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Meta Accounts: A New Login for VR

oculus.com

221–230 of 231 posts

Re: Meta Accounts: A New Login for VR

#221

This misstep cost them a heck of a lot of goodwill in their community.

We had to cancel an entire program we'd built around Oculus for VR content creation, and I filed an FTC complaint after the Facebook account requirement.

After recent news I decided to give them another chance with a Quest 2, and because my Oculus dev account and the FB profile I closed in 2006 that I tried to merge it with didn't have matching info, I've been locked out. I'm hanging tight until this Meta thing goes into effect to switch, but if it's a hassle, I'll gladly spend up to $800 on a Deckard not to deal with Meta again.

Re: Meta Accounts: A New Login for VR

#222
This is really a big move from Meta, and very right one.

Consider how many countries can't directly use Facebook, they had to use a VPN to first login Facebook, then the headsets, its ridiculous. Many novice users have even no idea what is a VPN, so they have to put away the headsets just bought from the online.

I heard many stories of this, now finally changed.

Good job Meta!

Re: Meta Accounts: A New Login for VR

#223

Earlier quoted context omitted.

From the company that brought us "shadow" profiles, this is fucking risible. "Instead of a Facebook account, you can have a... uh... Fasebook account. Totally different, we swear!"

Yep, they lost me at buying Oculus. Meta has no scruples. They'll try to track everything I do. I will not give them any more of my information if I can help it. Is there a VR headset out there with inside-out tracking that isn't made by a scummy advertising company?

HP Reverb G2. Also happens to be the highest resolution headset I think

Re: Meta Accounts: A New Login for VR

#224
post #5

> Today we’re introducing Meta accounts: a new way for people to log into their VR headsets that doesn’t require a Facebook account. Great. where can I not signup.

Wonder if there is a way to jailbreak their headsets and install SteamOS instead.

Re: Meta Accounts: A New Login for VR

#225

Earlier quoted context omitted.

There was no need for instant messaging and yet people don't use mail exclusively. VR will work for the next generation when children grow up on VR playgrounds because parents can pretend that they don't watch tv all day. You don't need a phone anymore. An LTE watch and a VR headset are enough for your online activities because the majority of time is spent in VR. If you have to decide between a cheap phone and a che…

I already limit screen time for my kids at max 1h a day. You can image how can I feel as parent, seeing my kids spending hours in the freaking metaverse with screens and headphones pretty much embedded in their face. Not gonna happen.

Good for you and your children. When it comes to VR set market penetration, do you think your family represents the majority or are you an outlier?

Re: Meta Accounts: A New Login for VR

#226

Earlier quoted context omitted.

Cartoons don't look real and yet they are a useful medium. VR doesn't have to be real. VR just has to be better than regular phones. >People can't spend the majority of their time in VR if they're not at home. Why would people leave home? With VR, there is no need for transport or additional real estate. The market will make sure that the average person won't be able to afford leaving their home.

> Why would people leave home? With VR, there is no need for transport or additional real estate. The market will make sure that the average person won't be able to afford leaving their home. Poor people tend to handle last mile in person service jobs. That's not going anywhere. > Cartoons don't look real and yet they are a useful medium. VR doesn't have to be real. VR just has to be better than regular phones. Meta…

>Poor people tend to handle last mile in person service jobs. That's not going anywhere.

Right. But what are they going to do when they return from work?

>Meta is selling it as something that feels real. They're not selling it as better phones.

Right now, they target early adopters. That doesn't say much about how VR will be used. Compared to mobile phones, this is the time when people had phones in their car to show off. There is no network effect yet where you have to be in VR because your friends are in VR. The VR iphone hasn't been invented yet.

However, the network effect will come soon. Whoever owns the VR space first has a huge moat. Nobody wants to be Google or MS trying to close the gap to Apple. Thus all the big players will very very aggressively push their hardware into the market once it has all the features for mass adoption.

>And you're claiming its going to comprise 100% of people's lives such that they never go outside anymore. Nonsense.

Then I made my point too strong. Some people will go outside, especially those who have access to nice 'outsides'. But if you don't have a garden, and you live in an area without a park, and you don't have money to spend time in a bar, what are you going to do if you have access to technology that gives you the illusion of a garden, a park and money to spend on luxury items?

Urban density will increase because that's what drives innovation. But that will make living condition for the masses worse. The way out is VR.

Re: Meta Accounts: A New Login for VR

#228
post #185
post #91

Earlier quoted context omitted.

I'm still disappointed that Facebook bought Oculus. I was a big Oculus Rift user, but I switched to a Valve Index when Facebook got involved. I don't want Facebook monetizing my data and my gaming life. It sucks because the Valve software just isn't anywhere close to being as good. And they haven't shown any meaningful signs of improvement in the last two years. I don't think they are ever going to get it like Oculus…

> I don't want Facebook monetizing my data and my gaming life. Do you use the Steam store? It's related "recommendation" queue? Is that not an example of Valve monetizing your data/gaming habits?

To my knowledge Steam/Valve is in the business of selling games, not monetizing my personal info by selling it to third parties.

Re: Meta Accounts: A New Login for VR

#229

I am super bearish on Meta: - why would anyone trust Meta/FB on anything they say or trust them with your data - FB became popular because it was easy to use, it was just about uploading and commenting on photos. I don't see any of my family members buying a VR device and connect in metaverse ... there is no way .. - I don't think people will ever use VR devices for the sole purpose of having meeting, video works jus…

- why would anyone trust Meta/FB on anything they say or trust them with your data Because people don't care about what is done with their data, because it doesn't affect them. This is why FB is still the most used social media site in the world despite all the negativity. People just want a good product and that's what FB gives. That why Instagram and WhatsApp are also extremely popular despite being owned by FB. Pe…

People don’t care because they don’t understand all the implications of them being tracked. And that’s why I think it’s important that Apple is looking out for the average joe making sure their privacy is protected. Regulation is catching up, slowly but it’s finally taking a stand against companies tracking users and selling their data.

In 10 years from now people will be more privacy aware. See how much impact has had the “ask app not to track”. Things will only get worse for companies like FB.

Unless they find a better way to monetize their users, things will only get worse for companies like FB/Meta.

No metaverse will save them.

Re: Meta Accounts: A New Login for VR

#230

Earlier quoted context omitted.

The problem is that VR sucks and there's no way around that with the current trajectory of tech. Take this cringey "demo" from meta: https://www.youtube.com/watch?v=SAL2JZxpoGY It's not possible. It's just not possible with the tech we have or will have any time soon. Start with 35 seconds in. Person on the right is floating legs out. This is impossible. It's possible to render that, but it's impossible to feel like…

I agree with you and your argument. My one counter point is from playing Ocarina of Time on my N64: when Link jumps off a high object, my body and brain also experience the sensation of “falling” or the “sensation of expecting the full force of gravity in air”. It’s weird to describe in words but maybe it translates. Im curious to what objects/entities our minds can ascribe a “physical self” to, particularly in VR sp…

Jumping off things in VR is very unpleasant. You expect to feel things physically but do not. It's one of the more nauseating things to try and do. The worst part is the landing of course. You have an intuitive understanding of how landing works in real life. But video game characters tend to just stop on straight legs, especially in VR.

The landing animations you might see in some games don't work in VR. It's very awkward.

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