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Tag: Oculus

  • Palmer Luckey’s Defense Startup, Anduril, Raises $1.5 Billion to Produce AI-Powered Weapons

    Palmer Luckey’s Defense Startup, Anduril, Raises $1.5 Billion to Produce AI-Powered Weapons

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    Palmer Luckey has come a long way from hacking together virtual reality headsets in a garage. Today, the Oculus VR founder’s defense tech startup, Anduril, announced that it has raised $1.5 billion in addition to developing a new manufacturing platform to produce “tens of thousands of autonomous weapons” a year.

    The funding round, led by Founders Fund and Sands Capital, could help the seven-year-old Anduril transition from a flashy defense industry upstart to a more serious US defense contractor.

    It also reflects a shift in military thinking, as policymakers adapt to the prospect of battlefields ruled not only by tanks and fighter jets, but also by drones and artificial intelligence, and they search for ways to ramp up America’s capacity to produce military hardware to match that of a prospective adversary such as China.

    In addition, Anduril is betting that it can parlay a lean and efficient tech industry approach to manufacturing into a new way of producing weapons systems at scale. The company says it has developed an AI-powered manufacturing platform, called Arsenal, to speed up the production of its growing armory of drones and other hardware.

    Greg Allen, an expert at the Center for Strategic and International Studies, says the Pentagon is getting more serious about working with nontraditional defense contractors and investing in small, cheap, autonomous systems. “The stars are aligning in terms of the [Department of Defense] changing its approach, new companies coming with a different approach, and the venture capital community finally willing to put big money at risk to make things change,” he says.

    Anduril says that Arsenal will follow the kind of approach used in high-tech manufacturing by companies like Apple and Tesla. This means designing products with manufacturing in mind and using software to monitor and optimize manufacturing operations. The company says it will also rely on a supply chain that is more resilient because it will source components primarily from the US or allied nations.

    The company says it will spend several hundred million dollars to build the first factory of this kind, the sleek Arsenal-1, at an undisclosed location. Anduril has already ramped up its manufacturing capabilities in recent years, with a factory in Mississippi for building solid rocket motors and another in Rhode Island for producing drones.

    Rendering of Anduril’s planned Arsenal-1 factory.Anduril

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    Will Knight

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  • Meta shutters its first-party VR game studio Ready at Dawn

    Meta shutters its first-party VR game studio Ready at Dawn

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    Ready at Dawn Studios, the game studio behind the Echo virtual reality series for the Meta Quest, has been shut down by its parent owner, Meta, effective immediately.

    Android Central reported Meta’s decision to close Ready at Dawn Studios almost a year and a half after purchasing the game studio. The news comes on the heels of a mid-July report that Meta plans to cut its Reality Labs division’s budget by 20 percent by 2026 when it is reportedly scheduled to release the Meta Quest 4 and Quest 4s, its next VR headsets.

    Ready at Dawn’s reach in the gaming industry goes all the way back to the days of Sony’s PlayStation Portable (PSP). The studio released its first game in 2006 with Daxter, a PSP spinoff of the popular Jak and Daxter series. Ready at Dawn also released three titles in Sony’s God of War series for the PSP including Chains of Olympus, Ghost of Sparta and the Olympus Collection that bundled its two earlier titles. The studio made the jump to consoles starting with the PlayStation 4 in 2015 with The Order: 1886. The Victorian-era third-person action adventure became one of the year’s most anticipated titles for its boundary pushing graphics. Following a wave of mixed reviews, Ready at Dawn took a stab at a multiplayer title with a cheerier disposition in 2017 called De-Formers for the PS4, Xbox One and PC. Engadget senior editor Jessica Conditt described the colorful character combat competition as “cannibalism combat in a 3-D cartoon.”

    The rise of and ease of access to virtual reality prompted the studio to pivot again in 2018 to the new immersive game medium. The studio released the first two VR titles in its Echo game series including the free-to-play Oculus Rift and Quest virtual sport Echo Arena and the interactive, gravity-free sci-fi adventure Lone Echo. Both found a fanbase on the all-in-one VR headset leading to sequels including the free-floating arena shooter Echo Combat in 2018 and Lone Echo II in 2021.

    Oculus bought the studio in 2023 and allowed it to continue operations in its California and Oregon offices. The same year, Meta shut down its free Echo VR game due to dwindling player numbers.

