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Meta Reports First Quarter 2024 Results

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101–110 of 171 posts

Re: Meta Reports First Quarter 2024 Results

#101

Earlier quoted context omitted.

Well, there's still no killer app. The productivity use case is a gimmick. Apple vision pro is also not selling well. The big promise is entertainment but it's not there yet.

Half Life Alyx was an amazing VR game. It was the only amazing VR game. Everything else has been OK.

I don't know - the Star Wars game on Quest was amazing from an immersion point of view.

And beat saber is a surprisingly fun way to do some cardio.

Re: Meta Reports First Quarter 2024 Results

#102
post #73

Earlier quoted context omitted.

Surprised to see so many people negative on meta in this thread. I've used VR at conventions and buddies houses but I've been holding off on picking up a headset for a couple of revisions until they are in their sweet spot of development. Where most of the kinks are worked out, there's a good library of Apps and games, and doesn't require enthusist level commitment which I don't have the time or patience for anymore.…

Im not surprised about the negative comments. I’d be more surprised if the negative commenters have even tried VR. VR and AR are just such a huge paradigm shift that according to the data, only tweens and children “just get it” as a demographic group without a lot of coaxing and explaining. I would say that it’s their generation’s NES. Being an adult VR enthusiast feels like being part of something like the homebrew…

I've tried VR, have a bunch of friends with headsets (and a team headset for work, since I work adjacent to AR/VR) and find it mildly interesting when I do try it but not interesting enough to buy a headset with my own money. My kids have both been offered turns but declined.

I honestly don't see the trend that you've been describing among my kids or their older peers. Honestly, NES is this generation's NES; I was shocked that "Marios & Bowsers" is now a playground game (it's basically sharks & minnows), and my kid will spend hours playing MarioKart if given a chance. My kid is an avid gamer but his favorites are all the Tower-defense games you get on Google Play, as well as classics like Tetris or Candy Crush and racing games like MarioKart.

I think there's also a trend - particularly among affluent families - of going back to basics and going outside for face-to-face entertainment more. IMHO the 2010s were the high water mark for gaming, and that if anything the trend today has been to detach from devices and have more actual experiences.

Re: Meta Reports First Quarter 2024 Results

#103

Earlier quoted context omitted.

Im not surprised about the negative comments. I’d be more surprised if the negative commenters have even tried VR. VR and AR are just such a huge paradigm shift that according to the data, only tweens and children “just get it” as a demographic group without a lot of coaxing and explaining. I would say that it’s their generation’s NES. Being an adult VR enthusiast feels like being part of something like the homebrew…

I've tried VR, have a bunch of friends with headsets (and a team headset for work, since I work adjacent to AR/VR) and find it mildly interesting when I do try it but not interesting enough to buy a headset with my own money. My kids have both been offered turns but declined. I honestly don't see the trend that you've been describing among my kids or their older peers. Honestly, NES is this generation's NES; I was sh…

Yeah, and the friends whose houses I've been over to so I could try their VR setups — stopped using their headsets soon after getting them.

Re: Meta Reports First Quarter 2024 Results

#104
post #4

Oof, another $4 billion in the hole for Reality Labs. I really want VR to succeed but seeing the biggest player by far still struggling to find any path to profitability (or even breaking even) after iterating on it for a decade makes it hard to be optimistic.

The fact that they spend more than everyone else does in the space combined just blows my mind. Their Horizon worlds is literally just a worst VR chat which was developed for And that $4 billion is just per quarter. I honestly would love to see a full breakdown. Nintendo's entire revenue is 12 billion, which is less than Meta VR spends alone, and that includes everything Nintendo does, including developing games. How…

It's the hardware, man. The software practically doesn't matter until they figure out the hardware. If they went all in on adding all the necessary features to Worlds right now, they'd end up having to change things later on to accommodate whatever form the hardware ends up taking.

There are some crucial avenues of research Meta is working on. Varifocal, form factor, face / body tracking, resolution - once these things are nailed, and I'm pretty sure it'll be in the next 10 years, then suddenly we're gonna WANT to be in Horizon Worlds. But it can't happen without massive R&D on the hardware side.

Re: Meta Reports First Quarter 2024 Results

#105
post #4

Oof, another $4 billion in the hole for Reality Labs. I really want VR to succeed but seeing the biggest player by far still struggling to find any path to profitability (or even breaking even) after iterating on it for a decade makes it hard to be optimistic.

