Facebook has sold 4M Quest 2 headsets in the US, recall docs reveal
protocol.com
protocol.com
https://github.com/wit-ai/wit/issues/1946#issuecomment-88337...
Facebook employees will ignore your calls for help, and there is no proper way to contact them regarding a disappeared account.
You have to pretend to be an active Facebook user in order to access services tailored to developers, such as Wit.ai.
Imagine having to like YouTube videos and subscribe to channels, maybe post a comment sometimes in order to not wake up with your Google Cloud instances gone without notice.
That's how Facebook developer services operate.
I replaced that account with one using my actual name and a couple of friends, a phone number, etc, and I haven't had issues so far (like two years). I log into it maybe once every three months or so.
I did take care to befriend a lot of random people tho, so maybe that matters.
Yeah, same for your Google and Apple accounts. So what?
Did that ever happened on Facebook? Anecdotally I have 2 FB accounts that I haven't posted to in years, and they are still alive.
PS: I suggest reading the link GP posted.
In case you don't, here's a summary: a newly account created FB account only used to use an API was deleted. This is a far cry from "deleting your account because you didn't post enough statuses or photos of your kid".
Since then I have used Wit.ai services for 8 months without issues, then two weeks ago my Facebook account has suddenly disappeared. The account no longer exists when I try to log in, it is not limited or disabled, it's gone, without notice.
Wit.ai apps have a state, they host intents and the ML models are continuously trained based on your input. All of that data is now lost, and I haven't even received an email.
I've filed support tickets with Oculus using my own headset's serial number - no response. We've been through every Facebook "help" page you can possibly image (ID checks, hacked account support, responding to security alerts) - got automated responses of absolutely no help. I've even reached out to people I know personally who work at Facebook and, of course, no one seems to have any idea who to talk to.
Turns out there are no support reps for dealing with deleted accounts. That should tell you all you need to know.
The works doesn’t revolve around the US as much as it once did ;)
That's me. I don't have an Oculus but have heard good things about it. But I can't get one because my Facebook account was shut down without explanation in 2019. Despite its age (15 years) I barely used it, let alone for anything "controversial", but did regularly log into it. I repeatedly tried to verify my identity by submitting an image of my driver's license, without any response.
If a Facebook employee is reading this ... I don't want to create a fake new Facebook account. I want my own back.
I feel as though most people think about VR for its novelty use cases, like putting grandma on a roller coaster, or doing some exercises or whatever. Swing a lightsaber at Darth Vader!
I don't think we've even scratched the surface on the possibilities of just creating fun environments for friends to goof around in. That's going to be the future of this technology.
I still think the content isn’t nearly as mature as say, the traditional PC gaming or PS/Xbox games, but it’s slowly getting there. Hopefully as more people adopt VR, bigger and bigger publishers will see it as a profitable domain.
If you’re a Skyrim fan, check out some recent Skyrim VR (with mods) videos… It’s a truly mind blowing experience!
Wow, I couldn't disagree more with that statement. I'm very very aware I'm playing a game in VR bacause I have to be constantly aware of the space limitations, which often isn't handled well by games that expect a larger space than I have. Not to mention trying not to trip on the cables (which Quest[0] doesn't have I guess, so there's that), and the relatively uncomfortable headset...
In fact, so far I'd say I've played a total of two games that I thought did well with VR: SUPERHOT and Beat Saber.
[0] Because Facebook is involved, I will never own one.
So any game where you're not moving besides when you're actually walking around in meatspace generally doesn't seem to trigger that "oh god you ate the bad mushrooms abort abort" reflex.
The other area this can kind of sneak up on you is if you're trying to use a device/PC that isn't really up to par and the frame rate is dropping. You cross a threshold where it's not quite keeping up with your movements and get the same mismatch between your movement and what your eyes are seeing and it makes you sick.
