Zuckerberg Gives His First Reaction to Apple’s Vision Pro

Meta founder and CEO Mark Zuckerberg hasn’t been shy about addressing the elephant in the room: with Apple Vision Pro, the Cupertino tech giant is officially entering a market that, up until now, Meta has basically owned. In a meeting with Meta employees, Zuckerberg thinks that while Apple Vision Pro “could be the vision of the future of computing […] it’s not the one that I want”

As reported by The Verge, Zuckerberg seems very confident in the company’s XR offerings, and is less impressed with Apple’s design tradeoffs. During a companywide meeting, Zuckerberg said that with Vision Pro, Appe has “no kind of magical solutions” and that they haven’t bypassed “any of the constraints on laws of physics that our teams haven’t already explored and thought of.” He calls that “the good news.”

Largely, Zuckerberg says Apple is making some telling design tradeoffs, as its higher resolution displays, advanced software, and external battery comes alongside a $3,500 price tag—or seven times more than Meta’s upcoming Quest 3 mixed reality standalone.

Photo by Road to VR

But it’s also about ethos. Zuckerberg says the companies’ respective headsets represent a divide in company philosophy, as Apple products are typically developed to appeal to high income consumers. “We innovate to make sure that our products are as accessible and affordable to everyone as possible, and that is a core part of what we do. And we have sold tens of millions of Quests,” he said.

“More importantly, our vision for the metaverse and presence is fundamentally social. It’s about people interacting in new ways and feeling closer in new ways,” Zuckerberg continued. “Our device is also about being active and doing things. By contrast, every demo that they showed was a person sitting on a couch by themself. I mean, that could be the vision of the future of computing, but like, it’s not the one that I want.”

The Meta chief echoed some of these statements on the Lex Fridman podcast where he spoke about his opinions on Apple Vision Pro, noting that Apple’s mixed reality headset offers a “certain level of validation for the category.” Because Vision Pro will cost so much though, Zuckerberg maintains Quest 3 will overall benefit as people inevitably gravitate to towards the cheaper, more consumer-friendly option.

Here’s Zuckerberg’s full statement, sourced from the companywide address:

Apple finally announced their headset, so I want to talk about that for a second. I was really curious to see what they were gonna ship. And obviously I haven’t seen it yet, so I’ll learn more as we get to play with it and see what happens and how people use it.

From what I’ve seen initially, I’d say the good news is that there’s no kind of magical solutions that they have to any of the constraints on laws of physics that our teams haven’t already explored and thought of. They went with a higher resolution display, and between that and all the technology they put in there to power it, it costs seven times more and now requires so much energy that now you need a battery and a wire attached to it to use it. They made that design trade-off and it might make sense for the cases that they’re going for.

But look, I think that their announcement really showcases the difference in the values and the vision that our companies bring to this in a way that I think is really important. We innovate to make sure that our products are as accessible and affordable to everyone as possible, and that is a core part of what we do. And we have sold tens of millions of Quests.

More importantly, our vision for the metaverse and presence is fundamentally social. It’s about people interacting in new ways and feeling closer in new ways. Our device is also about being active and doing things. By contrast, every demo that they showed was a person sitting on a couch by themself. I mean, that could be the vision of the future of computing, but like, it’s not the one that I want. There’s a real philosophical difference in terms of how we’re approaching this. And seeing what they put out there and how they’re going to compete just made me even more excited and in a lot of ways optimistic that what we’re doing matters and is going to succeed. But it’s going to be a fun journey.

Meta to Host Quest Gaming Showcase Just Days Ahead of Rumored Apple Headset Announcement

Meta announced its third annual Quest Gaming Showcase is arriving next month, coming only a few days before Apple’s rumored XR headset announcement at Worldwide Developers Conference (WWDC).

Meta is livestreaming the Quest Gaming Showcase on June 1st, a bit unusual for the company, as it traditionally holds the annual event in late April.

Calling it their “biggest celebration of the depth and breadth of content across the Meta Quest Platform yet,” Meta is slated to share over 40 minutes of content, including a brand-new pre-show covering game updates and debut trailers, starting 15 minutes before the show begins.

Meta says to expect new game announcements, gameplay first-looks, updates to existing games, and more. There’s also set to be a post-show developer roundtable, which will feature conversation around upcoming games.

There could be at least one clue to what’s in store, as we get a brief glimpse at a horned helmet in the showcase’s promo video, which seems very much like Loki’s helmet from Rift exclusive Asgard’s Wrath (2019). Maybe Meta’s Sanzaru Games has slimmed down the Norse-inspired RPG?

