Editorial: Some Random Thoughts on the Morning After the Facebook Horizon Announcement

I don’t have a lot of time today, but I wanted to write up a few more thoughts I had about yesterday’s Facebook Horizon announcement.


First: Linden Lab knew something was up. The timing of their splashy revamp of Sansar (the day before the OC6 keynote) was no accident. They wanted to get some media air time before Facebook came in and sucked all the oxygen out of the room! The new promotional video for Sansar is slick, savvy, and obviously designed to entice the curious newcomer:

The big Sansar news on Sept. 24th was the announcement of partnerships with major corporations including Sanrio, Levi’s, and Spinnin’ Records. But there was also a redo of the Sanar logo (switched from red to aqua blue), and some slick new promotional imagery designed to appeal to gamers:

Agent Primus and Agent Forma: Your world is waiting!

Now, many of the features VentureBeat touted about Sansar in their article about the relaunch were not exactly news to long-time Sansarians, or to avid readers of my blog: the new Avatar 2.0 avatars with facial deformation features, the Nexus, etc. But we oldbies are not the target audience here; Linden Lab is now pulling out all the stops to get maximum marketshare and mindshare in a social VR marketplace that suddenly got a lot more competitive. It’s a smart move.

They’ve also got lots of branded events coming up in the next little while to entice people to come visit.

I think it is probably safe to say that many other social VR platforms and virtual worlds were completely caught off guard by yesterday’s detailed announcement of Facebook Horizon, and they will need to take some time to adjust to the new reality, the “new normal”.


Now, back to the main event: Facebook Horizon.

Screen capture from Mark Zuckerberg’s OC6 Keynote Yesterday

You will remember that I left Facebook and Instagram as my New Year’s resolution at the end of 2018, in protest over what I saw as a number of very serious data security and privacy issues with the social network:

I am fed up. I have had enough. And I am fighting back the only way I can: by shutting down my Facebook and Instagram accounts and deleting all of the data that Facebook has gathered on me.

Well, last night I came crawling back to Facebook. But the company did indeed keep its promise: it did not offer to reconnect me with 13 years of data it had on me, which I had asked them to delete. However, Facebook still knows it’s me: many of the initial friend suggestions it made were people who I had been connected to on the previous incarnation of my account. (I politely declined all of them. I am doing things totally differently this time around.)

As it happens, I have used the same email address for both my Oculus hardware account and for my deleted-and-now-reinstated Facebook social network account. I have no idea if Facebook is going to keep those two accounts separate, or try to merge them sometime in the future. In fact, there’s still no concrete evidence to support the thesis that you have to have an account on the Facebook social network in order to use Horizon.

So now I have a shiny new empty Facebook account, but I am approaching this fully forearmed with the knowledge that Facebook will strip mine the hell out of any data I provide, as well as the knowledge that my data can (and in fact, already has been) weaponized by companies such as Cambridge Analytica and used against me.

I am willing to come back, but I am damn wary. And I have essentially locked down everything I can using Facebook’s own security and privacy settings, as well as installing and setting up the excellent F.B. (Fluff Buster) Purity web browser extension. Please note that Facebook does not like F.B. Purity, and will actively block any mention of F.B. Purity on its social network; I only learned about this tool through word of mouth, from other Facebook users. You can read more about it via the link I posted above.

Also, I have registered for the closed beta test of the new Facebook Horizon platform, which starts sometime in early 2020. The application process asked for my Oculus account information I provided when I first purchased and set up my Oculus Rift headset in January 2017, followed by the purchase and set up of my Oculus Quest in May 2019. (I have read on Reddit that Facebook will accept either a Facebook social network account or an Oculus account, but I did not see any option to enter the former, only the latter. Perhaps I missed something.)

All the short registration form asked me for was my gender (male, female, or something custom), what experience I had building content for social VR and virtual worlds (and what tools I used), and whether I lead, moderate, or administer an online community (such as Reddit, Facebook Groups, Discord, Twitch, etc.). I did tell them that I was an influential blogger who writes a blog about social VR, virtual worlds, and the metaverse, which gets anywhere between 600 and 6,000 views per day. (I forgot to tell them that I also have a popular Discord discussion forum associated with my blog. Oh well.)

