Facebook to Launch Its Own Social VR Platform in Early 2020, Called Facebook Horizon

More details later, but Mark Zuckerberg has announced the name of Facebook’s social VR platform: Facebook Horizon, which will launch sometime next year:

The avatars seem to be upper-body only, at least from the screen captures I took directly from Mark Zuckerberg’s keynote presentation (note that these first couple of images seem to be more stylized than the later images in the update below, which I suspect are much closer to what the avatars actually look like):

So there you have it! The 900-pound gorilla of social VR has been announced. And you can bet that Facebook is going to use every single tool and tactic at its disposal to make sure that Horizon is your social VR platform. Count on it.

Sansar, High Fidelity, Sinespace, Somnium Space, VRChat, and Rec Room—and all the other existing social VR platforms—now have a new and formidable opponent.

I will try to write up another blogpost this evening when I get home from work, with details of other announcements made today at OC6.

UPDATE 12:52 p.m.: Here’s a few more screenshots of Facebook Horizon, which plans to have its closed beta launch early next year. It was announced that everybody in attendance at the keynote will receive an invitation to the closed beta.

The avatars remind me strongly of Facebook Spaces—not necessarily a good thing. It’s clear that they will be more cartoon-like than realistic-looking (at least they won’t be the extremely low-poly ones used by AltspaceVR and Rec Room):

In the following screenshot, you can just make out name tags over the avatars’ heads (which I assume you can turn on and off as required):

And it would seem that Horizon will have in-world building tools, similar to the venerable prim-building tools available in Second Life, but hopefully more powerful:

Also, it would appear that you are going to have to have an account on the Facebook social network in order to participate in Horizon. I am not happy about this, but this is hardly a surprise. I will be more surprised if you don’t have to have a Facebook account to use Horizon.

Remember, Facebook can leverage off the estimated 2.7 billion people around the world who use Facebook, Instagram, WhatsApp, or Messenger each month. An estimated 2.1 billion people use at least one of the Facebook family of services every day. Stop and think about the huge competitive advantage that gives Facebook.

And… well, OK, I want to get my hot little hands on an invitation to the closed beta of Facebook Horizon early next year, which apparently all the attendees at today’s keynote will receive. I need to know: is there anybody at OC6 willing to give me their invite? I want to get into that closed beta!

UPDATE 1:35 p.m.: Here’s an update directly from Facebook about Facebook Horizon:

VR is already a great place to hang out with friends, play games, and watch movies. It’s also a fantastic way to learn new skills and explore our world. Human curiosity and connection are central to each of these experiences, and they’re also at the heart of Horizon. Starting with a bustling town square where people will meet and mingle, the Horizon experience then expands to an interconnected world where people can explore new places, play games, build communities, and even create their own new experiences.

Before stepping into Horizon for the first time, people will design their own avatars from an array of style and body options to ensure everyone can fully express their individuality. From there, magic-like portals—called telepods—will transport people from public spaces to new worlds filled with adventure and exploration. At first, people will hop into games and experiences built by Facebook, like Wing Strikers, a multiplayer aerial experience.

But that’s just the beginning. People will also jump into various other Horizon worlds, built using the World Builder, a collection of easy-to-use creator tools. Everyone will have the power to build new worlds and activities, from tropical hangout spots to interactive action arenas, all from scratch—no previous coding experience needed. Whether people choose to build, play, or simply hang out, Horizon will ensure a welcoming environment through new safety tools and human guides—Horizon Locals—to answer questions and provide assistance, if needed.

As we focus our efforts on launching Facebook Horizon in 2020, we’ll be closing down Facebook Spaces and Oculus Rooms on October 25. We’re grateful to each and every one of you who joined us in those experiences and have followed us on this journey—and we look forward to having you join us in Facebook Horizon in 2020.

The Horizon beta will open early next year. Sign up at oculus.com/facebookhorizon/sign-up to be notified when the beta opens in 2020. We can’t wait to see all of the new experiences, communities, and worlds people will build together.