Meanwhile, previous reports maintain Apple is finally set to unveil its long rumored mixed reality headset during the company’s WWDC keynote, taking place on Monday, June 5th.

Provided Apple indeed plans to announce its headset at WWDC, Meta could be looking to generate so called ‘strategic noise’ to better manage market reactions, and potentially offset any negative sentiment prior to Apple’s expected announcement—undoubtedly slated to be a pivotal moment for the entire XR industry.

Meta recently released its Q1 2023 earnings report, showing a consistent investment of around $4 billion per quarter into its XR division Reality Labs. With Apple rumored to be unveiling their own XR headset and a host of apps, reportedly set to include everything from fitness to VR/AR gaming, Meta may want to showcase where some of that investment is going.

Who knows? We may even hear more about Meta’s promised Quest 3 at the gaming showcase, which the company has confirmed will “fire up enthusiasts” when its released at some point this year, notably targeting a higher price point than its Quest 2 headset.

To find out, tune into the Quest Gaming Showcase on June 1st at 10AM PT (local time here), livestreamed across the company’s various channels, including TwitchFacebookYouTube, and in Meta Horizon Worlds.

Meta: 150 Titles In The Works With Oculus Publishing

Meta will continue using the Oculus name as part of its third-party VR games publishing program, now officially titled Oculus Publishing, with 150 games in active development.

Announced during GDC 2023, Oculus Publishing provides a new name for Meta’s existing efforts to work with developers on everything from conceptualization and funding to promotion of their projects. According to Meta, the company assisted with funding games like Among Us VR, Bonelab and Blade & Sorcery: Nomad, and Meta claims there’s “another 150 titles in active development today”.

“Over $1.5 billion has been spent on games and apps in the Meta Quest Store, with 40 titles grossing more than $10 million in revenue, and the number of titles making $20 million has doubled year over year,” according to Meta. You can read more in the official blog post.

It’s been nearly 18 months since Meta rebranded itself from Facebook and reduced the Oculus brand it acquired in 2014 to Meta’s Oculus Studios, which saw Oculus Quest 2 renamed Meta Quest 2 mid-lifecycle. At the time, Meta’s then-incoming CTO Andrew “Boz” Bosworth claimed they “want to make it clear that Quest is a Meta product,” offering reassurances that “the original Oculus vision remains deeply embedded in how Meta will continue to drive mass adoption for VR today.”

Meta never completely ditched the Oculus name — evidenced by its first-party development division Oculus Studios — but the new branding suggests the name may live on for quite some time. Following its protracted acquisition of Within (Supernatural), Oculus Studios now has an assortment of developers working on first-party content to bring to future headsets, including Beat Games (Beat Saber) and Armature Studio (Resident Evil 4 VR).

Meta Fixed Quest Automatic App Updates, Significantly Reducing Friction

Meta fixed automatic app updates on Quest.

Quest headsets had an option to update apps automatically in the smartphone app, but it didn’t work reliably. Even if you left your headset charging for hours you might put it on to find the app you wanted to use required a lengthy update. Waiting for an app to download is a terrible experience when you’re stuck in a headset. You could take the headset off, but then you’d have to guess when the update might finish or periodically put it on again to check. This could lead to shortened VR play sessions and turn some people away entirely until the next play session.

While not documented in the official changelog, I can confirm that the version 49 system update fixed this problem, as Meta CTO Andrew Bosworth had hinted. Quest system updates sometimes require your headset to reboot before fully applying and that’s what happened for me. Over the past month of testing when I’ve left my Quest Pro or Quest 2 charging they automatically downloaded app updates. So now VR is ready whenever I am. For Quest Pro owners, the update also means Meta delivers on the promise of its charging pad to keep VR ready anytime.

There are still other sources of friction to getting into a VR session but this one was arguably the most time-consuming and frustrating. With improvements like this and Direct Touch, Meta is smoothing out the experience of owning its headsets ahead of the planned launch of Quest 3 later this year.

Quest v50 Lets You Direct Touch The Interface With Your Fingers

The Meta Quest v50 update adds an experimental feature called Direct Touch.

Interacting with the Quest system interface currently requires pointing and clicking. With controllers, this “click” is done with the trigger or A/X button, while hand tracking requires pinching your index finger to your thumb. But the quality of controller-free hand tracking on Quest is still far from perfect. The jitter and inaccuracy present in anything less than ideal conditions can make pointing and pinching a frustrating experience.