    Meta has slashed more than 20,000 jobs since 2023, a period that CEO Mark Zuckerberg has characterized as a “year of efficiency.”

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    Danny Gallagher

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  • Facebook’s Oculus acquisition turns 10 | TechCrunch

    Facebook’s Oculus acquisition turns 10 | TechCrunch

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    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.

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    Brian Heater

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  • Disney eliminates metaverse division in cost-cutting purge: report

    Disney eliminates metaverse division in cost-cutting purge: report

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    The metaverse is among the first victims of Walt Disney Co.’s cost-cutting purge.

    The Magic Kingdom is shutting down its next-generation storytelling and consumer-experiences unit, the small division that was developing metaverse strategies, as part of a plan to slash 7,000 jobs, according to a Wall Street Journal report on Tuesday.

    Disney…

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  • John Carmack Quits Meta, Says ‘This Is The End Of My Decade In VR’

    John Carmack Quits Meta, Says ‘This Is The End Of My Decade In VR’

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    Image for article titled John Carmack Quits Meta, Says 'This Is The End Of My Decade In VR'

    Photo: Bloomberg (Getty Images)

    John Carmack, legendary game designer, rocket guy and VR enthusiast, has announced that he is leaving both Meta/Facebook and the virtual reality business itself, after a decade as one of its most prominent champions.

    Carmack’s position was as an executive consultant. He initially sent his farewell message to colleagues in an internal memo, but when that was leaked in part to the media, he decided to post the whole thing—including some clarifications—on his Facebook page instead.

    Here it is in full:

    This is the end of my decade in VR.

    I have mixed feelings.

    Quest 2 is almost exactly what I wanted to see from the beginning – mobile hardware, inside out tracking, optional PC streaming, 4k (ish) screen, cost effective. Despite all the complaints I have about our software, millions of people are still getting value out of it. We have a good product. It is successful, and successful products make the world a better place. It all could have happened a bit faster and been going better if different decisions had been made, but we built something pretty close to The Right Thing.

    The issue is our efficiency.

    Some will ask why I care how the progress is happening, as long as it is happening?

    If I am trying to sway others, I would say that an org that has only known inefficiency is ill prepared for the inevitable competition and/or belt tightening, but really, it is the more personal pain of seeing a 5% GPU utilization number in production. I am offended by it.

    [edit: I was being overly poetic here, as several people have missed the intention. As a systems optimization person, I care deeply about efficiency. When you work hard at optimization for most of your life, seeing something that is grossly inefficient hurts your soul. I was likening observing our organization’s performance to seeing a tragically low number on a profiling tool.]

    We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort. There is no way to sugar coat this; I think our organization is operating at half the effectiveness that would make me happy. Some may scoff and contend we are doing just fine, but others will laugh and say “Half? Ha! I’m at quarter efficiency!”

    It has been a struggle for me. I have a voice at the highest levels here, so it feels like I should be able to move things, but I’m evidently not persuasive enough. A good fraction of the things I complain about eventually turn my way after a year or two passes and evidence piles up, but I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it. I think my influence at the margins has been positive, but it has never been a prime mover.

    This was admittedly self-inflicted – I could have moved to Menlo Park after the Oculus acquisition and tried to wage battles with generations of leadership, but I was busy programming, and I assumed I would hate it, be bad at it, and probably lose anyway.

    Enough complaining. I wearied of the fight and have my own startup to run, but the fight is still winnable! VR can bring value to most of the people in the world, and no company is better positioned to do it than Meta. Maybe it actually is possible to get there by just plowing ahead with current practices, but there is plenty of room for improvement.

    Make better decisions and fill your products with “Give a Damn”!

    As his clarification states, while his comments may seem damning, they’re not necessarily related to any individual people he worked with, or decisions made above him. They’re more about his clear passion for the idea of optimisation itself, a structural and systemic issue that, at a company as big as Meta, might have been maddening for a guy used to writing code and firing rockets into space.

    This would normally be the part of a story where I would drop some conjecture, maybe how such a high-profile departure might spell trouble for Meta’s efforts in the space, but lol, I think Meta are doing a good enough job of shouting that from the rooftops themselves.

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    Luke Plunkett

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