Maybe when they hit a $Trillion and VR still fails we can finally put a nail in this coffin.

Re: Meta Reports First Quarter 2024 Results

#106
post #86

Earlier quoted context omitted.

They must have a very creative definition of "active user" because Zuckerberg gets 15-20k likes on his posts while I can scroll down X and find several posts a few hours old from random gimmick accounts with many times more. Taking that at face value to call Threads "the leader in its category" is comical.

Instagram shows posts from Threads in the feed. I accidentally click on these all the time.

That explains it, I'm not in that ecosystem but suspected it was something similar.

Re: Meta Reports First Quarter 2024 Results

#107
post #73

Earlier quoted context omitted.

Surprised to see so many people negative on meta in this thread. I've used VR at conventions and buddies houses but I've been holding off on picking up a headset for a couple of revisions until they are in their sweet spot of development. Where most of the kinks are worked out, there's a good library of Apps and games, and doesn't require enthusist level commitment which I don't have the time or patience for anymore.…

Anecdotally, the pattern many of us have seen keep happening over the last 5+ years is that enthusiasm and novelty is very very high when first discovering these modern lightweight headsets but then usage just falls off a cliff after a while. You're in the first phase. Maybe the second phase won't arrive for you. They're extremely exciting, but seem to get a little same-y or something. Only insiders really know, but…

It's nice to know you're in the good old days before you've left them. :-)

I can definitely see the novelty wearing off given enough time, same as anything. Plus to your point you can clearly see apps follow one of a few formulas.

Re: Meta Reports First Quarter 2024 Results

#108
post #85

Earlier quoted context omitted.

Im not surprised about the negative comments. I’d be more surprised if the negative commenters have even tried VR. VR and AR are just such a huge paradigm shift that according to the data, only tweens and children “just get it” as a demographic group without a lot of coaxing and explaining. I would say that it’s their generation’s NES. Being an adult VR enthusiast feels like being part of something like the homebrew…

Tweens and children are the only ones with supple inner ear linings. As a 40-yo VR enthusiast, I can't play anything that requires elective X/Y movement (first person shooter) without getting sick. The "teleport" mechanic is really clunky. My kids can play anything and never get sick. My parents can't even do a driving sim without getting dizzy in a couple of minutes.

Not 40 yet but neither me and friends have experienced that.

Re: Meta Reports First Quarter 2024 Results

#109
post #7

Earlier quoted context omitted.

I’m not sure it’s a good business strategy, but I am glad to see ad money fueling more interesting tech than more profitable ads.

The days of interesting tech have been gone for a couple of decades now. Every technology is now being quickly enshitified. It's ALL about selling you crap. The nerd Internet was the best, but it's never coming back. The bandwidth gave us streaming - okay, I'll give you that, but we had that before. It's more of an infrastructure thing than "interesting" tech.

I think "interesting" becomes a psychological term. Things were interesting because they made our brains react in strange ways. All relative to what we knew or dreamed about. I find the ultrafast paced technology ear incompatible with human life. You don't get to wish, dream and go deep into something on your own, with a proper crowd size. Now it's 7b of people all locked in this dopamine ride of neverending updates, all that on top of drama, social rules..

Re: Meta Reports First Quarter 2024 Results

#110
I found this from the Business Insider article:

> Facebook daily active users estimate: 2.11 billion

> Facebook monthly active users estimate: 3.08 billion

> Average Family service users per day estimate: 3.16 billion

> Average Family service users per month estimate: 3.97 billion

If I'm parsing this correctly, they have around 3.16 billion DAU across all services. That's an insane number of people.

Which really makes me wonder why their social media platforms suck so much. I recently re-opened Facebook and it was a desert wasteland with a handful of people I knew years ago sharing memes. Instagram has a few more users than Facebook, but aside from catching the occasional story update from a couple people, I mostly use it to follow artist accounts. And nobody that I know is participating on Threads at all.

It seems really difficult to find anything interesting on their platforms. On Facebook I looked up groups for some of my interests, and they're either completely dead or being kept alive by occasional posts of creators sharing their latest releases.

So what are these 3 billion people even doing on Meta's platforms?

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