Direct Touch will let you simply reach out and touch the interface, tapping and swiping as you would with a smartphone or tablet. It works with both controllers and hand tracking.

We haven’t yet tried v50, but we’ll be curious to see how this feels given that unlike a real touchscreen there’s no physical surface for your fingers to press against. Further, keeping your hands held up to even a real vertical screen for an extended period is tiring, leading to what’s termed “gorilla arm” syndrome. However, the main use of the Quest system interface is just to quickly change settings or launch apps, so this may not be a problem for most people.

If it’s implemented well Direct Touch should also make entering text while using hand tracking much more practical, as this is currently an incredibly slow and frustrating experience.

Direct Touch is an experimental feature, so once you get v50 you’ll need to enable it in the Experimental tab of the settings.

Meta’s Project Cambria To Be Called Quest Pro, Finding Reveals

Meta’s upcoming high end headset will be called Quest Pro, a code finding reveals.

Project Cambria is the public codename for Meta’s next headset, announced at Connect 2021. It will be sold alongside Quest 2 with a price tag “significantly” higher than $800, aimed at remote workers and mixed reality early adopters. In October Meta confirmed it had already sent development kits out.

Project Cambria doesn’t yet have an official product name, but dataminer Steve Moser recently found the string “Pair Meta Quest Pro right controller” in a new update to the Oculus iPhone app and shared this finding with Bloomberg.

Bloomberg’s article also claims Quest Pro will have “far better graphics processing and power” than Quest 2.

Quest Pro looks to have a more balanced design than Quest 2 with a slimmer visor, achieved through the use of pancake lenses instead of fresnel lenses. It has higher resolution cameras with color and a depth sensor for mixed reality, as well as built-in face and eye tracking to drive avatars in social experiences like Workrooms.

In April, a prominent supply chain analyst claimed Quest Pro will have dual 2160×2160 Mini-LED LCD panels, up from the less than 1832×1920 pixels per eye of Quest 2. Import logs for apparent development kits suggest it will have 12 GB RAM, up from Quest 2’s 6 GB.

 

In a company wide memo sent last week, Chief Product Officer Chris Cox said Meta is “laser-focused on the successful launch of Cambria” this year.

Zuckerberg: Meta Pay Is Part Of A ‘Wallet For The Metaverse’

Meta will introduce a digital wallet for use in the metaverse, as part of its Meta Pay (formerly Facebook Pay) service.

Meta CEO Mark Zuckerberg announced the news in a post shared to his Facebook account. Zuckerberg wrote that the company’s existing service, Facebook Pay, is now Meta Pay — in line with the brand changes taking place across the year. Zuckerberg also indicated that Meta Pay will soon include “a wallet for the metaverse that lets you securely manage your identity, what you own, and how you pay.”

He said that this will let you purchase digital items — “digital clothing, art, videos, music, experiences, virtual events” — with some form of proof of ownership. Zuckerberg said this would be important for using those items across different services: 

Ideally, you should be able to sign into any metaverse experience and everything you’ve bought should be right there. There’s a long way to get there, but this kind of interoperability will deliver much better experiences for people and larger opportunities for creators. 

Zuckerberg’s remarks on long-term “interoperability” are intriguing, and could be referencing functionality that works across a wider range of products from different companies, not just Meta. Just a few days ago, plans were announced for a new metaverse standards forum, with participation from Microsoft, Meta, Adobe, Epic Games, Unity, NVIDIA, and much more. This announcement is the latest is a string of updates from Meta and Zuckerberg over the last few weeks. Earlier this week, Meta announced a digital storefront for avatar clothing, coming soon to VR.The company also gave a peek at new research developments for VR display technology, including retinal resolution and HDR prototype headsets.

Meta’s Metaverse Horizon Worlds Lands on UK Shores

Facebook might have changed its name to Meta as company CEO Mark Zuckerberg continues to push his metaverse vision, but its actual metaverse Horizon Worlds hasn’t been that accessible globally. Previously only available for North American Meta Quest owners, this week finally sees Horizon Worlds coming to UK headsets.

Horizon Worlds

Just as with any of Meta’s bigger software updates Horizon Worlds will gradually roll out to UK Meta Quest owners over the coming week, so if you can’t access it now keep checking back. Initially released in beta in 2021, Meta’s metaverse aims to be a one-stop-shop for all your online social needs, whether that’s just hanging out with friends or playing a game together. As reported in May, Meta is adding more content by integrating apps like Venues, where you can watch concerts or enjoy film shorts from the Tribeca Festival.

