ReportWire

Tag: meta quest

  • Meta launches Hyperscape, technology to turn real-world spaces into VR | TechCrunch

    Although today’s Meta Connect developer conference was largely about new smart glasses, the social networking company did announce a handful of metaverse updates during Wednesday’s keynote. Of these, one of the largest was the introduction of Hyperscape, first demoed at last year’s event, which allows developers and creators to build more photorealistic spaces in virtual reality.

    The company announced that Hyperscape Capture is now rolling out in Early Access, meaning Quest device owners will be able to scan a room in a few minutes, then turn it into an immersive and photorealistic world that’s like a digital replica of a real-world space.

    The capture process itself only takes a few minutes, but the room’s rendering will actually take a few hours, Meta notes.

    At launch, users won’t be able to invite others into their digital spaces, though that functionality will be supported in time, Meta says, through a private link.

    Image Credits:Meta

    However, the tech has already been used to render some featured Hyperscape worlds, including Gordon Ramsay’s home kitchen in L.A., Chance the Rapper’s House of Kicks, The Octagon at the UFC Apex in Las Vegas, and Happy Kelli’s room filled with her Crocs shoe collection.

    Meta first demoed Hyperscape last year at its Connect conference, showing how it used Gaussian Splatting, cloud rendering, and streaming to make the digital worlds appear on a Meta Quest 3 headset. Now, it’s rolling it out to users 18 years old and up, who have either a Quest 3 or Quest 3S.

    The rollout will be gradual, starting today, so not all users may see it immediately.

    Techcrunch event

    San Francisco
    |
    October 27-29, 2025

    Meta also introduced more metaverse updates at today’s events, including a new lineup of fall VR games, including Marvel’s Deadpool VR, ILM’s Star Wars: Beyond Victory, and Demeo x Dungeons & Dragons:
    Battlemarked, and Reach.

    Its streaming app, Horizon TV, will add support for Disney+, ESPN, and Hulu, while a partnership with Universal Pictures and horror company Blumhouse will offer movies like “M3GAN” and “The Black Phone” with immersive special effects. A 3D clip of “Avatar: Fire and Ash” will also be available for a limited time.

    Sarah Perez

    Source link

  • Meta thinks it’s a good idea for students to wear Quest headsets in class | TechCrunch

    Meta thinks it’s a good idea for students to wear Quest headsets in class | TechCrunch

    Meta continues to field criticism over how it handles younger consumers using its platforms, but the company is also planning new products that will cater to them. On Monday, the company announced that later this year it will be launching a new education product for Quest to position its VR headset as a go-to device for teaching in classrooms.

    The product is yet to be named, but in a blog post describing it, Nick Clegg, the company’s president of global affairs — the ex-politician who has become’s Meta’s executive most likely to be delivering messaging around more controversial and divisive topics — said that it will include a hub for education-specific apps and features, as well as the ability to manage multiple headsets at once without having to update each device individually.

    Business models for hardware and services also have yet to be spelled out. With nothing on the table, the company is framing it as a long-term bet.

    “We accept that it’s going to take a long time, and we’re not going to be making any money on this anytime soon,” Clegg said in an interview with Axios.

    On the plus side, a push into education could mean more diversified content for Quest users, along with a wider ecosystem of developers building for the platform — not the killer app critics say is still missing from VR, but at least more action.

    On more problematic ground, the news is coming on the heels of a few other developments at the company that are less positive. Meta’s instant messaging service WhatsApp has been getting a lot of heat over the fact that it is lowering the minimum age for users to 13 in the UK and EU (it had previously been 16).

    Monday’s announcement arrives on the heels of Meta prompting Quest users to confirm their age so it can provide teens and preteens with appropriate experiences.

    The new initiative will roll out later this year and will only be available to institutions with students 13 years old and up. Meta said it will launch it first in the 20 markets where it already supports Quest for Business, Meta’s workplace-focused $14.99/month subscription. That list includes the U.S. Canada, the United Kingdom and several other English-speaking markets, along with Japan and much of western Europe.