OC6 Starts Today: What Will Facebook Announce?

Today is the opening day of Oculus Connect 6 (OC6), a two-day event at the San Jose McEnery Convention Center in sunny, warm California, and it’s all everybody who is anybody in virtual reality and augmented reality has been talking about for weeks.

Even Facebook’s CEO has been in on the game, teasing users with cryptic announcements such as this one:

(RPG is short for role-playing game, in case you’re not up on the lingo. And Ready Player One, of course, is last year’s hit movie about virtual reality.)

Mark’s Facebook post led UploadVR to speculate:

What exactly could Zuckerberg be teasing here? In Ready Player One, the Oasis is an all-encompassing virtual metaverse that allows anyone to be whoever they want and do whatever they want. It’s so good that humanity basically loses itself inside the new world. We don’t think VR is quite ready for something of that scale, but this tease could be taking the first steps towards something like that.

We’ve written in the past about how confusing Facebook’s scattered social VR policy has been. Facebook Spaces appears to be all but forgotten about, Oculus Rooms never left Gear VR and Go, and Oculus Quest still doesn’t have its own social VR experience powered by Facebook.

Could we perhaps see Facebook announced a definitive social destination across Oculus Rift and Quest? … Maybe we’re just getting carried away, but it’s an exciting thought.

We’ll have to watch along with the keynote to find out.

Unfortunately, I am stuck here in the plunging autumn temperatures of Winnipeg, teaching undergraduate agriculture students how to use the library effectively to complete their assigments. So, alas, I am going to have to rely on second-hand accounts of what’s going on at OC6. If I am lucky, I might be able to catch the livestreams of Mark Zuckerberg’s keynote address and other events on the OculusConnect.com website, while I am multi-tasking (here are more details on how to watch from CNET). Of course, it’s not the same thing as actually being there.

And I am hoping (much like UploadVR) that there will be some sort of hint of Facebook’s code-named “Metaverse” social VR platform for Oculus Go, Oculus Quest, and Oculus Rift and Rift S users (which I’m willing to bet will be based on Oculus Home). Facebook has the capacity to steamroller the nascent social VR marketplace, and they’re not above using some dirty tactics to gain market share from competitors, according to a report compiled by SnapChat of their aggressive tactics, which has been submitted to the U.S. Federal Trade Commission.

So, stay tuned. Some interesting announcements may come out today or tomorrow.

Editorial: Facebook and Oculus Have Too Much Power Over Virtual Reality and the Metaverse

Facebook already has amply demonstrated how little they value the privacy and data rights of its users, in a succession of scandals uncovered by the New York Times and many other news media over the past couple of years (image from Forbes).

Facebook has the resources to capably crush competitors. Strip-mining the data of the estimated 2.7 billion people worldwide who use Facebook, WhatsApp, Instagram, or Messenger each month has been extremely lucrative for the company. (The five billion dollar fine the U.S. FTC recently levied against Facebook for their privacy lapses was a mere slap on the wrist, given the income the company generates each year from advertising. Mark Zuckerberg probably found the money from his couch cushions.)

I have already written about industry gossip that Facebook is plowing resources into creating a metaverse platform for all its Oculus VR hardware users. I willing to bet, dollars to doughnuts, that the Facebook metaverse is going to look a lot like Oculus Home, which is the where you are deposited when you first put on your headset. You can now visit other people’s homes, and recent updates include the ability for users to create their own spaces by uploading their own 3D models.

Some Examples of Oculus Home Interiors

Even better, Facebook gives you free furniture every week you sign into Oculus Home at least once, which you can use to decorate your space. It’s not hard to see how this can compete with social VR platforms like Sansar and virtual worlds like Second Life. And Facebook has deep pockets to fund advertising campaigns that companies like Linden Lab cannot ever hope to match.

And, of course, there is the complete line of Oculus VR hardware, including the popular new wireless Oculus Quest headset, which Mark Zuckerberg recently reported is selling as fast as Facebook can make them.

