EDITORIAL: Meta Drops the Facebook Requirement for Its Virtual Reality Hardware—And Why I Am Still Wary

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of this cross-worlds discussion group, with 685 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse and all the companies building it. You’re welcome to come join us! More details here.

My sole remaining connection to Meta (formerly known as Facebook) is the now-somewhat-antiquated Oculus Rift headset attached to my work computer at the University of Manitoba Libraries, where I work as a science librarian. I do plan to replace it with an HTC Vive Pro 2 kit sometime later this year, the same model I specified in my proposal for a virtual reality lab for the Libraries, a task which took up a significant chunk of my spring.

A bit of background: Librarians at the U of M are members of the faculty union, and have a right and an obligation to pursue research, and I purchased the Oculus Rift to work on a social VR project which I regretfully had to suspend, due to it being wildly overambitious (more details here). Then, the pandemic happened and a monkey wrench got thrown into everything, and I have yet to determine the future direction of my social VR research. (My work on this blog is considered part of my research! Among those tasks I have on my to-do list is the reorganization and updating of my ever-popular list of metaverse platforms, as well as my spreadsheet of social VR platforms.)

Anyway, I bought (or rather, the University bought for me) the Oculus Rift before Meta/Facebook changed the rules two years ago, and insisted that all Oculus/Meta VR hardware users had to set up accounts on the Facebook social network in order to use their devices. That move was unpopular, especially among the VR community, and many complained (including myself, vociferously, in several editorials such as this and this), but to no avail. This corporate decision was the last straw for me, and I publicly declared a personal boycott, from that point on, of Meta hardware and software. (Hence my plan to upgrade my work Rift with a Vive Pro 2.)

When I set up my Rift, all I needed to do is set up a (separate) Oculus account. While Facebook/Meta kept prompting me to link my (non-existent) Facebook account to my Oculus account, by that time I had already fully departed from the social media platform.

Recently, I received the following email from Meta, which I present in full:


Hi Ryan,

We want to give you more choices over how you express yourself in VR, and to do so we’re making changes to our Meta VR platform in August 2022. Along with these changes, we’re also updating our Oculus Terms of Service and related Commercial Terms, and Oculus Privacy Policy. We recommend that you review these updated documents, and the summary below of upcoming Meta VR platform changes:

•A Facebook account is no longer required to use Meta VR devices. Instead, you can update your Oculus account to a Meta account, which lets you log into your VR devices and view and manage your purchased apps in one place. You can set up a Meta account using your email address or Facebook account, and as part of the process we’ll migrate your existing VR information (including apps, achievements, and friends) to this account.

•If you don’t want to set up a Meta account right now, you can continue using your Oculus account until January 1, 2023. After this date a Meta account will be required to continue using your Meta VR devices.

If you continue using an Oculus account, you’ll remain under the updated Oculus Terms of Service and Oculus Privacy Policy. If you use Meta VR products for commercial purposes, then the Commercial Terms also apply to you, which have also been updated to provide clarity on commercial use of Meta VR products for location-based experiences, arcades, trainings and demonstrations.

After January 1, 2023, you’ll need to set up a Meta account to continue using your VR device. When you update your Oculus account to a Meta account, the Supplemental Meta Platforms Technologies Terms of Service and Supplemental Meta Platforms Technologies Privacy Policy will apply to you.

We want to be clear about how our products work and the data they collect, so you can make informed choices about how you use them. Here are the main things to know about the changes to the updated Oculus Terms of Service and Oculus Privacy Policy, which will go into effect on August 9, 2022 or when the Meta account is available, whichever is the later date:

Name change: We made changes throughout the Terms and the Privacy Policy to reflect the new Meta name.

End date for Oculus account support: We also added a statement as a reminder that support for Oculus accounts will end on January 1, 2023 and you will need to set up a Meta account to continue using our VR devices thereafter.

We’ll notify you when the Meta account is available so you have more choices over how you express yourself in VR. To learn more about these updates please visit our blog post.

The Meta Team


“More choices over how you express yourself in VR” (insert vomit emoji)

Kent Bye (the host of the influential Voices of VR podcast) had this to say:

Meta Quest’s Facebook account requirement to be replaced with Meta Account, which isn’t a social media account, but will also REQUIRE Meta Horizon profile (is a social media account) w a Follower model (can be set to private) & setting options of Public, Friends/Family, or “Solo”.

