Editorial: Meta’s Horizon Social VR Strategy Is Currently a Bit of a Mess

As many of you already know, I responded to last October’s announcement by Meta (then still called Facebook) that owners of Oculus VR hardware would have to set up accounts on the Facebook social network, by personally boycotting all Meta products and services—including the Horizon Venues, Horizon Worlds, and Horizon Workrooms social VR platforms. (Here’s the blogpost where I announced my decision.)

Since that announcement (full text here), I have replaced my trusty Oculus Rift tethered VR headset, which up until that point I had been perfectly happy with, with a Valve Index (which I love to use and I consider an upgrade in every single way from the Rift). I also did a factory reset on my Oculus Quest 1, sending it to my sister-in-law in Alberta, who might use it in her work with developmentally-challenged adults (she has no qualms about having a Facebook account, and it’s going to a good cause). I had already deleted my Facebook account previously, and I followed by deleting my Oculus account as well and removing the Oculus app from my iPhone. Yes, I burned my bridges, and I voted with my feet and my wallet!

While it might be considered a bold, gutsy, and even audacious move to boycott what is likely to become one of the significant players in social VR, in a blog specifically about social VR, I am still quite comfortable with my decision four months later. As I wrote on my popular and comprehensive list of metaverse platforms:

I am DONE with Meta, and I refuse to come back unless the company reverses its decision to force its VR headset users to have accounts on the toxic Facebook social network.

Of course, that doesn’t mean that I won’t write about Meta and its social VR strategy; it’s just that I won’t be writing about it from a first-person perspective! (And I have a whole network of metaverse enthusiasts, who are not personally boycotting Meta hardware and software, to keep me reliably informed as to what’s going on in-world.)

From my onlooker, outsider perspective, Meta’s social VR strategy seems to be a bit muddled at the moment, with no less than three different social VR apps as part of their current metaverse offerings. And I’m not the only one who has noticed. Tech pundit Ben Lang tweeted yesterday:

Idea: We’re one of the biggest social network companies in the world, let’s make a social VR platform that everyone can enjoy!

Execution:

As a recent Road to VR article written by Ben, titled Meta Plans to Fuse Its ‘Horizon’ Apps & Make Them More Accessible… Eventually states:

Although all three share a common umbrella name, and even share the same avatars, they’re really entirely different applications. You might be sitting right next to your colleague in Workrooms and invite them to watch a show with you in Venues after the meeting, but there’s no seamless way for both of you to actually go from A to B without quitting your current app, launching a new one, and then eventually find each other on the other side. Not to mention dealing with an entirely different interface and features between the two.

In an interview with Digiday, Meta’s VP of Horizon, Vivek Sharma, hinted that the company hopes to eventually bring these experiences together in a more seamless way.

“Eventually, Sharma plans to stitch [the three Horizon applications] together to create a cohesive virtual world,” writes Alexander Lee. “Though he didn’t offer specifics about the timeline for this union or what the overarching platform would be called.”

“You can imagine us building out an entire ecosystem where creators can earn a living, where communities can form and do interesting stuff together,” Sharma told Digiday. “So it’s not just a place for games; it’s not just a place for people to build creative stuff; it’s all of the above.”

At present, Horizon is scattered in more ways than not being able to navigate seamlessly between apps. Accessibility is also an issue… you’ll need an Oculus Quest 2 headset if you want to be able to access all three. If you have the original Oculus Quest you can only use Worlds and Venues. If you have an Oculus Rift you can only use Worlds. And if you have a non-Oculus headset well, you’re out of luck.

Ben Lang raises an important point: everything that Meta is currently doing is constrained to run on Meta’s VR hardware. In fact, I’m not even sure how Meta plans to make Horizon Venues, Horizon Worlds, and Horizon Workrooms available to headsets like my beloved Valve Index. It will be interesting to see how—or even if—Meta tackles this issue.

If they don’t support other brands of virtual reality headsets, the utility of the Horizon line of social VR platforms is going to be limited, particularly as new competitors enter the market (like Apple, who is widely anticipated to launch a VR/AR headset sometime this year or next year).

Traveling Between Social VR Platforms: Does VR Market Success Depend Upon a Seamless, Interconnected Metaverse?

Did you know that you can help support my blog (as well as the newly-launched Metaverse Newscast show), and get great rewards in return? Here’s how.


One of the people I follow on Twitter is Ben Lang, who is the co-founder and executive editor of the popular virtual reality news website Road to VR. Yesterday, he posted:

I’m starting to think that VR won’t have its consumer mainstream moment (smartphone levels of adoption) until a comprehensive metaverse emerges that interconnects and makes *all* VR content social to some extent. Stuff like this awesome immersive music video is really freaking cool, but would be 100 times richer if discoverable through something a simple as a ‘VR hyperlink’, as well as easily being able to bring a friend along to experience it. Telling a friend ‘hey there’s this cool new thing, come check it out with me’, and then asking them to download an app and then coordinating a time to get online together to invite each other and then *finally* seeing the thing for 10 mins isn’t tenable for smaller experiences.

The immersive music video he refers to is a new free VR experience on Steam called Sheaf – Together EP, and it’s truly a wonderful, relaxing experience, which I can recommend highly:

Ben is making the point that it shouldn’t be so difficult to share VR experiences such as this with friends. And a seamless, interconnected metaverse would probably give a huge boost to the consumer VR market.

Another Twitter user called Matrixscene responded to Ben, with a link to a two-part report on how a metaverse working group did a field test for traversing disparate virtual worlds to see how they interconnect with each other.

Part 1 of the report gives several examples of links or portals between social VR experiences, for example:

  • Portal links in JanusVR
  • Links in Cryptovoxels to other WebVR sites

Part 2 of the report details a “field trip” the author and several other people undertook to see how well they could navigate between various virtual worlds. The places visited included:

The author, Jin (Madjin) writes:

We were communicating over Discord’s voice chat the entire time. Anarchy Arcade served as the most premium base reality we ventured to on this trip for several main reasons:
– Shortcuts were easy to launch
– Universally compatible
– Optimized heavily in the background

So, as you can see, the first tentative steps in cross-linking virtual worlds have already been taken. However, the work of creating a much more comprehensive and seamless metaverse to benefit VR consumers still faces many significant hurdles—including a patent filed by IBM in 2008 that appears to cover teleporting avatars between disparate virtual worlds.

How soon do you think it will be until we get a truly seamless VR metaverse? Or do you think it will never happen? As always, you are invited to join the ongoing conversations on this and many other topics on the RyanSchultz.com Discord server, the first cross-worlds discussion group!