Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)
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As someone who moonlights as a VR dev (cough checkout my solodeveloped indie starfighter sim Rogue Stargun [https://roguestargun.com]), I think Meta also makes it really unclear how to get on their storefront. It's a process completely gated by human review which can take months (by which time Meta will have already released a new headset)
There are killer apps out there, even low quality ones (like Gorilla Tag) which have virtually zero discoverability but high organic popularity. Please Meta, make it clearer to your devs/creators (who pay a 30% tax to you!) what exactly they need to do to get their apps on the store!
Actually, Steam is essentially equivalent to Applab. Applab and steam both have a manual review process that is not comprehensive. The difference is that steam relies on algorithms to do discoverability whereas metas store does not surface applab titles AT ALL.
There is a lot of garbage on steam for sure, but that's a problem handled by recommended algorithms, not the subjective opinions of reviewers for the most part
Also, with 55" 4K TVs and 3-monitor setups becoming common, there's plenty of immersion available with last-gen technology. Maybe for most, VR is something that's better as a one-off sort of thing.
I would say the biggest hurdle is actually motion sickness. Every game or app that allows your avatar to move through controller usage, rather than moving around your room (such as table tennis) can not be used for longer periods of time. My wife who is prone to motion sickness can not wear the device for more than 10 minutes. Myself, who had never had motion sickness before in my life, can handle a full hour before being overwhelmed.
Sure ok.
It can be done. Facebook just isn't the company to do it.
It's still a nonstarter until that point.
They don't want to offer that and that's fine as their prerogative, but it's a nonstarter for my needs which is to involve Meta as little as possible in my life. I had high regard for Oculus until they got bought up by zuck and the money.
John Carmack gave a really interesting talk a few years back when he talked about how the biggest opportunity for Quests was to get all the ones in a cupboard out and being used.
https://www.youtube.com/watch?v=sXmY26pOE-Y
(Disclaimer - I have a Quest 2 in a cupboard.... )
The Quest 3 on the other hand is so plug and play I put it on pretty much every evening after work, especially because I have grown to dislike sitting on my desk to play video games.
This generation of Quest might be the first device to reach critical mass I reckon. A lot of naysayers are a bit like those that believed videogames to be a fad in the 1980s. Yeah, it's nascent technology, but it is improving at breakneck pace. Even Apple is in the space now.
For me, the only game I really enjoyed was beatsaber and I got to the point where I wasn't going to get any better and stopped. That's when I realized this thing isn't for me and sold it before it ended up collecting dust.
Oh interesting, I didn't know that. Looking it up [0], it is actually 13+, so you're safe for another year. =)
[0] https://www.meta.com/quest/safety-center/ - Meta accounts are available for ages 10+ on Meta Quest 2 and 3 (may vary depending on country); all other Meta Quest headsets are for ages 13+.
Nevermind the fact that some portion of humans will never be able to do basically anything with a screen attached to their face because they are too sensitive to motion sickness.
It's just not clear that all this stuff in aggregate adds up to enough users to sustain a business model that would allow for VR as affordable as Quest 3.
Messing about in VR and shooting has to be the most fun I've had with vidya since I was a kid, but it's the dedication required which kills it for me. I have to be in the right mood to go into my cupboard, take it out the box, connect it to my PC, and play about for a few hours – when I come home from work if I want to shoot some baddies it's way easier to sit down at my desk to do it. And I don't end up drenched in sweat at my PC.
The last time I picked it up was back in November for a VRChat meetup. It's a shame really because playing VR games is such a joy, but it's marred with each little roadbump to get there.
If some of the items were addressed somehow, I'd be using it more frequently.
Also, the level of entertainment the headset provides is less than what I'd get out of a console, so there's even less incentive to use it.
Yes, you need about 2m² space if you want to move/do fitness, but that's something no VR can solve.
So that couch co-op/battle situation is already rarer than it used to be, and the games that support it skew younger or are indy (lovers in a dangerous spacetime, etc)
Online multiplayer with each player having their own screen is much more popular these days it seems.
