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Meta Horizon OS

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Re: Meta Horizon OS

#381

Earlier quoted context omitted.

> So there’s no kind of existential danger to Quest here, but it remains to be seen if the hardware licensees can bring anything relevant to the table either. Why would I, as a potential hardware maker, wish to compete in a market where the existing main producer is a mega wealthy entity that is already dumping product below cost and is capable of doing so indefinitely?

The low end of the market is taken - but (from an outsider perspective) the high end appears free. The people who want to buy a Honda aren't the same people who want to buy an Acura, even though it's (essentially) the same parts. Let's say that, tomorrow, Gucci or Dolce and Gabanna (or however you spell that) want to make a VR headset (why? who knows?). They don't have the tech acumen to compete with Facebook on expe…

It feels less like low vs. high-end and more like specialized vs. general hardware.

For example, if you're selling VR headsets for the purposes of industrial training, you may not want the consumer-grade hardware Meta is selling. You may need weather-sealing to allow outdoor operation. You may need vastly higher-resolution screens for industrial applications. The list of specializations goes on.

The specialized businesses tend to have wider moats and bigger margins. The TAM is smaller - too small for a mega-cap company like Meta to care about, but nonetheless can contribute to the health of the ecosystem.

This play gives influence over these niche, specialized uses of AR/VR without having to commit the entire company to it.

For example think of a medical instruments company that trains on VR headsets. Their choices right now are to use consumer-grade hardware which may not hit all of their needs, or become a full-on AR/VR company with all the requisite R&D that involves.

This allows these companies to exist in the middle ground - having the core R&D being done by another party, but having sufficient control to ship specialized hardware.

Re: Meta Horizon OS

#386

Earlier quoted context omitted.

I understand, but it seems trivial to add HDMI input here. Technically you can just remote desktop into a computer from your VR headset, but that won't work in every scenario.

You don't want it. It's disorienting and uncomfortable. XREAL as well as some drone FPV goggles support non-/partially-head-tracked HDMI input, albeit with much smaller FOV for comfort reasons.

There are quite a few options for non-head-tracked wearable display type headsets. Those generally get pitched as "portable cinema" though, e.g.:

https://goovis.net/products/g3max

(This particular one uses USB-C for video input, but they also sell an HDMI adapter for it.)

Of course, in practice it's just a display and can be used for any purpose. I do appreciate the fact that you don't have to mess around with all the usual VR setup chores with these - it's really very plug and play.

Re: Meta Horizon OS

#388
post #185

Earlier quoted context omitted.

Before the iPhone we had palm pilots, blackberries, etc. I prefer to think of it as consumer VR simply hasn't had its iPhone moment yet

It’s crazy because if you try the Quest it’s quite insane how good it is already. If I were to guess what could give it an iPhone moment: - lighter/more comfortable - faster to get started when you put the headset on - more social experiences and event organized in VR - shorter time from headset on to hanging out with your friends in VR A number of years ago I convinced a bunch of my friends to buy the Quest after be…

The Quest is insanely good, for a single person in isolation, once it's up and running. But there's a ton of friction that shouldn't exist before that happens, and Meta hasn't nailed most of the UX here yet. For example:

- App sharing / libraries doesn't work properly yet. (The owner has to secretly log in to each individual app themselves, before anyone else can use it on the device. There is no documentation informing anyone of this requirement)

- Add/ons or DLC also don't work properly yet. (You have to 're-unlock' each individual DLC, for it to share to anyone else on device in something like Beat Saber, for example)

- Child permissions don't work properly yet. (The notification does work, but a parent is not allowed to approve an app from that notification, the child has to entirely shut down and restart the whole device, before an approval takes effect)

- Screen sharing doesn't work, at all. (If you have a child, you just can't ever mirror their view onto a TV or Tablet -- full stop, no exceptions. Which also means, there's no way to help a child who is wearing a headset -- ever). Note that "taking the headset off" triggers a state reset, so a child can't hand the headset over to their parent for help, since the face sensor will kill state the second a face is removed.

- Windowing UI doesn't really work yet. (You can have windows, but only three, and only side-by-side, and only for a select few apps) -- it's more usability-restricted than even stage manager on an iPad. You can tell the Quest is designed around the expectation that you will be in one-and-only-one full-screen game, pretty much the entire time your wearing the headset.

- Online sharing is app-dependent, a bunch don't work. Many more don't work at first, you have to spend 30 to 60 minutes "unlocking" the right to match-make. (making the online/networking more seemless is critical because of the nature of the device -- you can't both look at it the way you might with a TV or PC or Laptop or Tablet, since it's a worn device)

None of this is dealbreaking stuff, none if it needs any kind of "new invention" or anything to fix. But as a product, friction is still really high here, and I can see why it's not necessarily super popular outside of techie/gaming scenes yet.

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