertising is struggling to an extent, but most of them aren't currently setting fire to vast piles of cash in service of an idiosyncratic project which most people don't have much hope for.
If you look into FB financials, revenue per user has more room to grow, outside US if nothing else, but I think US as well.
So "advertising model broken" isn't really true. It is irritable and despicable/deplorable in some ways for sure. But it works.
Sort of, but not quite. We had already kind of reached peak advertising, this isn't recent. More specifically the following trends:
- Advertising has been and is expected to continue to grow at a measly 5% per year on average[0] (compare that to say like 10% on Software)
- Digital advertising's cannibalization (e.g. the pie shifts) of traditional media is slowing down and hitting diminishing returns
- We're hitting peak media use at 12 hours 9 minutes per day[1]. There's just physically not enough hours in the day to consume more media.
- There are more players trying to capture that consumption. Facebook's properties's use are diminishing compared to competitors (e.g. basically TikTok).
TL;DR - Pie only grows 5% per year, digital is getting close to eating a majority of the pie, and people that aren't Facebook are eating that pie and Facebook can't compete.
[0] https://www.imarcgroup.com/global-advertising-market
[1] https://review42.com/resources/how-much-time-do-people-spend...
Arguably, advertising initiated in bulk print (newspapers and magazines), see Benjamin Day's The Sun (1833). I've mentioned Hamilton Holt's Commercialism and Journalism (1909) many times, it's an excellent summary of early advertising-based publishing, and its many problems: <https://archive.org/details/commercialismjou00holtuoft>.
Radio stole the thunder from print as a more passive and accessible medium, television from radio. Targeted cable offerings sniped over-the-air broadcast. And now online advertising is dominating both print and broadcast. I'd argue that billboard advertising has shown similar patterns as well, expanding rapidly with highway construction, seeing a strong backlash (beginning in the 1960s, notably by Lady Bird Johnson: <https://www.sandiegoreader.com/news/2001/jun/21/what-happene...>), and over the past several decades, trending strongly to very low-value advertisers ("gentlemen's clubs", lottery and casino ads, the classic anti-goods of alcohol and tobacco, as well as the increasingly ubiquitous "your message here" placeholders, being strong indicators of this, particularly outside high-wealth metro regions).
I don't recall who made the observation, but in the content industry, it's interesting that music, film, and books are exceptions to the advertising-supported nature (mostly, there are a few exceptions, mostly minor, though the expanding length of trailer and pre-film advertising in theatres would also be an exception ... this may have been mentioned in an Ezra Klein episode).
And speaking of Klein: that podcast includes advertising. I find myself averse to listening when I know I'm going to have to hear those (e.g., I can't intervene to skip the ads, such as when I'm doing household tasks), and will avoid listening to it. There are a number of other podcasts which are similar, a surprisingly large number being of what are nominally public-radio programmes --- Freakonomics comes to mind. Combined with IMO lackluster quality, I'm actively avoiding many of these, and have unsubscribed to several. Independent and academic podcasts are more my style, History of Philosophy by Peter Adamson and Complexity from the Santa Fe Institute being among the best.
And more recently, the vast expansion of direct marketing over p2p networks, most notably landline and mobile telephony, is making the experience of subscribing to those services increasingly undesirable. Much in the same way as spam and simply information overload seems to be making open-standards, universal-access email much less widely used (many organisations no longer publish email addresses, or respond to emails where such addresses can be found), an overall frustration level can in fact kill general use of a medium or channel.
John Gottman's five-to-one ratio of positive to negative experiences, originating in relationships but apparently having broader applications, may well play a role here. If even a relatively small minority of experiences over time with a technology, medium, or channel are negative, that impression tends to strongly discourage long-term favourability. See: <https://www.gottman.com/blog/the-magic-relationship-ratio-ac...> (for the relationship side, the ad/media extension is my own suggestion, though I suspect others have argued similarly).
As Nextgrid's comment notes, the real problem with advertising is that it's a race-to-the-bottom market, especially where high-value / highly-attractive audiences flee. Higher-quality advertisers similarly depart, and both the products marketed and methods utilised tend to ever-increasing toxicity in both figurative and literal senses. As I mentioned a couple of months ago, advertising ultimately has a reverse-Midas touch: it turns gold to shit: <https://news.ycombinator.com/item?id=32669503>
Part of the constant-platform-migration trend seems to be explained by highly-valued audiences tending to be early adopters of such platforms. Early advertising returns are high, and for all parties (publishers, advertisers, and audiences) the initial experience tends to be positive. With both wider adoption and early-adopter defections (leaving the media/platform), that kicks off the death-spiral dynamic.
It’s amazing how much more effective a 10 line change to App Store rules was in protecting user’s privacy than a bloated 99 section 11 chapter law - ie the GDPR.
You should remember this in the future, when Apple have become even worse than FB in terms of advertising. Device growth has stalled, and services (i.e. advertising) is gonna be their new iPhone.
From the dawn of mass media it has been subsidized by ads. Newspapers, radio, magazines, television, movies (through product placement), music (through sponsorship), podcasts, and even outside of media: sports, schools, mass transit, etc.
Ads have been a monetization strategy across a mind bogglingly broad cross-section of society for over 200 years.
Individualized ads may get regulated out of existence or maybe even out-competed by more consumer friendly options, but people by and large like the subsidies ads provide. Ad supported music, tv, and movie streaming is wildly popular. HN users often post archive.is links to bypass paywalls which actually opts into a paid-for-by-ads experience.
What we see with meta is their ads becoming less valuable and their stock reflecting that. I think it’s a huge mistake to draw any conclusions about the business of ads other than ads are controlled by the platform.
Apple is hoping these ad dollars flow to them, not that the ads go away.
Advertising can be a sustainable business model. Radio, television, billboards, etc. sustain themselves through advertising. We can quibble about their growth rates, but if advertising were unsustainable, then these industries wouldn't exist in their current form.
I think you're actually rejecting the idea that a company can sustain infinite growth through advertising. I think that's a little different from being wholly "unsustainable."
Ad based business models have a redistributive effect. Services like Facebook are paid for in proportion to spending power whilst usage has a completely different distribution. So wealthier users are effectively subsidising less wealthy users, which enables broad network effects and economies of scale.
People will always pay to influence other people. I think advertising while being annoying is one of the less malign forms of doing that. It also has privacy preserving characteristics as there is nothing more destructive for privacy than making a payment. That doesn't mean we shouldn't regulate to limit ad targeting. I think we should.
This is a very interesting take and I'd like to see some further delves into this.
Isn't the problem much simpler.