More information on this new Horizon World Profile can (oddly) be found on the Oculus blog, because the Oculus Profile Friends model will be deprecated & replaced by Horizon World Profile with Instagram Follow model, & will also be available on the web (?) https://www.oculus.com/blog/meta-accounts/

Meta making its first moves to manage identity in the metaverse: “Your Meta Horizon profile is your social profile in VR and other surfaces, like the web” includes unique profile username, displayed profile name, and “your profile photo, avatar, and more.”

Kent ends his tweet thread with the following post, referring to Meta’s Mark Rabkin:

The news that Meta was dropping the contentious Facebook account requirement has been thoroughly covered by the tech media, including David Heaney of UploadVR, who reported:

Meta headsets will no longer require a Facebook account from next month.

In August Meta will “begin rolling out” Meta accounts, which can be used to set up Meta headsets. You’ll still be able to link your Facebook account to your Meta account to message and call Facebook friends from inside VR, but this is no longer required.

If your Facebook is currently linked to your Quest, you can choose to unlink it when you set up your Meta account.

Illustration from UploadVR article

Graham Smith, of Rock Paper Shotgun, writes:

You won’t have to use Facebook or Instagram at all on the new accounts, but you can optionally link them if you want to be able to chat or play with friends from those services.

The Meta Horizon account will also let you customize your privacy settings, by letting everyone see your account, just friends and family, or no one at all.

Queenie Wong of CNET adds:

Meta has different deadlines for when VR users will need to create a Meta account, and they depend on how people currently sign in to their VR devices. If you’re a new VR device user or previously merged your Oculus account with your Facebook account, you’ll be prompted in August to create a Meta account and Meta Horizon profile. People who previously merged their Oculus accounts with their Facebook accounts will be able to unlink them as well…

Meta will ask for your name, email address, phone number, payment information and date of birth for age verification when you create this new type of account. Meta says this information will be private and that users will be able to create multiple Meta accounts.

But Sam Machkovech, writing for the Ars Technica website, has some concerns:

As announced, the new “Meta Account” system will correct some of these most glaring issues. But will it be enough?

It’s hard to definitively answer this question. First, the new account system hasn’t gone live, so we can’t test one crucial aspect of the change. According to Meta, anyone who switched from an Oculus account to a Facebook-tied identity will be able to decouple all Facebook identity information while creating a new Meta Account starting in August.

We want to see what this update looks like: how software-purchase transfers will work, what notices may appear on affected Facebook accounts after the transfer, and how aggressive the company will be about asking Quest users if they’re really sure they want to sever Facebook from their headset experience. (Meta has already indicated that it will let users attach Facebook and Instagram credentials if they want.) Facebook representatives have not answered our questions about these concerns as of press time.

It’s a great article which I am not going to quote in full; please go over to Ars Technica to read it.


So, what do I think about all this?

Well, I think this all comes down to one word: TRUST.

And frankly, Meta/Facebook has proven, time and time again, that they cannot be trusted. Past behaviour, unfortunately, is often an excellent predictor of future behaviour. This applies to corporations as well as people.

Their decision to force a Facebook linkage to their then-Oculus VR hardware was ill-advised and poorly-received. I chatted via the RyanSchultz.com Discord with my friend Theanine, who had first alerted me to this news. He said, “Yup, I don’t know anyone who thought the FB requirement was a good move. It’s like they never bothered to get user feedback first.”

Here’s another snippet of our conversation (shared with permission):


Ryan: One thing I will be asking is: well, just HOW different will a Meta account be from the Facebook requirement?

Theanine: That’s the question. There’s people criticizing the move, saying that it changes nothing, because the potential for datamining is still there.


And you can bet your bottom dollar that Meta is going to find any way they can to wring every penny from its users, collecting all the information that it can to sell to advertisers—whether or not you choose to link your accounts on the Facebook or Instagram social networks.