The worst that can happen is that Facebook decides I am not worthy to enter the closed beta test, in which case I will need to examine my options. Also, Facebook may ask beta testers to sign an NDA (non-disclosure agreement), which is fairly common in these sorts of cases. For example, even though I was accepted into the Sansar closed alpha/beta testing back in December of 2016, I was not allowed to blog about anything I saw in-world until the open beta launch on July 31, 2019—and I also had to receive explicit permission from Linden Lab to post pictures taken before that date on my blog, as a sort of history of Sansar’s early development. We may face the same situation with Facebook Horizon. We’ll see. It’s still very early days.


It wasn’t until late last night that I realized several unusual things about the veritable flurry of announcements made at OC6.

First: Facebook still does not have a single social VR platform to bring together Oculus Go, Oculus Quest, and Oculus Rift users! Facebook Horizon is only intended for the Oculus Rift and the Oculus Quest. What this means for Oculus Go users is unclear.

Second, Facebook has announced that they will be shutting down both Facebook Spaces and Oculus Rooms on October 25th, 2019, presumably to free up staff who will be deployed to work on Facebook Horizon.

I will not be sorry to see Facebook Spaces go; as I have said before on this blog when making predictions in December 2018:

…we might yet see the launch of a new social VR platform backed by Facebook, after they decide to ditch the lamentable Facebook Spaces once and for all. Maybe it will be based on Oculus Rooms; maybe it will be something completely different. But despite my negative feelings about the social networking side of Facebook, they still have the hardware (Oculus), the money, and the reach to be a game-changer in social VR. (Just not with Facebook Spaces. At this point, they should just kill the project and start over. Any improvements will be like putting lipstick on a pig.)

Yep. Take that mutt out back behind the woodshed and put it out of its misery… I really doubt anybody was using Facebook Spaces anyway, despite courageous efforts by people such as Navah Berg to promote it. And I’m quite sure that the entire episode was instructive to Facebook about what works and doesn’t work in a social VR platform.

And Oculus Rooms was only for Gear VR and the Oculus Go, which means that they will have no Facebook-branded social VR platform at all. This is, of course, an opportunity to other, third-party platforms which support Gear VR and Oculus Go, such as AltspaceVR, Rec Room, Bigscreen, and vTime XR.

Interesting times ahead!

Does Facebook/Oculus Need to Get Its Act Together On Social VR? A Thread on Reddit

As most of you already know, I quit Facebook as my New Year’s resolution, and I am still quite happy with my decision.

One of the places where I have spent more time since leaving Facebook has been Reddit, which is home to many thriving communities such as the Oculus subReddit, with over 140,000 subscribers who discuss and debate various issues related to Oculus VR hardware and software. (Sometimes I cross-post one of my blogposts there.)

Mark Zuckerberg presents the Oculus lineup (image taken from The Ghost Howls blog)

Yesterday, someone posted a lengthy item titled Opinion: Oculus needs to get its sh*t together in social, which I have only quoted in part (so please go over there and read the whole thing):

First, it’s ridiculous that cross-communication between the Go and Rift communities is so difficult, especially with Quest coming. VR social presence should be an underlying infrastructure that the whole Oculus ecosystem can plug into… Oculus: don’t split the VR community simply because of which of your own platforms they buy. Make communication easy, automatic, and built in.

Second, where the hell is the metaverse/Oasis/shared world? I know, VR Chat, AltspaceVR, Rec Room, High Fidelity, etc. …but why has Oculus–let alone Facebook!–abdicated this whole sector to third parties?

Now, this poster has raised a valid point. Why is social VR across all the Oculus hardware such a disorganized mess? Currently, Facebook offers Oculus Rooms for the Oculus Go users and Facebook Spaces for Oculus Rift users. Is Facebook going to use the release of the Oculus Quest (which I predict will be popular) to try and clean up this situation?