It's a shift in users attention to other social networks like TikTok, plus Meta already capture the total addressable market.
It's hard to continue growth when you've essentially plateaued and now users are spending less time on your site.
Like TikTok are losing money hand over fist, so it's not that the advertisers are moving to them, it's that advertisers have essentially been forced to give a bunch of the money they were previously giving to Fb to Apple.
https://www.newsguardtech.com/misinformation-monitor/october...
Complete control over that environment, combined with the new vr headset's eye tracking+other sensors, would likely make them the best A/B testing / irl ad performance data platform on the block... if it's successful.
Imo, they haven't really proven their case for their metaverse, the price point for the headset is wayyy too high for mass amounts of users to join in, and likely wouldn't join anyways since I'm not on fb/ig and don't trust em
Analysts explicitly think the VR effort is overfunded. It's the problem according those who are trading.
Meanwhile, the new guy doing the same job as you got their RSUs granted at today's stock price, but the target value for someone at that job level- no pay cut for them, effectively.
It's a recipe for a lot of people swapping jobs just to keep their incomes at the same level.
Or, companies can do as my employer did (bias note) and switch to a new comp system that avoids these problems: https://news.shopify.com/rewriting-the-story-of-compensation
Guaranteed millionaire status with close to 0 risk. Look how spoiled many of us have become in tech, though, that we have people like you saying this. It's not gonna last forever
Most who got RSUs over the last two years lost big, and I bet they regret having a variable comp component now. Choosing RSUs over cash was a horrible choice for most in recent years
Hopefully GenZ/Millenials are learning the important lesson about fair value and fundamentals
Going to be great to see many of the 80%ers in tech have to face reality when the recession comes next year... hope you're a 20%er.
To be clear, Tech employees have been grossly overpaid the past decade (including myself). That reality is ending soon... get used to it
Many tech employees are underpaid, if anything.
You pay taxes at date of vest not grant. Small terminology difference, but important - if you sell your RSUs immediately, you never lose $ after taxes.
https://www.schwab.com/public/eac/resources/articles/rsu_fac...
Example: you're granted 1 share today to vest in 1 year. In 1 year the share is worth 100, it vests and you pay PAYE in this (it can either come from your salary, or by selling the stock). If the stock rise to 150 and you sell it after, you pay CGT on 50.
Huh? Can you actually keep the stock and give revenue the money out of your post-tax? I wasn't aware that was possible.
The one loophole is to sell with 4 weeks, that is CGT exempt.
I heard some German employees got screwed by option grant taxes when the stock tanked between grant and vest. Some even took loans to pay the taxes.
Most people should always just sell the stock immediately to cover tax burden. I mean, do whatever you want, but why set yourself up for tax liability risk at all. There are tons of other good investments out there that will mitigate concentration risk.
If there's actually a strong fundamental basis for upside (not 10x sales fantasy valuation), it could be prudent to hold in some cases
Concentration is the real risk. I know many people at Apple and Microsoft whose only investment is their company stock. It has worked out well for them but they're just one big scandal away from disaster.
Holding vested RSUs is only wise if your conviction is that the company you work for is the best investment available at the time.
You can easily sell them and invest in other stocks instead, which reduces your risks substantially
My last two employers deducted shares at vest as tax. This is in US, btw. I am surprised it isn't the common practice. The only problem was that the withholding rate was too low for my effective tax rate which means I always have to pay estimated taxes.
Default withholding has been 22% now for a few years. I bring this up because the gap between default withholding and the higher marginal rates has widened compared to the years it was at 25%.
> Yet, base comp tends to be withheld at marginal rates
To clarify, default withholding on base pay uses your bottom tax rates. It assumes you have no other income, so it will calculate based on standard deduction, 10%, 12%, then working upwards. So I wouldn't use the word "marginal" to refer to base pay because most people understand that as their top tax rates.
This means that for bonus, stock, and other compensation, it's reasonable to increase withholding to reflect the top tax rates.
> most folks’ effective tax rates
A bit of an aside, but I'm not a big fan of the idea of "effective tax rates". It's not a term the IRS uses, but something that tax software companies like to push for whatever reason. You also can't do much with it in practice: regarding withholding, it's not useful and potentially confusing.
The refreshers at Meta are mostly mechanical based on your role and level, and they’re allocated in dollars even though the grant is converted to shares at a specific date.
Otherwise the company is creating a lot of dilution for shareholders. e.g. to reach the same dollar amount requires more shares. And Meta is already crashing explicitly because their operating costs are out of control and outpacing their earnings growth
But that would just be pragmatic, they may not actually be doing that.
Good management in this situation would be refreshing grants only for the top half of performers and letting the others choose to leave, IMO
Job swapping assumes these tech companies are no longer under a hiring freeze. It also assumes that these companies won't recognize why the mad rush of job swaps is happening and just lower the salaries for new hires.
On top of this, my experience is that a shocking number of people getting a large part of their comp in RSUs don't diversify when they vest.
I don't work at a FAANG, but 1/3 of my TC is RSUs. Most of my coworkers look absolutely aghast whenever I mention that I liquidate all my vested shares as soon as the trading window is open.
Many of my friends that do work for FAANGs, getting >50% of their TC as RSUs likewise don't diversify as soon as possible, but hang on to it.
What's crazy is if I ask my coworkers "If you had that same amount of vested RSUs in cash, would you invest in our company?" They all laugh and say "no!", but then immediately claim that they won't cash-out and reinvest.
Point being I suspect that individual net worths of a wide range of tech workers are getting absolutely destroyed right now.
If the stock then appreciates, you have to hold it for a year to get long term capital gains tax on the appreciated amount (not the original vest amount).
So there's no tax advantage to waiting to sell. Only if you wait and it happened to go up in that time, and then you don't want to incur short term cap gains on that appreciation.
There is a big tax liability problem if you choose not to sell and the stock declines though. You may end up owing more in taxes than the stock is worth in some cases
Granted, $15,000 after tax income would not be what I was hoping for.
(I'm ignoring state income tax because my withholding on that happens to be correct.)
Capital gains only covers the value increase over the year you hold the stock after its vested.
If you work at META, and then immediately on vesting diversify and don't touch the stock for a year you'll reap the same capital gains benefits but with a diversified portfolio.
You also have a wide range of defensive strategies you can apply that you can't if you're locked into trading windows. Say a META employee was very bullish on FAANG in general and at vesting put all their money in GOOG. If they were nervous about this week's earnings they could have either closed their position to see what happens, or bought defensive puts to lock in a maximum loss. Had they instead chosen to hold META they would have neither of these options.