Backtracking on the Facebook requirement might look good, but the fact remains that Meta, still, has an anti-competitive stranglehold on the wireless VR headset market with its Meta Quest 2 product. (And it certainly doesn’t help that, at the moment, its nearest competitor, the Pico G2 4K, is owned by TikTok’s corporate parent, the Chinese company ByteDance. I’m still holding out hope for the LYNX project in France, which has had a successful Kickstarter campaign.)

Meta is going to use every tool and tactic at their disposal (including the billions of dollars of advertising revenue the company earns) in order to maintain that market dominance—and part of that dominance includes the strip-mining of your personal data, regardless of how you connect to their products and services.

So yes, I am wary of this move. While I applaud Meta’s removal of the Facebook requirement, like Kent Bye and Sam Machkovech, I want to see the details. At the moment, this is just spin by some handsomely-compensated public relations executives.

So my personal boycott of Meta hardware and software will continue, except for my work Rift, which I will be replacing this year. Once that is done, I will have burnt my last bridge with Meta, and believe me, it’s going to take more that slapping a fresh coat of paint on my soon-to-be-deleted Oculus account to win me back.


Thank you to Theanine for the heads up on this story, for giving me permission to quote him, and for providing many of the news media links I referred to in this blogpost!

Facebook’s Horizon Workrooms Announces a Collaboration with Zoom

Facebook’s social VR platform for business, Horizon Workrooms (which I wrote about previously here) has announced that they will release a new feature next year: integration with Zoom.

In the official announcement, Facebook stated:

We recently launched Horizon Workrooms on Oculus Quest 2. It’s a new way to collaborate remotely across the world, through the power of virtual reality. And today, we’re excited to announce we’re teaming up with Zoom to integrate Workrooms even more deeply into your everyday workflows, starting next year.

Regardless of physical distance, people can meet up inside Workrooms and feel like they’re in the same room together. With immersive features like avatars and 3D spatial audio, and the ability to access your desktop computer and keyboard seamlessly from VR, Workrooms is designed to improve your team’s ability to collaborate, communicate, and connect. And starting next year, we’ll be taking Workrooms to the next level, letting you easily join Zoom Meetings and use Zoom Whiteboard all from within VR—we’re showing a sneak peek of what it could look like today at Zoomtopia, which you can check out here.

Facebook has bottomless pockets of money (mostly raised by strip-mining your personal data and selling it to advertisers), and it only makes sense that the company will use that income to forge alliances with other well-positioned companies such as Zoom (which I have no doubt profited greatly from the coronavirus pandemic).

UPDATED! Facebook Launches Horizon Workrooms, a Remote Workteams VR App for the Oculus Quest 2

Yesterday, Facebook announced their entry into what I collectively term the YARTVRA (Yet Another Remote Teamwork Virtual Reality App) marketplace, a product called Horizon Workrooms. Here’s the promotional video for this new social VR platform for the workplace:

What is interesting is that Facebook is confident enough in this platform to launch it in open beta, as opposed to Facebook Horizon, which is still in closed, invitation-only beta. And while Horizon Workrooms is, according to the official announcement, “available for free on Oculus Quest 2 in all countries where Quest 2 is supported“, that list of nations notably omits Germany, where the country’s Bundeskartellamt or Federal Cartel Office (FCO) is investigating the company’s decision to forcibly yoke Oculus VR hardware owners to accounts on the Facebook social network.

As to that decision, Facebook states:

When you choose to collaborate with your coworkers in Workrooms, you should feel in control of your experience, and we built Workrooms with privacy and safety in mind.

Workrooms will not use your work conversations and materials to inform ads on Facebook. The audio contents of your meeting are processed on Facebook servers but not stored, unless someone records and sends us a clip as part of a report. In this case, we’ll use the information to take appropriate action and then delete the recordings. Finally, Passthrough processes images and videos of your physical environment from the device sensors locally. Facebook and third-party apps do not access, view, or use these images or videos to target ads. Other people are not able to see your computer screen in Workrooms unless you choose to share it, and the permissions you grant for the Oculus Remote Desktop app are only used for the purposes of allowing streaming from your computer to your headset.

In addition to keeping your information secure, we want everyone to feel safe while collaborating in Workrooms. That’s why anyone who signs up for Workrooms must agree to follow our Facebook Community Standards and Conduct in VR Policy. If other members or content in the workroom violate these policies, you can always contact the team admin who can take action such as removing someone from the Workrooms team. You can also report an entire Workrooms team if you think it’s not following our policies. And If you’re in VR with people who are bothering you, you can report them using the Oculus reporting tool and include evidence for us to review.