I certainly spent a lot of time playing couch co-op when I was a much younger man (nintendo64/playstation/saturn/xbox era and before .. let's here it for MULE on the c64) but that kind of gameplay seems to be fading with a few exceptions.
I have played some AR boardgame prototypes using the quest 3 and during the pandemic experimented with playing boardgames with friends in tabletop simulator, experimenting a few times with using my vr headset. They are still compelling situations.
In the case of the AR prototype, that was a shared space. Four of us in a room with our own quests but all observing a shared table that contained essentially a boardgame.
In the case of my pandemic online boardgaming, the presence of others is basically experienced the same as any multiplayer game where you might be on voice chat with the other players. VR or not.
I think the AR focus of the vision pro and the quest 3 might change this view you have a bit around many people in a room all with their 'own screen' but able to see 'through it' and put eyes on their opponents physical forms.
Perhaps, but that's still putting a huge social distance between everyone, whether they're in the same room or not. It would be little different than a room full of people using their smartphones. You may be physically in the same place, but there's still a wall between everyone nonetheless.
Correct. This is also why 3D TVs (also requiring goggles) crashed and burned.
I've been to 3D films with family/friends/dates and there's nothing antisocial about wearing polarized glasses. But for the most part it wasn't a real improvement on just watching a movie. Sometimes the gimmick worked better than others, but always a gimmick. I wouldn't pay for it at home, but the glasses involved have nothing to do with why.
Everyone watches it at some point, many multiple times per day. It's immersive and novel.
Even better, people are used to bridging perceived gaps in their head. By that I mean people care less about things like resolution or story or frame rate. As long as monkey brain sees skin the brain will do a lot.
There's also just a ton of content out there - professional, indie, and amateur content producers are (or were, last time I checked, which has been a while) pumping it out (no pun intended). Most of it can be found for free!
Meta has been spending a lot of money on VR, and I suspect a significant portion of that is getting mainstream content producers to do stuff in vr - NFL/UFC/etc. putting vr cameras at events, game studios spending time and money to port games to vr (i don't think bethesda would have done skyrim vr entirely on their own dime). With porn, you have tens of thousands of hours of VR content, growing daily, that most users are able to find for free. They'll come back daily for that.
The issue is the difficulty on quest. You can download one of the browsers and do it there, but last I checked firefox reality was dead and I couldn't get wolvic to work on my quest 2. Not sure if things have changed since I last checked but there just weren't a lot of options.
I get that they want to be the gateway to VR content on their devices so they can get a cut of it but it's not really helping. I'm also not gonna buy a VR device specifically for porn, so after having the quest 2 for a few years (and not using it for at least a year), I'm just gonna sit back and wait a couple generations. There are some good games but I feel like this is a field of dreams situation - if you build it they will come. Build a platform that lets people do non-illegal things in VR and they'll come.
Like right now no one is using VR for work. They're using it to 1. game, 2. watch porn, and a very far 3. is consuming other content like experiencing events in VR.
Embrace it! Unsure why this corporation has suddenly found morals but only for pornography. Think of how much money an onlyfans app would make esp. if they started selling VR cameras.
Thinking about it more maybe the MM should only mean million when there's a dollar sign. I'm not so confident anymore.
M is Mega, as in a Million. "thousand thousand" would be "kk".
Interesting, a thread from another article on this topic:
I mean I understand that this is what these people are paid to say, but it sure strikes me as odd. I could be wrong but my assumption is that the honeymoon ends pretty quickly for VR headsets. No fault of Meta — they just went all in on the wrong horse.
Saw a YouTube video yesterday — a guy finds a VR headset in a Japanese thrift store. It made me wonder how long until headsets show up in thrift stores like Rock Band guitars and DDR dance pads.
VR wasn't a joke in the public consciousness until Zuck did his Metaverse presentation looking like a Nintendo Mii avatar from 2006.