There are cases for recently IPO'd companies where you vest then have a potentially 6+ month lockout period for trading. In those cases it can make sense , provided you have seen substantial gains in that lockout period to keep holding for tax reasons.
I spent a lot of the last decade at facebook. I immediately cashed out every single vested RSU and plowed the money into broad market ETFs.
It always blew my mind how many of my coworkers were willing to leave a huge chunk of their net worth invested in their employer's stock.
As you might imagine, I'm feeling pretty good about my strategy right now.
Clearly I was holding the place together ;)
Can confirm. A couple of decades ago I was working at EMC. Back then we got options instead of RSUs, but I basically always cashed out as soon as could and moved the money into other things. I figured I already worked there and had the stock purchase plan and the unvested options, so I didn't need more eggs in that basket. All of my coworkers thought I was crazy ... until I watched many of them ride the stock from $114 down to $3 hoping all along that it would come back up.
I was lucky to have learned the lesson the easy way, but I'm pretty sure they all learned it too. Also pretty sure that many of my former FB colleagues are right now doing exactly the same. Twenty years from now, if HN hasn't collapsed into a black hole of toxicity by then, we'll probably be having the exact same discussion about whatever replaces FB. The wheel keeps turning.
Also, the fact that a single stock once fell from $114 to $3 should have no bearing on decision making.
Recognizing the possibility that such a thing can occur shouldn't affect decision making? Sounds blinkered and crazy to me. It's exactly how my coworkers lost their shirts. Finance-bro jargon aside, you don't seem to understand basics like the kinds of options given by employers at that time (two types neither the same as the ones you buy on the open market) or even the value of diversification. But sure, go ahead and keep proving my theory about why we won't be having that discussion here in twenty more years.
It's a great deal if you plan to stay with the company for a long time and think the stock will go up quite a bit, because you multiply your gains.
Now there's three hits. Employees generally kept their stock. So their savings went down. The pay is down as you said. Lastly inflation.
In addition job mobility is down. There's still plenty of tech jobs but it's definitely down and not as easy to just switch.
It's one hell of a return to earth although perhaps overdue.
I did this while at Facebook eating the shit while the stock price grew, but now... I feel like a genius.
What’s the downside though? Do you get the same dollar amount whether you choose RSU or cash? Does the comp compare favourably to the top of market companies who pay mostly RSUs? Can you potentially lock in a low strike price for your grant over four years or is it more like an ESPP? (Of course the last year showed this is not always a winning strategy lol).
My assumption is that paying employees in RSUs works out more favourable for the companies than paying all cash so I’d expect it to be lower if you take all cash (I have zero knowledge of accounting mind).
Facebook has been hit particularly hard by the iOS changes, but that’s not the cause. If Apple hadn’t made that change themselves, government regulations would have been brought in that implemented it.
I also don’t believe the increase in AI is a solution to the regulations around tracking.
Advertising online is increasingly a black box, you put money in one side and the algorithm sends you traffic. The control and insight that used to be there is gone. I don’t believe advertisers will continue to trust this AI based future, I certainly don’t (have run an e-commerce store for 10 years).
I don’t want “deep tracking” and profile building. I just want manual controls and visible conversion tracking. But we are never getting that back.
Why not? If ROI remains high, why would I care ?
So there's a very, very big "if" on future ROI.
How do you advertise your e-commerce store?
Apple did not do anything to really prevent "deep tracking" and profile building.
In fact, the single primary casualty of their changes is the exact thing that you say you do want: visible conversion tracking.
Hacker News lives in a bubble of users that understand and value privacy, knows about browsers such as Brave, etc. The rest of the world just wants their influencer content.
Is it entirely fraudulent? Are your ads showing up on a site that specifically tries to game the ad placement system? Who knows! Probably though, because the few times I've seen it tried the results were abysmal at best.
I’m starting to realize that it may be the far future. The $1500 Quest Pro was just released to scathing reviews. The AR color passthrough feature sounds like a low quality joke. The headset is heavier and the battery lasts a hour or 2. The screen fidelity is still too low for productivity computing. The eye and face tracking result in extremely underwhelming animation that I can’t imagine adds any value to the social proposition. The primary Meta dream of all your social interactions in VR with friends, family and coworkers around the world is starting to seem more than a decade away.
And on top of all that, Apple looks like it may have a serious entrant into this market and might easily beat Meta to the finish line to the next computing platform.
There was an arstechnica article about Carmack giving a speech about the state of VR.
Apparently he was dismissive of some controversy regarding avatar details. And was disappointed that they weren't yet at the stage where they could hold "arena-scale support with thousands of avatars milling around".
Who wants that? I don't want to put on a headset to sit in the nose bleeds of some virtual world with Zuck or Carmack ... that only seems to appeal to: 1. Developers making the cool thing work. 2. The person on stage talking who gets to just put on a headset to appear before thousands of people.
That's it.... who are these efforts all for?
Cars in the US and the destruction of passenger trains is a good past example. Cars gave consumers more freedom but at a much greater price and thus role in economic growth. We made great investments into highway systems to subsidize the automobile industry. This came at the expense of passenger trains (among other things) which was a direct competitor to the personal car, but operated more efficiently.
Tying back to the original comment, if there is a way to monetize walking that can only be done in VR, incentives will flow towards promoting that VR system to succeed. Those incentives will necessarily undermine the free alternative of actually walking. This is all done in the name of economic growth.
Cars didn't become more popular (measured by usage per person) than trains because of the vast infrastructure that was built. Cars became more popular because they were more appealing and useful than trains (for the reason you mentioned - sense of freedom). Cars CREATED the industries you mentioned (highways, gas stations, dealerships, car insurance, etc) because consumers wanted Cars. The demand for Cars increased, new industries were created from the demand, and the combination of all of the above moved the auto industry forward, displacing trains. This isn't a sacrifice, it's the better product winning.
VR will succeed when VR is 'better' than the current non-VR options. People will use VR more, demand will increase, and current or new businesses will start building for VR. Lowering (or raising) the price of a VR headset, releasing new versions of low adoption headsets, or asserting that VR is the future, isn't going to increase demand. Usefulness increases demand.
Is it the limitless resolution, and great venue acoustics and sound system?
Is it about the fact you're meeting up with your friends?
Is it about the atmosphere and energy of the crowd? The dancing, the fighting, the mingling?
Is it about the fact that if the performer tells you to make some noise, doing that at home to a video stream would be absurd?
Is it about the fact you might meet an attractive stranger, and go home with them?
Is it the fact you can buy drinks?