Which leads to the point of this editorial: in this evolving metaverse of social VR and virtual worlds, is too much power concentrated in the hands of a single, monolithic, profit-obsessed company? I would argue that Facebook is aiming for complete and utter domination of the VR universe, just as they already have in the social networking space, by creating a walled ecosystem with the Oculus Home and the Oculus Store that will have a negative impact on other companies trying to create and market VR apps and experiences. The field is already tilted too much in Facebook’s favour, and the situation could get worse.

Now, you can argue that Facebook has competition from other VR headsets such as the HTC Vive line of products and the Valve Index. And the Steam software distribution platform is an alternative to the Oculus Store. I understand that my purchased programs from the Oculus Store can still be played on an HTC Vive or Valve Index with the Revive software, which is somewhat reassuring to me (although I suppose there is nothing really stopping Facebook if they choose to block that avenue at some point in the future).

More concerning to me is that, at some point, I may be forced to get an account on the Facebook social network to use apps on my Oculus VR hardware. In fact, this has already happened with the events app Oculus Venues, which I recently discovered requires you to have an account on the Facebook social network to access.

Sorry, but after all the Facebook privacy scandals of the past couple of years, that’s a big, fat “Nope!” from me. I asked Facebook to delete its 13 years of user data on me, and I quit the social network in protest as my New Year’s resolution last December, and I am never coming back. And I am quite sure that many of Facebook’s original users feel exactly the same way, scaling back on their use of the platform or, like me, opting out completely. I regret I ever started using Facebook thirteen years ago, and that experience will inform my use (and avoidance) of other social networks in the future.

Yes, I do know that I have to have an Oculus account to be able to use my Oculus Rift and Oculus Quest VR headsets, and that Facebook is collecting data on that. I also know that the Facebook social network probably has a “shadow account” on me based on things such as images uploaded to the social network and tagged with my name by friends and family, etc., but I am going to assume that Facebook has indeed done what I have asked and removed my data from their social network. Frankly, there is no way for me to actually verify this, as consumers in Canada and the U.S. have zero rights over the data companies like Facebook collects about them, as was vividly brought to life by Dr. David Carroll, whose dogged search for answers to how his personal data was misused in the Cambridge Analytica scandal played a focal role in the Netflix documentary The Great Hack (which I highly recommend you watch).

We’ve already seen how social networks such as Facebook have contributed negatively to society by contributing to the polarization and radicalization of people’s political opinions, and giving a platform to groups such as white supremacists and anti-vaxers. The Great Hack details how Cambridge Analytica used Facebook data without user knowledge or consent to swing the most recent U.S. election in Donald Trump’s favour, and look at the f***ing mess the world is in now just because of that one single, pivotal event.

We can’t trust that Facebook is going to act in any interests other than its own profit. Facebook has way too much power, and governments around the world need to act in the best interests of their citizens in demanding that the company be regulated, even broken up if necessary.

Facebook Demos Highly Realistic Avatar Facial Animation

My Twitter feed keeps delivering news nuggets this week! This is an update to a blogpost I had written earlier this year on this technology.

Facebook Reality Labs has published a research article in the journal ACM Transactions on Graphics, which shows cutting-edge avatar facial animation using multiple cameras attached to a VR headset, and a new multiview image processing technique. (The full paper is free to download from the link above.) The researchers also gave a presentation at the SIGGRAPH 2019 computer graphics conference in Los Angeles.

The results are impressive, giving an avatar human-driven, lifelike animations not only of the lower face but also the upper face, which of course if covered by the VR headset:

This is light years ahead of current avatar facial animation technology, such as the avatar facial driver in Sinespace, which operates using your webcam. Imagine being able to conduct a conversation in VR where you can convey the full gamut of facial expressions while you are talking! This is a potential gamechanger for sure. It’s not clear when we can expect to see this technology actually applied to Oculus VR hardware, however. It might still be many years away. But it is exciting!