So to that end, stuff like SUPERHOT VR or Beat Saber you can generally play comfortably for hours. I've thrown my 85 year old grandmother who gets horribly car sick into Job Simulator for an hour without any problems.
It's a pretty short easy leap to any games that provide "blink" movement where you just kinda point at a new spot and suddenly you're there. Literally "blink" and when you open your eyes you're in a different place. A lot of great games support this style of movement and it's usually pretty comfortable--there's no actual motion to the movement. Something like Half Life Alyx has been pretty comfortable and fun (besides being absolutely terrifying waiting for headcrabs or zombies to get me) with this movement method.
Any racing or flight simulators where there's constant motion are generally the stuff that even still get me. I've acclimatized a bit and can actually play them now for an hour or two at a time, but certainly not indefinitely.
EDIT: This is all with an old HTC Vive. I did used to own a Oculus DK2. The extra 15Hz or so refresh rate and a more powerful PC made a _huge_ difference in how sick the simple stuff made me.
It seems totally individual. What I have heard is that if you do experience motion sickness, it eventually acclimates. Most games have a plethora of "comfort" settings designed to help reduce motion sickness (snap turning, vignette, teleport motin, etc.)...
Participants only need the headset and app.
I've read that it's also possible, at least for some headsets and levels of correction, to purchase custom lenses such that you don't need glasses at all while wearing the headset.
Now I can use my Quest 2 without glasses :)
This was on quest 1
https://en.m.wikipedia.org/wiki/Comparison_of_virtual_realit...
I like the VHS comparison, but I would argue it's worse than that because you get a weird screen door effect if you're on any kind of angle that tends to distort things weirdly. I think Netflix had a decent tradeoff where the "screen" was rather large, but it feels like sitting in the front row of an IMAX where you're moving your head to see everything.
I use mine to watch 3D movies and it's pretty great. I missed out on seeing Avatar in theaters so being able to watching it in 3D without waiting for a re-release or anything is convenient.
Not only watching videos but even reading text is much easier in the latest headsets. Unfortunately many people have only tried the older or commodity VR solutions and think that's the limit of the technology. This is largely due to the price and physical setup required for some of the better headsets, but already there are some great setups out there.
My headset had a sweet-spot where the image was clear on maybe 5% of the screen, making it potato-vr for video and text. Others (on reddit) had the same complaints.
If you're considering buying one, make sure you're also able to return it in case the lens-quality of the batch is sub-par.
This essentially means the quality is up to you. I usually re-encode 1080p+ files to 720p to add volume gain and burn-in subtitles. It looks great, imo.
It's like a web-based VRChat, so it will work on any device with a browser. If Apple ships WebXR when they release their headset next year, it will work by default there too. Universal, decentralized, and free of walled gardens. That's the definition of the metaverse! Our team is on a mission to build a immersive version of the web in 3D and VR.
Check it out here:
Is there a way to sit? I got a hang of the controls within a minute which is pretty impressive for touchscreen on mobile, but FYI it was pretty easy to back up to a wall such that my camera was behind the wall while I was still in front of it, so I couldn’t see anything.
I wonder if it would be any easy fix to make the wall surfaces one-sided.
Yes there is, if you're on mobile. I will join now and walk you through
On using Safari on an iPhone SE (v. 2020) I gave access to microphone but it wasn’t clear if it was muted by default, when I tapped to mute, all of the audio cut out, which was unexpected, I was just trying to mute myself to be polite.
And when I open the chat, and click in the text field, it highlights with blue edge and my keyboard opens, but nothing I type is reflected in the text box, and I see no way to submit.
Best of luck, it’s an ambitious project.
Would have thought after 25-years we would have developed the value proposition better, and not the client.
1. https://activeworlds.com/ 2. https://en.wikipedia.org/wiki/Active_Worlds
I owned an Oculus CV1 for 2 years and loved it. It completely shifted my perspective on VR, changing me from a naysayer to an enthusiast. Then Facebook began strengthening its grasp on Oculus by making account migration mandatory, and I decided not to comply and got rid of my headset instead.