Using Workrooms requires a Workrooms account, which is separate from your Oculus or Facebook accounts, although your Oculus username may be visible to other users in some cases—for example if someone reports you for violating our policies and your username appears in the tool. And to experience Workrooms in VR, you’ll need to access the app on Quest 2, which requires a Facebook login. That being said, your use of Workrooms will not make any updates to your Facebook profile or timeline unless you choose to do so.

While offering a free collaborative VR platform on a low-cost, wireless VR headset will certainly be tempting to businesses (and it may sound a death knell to some YARTVRA competitors out there), the requirement to set up a personal account on the Facebook social network to use Horizon Workrooms is going to continue to be a stumbling block for many of the companies that Facebook is targeting with this product (and the bigger the company, the more likely that their legal department is going to have objections).

Still, there are several notable features in Horizon Workrooms. Instead of using an awkward workaround to tap at a virtual keyboard, you can bring your physical desk and a compatible tracked keyboard, where you can see them sitting on the virtual meeting table in front of you. Road to VR reports:

The app includes a fully functional virtual desktop, which leverages a companion app installed on your PC or Mac to stream your computer’s desktop to a virtual screen in front of you. This means you can continue to access your computer even while you’re inside the headset, and you can even share your screen with others in the room.

To make it easier to use your real keyboard that’s on the desk in front of you, Horizon Workrooms supports keyboard tracking which allows it to detect a handful of specific keyboards, and create a virtual representation of them so that you can see and type on without being ‘blinded’ by the headset.

Right now Horizon Workrooms only supports Macbook keyboards, the Apple Magic keyboard, and the Logitech K830, though the company says they’re working to support more in the future.

If you don’t happen to have one of these keyboards luckily there’s a backup option. You can enable a ‘desk passthrough’ view which cuts out a portion of the virtual desk in front of you to show your actual hands on your actual keyboard. I was surprised how well it worked. While the passthrough video quality isn’t good enough to easily make out the letters on individual keys, for proficient typists it at least makes it easy to keep your hands properly aligned and prevents blindly reaching around for your keyboard. Now if only they could support coffee mug tracking too….

While it’s nice to have your usual desktop right in front of you—and all of the productivity capabilities that confers—it’s far from a perfect replacement for your actual PC. Latency between the PC and headset is surprisingly high, making mouse movements and keyboard input much more sluggish than you’re used to (especially if you have a high refresh rate monitor). Hopefully this is something they can improve going forward.

A look at how you can integrate your real-life keyboard into Horizon Workrooms (image source)

Anybody who has tried to use what Philip Rosedale has pejoratively called a “marimba keyboard” (i.e. where you use a mallet-like device to awkwardly type on a virtual keyboard in VR), can immediately see the benefits of this!

Horizon Workrooms also features spatial audio (is this the same as High Fidelity’s product, I wonder?), as well as “new and improved” Oculus Avatars, which are still upper-body only. Other features include whiteboards, where you can flip your Oculus Touch hand controller around and use it as a whiteboard marker. In fact, once you enable hand tracking in the Quest 2, you probably won’t need to use the hand controllers as much, anyway. According to the official announcement:

Workrooms is one of our first experiences that was designed from the start to use your hands, and not controllers, as your primary input. This helps to create a more natural and expressive social experience and lets you switch more easily between physical tools like your keyboard and controllers when needed. (To ensure the best experience, you’ll need to enable hand tracking to use Workrooms.)

Furthermore, Facebook wants to make Horizon Workrooms features available for other Oculus Quest developers to use:

We hope that developers are excited to use many of the same features seen in Workrooms in their own apps, and we’re working hard to bring them to our platform as well. You can already start by using our hand tracking and spatial audio features in your own apps today. And we’re working to bring avatarsPassthrough, mixed-reality desk, and tracked keyboard capabilities to the platform too. We’re excited to continue growing the VR for work ecosystem, and we hope that Workrooms serves as inspiration for how these features can work together.