Some of the comments to this poster are worth quoting (again, I am going to take it easy with the quoting, taking into account the feedback I have recently received). I did go in and write a lengthy response, outlining the situation as I see it, and pointing out that there were already many social VR platforms which have been in development for several years (Sansar, High Fidelity, Sinespace, etc.).

When I said that High Fidelity and VRChat were planning to support the upcoming standalone Oculus Quest VR headset, one person responded:

Sadly, I don’t think VRChat’s gonna support Quest. It’s just not compatible with mobile CPUs. Hell, it brings modern up-to-date PC’s to a standstill with too many people. I very much doubt the Snapdragon 835 can handle all the custom shaders, avatars, IK, etc. The team would basically need to do a full rewrite. And that’s unlikely unless the team was way bigger.

Someone else said:

Do you really WANT Facebook also own the social VR “metaverse”? That seems like a really terrible idea in general to have a monopoly control so many things. Especially one that has proven dozens of times that they could care less about our privacy in respect to their profits…

I for one HOPE Oculus fails WILDLY on social VR. The alternative would be the worst-case dystopian future for VR and likely disasterous for humanity as a whole in the long-term.

To which I say, Amen and Hallelujah. However, Facebook has the deep pockets (lots of money) and the hardware (Oculus) to totally up-end the current, nascent social VR market, if they finally get their act together and choose to do so.

And finally, one person said:

To me it comes down to this—people want Second Life in VR format. It’s true. A metaverse where you can build or be anything you want…but in VR. We know that SL’s infrastructure cannot be upgraded to do that. High Fidelity, even with the founder of SL, isn’t cutting it. And neither is Sansar, Linden Lab’s actual VR offering.

I believe there are two main issues impeding them. 1. Instances – every platform nowadays does instance based “world” creation. Worlds are not permanent, player join numbers are limited, and the worlds are not visually connected to each other. People want permanence! To be able to wander from one place to the next aimlessly. This isn’t just an issue limited to VR of course (hello WoW). The reasoning behind this is that it’s much easier on the server hardware. Personally, I’d deal with some lag to be able to participate in a true open world environment. And

2. Adult content – All of the platforms are scared as f*** here. They don’t want their brand to be ‘marked’ by that, they don’t want to have to figure out how to police it, etc etc. That stuff is not going away. Whether they admit it or not, adult content has kept Second Life alive and thriving for 15 years (they still have ~50k concurrent users). Bottom line—deal with it. Embrace it. It’s going to happen with or without you.

This wide-ranging and fascinating discussion is the kind of thing that Reddit has become well-known for, and I would encourage you to go over there and read all or most of it for yourself, and perhaps add your own comments.

UPDATED: Which Social VR Platforms and Virtual Worlds Will Benefit from the Upcoming Standalone VR Headset Oculus Quest?

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Oculus Quest.jpeg

As many of you already know, Oculus is releasing a new, standalone VR headset, the Oculus Quest, sometime this coming spring, 2019. Priced at just US$399, it is sure to be a popular option for people who are interested in VR, but who don’t want to purchase a more expensive VR headset solution like the HTC Vive and Oculus Rift.

The Oculus Rift is meant to fill the space in the Oculus product line-up between their entry-level, lower-powered standalone VR headset, the Oculus Go, and the Oculus Rift, a VR headset with Touch controllers which requires a high-end Windows gaming-level PC with a good graphics card to run. (Unfortunately, there is, as yet, no satisfactory native virtual reality hardware solution for Apple Mac users, although there are native Mac desktop clients for virtual worlds such as High Fidelity and Sinespace.)

Oculus Line.jpg

If the Oculus Quest becomes very popular, those social VR platforms which can run on the Quest hardware may gain an advantage over those which require a full-blown VR headset and a higher-end computer.

I think it’s safe to assume that Facebook/Oculus properties such as Facebook Spaces and Oculus Rooms (or at least some version of them) will be available for the Oculus Quest on its launch date. Social VR platforms with simpler avatars and spaces, which already run on the Oculus Go (like AltspaceVR, Bigscreen, and vTime) will probably also be available for the Quest.