Is it about the intrinsic authenticity of a performance by a human, not a recording played by a machine or a copy of a copy of a copy?
Is it about being a singular moment, having experiences that can't be paused or replayed and are all the more real for it?
Is it about getting out of the house, and not being a shut-in?
Is it the cultural cachet and the fact you can post pictures on social media so other people will know you're cool?
Some of these a metaverse concert might be able to provide - you could produce a very high quality video stream with good sound, and an ability to talk with your friends.
Others the metaverse will never provide.
And yeah the gaming case is already pretty compelling when you look at things like Alyx, so just imagine more of that plus AR games that don't take you out of the real world.
At the end of the day you are talking about a display technology that can produce anything from an animated chess set on your kitchen table to the closest thing I will ever see to a Holodeck in my lifetime. In my mind computing will absolutely make the move from little pieces of glass in our pocket to AR, I just think it's going to take 10 to 20 years for moore law and miniaturization to do their thing.
This is my current experience and I have no desire to simulate it.
I've only every toyed with VR and the demos were pretty cool and gaming seems promising, but to my mind, we're already a bit too far into this latest wave of VR (I'd say the first one was the late 80's into the 90's) to call it early, and it seems pretty niche still.
But it makes sense when you realize that VR is inherently isolating and is hard to use collaboratively/socially. This is a bug for many applications and a feature for porn.
A concert in VR has none of the natural limitations of a concert in the real world. Every member of the VR audience should be able to watch the concert from any location. Everywhere from on stage with the band to it just in a window in SIMD other virtual space so it can just play in the background while doing something else.
Even "stage" is a silly concept in VR, the concert could take place in a Star filled nebula or the halls of Moria. A concert in VR could look like a music video of a band playing in some crazy location in impossible costumes.
VR clients should also be able to control what they see. Watching that VR concert they should be able to enable or disable whatever elements that they want. They should be able to change a parameter and shift the concert venue to some other motif or disable the rest of the crowd to have a private show.
Instead of any of that Meta is just building nosebleeds thinking people are interested in having those physical limitations. If VR doesn't enable experiences that would be impossible in the real world then it's just a shitty lower fidelity version of the real world. Zuckerberg can go surf on his private beach in Hawai'i whenever he wants. Everyone in VR should have the same luxury of a private beach, dwarves forge, or a space station orbiting Jupiter. Meta is building VR where users are just as excluded from private beaches as they are from Zuckerberg's private beach. No one wants to be as poor in VR as they are in the real world.
They are not substitutes for the real thing they are substitutes for a 2D version that is usually pretty non-compelling.
The real limitation is that the lack of tactile feedback means that you are at most a spectator/voyeur in these experiences.
One interesting repeated promise in TV land was that one day you could pick your view, specifically for sporting events ... but that is very rare and content owners / producers seem uninterested in providing it. I'm not sure they change their mind about that ...
The reason i guess is advertising.All those logos on the field are optimised for the specific camera angles
That aside, any kind of large event is extremely problematic in VR, as the resolution just isn't there. Everything a couple of meters away just turns into a blur. So looking at a far away event just feels like looking at a 240p video. It's really not a good experience.
To further complicate the effort, you can't just move the camera closer either, such events are made to be looked at from far away. If you go up close, any kind of choreography in a concert will look weird and a sports event without a good view of the playfield wouldn't be great either.
There might be ways to work around that, by leaving camera choice to the user, use of multiple screens, virtual binoculars or whatever. But it's far from a straight forward process. Meta themselves still hasn't even managed to properly broadcast their own conferences in a VR format, it's all still just flat 2D videos.
When the action happens closer to the camera things get much easier, something like a boxing match with VR180-3D cameras in the corners might work well enough. Can't point to any real examples, but here is a fictional one[1] of how a fight might look in VR.
I got to a lot of sporting events, I'm moving my head / eyes, refocusing constantly, specifically closer to the action.
I don't know how VR could capture all that visual data effectively and allow me to just look around.
"just watching a video" makes me think maybe you haven't really experienced actual stereo video (3d movies don't count).
360 monoscopic videos like you see on youtube are not stereo video in case people are confused.
Investors will not tolerate years of huge losses, Zuck will probably lose his job
Google should bring back Cardboard. Even with crappy quality, people will try it out for $10.
It looks like it's similar to Cisco's telepresence.
https://sea.mashable.com/tech-1/20432/60-of-entire-gaming-ma...
I guess mobile will be the proof of the future of VR one way or the other. Mobile game companies have the funds to conduct the research to determine if VR increases profits and customer spend, and by how much.
Other articles I've read have said they are somewhere between Microsoft and Sony as far as gaming revenues go.
In the early days no one wanted computers either.
I think there will be a market for VR. However, I'm not entirely convinced games and entertainment are it. Certainly I think there will be a market for those, as well; but I can't shake the feeling that it doesn't actually add too terribly much to them.
The social aspect of entertainment is completely missed with VR. We want to do things /with people/ when we are being social. Is why people watch sports games in parties. Most of the folks at the party are marginally interested in the sport, but in the people they are there with.
For games, 3d shooter is certainly a genre. But it isn't the only one. And the casual market that they hope to capture is largely not the 3d market.
But to get to that stage you need to at the very least integrate all that functionality into a set of glasses (more than 60% of all people already wear glasses daily anyway), and you also need direct brain interfacing control to make it practically usable at all.
Way beyond anything we can currently do these days unfortunately.
And, as I said elsewhere, also not gaming/entertainment focused. Arguably anti-social.
Once we're there then we can see what sort of future VR has.
Think about it, even the amazing open world games like Zelda will be nigh inaccessible in a VR world where you have to actually climb. Yes, you can get some sweeping visuals where you can turn your head to see the landscape, but a large TV already goes a long way to getting that, with much much better controls for the movement. So, you can get enhanced "you can turn your head to look around," but at the tremendous cost of "everything else about moving and interacting is completely broken. You will still need obviously untenable item management. Want to have many weapons? It will be hilariously off looking compared to everything else in the world.
Can it help with some desktop management and such for work? I mean, maybe? It will definitely be a good aide. I'd wager the high level workers are already "retreating into their brain" for a lot of their work, such that I don't expect miracles out of AR assistance.
Robotics and control do have a lot of promise, of course. But, again, I'm more questioning gaming and entertainment.
Even if climbing is an challenge insurmountable then you'd just make games with out it. Elevation changes could be handled by predefined paths.