We think VR will fundamentally transform the way we work as a new computing platform, defying distance to help people collaborate better from anywhere. Horizon Workrooms is a big first step towards this vision, and we look forward to hearing your feedback.

I note with interest that Horizon Workrooms does not appear to be available for the Oculus Rift tethered VR headset, which Facebook has already discontinued in favour of the Oculus Quest 2. I wonder why; no doubt there are still plenty of Oculus Rifts in use. Perhaps Facebook judged that it was not worth the extra work to make it happen, deciding instead to go all-in on the Oculus Quest ecosystem. (Also, the percentage of businesses using Rifts is probably pretty small.)

Horizon Workrooms looks to be a very useful and fully-featured product, which businesses and other organizations can use for free. However, we all already know, after numerous past Facebook privacy controversies, if it’s “free”, you are the product (even with Facebook’s assurances that it won’t use that data it collects to target advertising to you). I will continue to watch and report from the sidelines.

For further information about Horizon Workrooms, please read the official announcement, or visit their brand new website (and I do hope whoever was sitting on the domain name “workrooms.com” was handsomely compensated when Facebook bought it!). I have duly added Horizon Workrooms to my ever-expanding comprehensive list of social VR and virtual worlds.

A look at the new and improved avatars in Horizon Workrooms (image source)

UPDATE Sept. 6th, 2021: Apparently, Horizon Workrooms is not (repeat, NOT) available to Oculus for Business users…say what?!??

We wanted to try it, so we reached out to Oculus since we only have Oculus for Business headsets, and they said it wasn’t available for OfB, which seems to kind of defeat the purpose of this.

Editorial: Facebook Wants to Be Your Metaverse Company

Photo by Alex Haney on Unsplash

As longtime readers of my blog know well by now, Auntie Ryan has OPINIONS. And she ain’t afraid to share them! 😉

One such opinion is that everybody and their dog is suddenly wanting to jump on the metaverse bandwagon. I’ve never seen the term thrown around as much as lately.

Another firmly-held opinion: Facebook Inc. has too much influence on virtual reality and the metaverse already. Facebook is a juggernaut, hoping to leverage their existing massive stranglehold on social media (and all its attendant societal ills), not to mention its strip-mining of all the personal data it collects on you (sometimes even without your knowledge or consent; see: the Flo period tracker app), in order to become the dominant player in any market it targets. Witness its recent foray into social audio for just one recent example. Sometimes, it feels like Facebook is just extending itself into every single possible category of product.

Some will respond that Google, Apple, Amazon, and many other firms commit the same level of personal data vacuuming that Facebook does, which is true. However, I actually have more faith that those companies will at least not weaponize their data against me. Few companies have seen the level of public distrust rise as high as Facebook (and frankly, the company’s recent fight with Apple over the latter wanting to make transparent how much data Facebook collects on you, is SO not a good look for Mark Z.).

Time and time again over the years, Facebook has shown that it cannot be trusted (see: the Cambridge Analytica scandal and the incitement of violence in Myanmar, to give just two relatively recent examples of egregious behaviour happening on the platform). Combine that lack of trust with its overweening ambitions, and you have a potentially serious problem.

For me, the absolute final straw came last October, when Facebook announced that owners of Oculus VR headsets had a two-year window to obtain accounts on the Facebook social network for their devices, or potentially lose functionality. (By the way, Facebook has responded to Germany, the only nation I know of so far that has sounded the alarm about forcibly yoking Oculus hardware users to Facebook accounts, by suspending all Oculus sales in that country. As far as I am aware, this is still the case. German consumers can still buy Oculus headsets online from other countries such as France, however.)

I responded by voting with my feet and my wallet, deleting my Facebook and Oculus accounts, and vowing to never again purchase or participate in any Facebook/Oculus hardware and software, a decision which I explain here, and one which I continue to stand by in good conscience. I full well realize that I might be missing out, but I consider the price of admission to be too high (and frankly, too opaque). God knows how my personal data is being used, and Facebook’s track record frankly sucks.

I even went so far as to ask Facebook to delete all the data it had on me, but I also know that the Facebook social network probably has some sort of “shadow account” on me, based on things such as images uploaded to the social network and tagged with my name by friends and family who are still on Facebook. 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, by the way, I very strongly recommend you watch).