As the name indicates, Horizon Worlds is made up of individual worlds for users to explore, or they can make their own. Hence why Meta has been encouraging creators onto the platform to build worlds for new users to venture into. Starting with a $10 million USD fund to help support the initiative, the company then began testing monetization features allowing builders to make money from their creations.

The roll-out of Horizon Worlds to the UK is just the start of a wider expansion to more European countries during the course of the summer. Meta hasn’t said which will be next on the list. The UK launch announcement also includes several platform updates to improve the user experience.

Horizon Worlds

All new Horizon Worlds users go through an onboarding process to teach them about the Safe Zone tools that can block, mute, or report anyone engaging in unwanted behaviour. Adding to that list is Voice Mode, giving you the option to choose how you hear people who aren’t friends. The default setting is as you’d expect, you can hear everyone at the same volume. Or you can select Garbled Voices where strangers’ voices are unintelligible, yet friendly sounds. They’ll see an indicator so they know you’re not ignoring them and if you do want to un-garble their voice simply bring the controller next to your ear.

Voice Mode will be rolling out to Horizon Worlds in the next few weeks.

The Horizon Worlds metaverse is free to download for Quest owners who are 18+. For continued updates keep reading gmw3.

App Lab Roundup: Puzzles, Blocks and Smashing

Each week we will be taking a look at some of the upcoming videogames, demos and unique experiences available through Oculus App Lab for the Meta Quest headsets. Many of these videogames come in varying states of completion, so each title is subject to change.

This week we’re fixing priceless artefacts, playing 3D Tetris and smashing out our anger!

VRPuzzle

There’s a wonderful simplicity to VRPuzzle; as the game starts I find myself in a museum room surrounded by valuable sculptures and earthenware. Tapping the grip button while aiming at a sculpture breaks it down into shattered pieces, across three difficulty levels. Choosing the easiest, I tapped the grip button again and found myself in the centre of the room, pieces of statue around me.

From here, it should seem quite obvious that I needed to put the bust together again. There’s a lovely, very satisfying click as the correct pieces slot together. Manipulating the pieces is smooth and intuitive, they can be passed from hand to hand in order to find the sweet spot.

At the easiest level, VRPuzzle is a ridiculously calming experience. It’s still relaxing at the hard difficulty, but the sheer number of broken pieces can feel a bit overwhelming, as I picked through the tiniest shards to form the sculpted face or waves of hair. I found myself playing for much longer than I intended, picking bowls and urns to puzzle over, feeling satisfied once the sculpt clicks together and fully completes.

Flickblocks

I don’t know why this game is called Flickblocks, there are blocks, but there’s no flicking. Definitely lots of blocks though. They fall from the sky at timed intervals and the idea is to grab them and place them on a grid which floats in front of the player. 

At first, I was unsure I’d have enough space to play because the game requires free movement around the grid, particularly to pick up any pieces which land on the floor, and you’ll need to grab those because if too many pieces fall to the floor, it’ll be game over.

Much like Tetris, once the bottom layer is filled the layer disappears. Because I was using 3D shapes, though there are some familiar shapes from the classic title, it forced me to think in more dimensions, leaving gaps open on higher layers for more blocks. For example, sending a four-block piece on its end means thinking about the three layers above the base. 

At first, Flickblocks feels simple, but it quickly becomes a devious puzzler. Thankfully the gameplay loop just screams out ‘one more turn’, particularly if you, like me, enjoy trying to beat your own high scores.

Smashy Smashy VR

Your mileage may vary with Smashy Smashy VR. For some, it’ll be a few minutes of distraction, for others it might be a much-needed way to unload some stress; because this is literally a destruction simulator. I first chose a corporate office to smash up. I was throwing telephones through windows, picking up potted plants and launching them across the office to shatter TV screens. I found a fire axe and crumpled every desk into splinters. Obviously, I was having a bad day.

I then chose an overly large chess set. Kind of like those toy versions you sometimes see in parks. Except these pieces are made of concrete and I had a huge hammer. Using that hammer I decimated every single chess piece before jumping out of that world and into a supermarket. 

I hate supermarkets so I grabbed a trolley (cart for those across the Atlantic) and brandished it above my head, bringing it down on each display. I pulled boxes out from the bottom of stands, watching everything tumble. I picked up six packs of beer and smashed every window I could see.

It was a satisfying fifteen minutes. It got a bit of rage out, it cracked a few smiles, but then I was done. I don’t really feel a need to pick it back up again, because there’s no tactility and the smashing can only go so far. Totally worth a little time being Smashy Smashy, though.