>Yes, you can get some sweeping visuals where you can turn your head to see the landscape, but a large TV already goes a long way to getting that, with much much better controls for the movement
I think you're way underselling the impact of VR. It's a massive upgrade and a different level of immersion. You don't see people face planting trying to jump off a building when it's a TV.
Plus those stationary treadmill things look cool as shit. If you get that working plus the headset it's really something. Even just taking an evening walk through Paris/Tokyo/the Himalayas would be bonkers if all the technology comes together.
And then think of transferring that to "we want you to feel like you are in a vast world.... that you can physically traverse in less than a day. Probably less than an hour."
Indeed, for many folks that like the idea of online socializing, we like it /because/ it is not necessarily visual.
The Occulus Rift came out six years ago. We are well into the phase of VR where improvements are incremental each generation.
If that's the end of it, VR is doomed to remain a curious niche. It struggles to deliver compelling results for thousands of dollars (headset plus powerful enough PC), and if all we ever get from now on are tiny incremental updates, we'll never reach a steady state where perceived quality, relative to contemporary 2D offerings, can keep up.
This is all about where the ball is going to be tomorrow, not where it is today.
I can ??? by strapping an enormous headset to my face, flailing my arms around, and getting sick to my stomach and lightening my wallet by $500-$1500 with VR headsets. What do I gain by doing this?
When? When is this magic moment where it stops sucking? We've been told oh just wait for better hand tracking... oh wait for better screens... oh wait for portable/wireless headsets... oh wait...
Shit or get off the pot VR. You've had 10 years.
I am not a VR believer by any stretch, but this is such myopic thinking.
And all those inventions piggy backed off a very rapid pace of hardware getting faster, smaller, more power efficient and cheaper at the same time.
Moore's law meanwhile is dead, the rate at which CPUs/GPUs get faster is slowing down considerably, and VR needs a lot faster and cheaper and more power efficient hardware just to become affordable at reasonable quality.
That's not a good starting point, especially when you're a publicly traded company and your future depends on reaching that inflexion point soon™.
And then you still run into practicality problems:
• User input is still fairly clunky. Touchscreens just removed most of the friction of computer input devices, VR puts it back in. That won't make it particularly popular. Granted, future advances in hand/finger tracking might solve this, but this adds another set of sensors and hardware to make sense of them, when VR headsets are already struggling to reduce the bill of materials to become affordable.
• VR needs lots and lots of space. Digital cameras, MP3 players, smartphones, laptops, … for the most part reduced the amount of space a family needs to do things, compared to what came before, which made them a no-brainer for all demographics. No amount of technology improvement can really reduce VR's space demand without compromising on user experience. Not a problem for US tech bros, but ask an European or Asian family what they feel about doubling their rent so one family member gets enough space to use VR. Not gonna happen.
What a strange anthropomorphization of technology/product. Is this somehow hurting you personally? Is there some other technology being developed by someone that is somehow not “getting it’s turn”?
VR though... it's really hard to imagine use cases that will cause a billion people to buy a headset and wear it for a number of hours a day.
And you can get into VR for much less than $500. Have been able to for years now.
Speakers are, with few exceptions, inconsiderate of folks around you.
Which isn't good then, it's so cheap yet barely adopted?
VR headsets are far more bulky and intrusive. They don’t allow for easy context switching between cyberspace and the real world, and they’re not portable enough to be used on the go like a smartphone.
Have you compared headsets lately? Because just recently I have, and this shit is changing. A 2017 Vive is very different from a 2021 Oculus from that friction POV. With nm chip architectures and battery tech improving, it really doesn’t take that much imagination to predict where they will be in 2025 or 2030.
Personally, I think one of the killer features for this category will be matured inside-out hand-tracking. Not having to do anything but put the headset on your head makes a huge difference.
Or that excessive use of the device will probably have long-term consequences for your eyes. As a long-time user of smartphones, I am beginning to wonder if staring at a small screen has accelerated aging in my eyes. I can only imagine the damage from poorly calibrated VR glasses.
You gain nothing - not right now, not today. Nobody is holding a gun to your head. Nobody is saying this stuff works today.
The iPhone completely changed the game, no doubt, but there were a lot of non-techies that had smart phones and used them heavily prior to the iphone's release.
Apple made a successful bet that multi-touch screens/UI done with sufficient discipline could be not an enormous pain in the ass to use. And that a well groomed AppStore would create a plethora of opportunities for change. Without Android quickly following that model we wouldn’t then have the arms race of functionalities. This is probably something Meta is hoping for - that this time around they will have a better seat at the table than they got in that smartphone arms race. I’m looking forward to all of it.
Assuming you aren't serious about becoming a jedi and don't do it enough to give yourself RSI it should be OK. Maybe not as good as a personal trainer but I'd be shocked if it was worse than sitting on the couch, on balance.
Also, with the cameras on the headset as well as peripherals they can give you some idea of where your body is.
That's a bit more than a niche.
vr market value
vr devices sold
If I can do it, so can every other person on this forum.
AR perhaps, but that’s a whole different set of use cases. A single device cannot adequately cater to this “spectrum” of full vs, semi-immersion.
Unless they completely surround your eyes to block outside light, VR "sunglasses" would absolutely awful. For VR to work well, you need immersion, which is not possible when the edge of your vision is filled with the scene of where you are in the real world.
AR sunglasses on the other hand would be great, but I'm not convinced AR has much of a future outside of some specific niches.
The biggest hurdle for any sort of portable VR or AR is compute and power. VR is incredibly compute intense, which means portable headsets only have a 1-2 hour battery life and need a heavy battery.
Of course, those are mostly their successes. They had stumbles too, no doubt.
If there's one thing Apple excels at, its convincing the mass market to adopt technologies that currently only cater to a niche audience. I have no idea what their plans for VR are, but I do imagine if they do something in it they'll make some waves. But maybe it'll turn out like the Newton. Maybe they will never launch a VR product. Who knows.
What is the main killer use case of VR? How many people want it or would enjoy it or would pay for it?
The main use cases I see are gaming, and of that market only certain kinds of games. Then on top of that its challenging having the space to play those games safely. Personally, I really enjoy my VR headset, I love playing games like Star Wars: Squadrons in VR.
I think of that in terms of “escape from reality” or “entertainment”.
I suppose there are also educational use cases and remote control use cases.
Ever since the ipod came out people were salivating for the possibility of an iphone. Upon it's release the hype for it was incredible and had been building for years.
Virtually everyone I know has a pair of non-airpod blue tooth headphones.
Everyone had a walkman, then a discman, pre-ipod. Yea adoption of early mp3 players wasn't particularly high because they were not that great, but the same is true for the mini-disc (which I believe had even lower adoption). I still knew quite a few people that had pre-ipod mp3 players.