So, you might be wondering, what do I think of the flurry of recent news stories regarding Facebook’s repositioning to become your next metaverse company, as evidenced by this interview Facebook CEO Mark Zuckerberg gave to The Verge?

Glad you asked… 😉 Let me tell you…

Facebook earned roughly 86 billion dollars in profit last year, mostly from its data-harvesting/advertising business. It therefore has ample deep pockets to fund an army of public relations staff to curry favour with the news media in order to revise its less-than-rosy corporate history. And no, some people are NOT having it, and pushing back:

(Thank God for the salty counterpoint of Twitter. And yes, I know, Twitter has its problems, too. But at least Twitter gives you better control over what you see in your timeline, including blocking any promoted tweets that happen to irk you.)

So, I therefore take anything that Facebook says with a grain of salt. The news that Facebook has decided to take on the metaverse has already resulted in videos such as this one, by Thrillseeker:

“Biggest VR Announcement of the Decade”? Really? I would beg to differ. (That particular section starts at the 5:13 time mark in the video. There are quite a few other interesting news items which Thrillseeker covers in this video, by the way.)

Here’s a quote from that video:

What’s more shocking is that Facebook says they don’t want to own [the metaverse], they want to help build it, which immediately raises a red flag to me. Facebook has been pretty open about wanting to practically own VR. They’re not just a player in the industry at the moment, they’re essentially an entire team that owns the referee and the field you play on, having more than 60% market share in PCVR and nearly 100% market share in standalone VR.

As I said up top, Facebook’s past corporate history shows that it tends to dominate rather than participate in those markets it enters. Combine that with Facebook’s horrible track record with respect to user privacy and algorithm-driven psychological manipulation, which has contributed to a more divisive society rife with conspiracy theories, misinformation and disinformation, and I share Thrillseeker’s feelings of worry and skepticism at the idea of a Facebook-imprinted metaverse. I don’t trust Facebook.

And in The Verge interview with Mark Zuckerberg, this point was also raised:


Casey Newton: Because I know some people are going to hear this vision for the metaverse and just reflexively wish that you wouldn’t build it. They’ll say, Facebook wasn’t governed effectively when it was in two dimensions, and trying to build it in three dimensions is pure hubris. And people feel that way for different reasons. But one that has come up a lot over the past couple of weeks is misinformation. President Biden has since walked this back, but on Friday he was talking about misinformation related to COVID vaccines. And he said, “Facebook is killing people.” How do you respond to the idea that Facebook has played a role in making people hesitant about getting vaccinated?

Mark Zuckerberg: Well, I think that our basic role here — and I appreciate you mentioning the fullness of the context there, because I do think that the president offered more context on that after his original comment. There’s multiple prongs here. One part of it is we need to basically help push out authoritative information. We do that. We’ve helped, I think it’s more than 2 billion people around the world, access authoritative information about COVID over the course of the pandemic by putting it at the top of Facebook and Instagram. We’ve helped millions of people, including here in the US, basically go use our vaccine finder tool to actually go get their vaccine. So I’m quite confident, just looking at the analytics and the net impact, that we’ve been a positive force here…

And for the metaverse, I think that there are different types of integrity questions. One of the big issues that I think people need to think through is right now there’s a pretty meaningful gender skew, at least in virtual reality, where there’s a lot more men than women. And in some cases that leads to harassment. And I think one of the things that we’ve been able to do better in some of our experiences than some of the other games and things out there is give people easier tools to block people, just be able to have a sense of when there might be harassment going on, to keep it a safe space that can be inclusive for everyone, that everyone wants to be a part of.

Because ultimately, you’re not going to have a healthy and vibrant community if it skews so much towards one gender or the other, or a whole part of the population just doesn’t feel safe. So this stuff is going to be critical. It’s not just critical for having a good social impact, it’s critical for building good products. And it’s something that we’re focused on from the beginning here.


Essentially, Mark resorted to corporate bafflegab in responding to Casey’s question, sidestepping what was at the heart of the question: trust in what Facebook does.