Facebook needs more competition in the VR space but nobody seems interested. Valve shipped a headset, sure, but they are not pumping anywhere near the kind of resources into R&D that Facebook Reality Labs is.
My blog post on the topic: https://cedwards.xyz/goodbye-oculus/
In the meantime, I think this is the most promising new consumer technology since the iPhone. There's huge potential for social, exercise, gaming, media consumption, general purpose computing, business, art, and education. I have had many magic moments where the human-computer interaction was as natural as waving to a friend or hitting a ping pong ball. AR is going to share in most of this potential, so I view this as an early iteration of a device that will have AR and VR modes and can be used both in every day life and in the VR bubble. Eventually our phones will be obsolete.
In terms of everyday HCI, there are very few scenarios where it truly beats a flat 2D screen with touch.
Where as I have a supercomputer in my pocket that’s a pleasure to use, always accessible, cheap to expensive, and directly manipulatable. Even the blackberry (aka crack berry) was far more popular than VR ever has been. I just don’t see it outside of certain games and niches, and I’ve tried.
It's likely that most of those 4 million users have never had a VR headset before.
Sure, there are still many issues to overcome, but even with those the Quest line has managed to make a dent in the industry in only 2 years of being available. I think we all will take this seriously when Apple finally joins the game.
Some of it is old habit — and form factor of course, as light and wireless as the OQ2 is, it's still magnitudes more "work" than just plopping on the couch and turning on the TV. But for me, the big thing is game quality. Other than dedicated rhythm games (basically, Beat Saber) or ports of successful non-VR video games (Skyrim, Superhot, Tetris Effect), very few if any VR games for the OQ2 (I do not have an Alyx-capable PC) feel more than a half-fleshed out tech demo, with the possible exception of multiplayer freemium (e.g. Rec Room).
I've basically bought every Oculus game with an average rating of 4.3 (out of 5) or more, and nothing has really hooked me. And I can understand the lack of fully polished/thought-out games given what I thought was a very small and niche audience. So I was genuinely surprised to see that 4M OQ2s have been sold...that's obviously smaller than a traditional console, but not at all bad for the first year of non mainstream tech.
I wonder what the active user/game purchaser rate is?
edit: actually since I've been very physically lazy lately, I get the most use out of my OQ2 by watching Amazon Prime video. The resolution is just barely good enough for an immersive experience, and the Prime app (unlike the very basic Netflix app), allows you to resize and reposition the screen exactly as you like.
I am not fan of Facebook, but I have no complaints about how they manage their VR acquisition. I upload home videos to FB now just so I can watch them in a virtual cinema. Also, the Star Wars Vader series, pingpong, racketball, etc. are all first class experiences.
With no offense to you intended that feels so incredibly wasteful from a network bandwidth perspective-- both the upload and the streaming back down to watch. It also seems incredibly privacy invading. I cannot understand how people stomach the business model.
re: wasting bandwidth or computer resources. Compared to what has been used in my work for customers, this is a drop in the ocean.
This is probably more detail than you want, but since you mentioned FB’s business model (and thanks for your comment): I had all but stopped using FB until Apple placed restrictions on apps sharing information without permission. Now I probably spend 4 or 5 minutes a day on FB. I seldom post but I like to see what my family is doing. That said, I have spent almost an hour today with family on FaceTime and the phone, and a 2 hour coffee with friends this morning. Much more satisfying than social media!
re: bandwidth - I have a 90s sysadmin background. Analogous to being a "child of the depression" I have a permanent paranoia re: bandwidth scarcity. Years of making a living supporting corporate WANs running across drinking straw-sized pipes with to-the-moon-and-back latency has, no doubt, scarred me. I can't help but think that the world would be better, however, if developers tried to make things that worked "local first" and kept traffic on the local network as much as possible.