Surprisingly, Rec Room, TheWaveVR, and VRChat are not among the social VR programs that are currently available for the Oculus Go ( I searched for them on the Oculus Go apps store and could not find any mention of them.) It remains to be seen if the companies behind those three products will release versions which will run on the more powerful Oculus Quest.

In a discussion thread over on the official High Fidelity user forums, HiFi CEO Philip Rosedale stated back in October:

We are definitely going to get High Fidelity running on as many standalone devices as we can, and we love the Quest. VR will not find a large audience until the Quest and other devices (like the Mirage and Vive Focus) become widely available.

Talking to Oculus about the process now… stay tuned.

When asked for to provide a more recent update, Philip added:

Yes, we are working on the Quest, and hope to have High Fidelity ready to run on it for launch! Very high quality device.

I also don’t know what Sinespace’s exact plans are for the Oculus Quest, but Adan Frisby, their lead developer, said on a Facebook comment when I cross-posted this blogpost over there:

We’ll be fine with it too – anyone doing Android support will have an easier time of it.

So it looks like High Fidelity and Sinespace will indeed both be working with the Oculus Quest, if not right at launch date, then shortly thereafter. This gives them both an advantage over Linden Lab’s Sansar, which very likely will not be able to work with the Quest. There’s still a lot of data that has to get sent to and from a VR headset to properly render Sansar experiences (especially for any experience which has global illumination enabled), which would probably completely overload any standalone headset.

As I often say: interesting times ahead! Let’s hope that the Oculus Quest makes a big splash and brings even more people into VR. A rising tide lifts all boats, and many social VR platforms would benefit from greater consumer awareness and uptake of virtual reality in general. And I promise to cover all of it as it happens on this blog!

rawpixel-651331-unsplash
Photo by rawpixel on Unsplash

UPDATE Dec. 14th: Adeon Writer posted the following to the VirtualVerse Discord server (VirtualVerse is the successor to the long-running SLUniverse forums):

VRChat was just announced for the Oculus Store. While it already worked with Oculus on Steam, [the] OculusSDK version of VRChat means it will almost certainly be ported to Oculus Quest when it comes out, making it the first metaverse-style game available for wireless/unteathered/portable VR.

Thanks, Adeon!

UPDATE Feb. 11th: Since this blogpost was written, I have had someone tell me the following about VRChat:

Sadly, I don’t think VRChat’s gonna support Quest. It’s just not compatible with mobile CPUs. Hell, it brings modern up-to-date PC’s to a standstill with too many people. I very much doubt the Snapdragon 835 can handle all the custom shaders, avatars, IK, etc. The team would basically need to do a full rewrite. And that’s unlikely unless the team was way bigger.

It does sound as though VRChat would have to be pared down significantly in order to run on the Oculus Quest, if at all.

I also noticed that I have received a lot of traffic to this blogpost due to this post on the OculusQuest subReddit (which I had never heard of before today). If anybody over there has any inside information on social VR/virtual worlds that will launch with the Quest, I’d certainly love to hear about it! Thanks.

An Updated Comparison Chart of the Twelve Most Popular Social VR Platforms

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I decided to update my original comparison chart of the 12 most popular social VR platforms, according to my reader survey. Note that in this chart, I excluded platforms that did not have VR support (e.g. Second Life, OpenSim-based virtual worlds, etc.).

I also did not dwell on technical details, such as the underlying game engine, user creation tools, etc. Instead, I focused on the three things of most interest to consumers:

  • How you can access the platform;
  • What options do you have for your avatar;
  • And whether you can go shopping!

This print on this chart is a little small to show up on the constrained width of this blogpost, so I saved it as a picture to FlickrJust click on the chart below (or the link above) to see it in Flickr in a larger size.

Comparison Chart of 12 Social VR Platforms 25 Nov 2018

You can also download this chart from Flickr in any size up to its original size (1488 x 920 pixels).

If you feel I’ve made any mistakes, or left anything important out, please leave me a comment below, thanks! I do hope that people who are trying to figure out which social VR spaces to explore will find this comparison chart to be a useful and handy tool.

UPDATE 2:03 p.m.: I’ve just been informed that there is an Android app for vTime. Thanks for the tip, Stephanie Woessner!