Also, it’s very hard to form an opinion about the Facebook metaverse, based on what little concrete information is publicly available. All we know for now is that Facebook has been doing some internal reorganization, creating a new Metaverse product group:

Facebook Reality Labs is “standing up a Metaverse product group”, but it isn’t clear what this actually means…

The group will be led by former Instagram VP of Product Vishal Shah, and will report directly to [Facebook Reality Labs Vice-President Andrew Bosworth…

But there’s an important question the announcement didn’t answer: what exactly is this “metaverse” group building?

At first glance you might assume the answer is Facebook Horizon. But Horizon is only a part of this group. As the announcement notes, Horizon’s lead will report to Metaverse lead Vishal Shah.

Horizon was marketed alongside Quest 2 and was originally supposed to launch in 2020, but is currently still in a closed beta. Facebook no longer actively markets Horizon, and hasn’t given any specific updates on its progress.

Many observers have been puzzled by the lack of updates on the progress of Facebook Horizon, its much-vaunted third (or fourth, depending on how you count) attempt to launch a social VR platform. It has been much delayed, and people are wondering why. Metaverse blogger Wagner James Au cites an insider in reporting that the project has been beset by staff turnover and a lack of prioritization.

A Reddit thread on the Facebook metaverse announcement included the following pithy comment (a reference to the well-known Ernest Cline novel and Steven Spielberg film Ready Player One):

It’s gonna be the Oasis, but if IOI had owned it from the beginning.

Tim De Chant, writing for the Ars Technica website in a July 28th, 2021 article titled Facebook’s Metaverse Gambit is a Distraction from its Deep-Seated Problems, said:

It’s clear that Zuckerberg has been thinking about this metaverse idea for a while. But the timing of Facebook’s announcement is interesting, to say the least. Facebook has “a history of doing these kinds of technical projects that look like they might be revolutionary at times when they’re being criticized for their lack of social responsibility,” Jen Goldbeck, a computer scientist and professor at the University of Maryland, told Ars.

Facebook has faced its share of scrutiny in recent months. Lawmakers have been floating antitrust and Section 230 bills that would hit the company hard. It was caught earlier this year autogenerating pages for white supremacist groups. And yesterday, hearings began in the House of Representatives into the insurrection that breached the US Capitol in January, which was partially organized using Facebook apps and sites.

It’s probably an overstatement to say that the metaverse news was released to serve as an intentional distraction from the company’s current problems. But the thought undoubtedly crossed someone’s mind at the company. There’s a “70 percent” chance that Facebook’s metaverse project is a “distraction from all the bad things that are going on,” Goldbeck said. “The last thing they want is more discussion of their algorithms and Q-Anon and extremist groups.”

Meanwhile, Paul Tassi of Forbes weighed in as follows, in article published yesterday titled Mark Zuckerberg Is Building the Wrong Metaverse:

…I think it’s easy, and wise, to be skeptical of Zuckerberg and Facebook being the ones to pioneer the Metaverse, given the company’s history. Oculus has already run afoul of its users by experimenting with in-game, in-headset ads (literally the thing the villain of Ready Player One was trying to engineer), but past that, the entire point of the Metaverse runs contrary to what Zuckerberg seems like he’s trying to build. Facebook products, whether Facebook itself or Instagram, are about a digital presence for your real self, or at least a happier, filtered version of yourself. A main ideal of the Metaverse is about not being who you really are, and the ability to be anyone at all. Facebook won’t even let you use a fake name, and is busy harvesting all your personal data that it shares far and wide with advertisers all over the planet. A core tenet of the Metaverse is the ability to hide your true identity and retain all the privacy you could ask for. It’s the exact opposite of the entire history of Facebook.

Zuckerberg talks about sitting on his friend’s couch as a hologram like that’s some sort of pinnacle Metaverse experience. It’s cool tech, it is not the Metaverse, and I think he’s missing the point of the entire concept, along with why people actually want this thing built in the first place. I do not want to sit on my friend’s couch as a hologram. I want to attend a virtual Ariana Grande concert as Batman.  

I myself wrote an editorial in January 2020 about many of the same concerns as Paul regarding personal identity here: Will Facebook Horizon Succeed If You Can’t Be Anybody But Yourself?

As the ancient Chinese curse says, may you live in interesting times. And what Facebook is doing is…interesting.

I will continue to wait and watch (and editorialize!) from the sidelines.