Even among my gamer friends very, very few people have an Oculus. Everyone of the few people I knew who got an occulus (including myself) has had the exact same experience: First month, "wow this is a game changer!" second month, it's collecting dust. I know of literally no one who has used a VR headset weekly for a period longer than 3 months.
And yet barely anyone bought the devices which were already on the market which could have filled that niche. Which yes, they existed, almost exclusively listened to music on bluetooth headphones through my phone before the iPhone released. Even streaming internet radio over a 3G connection before the non-3G iPhone was released. The market wasn't wanting a smartphone, they wanted specifically an iPod phone. Because, once again, Apple is great at making the general market want tech that roughly already exists, but just isn't very popular yet.
> Yea adoption of early mp3 players wasn't particularly high because they were not that great
There were good MP3 players on the market before the iPod came out, but they weren't very popular. There was a bit of a lack of ecosystem with them and a massive lack of marketing.
I do agree there's not a large market for VR at the moment, and I agree its entirely possible there won't ever be a large market for it. I'm not saying its a given Apple will make a VR headset, I'm just arguing if they do it, it'll probably make a splash given their track record of releasing decently polished products with a good enough ecosystem to get the market to buy it. I don't think Apple would just dump a half-baked VR headset into the market.
In the US, I was not even aware of mobile broadband availability before iPhone 3G. And whatever quality mobile internet was available, I assumed was very costly and metered.
Some combination of the timing of iPhone 3G release coinciding with widespread deployment of 3G mobile broadband access and/or Apple negotiating ATT to provide unlimited data made it possible to have a little pocket computer that could stream whenever, wherever, however much you want.
That was a game changer. A lot of the big tradeoffs that people had to make with smartphones before iPhone 3G disappeared to make it a very compelling product compared to its competitors.
It was a $15/mo add-on to get up to 3Mbps unlimited data on my phone on AT&T in the US in 2006.
3G came out multiple years before the iPhone 3G.
I had a pocket computer with unlimited data on AT&T the day people were buying the original iPhone.
I just remember mobile companies charging nickel and diming for everything extra, so I never bothered to try and use anything that was not phone calls/SMS since those had been made unlimited and included in cheaper mobile plans.
I would buy unlocked GSM phones online and just pop my dumb phone SIM card into them. AT&T seemed to not recognize the IMEIs or at least wouldn't care that they weren't the cheap dumb phone on my plan. Then I'd have apps like Opera Mini and Google Maps. IMAP email would sync on the device without issue. internet instant messengers worked fine. I could stream music through m3u's. When the iPhone came out nothing about it seemed revolutionary to me, as I was a part of that niche market. Most consumers didn't even realize they could do those things on their phone, and for a lot of users it would be too complicated for them to even really consider it.
This is just flat-out wrong.
They may have shot up in popularity after phones stopped having headphone jacks, but there was certainly a Bluetooth headphone market before that.
> Personal media players weren't nearly as mainstream before the iPod.
Again, wayyyyy off base.
Personal CD players were VERY popular and common in the late 90s. I'd wager Napster and the advent of CD burners popularized them even more.
> Almost all of these product markets existed and mostly catered to niche audiences before Apple jumped in.
Cringe. This reeks of the attitude common attitude around 2010 where Apple fanboys would praise Steve Jobs for his innovation when Apple would implement a feature into iPhone that Android had for years.
> If there's one thing Apple excels at, its convincing the mass market to adopt technologies that currently only cater to a niche audience.
They excel at UI/UX. From a purely technical standpoint, they're often a couple years behind, but if you polish the crap out of it, people don't notice.
By personal media players, I'm talking about MP3 players and iPod-like devices. Essentially post-CD players. They existed, they weren't popular. Even the initial iPod took a while to gain a real market presence.
I'm not an Apple fanboy, but I can definitely acknowledge there were lots of markets which were largely ignored by the mass market until Apple made it cool and easy to use. I had a 3G phone which could do video calls when the iPhone came out, so I definitely understand that Apple isn't usually on the bleeding edge of technology, they're just the ones that often manage to refine it enough to be acceptable by the mass market.
They weren't popular because they just simply sucked.
Flash memory was still expensive, so they'd usually only have enough room for 10 songs at the most. They didn't have displays to see file names, which I suppose isn't a big deal when you only have 10 songs.
> Even the initial iPod took a while to gain a real market presence.
I don't even consider the iPod to be innovative in any way besides maybe the click wheel. It was just that the iPod was the first product that was actually designed to be a good product and not a cheap money grab designed to get a few dollars from all the Napster users.
To put it more bluntly, IMO, all the other products were made by boneheads. The iPod was the bare minimum of what an MP3 player should have been. It wasn't innovative, it just wasn't made by boneheads.
Personally, I had always expected MP3 CD players to become a thing. I didn't like the iPod's idea of a hard drive (Though they weren't the first to make a portable MP3 player that used a hard drive). I expected them to have high failure rates from head crashes.
Apple takes existing markets grows them and sets the new standard: PCs, smartphones, fitness trackers, headphones… Not first or early mover.
https://www.statista.com/statistics/263437/global-smartphone...
The market for smartphones was miniscule before Apple made the mass market decide they really wanted one. I don't deny there were smartphones which existed before the iPhone, I used them and enjoyed them. But most consumers didn't have them. These days most people over the age of 16 have a smartphone, you can't say that was true in the Blackberry heyday.
Apple didn't make the smartphone. Apple made the public want to buy a smartphone.
I personally like to sit back and watch random "experiences," virtual tours and stuff and when I introduce someone new to VR I show them these first rather than games. Complete immersion without having to think about what to do with your hands.
Another interesting experience is Liminal https://liminalvr.com/ It uses sounds/visual stimulation with the intent of affecting your "mood" and it's being developed by bona fide psychological researchers. It's truly something that can only exist in VR!
Cardboard -> Note 4 with Gear VR -> S8+ with newer Gear VR -> Oculus Rift CV1 -> Oculus Quest 2 -> Selling my Quest 2 (and CV1) because Facebook (temporarily) made Facebook accounts mandatory to use it.
I doubt I'll ever purchase another VR headset from them in the future.
Cardboard blew my mind at the time, I was so excited to get a taste of VR.
I'll probably buy a Valve Index 2 if it ever happens.
Portable VR is highly limited by battery power. VR requires high pixel counts and high framerates to be immersive, and pushing that many pixels uses a lot of power.
But the VR excitement pool has been poisoned by Meta’s image and a decade of overpromise.
