239 points by par 4 days ago | 264 comments | View on ycombinator
xd1936 4 days ago |
atrus 4 days ago |
Meta, to the detriment of the market, tried too early in the VR lifecycle to own the market. They basically tried to become the iPhone and Apple in the year 1990.
Tell me, do you believe any singular company in the year 1990, with 100B to burn, would be able to create the iPhone, in any of its varations? Absolutely not, there too much research, too much to invent, too much to program and not nearly enough talent and money for one company to manage.
tyleo 4 days ago |
They feel a bit directionless to me. They are still making money but even their AI attempt feels half hearted. I think they are really trying but I’m not sure they can build the engineering muscle to move in new areas with the brand damage they’ve sustained.
neosat 4 days ago |
If your (well paid) job is to write and communicate clearly, and for a major announcement you come up with this...not much left to say.
cheriot 4 days ago |
Context: https://techcrunch.com/2026/03/14/meta-reportedly-considerin...
minihat 4 days ago |
They had lightning in a bottle and somehow lost it. Honestly it might have been hiring Carmack that sent them down this path. Moving away from PCVR expanded the market, but it also killed the magic. Now the quest store is a wasteland of what look like low budget mobile apps.
paxys 4 days ago |
darth_avocado 4 days ago |
yhvr 4 days ago |
sergiotapia 4 days ago |
rhcom2 4 days ago |
daverol 4 days ago |
bhouston 4 days ago |
I believe there is no expectation of a Meta Quest 4 right?
zipping1549 4 days ago |
malwrar 3 days ago |
jrflowers 4 days ago |
gizzlon 4 days ago |
Probably more accurate? :
"Earlier this year, we admitted we have no idea what to do with VR or Horizon. We’re splitting them up because they’re both failing in different ways, and we’re turning Horizon Worlds into just another shitty mobile app. This mess is going to break everything, including the app on your phone. To "streamline" things—which is code for cutting costs—here is everything we’re taking away from you through 2026.
• Meta Horizon Worlds:
By March 31, 2026, we’re pulling Horizon Worlds and Events from the Quest Store. We’re also killing off Horizon Central, Events Arena, Kaiju, and Bobber Bay in VR. You can play your other favorite VR worlds until June 15, 2026, but after that, we’re deleting the app from Quest entirely. If you still want to use it, you’ll have to stare at a tiny phone screen like everyone else.
• Meta Horizon Hyperscape Capture (Beta):
By March 24, 2026, you can’t watch Hyperscape captures in Horizon Worlds anymore. They’re stuck in some beta app in your library that nobody uses. You can still record stuff, but you’ll be doing it alone because we’re killing the social features.
• Meta Horizon Plus (MH+) Perks:
By March 31, 2026, we’re stripping the Horizon-specific crap—like Meta Credits and digital clothes—out of your subscription. We’re charging you the same price for less stuff, but hey, you still get the monthly games.
We’re still spending money trying to make the Quest suck less—we added a keyboard and let you move windows around, and we’re forcing a new interface on you whether you want it or not."
givemeethekeys 4 days ago |
XCSme 4 days ago |
I don't understand what Horizon Worlds is or the other thing mentioned.
drivebyhooting 4 days ago |
i1856511 4 days ago |
BigTTYGothGF 3 days ago |
t-writescode 4 days ago |
It was a losing play that didn’t know what market it was actually entering.
dramm 3 days ago |
d--b 4 days ago |
At least they had a purpose, a vision.
Now Zuckerberg is going to be all sour about it and even more cynical about everything.
They’re going to go back to what they know how to do: optimize for attention and sell personal data.
thoman23 4 days ago |
gmerc 3 days ago |
FartyMcFarter 4 days ago |
umeridrisi 4 days ago |
steve1977 4 days ago |
undefined 4 days ago |
undefined 3 days ago |
jesse_dot_id 4 days ago |
What I do use VR for is Bigscreen VR nearly every night to watch stuff with my friends. Scrolling through reels in a movie theater is pretty fun and even though I never do it solo on my phone, I will sit there for like 3-4 hours in VR enjoying communal brain rot.
Perhaps they should focus on things like that instead of gimmicks that nobody cares about. For example, I have never once played a game in VR that didn't force me to sit or stand in a specific position, meaning to play it, I have to go out of my way to do so.
bhouston 4 days ago |
jeffbee 4 days ago |
seydor 4 days ago |
bentt 4 days ago |
undefined 4 days ago |
etchalon 4 days ago |
undefined 4 days ago |
XCSme 4 days ago |
DeepYogurt 4 days ago |
9864247888754 4 days ago |
They were never able to define this vacuous concept or any value proposition.
jryio 4 days ago |
What a shame. Hopefully capitalism and AI research does not produce equally bad products and ideas.
tren_hard 4 days ago |
amazingamazing 4 days ago |
undefined 4 days ago |
maieuticagent 4 days ago |
senderista 4 days ago |
beloch 4 days ago |
3D film was big in the 1950's, but fell out of fashion as colour film processes became cheaper and more ubiquitous. The 3D technology of the day couldn't handle colour film, and colour was a bigger leap forward in immersion than 3D. The 3D surge that happened a couple decades ago was in full-colour, but still subsided. Home video was on the rise, and the expense of 3D in the home was probably to blame, as well as half-baked solutions. I owned a 3D capable projector for a while, but it had to be run at a reduced refresh rate and took a big brightness hit in 3D mode. I watched 3D movies only a couple of times, and stuck to good old 2D after that. I no longer own a 3D capable display.
There was a big content problem with 3D movies. Some movies attempted to WOW you with 3D gimmicks. Scott Cameron's "Ghosts of the Abyss" was guilty of this. It was a mostly 2D documentary that occasionally rammed a robot arm in your face or had a collage of images popping out of the wall for no particular reason. The result was that you were more frequently distracted from the experience by 3D gimmicks than further immersed in it. Other films took the approach of making both 2D and 3D versions available, but this made 3D non-essential to the experience. 3D just didn't add much. I often found myself preferring the 2D version because so many cinemas have brightness problems with 3D projection.
VR was big in the 90's, mainly in VR Cafes. The technology was cool as hell in concept, but the reality was underwhelming. Computers of the day just weren't fast enough, and the results were literally nauseating. VR fell out of fashion, the cafes went out of business, and that was mostly it for VR until a few years ago. The current surge has much better hardware and far more compelling experiences. Valve's Alyx is just plain brilliant! Unfortunately, it's still nauseating for some and a truly civilized VR experience seems just beyond the capabilities of all but the most ridiculously expensive hardware at present. As a result, adoption is poor and the current wave of VR is petering out, like 3D did a decade or so ago. There aren't many VR headsets out there, so there isn't a lot of compelling software, so there isn't a lot of reason for more people to buy expensive headsets, and so on.
For my money, the problem is that VR and 3D aren't as big a leap forward as they need to be in order to justify by their current expense and downsides. People can use their imagination to immerse themselves through a 2D window really effectively. VR probably isn't going to catch on until it's cheap and trouble-free. Eventually, it'll be better/cheaper at delivering a big 2D window than a physical 2D screen can, but it's probably not going to succeed until then.
dmorrison1 4 days ago |
damnitbuilds 3 days ago |
seabre3z3e 4 days ago |
GenericDev 4 days ago |
hamo_vv93 4 days ago |
phoenix027745 3 days ago |
ralusek 4 days ago |