Overall I'm probably destined for "hermit living in a shack" when it comes to the direction technology is going. I'm a market segment of about a baker's dozen of people, I'd guess.
I have no tolerance for products that are unable to function without the use of a third-party system for any reason other by necessity. If a product requires compute or storage resources that, by necessity, need to be off-device then so be it. If the product needs off-device resources to drive a vendor lock-in model, DRM, etc, then it's a net negative for humanity.
Living in a world where Lamport's famous distributed systems quote[0] is also really infuriating to me. I want my stuff to work when I want it to work. Nobody can take away my locally-hosted stuff.
[0] https://lamport.azurewebsites.net/pubs/distributed-system.tx...
If so, this doesn't seem the right comparison.
And getting Oculus Quest 2 was pretty much impossible for the first 3-4 months after the release last year (that I tracked). Not sure how difficult it is now, because I haven't checked. But for the first 3-4 months, it was definitely the same situation, with people stalking out restocks at local best buys and walmarts to get one.
Every time I've heard someone mention having a VR setup, in a social/non-work setting, someone has asked them if they've checked out porn on it. In fairness, we've all read Snow Crash etc. and wondered how close we're getting to that stuff in the real world. Now, the big question: do you want Facebook to have a record of porn you've viewed, even if it was for 5 minutes out of curiosity? Can you imagine the "interesting" ads you might start getting if you did that?
I consider this similar to "why do you care if you're being watched if you have nothing to hide?". I'm not doing anything illegal there, but I don't want a camera in my bathroom. Similarly, even if I'm not doing anything illegal online, darned if I want Facebook to have a record of everything I do.
I'd rather they have that, for instance, than my face in photos my friends took that they incorporate into their facial recognition.
I don't share OPs depression over it, but it is pretty disappointing.
That's the mentality that ensures casual use of open platforms by every day people will remain a fringe occurrence.
It's almost like people think being open/free/privacy-conscious should somehow make up for an otherwise inferior product, and that's just not the case.
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I have a CV1, *DK2, Quest 2. I've used the Vive, I've used the Index. The Quest is just an insane value.
Features the most approachable VR controller by far, works with PCs and standalone so it scales with the user's interest. UI is very very well thought out.
It's just a really damn good piece of hardware for a seriously competitive price. That's why it sells.
They can stop you using a piece of hardware you purchased. With no warning. With no repercussions. And essentially no way to appeal.
Would I be okay if Sony could remote disable my PlayStation? Obviously not. So why is it acceptable with VR hardware?
It's not 'good value' if you can be blocked from using it.
Break TOS => Cancel account => Gimped hardware.
And if you think I'm exaggerating, just try setting up a Playstation without a PS account and signing their TOS.
It's ironic that the Quest gets this laser focus when it's only doing exactly what every other console is doing...
I can use a PS4/5 totally offline if I want to. Occulus does not work without a facebook account signed in full stop. Not comparable.
I just want a piece of hardware that I can use.
Is there any comparable (functionality) product that I buy that doesn't have the onerous third-party account requirement? I expect that I'll have to spend more not to be "monetized" but I can live that that (grudgingly).
of course, facebook does not know what to do with it beyond "senator, we sell ads". i hope someone else copies them and realizes its potential
The platform needs way more investment, but this is a decent start.
https://www.livescience.com/37598-silicon-or-silicone-chips-...
That's a good way to make Facebook think it's a failed platform and to stop investing in it.
> for users it will be nearly as performant as a native application
I'll have to see that to believe it. It's never been true for desktop or mobile applications so I can't see it being true on a resource constrained headset.
> WebXR
The new VRML?
Link to try it here: https://vrland.io/
edit - here's the process, although most steps are already completed if you actively use your headset.
https://www.lifewire.com/play-roblox-on-oculus-quest-or-ocul...
By comparing, the Nintendo switch sold ten times as much.
Surely 8M is good sales but isn't this a bit over hyped?