Where would VR even be if Zuck hadn't bet facebook on it? I'm not sure it'd be getting the attention it is, the hardware isn't ready, the software isn't ready and frankly users aren't ready.
Meta is hellbent on creating a platform so they can be the iOS/App Store instead of just an app.
The stock is sliding because we're entering/in a phase where raising money is hard and cash is king. Companies are trying to pull back on investments and bets that might or might not pay off. Meta just told Wallstreet that it doesn't plan to pull back on Metaverse spending in 2023.
They've been consistently the best since the beginning
Why?
1. Best mobile SoC designs by far. Not even close.
2. Hardware company at heart. Their culture is built for hardware.
3. Way more supply chain and mass manufacturing experience which means cheaper manufacturing.
4. Hardware designed for iPhone, iPad, Mac can be reused for VR/AR which means lower costs and more economy of scale. IE. M2 is used on both iPad and Macs. M2 cores are derived from A15 from iPhone 13.
There's no way Valve would ever be sold to Apple.
Valve was bootstrapped by Gaben. It doesn't have any investors that want an exit, doesn't need to raise funds, and Gaben is already a billionaire. They have no incentive to sell themselves.
But I can see GenZ or the generation after GenZ embrace VR/AR. It doesn't have to be wearing a headset. It could be glasses when you're not wearing VR. It could be your phone when you're not wearing VR.
They just need to show the ROI vs buying multiple monitors, maybe put out some studies showing their VR meetings are more effective than Zoom, show the productivity boost of being able to use VR to tune out distractions in open offices. Get enterprise customers to buy fleets of VR for their employees and then launch some sort of SaaS marketplace for Meta devices and take a cut. Facebook now has their app platform they've wanted
Zuck's focus on social is what's ruining it, plus just the optics of him. He needs to disappear for awhile
Resolution aside, going with virtual monitors also just shows how primitive the whole thing still is. From a 'workspace in VR' I would expect to get actual window management and UI elements in full 3D space, not just my 2D monitor projected to a virtual rectangle. Microsoft's WMR Portal had that five years ago (not without faults), Meta's attempt feels quite primitive and basic in comparison.
This very much reminds me of Apple's Newton. It was actually quite amazing given the technical constraints imposed on making something to be shipped in volume, but not only was it underpowered for what it tried to be, the "killer app" for mobile devices would turn out to be wireless internet connectivity, and the world simply wasn't ready for that yet.
Apple started Newton development in 1987, killed it in 1997 when Jobs returned, and launched iPhone in 2007, arguably the biggest consumer product hit in history.
I'm rooting for Meta's demise, but history shows that it's quite possible for a company to try something, fail spectacularly, but come back and get it right when the universe catches up to the ambition.
Then again, Palm launched their first device in 1996, and had a big hit. But by the end of 2011, they were done. There are no guarantees that the company creating a market will be the one to profit from it.
Yeah, when things were booming no one cared about their class C shares that left control of these massive corporations in few hands. STONKS!
I sense that will change.
On one hand there’s the hardware. Even now, people report motion sickness with the hardware. If you are trying to create a computing interaction medium of the future, these details around accessibility are going to be incredibly important. And I haven’t even mentioned battery life. So meta is working away at this very expensive challenge
The second challenge is the interaction model. No one is entirely convinced yet of what interaction with computers should look like in VR. Right now it’s “mouse/touch+windows but in VR. That’s like when TV and cameras first happened and it was theater shows but on the tv screen. So Meta now has to invent or at least shepherd computing integration models and that is also incredibly expensive.
And finally there is the metaverse. Technically we all live in the metaverse already. I interact with people I don’t know across forums and social media. I interact with them more than I do with some of the people I know in real life. I play games online which have meta worlds (Minecraft, temtem, and animal crossing for example). I may not have a single game of infinite worlds and meeting places but the concept of a universe within my existing world already exists and it’s served to me by the internet. But Meta wants to make it a ready player one kind of experience where I interact with it through a VR experience. That seems really forced because they are drawing a line in the ground saying that VR is how the metaverse can exist. This is also an expensive bet especially when the interaction model hasn’t been figured out yet.
I don’t know where this is heading for meta but their goal of creating the next big computing and interaction platform with app stores that they control instead of apple or google is incredibly ambitious but seemingly poorly executed thus far.
> And finally there is the metaverse. Technically we all live in the metaverse already. I interact with people I don’t know across forums and social media.
Meta properties are already a huge share of this activity. Think FB, Instagram, WhatsApp, …
Uh... what?
Ah yes, those perfectly efficient markets, where everyone is doing DCF analysis.
Feels a little silly to be talking about things being "priced in" when a trillion-dollar-company loses a quarter of its market cap in 24 hours, no?
I think that's a dangerous way to frame it. It's certainly the narrative Facebook wants out there.
Apple provided their users with more control over how their data is shared and those users overwhelmingly said no to Facebook and Google tracking them.
I don't want fb tracking me roleplaying as a catgirl or doing some other degenerate activity with my 3D avatar and "accidentally" leaking data to advertisers or worse, family and friends.
With their track record, Facebook is the last company I'll trust with my data. No wonder they had no issue rebranding with such a lousy reputation.
Immediately was prompted to create a Meta account and no longer had access to all the games I had purchased or installed years prior.
Tossed it right back in the bin it had been collecting dust in, which will likely change to the trash fairly soon.
To be ignored or laughed at is, in a traditional SV company's mind, simply stage 1 or 2 of the plan, and if stage 4 never happens it's because they were "ahead of their time" or something, never can it be that the idea is fucking stupid.
The vast majority of things that are ignored, laughed at, or fought, go on to lose.
"They laughed at Columbus, they laughed at Fulton, they laughed at the Wright brothers. But they also laughed at Bozo the Clown." -- Carl Sagan
The advertising potential is insane. But again, it's only speculation that the potential can be realized. I do think it doesn't hurt to have one risky bet in your portfolio.
[1]: https://www.indiatoday.in/technology/news/story/whatsapp-may...
You realize the "just slap ads on it" monetization method is going away, right? Outside of regulation (ie GDPR) and platform control (ATT), it's 2022; do people really still believe that flooding a product people love with ads won't change user behaviour?
I doubt it.
When you chat you are focused on the interaction. Ads are a major disturbance in the flow.
When you browse facebook you are actively looking for stuff to read - ads fit in much better.
They should have spent the $12b on researching how to monetize their existing platforms properly instead of on this metaverse nonsense.