    There are a number of companies already in the market exploring the idea of VR in the classroom, with names like ImmersionVR, ClassVR and ArborVR, not to mention the likes of Microsoft, which has been pushing its HoloLens as an educational tool for a while now.

    It’s not clear how ubiquitous VR use is in schools: one provider, ClassVR, claims that 40,000 classrooms worldwide are using its products.

    But all the same, there remain hurdles to mass market usage. It’s not clear, for example, whether strapping a headset to someone’s face is necessarily a help in a live, educational environment, considering some of the research around young people already getting too much screen time as it is.

    And another big question mark will relate to the cost of buying headsets — Quest 3’s, the latest headsets, start at around $500 apiece for basic models — buying apps and then subsequently supporting all of that infrastructure. Meta said that it has already donated Quest headsets to 15 universities in the U.S., but it’s not clear how far it will go to subsidise growth longer-term. 

     

    Lauren Forristal

    Source link

  • Facebook’s Oculus acquisition turns 10 | TechCrunch

    Facebook’s Oculus acquisition turns 10 | TechCrunch

    Every year, Time Magazine issues a list of the 200 best inventions of the past 12 months. Frankly, I don’t know how the editors do it. The dirty secret of this job is that true, game-changing inventions rarely cross your desk. In fact, you’re extraordinarily lucky if you average one a year.

    Oculus’ Rift prototype felt like just such a device when it first crossed my radar more than a decade ago. More than anything, the system resembled a hastily duct taped ski mask. It was a remarkable presentation, in hindsight – an all too rare glimpse into a plucky entrepreneurial tech spirit. It evokes a flood of romanticized images of Homebrew Computer Club nerds soldering together circuit boards in South Bay garages.

    A decade has now passed since Meta (née Facebook) announced plans to acquire the startup for $2 billion. A decade after the deal was announced, it’s safe to say that the VR headset hasn’t changed the world we live in. But there’s always that little-discussed middle ground between transforming the human condition and just an abject dumpster fire of failure. So, where, as April 2024, does the Facebook/Oculus deal rank?

    “Immersive gaming will be the first, and Oculus already has big plans here that won’t be changing and we hope to accelerate,” Mark Zuckerberg wrote at the time. “After games, we’re going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face — just by putting on goggles in your home.”

    Image Credits: David Fitzgerald/Sportsfile / Getty Images

    Facebook’s founder referred to the Oculus Rift as a “new communication platform,” comparing it to computers, the internet and smartphones before it. He suggested that the “dream of science fiction” was now a reality – one that Facebook had suddenly cornered. It’s hard to overstate how transformative Zuckerberg believed the technology to be. It was, after all, the gateway to the metaverse.

    Should anyone doubt the company’s commitment to the concept, it rebranded itself as “Meta”, killing off the Oculus brand the same afternoon. Surely social media platforms wouldn’t dominate online discourse forever. They would eventually give way to something wholly new. In spite of the $500 billion rebrand, Zuckerberg and co. never did a particularly good job defining the metaverse. They simply insisted that it was an exciting thing that you should be excited about.

    Mark Zuckerberg avatar

    Image Credits: Facebook

    I suspect that – were you to perform a blind poll – the majority of people who are familiar with the term would describe something like Second Life (which has to be on its fifth or sixth life by now). Marc Zuckerberg is probably as guilty as any single person for perpetuating that perception, happily working his hardest to make the company’s Horizon Worlds platform synonymous with conceptions of the metaverse. Remember what a big deal it was when it finally got legs?

    So where are we now? It’s complicated, obviously. From a purely financial standpoint (the only language shareholders speak), things are bleak. Between the end of 2020 and the first quarter of 2024, the company’s metaverse division lost $42 billion. That’s roughly 21x the price it paid for Oculus, not adjusting for inflation. That’s a little over one-fourth a Zuckerberg (not adjusted for inflation – i.e. BJJ-related bulking).