There were tons of web startups with potentially viable business models in the 90s too, but they weren't actually possible to run profitably until much later. When the web was faster, when storage was cheaper, when logistics could be outsourced etc
There's a clear hardware limitation in regards to pixel density, compute etc, that is going to leave VR as a niche for a long time. Semi-manufacturing process/compute performance is not a limitation that is going to be overcome anytime soon, regardless of how much Meta spends.
No investor wants to wait for 200B and 20yrs to possibly achieve something in the metaverse.
We move to higher and higher level abstractions over time, which makes development easier but has a performance cost. The trade off is worth it for the most part.
Of course if CPUs stop improving exponentially, the tradeoff calculus changes.
Also the need to care about battery life has somewhat shifted thinking back towards efficiency
Anyway, I get it. People hate Zuckerberg, they hate facebook, they wanna see the whole thing burn down. But then what, will that magically get rid of social media? Or will TikTok just take over?
I know that sounds awfully boring and mundane, but that probably comes way before other applications. After all the original iPhone was just an iPod you could make calls with.
This is - quite literally - decades away in terms of panel production and graphics tech. Just like you should not found (or pivot to!) American Airlines in 1919, you should not bet the house on virtual reality in 2022.
envelope calculations
- You need two low heat/low power OLED 8k monitors (or more? Currrent state of the art is 1600x1440 per eye - and it's nowhere near enough to read text) And the current headsets are heavy, with thick fresnel lenses and produce enough heat to make them unusable with an ambient temp above ~23C - You need a mobile graphics chip better than a 4090 - wayyy better. A 4090 can render a 4k virtual world (more than 4x easier than what I suggested above!) but it requires 450W to do so. So you need >4x the performance with less than a 20th to 50th the power budget). - And finally, at a price point of $1k. Actually this is probably the easiest part, once any of the above exists, should only take a few more years of scale and sale.
This is if you want to replace the performance of a 100ish DPI 27" monitor. I believe a 2560x1440 is about ~110 DPI, which is very usable and pleasant, but much worse than the 220DPI of a Mac "retina" device (hence why I'm considering 8k per eye, honestly)
Either way, the technology to make small enough OLED panel is close, but not there. Samsung could do it, given how large they've made their AMOLED phones, but it's still a big jump.
The graphics technology to drive that is sooo far away it's not even a twinkle in ASML's eye. Here's your limiting factor.
And then you have to package them together cheaply.
It's not matching a 1440p 27" monitor for clarity or ease of use for at least a decade.
It could do something quite different and do that really well - but it can't replace 1to N work monitors anytime in the 2020s.
A 35 inch curved widescreen can be had for 300ish.
When I work, I need to see my surroundings. See the kid, see out the window for weather, visitors, deliveries. Make sure the dog isn't into anything. Say hi to the family when they're in/out. There's no way in hell I'm strapping on a digital blindfold.
Also, how do video calls even work? We all look like borgs? Don't tell me we're all gonna have floating cartoon avatars...
The other comment here makes good points about the tech needed to power such devices though. Unless there's some sort of breakthrough maybe VR will remain for gaming and other niche applications.
With the tech's current iteration though, it is not there for social / business. They are far too uncomfortable for such use. Make it almost as inconvenient as my glasses and people won't be able to live without it, a transformation just like smartphones did in our lives. I need to be able to comfortably put it on and get going. People will be using AR everyday through always on spectacles one day.
VR for gaming and experiences is AMAZING. But very expensive. When I went from standalone Quest 2 experiences to PCVR experiences, the gap was HUGE. I can't go back to mobile graphics / experiences.
Anyways, I doubt people putting on bulky VR glasses (even the new Quest Pro is way too bulky and uncomfortable, not even close) to work / be social will not be a reality anytime soon. VR gaming is still kind of niche and is not a big enough market to justify that amount of R&D costs. So something has to give. Would be very bummed about a VR winter.
If not, I predict he will grudgingly agree to a "pullback" on VR ... or will be forced to step back as Meta CEO.
That's the only problem VR should be looking into. If you want to go from novelty to useful, you need genuine full body tactile feedback.
It needs to feel like I performed the action I'm pantomiming. Other devices have both an input buffer and a visual buffer. Be it a controller, keyboard, mouse, etc. So I don't need to feel the weight of an item I'm holding, I just need to feel the response of the button I pressed to do so. Plus, what I'm doing is happening to an avatar on the screen. So I'm disconnected.
However, in VR, there are fewer buffers. I'm now the avatar. So when I pick up an item, I expect to feel that weight. If I make a throwing motion, I expect it to feel different if I'm throwing a baseball as opposed to a basketball.
But in VR, it all feels the same. Beat Saber works because the game works within the confines of VR's limitations.
What VR is still missing is a well defined set of gestures, tools and UI elements to perform actions in the virtual space that go beyond what your body can do. There are only a few common ones, like snap-turn, teleport-locomotion or the laser-pointer, but even those have to be reinvent each time, which leads to a lot of inconsistency.
That's not to say that haptics wouldn't be nice to have, but that technology is very far from being practical for mass market VR.
1. Multiple share classes. Meta (or Alphabet) would be blocked from joining SP500 with current rules.
2. Horrible corporate governance. Leadership without accountability. Mr. Zuck can't be ousted. Meta is his personal toy.
3. Meta business is peaking. Growth by acquisitions is blocked by new regulatory environment.
1. Practicing dangerous or expensive operations: I think Microsoft Flight Simulator is a good example of this but I'm sure there are industry applications that are similar. VR allows you to practice these without crashing the literal plane.
2. Replacing things that are currently impossible in the real world: I think Zwift is a good example of this. It allows you to ride your bike in a fun environment when there are snow drifts outside.
The problem for Meta is that none of these scenarios are in their wheelhouse or of high enough scale for them to be a business for them.
Dramamine almost cures it, but also puts you to sleep. I've heard eating ginger and having a fan blowing on your face helps, but I haven't tried it yet.
There is a point of "good enough" for collaboration/meeting tools and features above and beyond aren't going to materially make the outcome of the collaboration/meeting any better to offset the costs.
(Will include today's change only after end-of-day data is released, probably around 8pm ET / 5pm PT.)
Regardless, will likely still land in the 2015-2016 time range.
There is too much extrapolation in this thread from the results of 1 company in 1 quarter.
[1] https://www.statista.com/statistics/236943/global-advertisin...
VR is a hail-Mary pass, and pretty much the only thing that can save the company.
Sorry if you work at this place and can mentally handle making the world a worse place but it needs to die.
Also, Zuck doublespeak about that a few weeks ago with the whole thing about the need to be "more focused" or some kind of "the party is over" type of memo to his employees.