    Why is Meta hemorrhaging that much money? The simple and cynical answer is, because it can. The corporation made $134 billion in revenue and $39.1 billion in net income last year. That’s not to say that having a division that’s $42 billion in the red over four years doesn’t impact its bottom line, of course. But Facebook believes it’s playing the long game here.

    Meta Quest 3 and Apple Vision Pro headsets

    Image Credits: Brian Heater

    It’s widely believed that Meta sells its Quest headsets at a loss. This is despite the fact that the company has easily the best manufacturing scale in the industry. It doesn’t take an MBA to understand that this is a terrible short-term strategy, but Meta believes it’s playing the long game. The end game is getting enough of these devices into people’s hands to reach a critical mass of adoption, word of mouth and developer content. If you can’t do that while turning a profit, well, you gotta spend money to make money, right?

    It continues to be a massive bet. How long the company is willing to play the long game here, however, largely comes down to how much patience Meta’s shareholders have. If Facebook can truly saturate the market and corner content, it will be better positioned to capitalize on mixed reality’s hypothetical exponential growth.

    It’s already had the impact of edging the competition out of the market and generally sucked the air out of the room. As an HTC Vive exec told me back in February at MWC, “I think Meta has adjusted the market perception of what this technology should cost.” Other companies can’t compete on price and content in the customer space, so the savviest of the bunch have moved over to enterprise, where clients have much deeper pockets.

    If you judge the company’s journey in terms of market share, it’s been a wild and unprecedented success. According to IDC, Meta had a 50.2% share as of Q2 2023. Of course, we’re not talking about smartphone figures here. As of early 2023, Meta was estimated to have sold 20 million headsets. At the end of the year, the Quest 2 was still outselling the Quest 3. One part of the Meta thesis has absolutely played out: people are looking for an inexpensive on-ramp to the technology.

    Image Credits: Brian Heater

    When Apple announced the Vision Pro at WWDC 2024, I received a flood of unsolicited comments from VR headset manufacturers all stating they saw the iPhone maker’s headset as validation for the space. You can cynically (and correctly) point out that everyone says some version of that when Apple enters their vertical, and many of them don’t make it out the other side in one piece.

    But I concur that Apple throwing its hat in the ring after decades of failed VR attempts does constitute validation. That’s absolutely the case for Meta. Zuckerberg happily used the opportunity to point out that his headsets were 1. Significantly less expensive and 2. didn’t require an external battery. Meta also had a large head start in terms of VR specific content. He also, naturally, insisted that his product was vastly superior in spite of the signifantly lower price point.

    “It seems like there are a lot of people who just assumed that Vision Pro would be higher quality because it’s Apple and it costs $3,000 more,” he noted in February, “but honestly, I’m pretty surprised that Quest is so much better for the vast majority of things that people use these headsets for, with that price differential.”

    Sorry, Zuck, the Vision Pro is the more impressive piece of technology. Whether it’s $3,000 more impressive is a different conversation. What I can tell you right now is that the pricing gulf puts these products into different categories. Apple is targeting business customers at that price point, while Meta is far more committed to democratizing access by – again – losing money on a per-unit basis.

    It’s still early days for Vision Pro – and, really, mixed reality in general. If it ever does truly become ubiquitous, it will be the result of countless hard-fought battles. As we mark a decade since the Oculus acquisition, I find myself returning to the above Zuckerberg comment, “Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face — just by putting on goggles in your home.”

    Re-reading this from the vantage point of 2024, it strikes me that he was right about the content, but not necessarily the delivery mechanism. The past four years have dramatically impacted how we interact with each other, the world and day-to-day activities. The pandemic destigmatized so many virtual activities. But for the time being, no headsets are required.

    Brian Heater

    Source link