Reality Labs

Last updated

Reality Labs
Formerly
Facebook Reality Labs (2020⁠–⁠2021)
Company type Division
Founded2020  OOjs UI icon edit-ltr-progressive.svg
HeadquartersUnited States
Area served
Worldwide
Key people
Products
RevenueDecrease2.svg US$1.896 billion (2023)
Decrease2.svg -US$16.1 billion (2023)
Number of employees
17,000 (2022)  OOjs UI icon edit-ltr-progressive.svg
Parent Meta Platforms
Website about.meta.com/realitylabs
Footnotes /references
[1]

Reality Labs, formerly Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Quest, and online platforms such as Horizon Worlds. In June 2022, several artificial intelligence (AI) initiatives that were previously a part of Meta AI were transitioned to Reality Labs. This also includes Meta's fundamental AI Research laboratory FAIR which is now part of the Reality Labs - Research (RLR) division. [2]

Contents

The Reality Labs unit is the result of the merger of several initiatives under Meta Platforms and the incorporation of several acquired companies. This includes CTRL-Labs founded by Thomas Reardon which develops non-invasive neural interface technology as well as Oculus, a company that was founded in 2012 by Palmer Luckey, Brendan Iribe, Michael Antonov and Nate Mitchell to develop a VR headset for video gaming. [3] [4]

History

Founding

Oculus Rift DK2 worn at a research showcase (Leap Motion sensor attached to the front) DCS50ResearchInActionShowcase2.jpg
Oculus Rift DK2 worn at a research showcase (Leap Motion sensor attached to the front)

As a head-mounted display (HMD) designer at the University of Southern California Institute for Creative Technologies, Palmer Luckey earned a reputation for having the largest personal collection of HMDs in the world and was a longtime moderator in Meant to be Seen (MTBS)'s discussion forums. [5]

Palmer created a series of new technologies that resulted in a VR headset that was both higher performance than what was currently on the market and was also inexpensive for gamers. To develop the new product, Luckey founded Oculus VR with Scaleform co-founders Brendan Iribe and Michael Antonov, [6] Nate Mitchell and Andrew Scott Reisse. [7]

Coincidentally, John Carmack of id Software had been doing his research on HMDs and happened upon Palmer's developments. After sampling an early unit, Carmack favored Luckey's prototype, and just before the 2012 Electronic Entertainment Expo (E3), id Software announced that the BFG Edition of Doom 3 would be compatible with head-mounted display units. [8]

During the convention, Carmack introduced a duct-taped head-mounted display, based on Palmer's Oculus Rift prototype, which ran Carmack's software. The unit featured a high-speed IMU and a 5.6-inch (14 cm) LCD, visible via dual lenses that were positioned over the eyes to provide a 90 degree horizontal and 110 degree vertical stereoscopic 3D perspective. [9] [10] Carmack later left id Software as he was hired as Oculus VR's chief technology officer. [11]

Funding for Oculus Rift and company

Lenses inside an Oculus headset Oculus Go - 3.jpg
Lenses inside an Oculus headset

The Oculus Rift prototype was demonstrated at E3 in June 2012. On August 1, 2012, the company announced a Kickstarter campaign to further develop the product. Oculus announced that the "dev kit" version of the Oculus Rift would be given as a reward to backers who pledged $300 or more on Kickstarter, with an expected shipping date set of December 2012 (though they did not actually ship until March 2013). [12]

There was also a limited run of 100 unassembled Rift prototype kits for pledges over $275 that would ship a month earlier. Both versions were intended to include Doom 3 BFG Edition , but Rift support in the game was not ready, so to make up for it they included a choice of discount vouchers for either Steam or the Oculus store.[ citation needed ] Within four hours of the announcement, Oculus secured its intended amount of US$250,000, [13] [14] and in less than 36 hours, the campaign had surpassed $1 million in funding, [15] eventually ending with $2,437,429. [16]

On December 12, 2013, Marc Andreessen joined the company's board when his firm, Andreessen Horowitz, led the $75 million Series B venture funding. [17] In total, Oculus VR has raised $91 million with $2.4 million raised via crowdfunding.[ citation needed ]

Acquisition by Facebook

Although Oculus only released a development prototype of its headset, on March 25, 2014, Mark Zuckerberg announced that Facebook, Inc. would be acquiring Oculus for US$2 billion, pending regulatory approval. The deal included $400 million in cash and 23.1 million common shares of Facebook, valued at $1.6 billion, as well as an additional $300 million assuming Facebook reaches certain milestones. [18] [19] [20] This move was ridiculed by some backers who felt the acquisition was counter to the independent ideology of crowdfunding. [21]

Many Kickstarter backers and game industry figures, such as Minecraft developer Markus Persson, criticized the sale of Oculus to Facebook. [22] [23] On March 28, 2014, Michael Abrash joined the company as Chief Scientist. [24] As of January 2015, the Oculus headquarters has been moved from Irvine, California to Menlo Park, where Facebook's headquarters are also located. Oculus has stated that this move is for their employees to be closer to Silicon Valley. [25]

In May 2015, Oculus acquired British company Surreal Vision, a company based on 3D scene-mapping reconstruction and augmented reality. News reported that Oculus and Surreal Vision could create "mixed reality" technology in Oculus' products, similar to the upcoming HMD, Microsoft HoloLens. [26] They reported that Oculus, with Surreal's help, will make telepresence possible. [27]

On March 28, 2016, the first consumer version of Oculus Rift, Oculus Rift "CV1", was released. [28] In October 2017, Oculus unveiled the standalone mobile headset Oculus Go in partnership with Chinese electronics manufacturer Xiaomi. [29] On December 28, 2016, Facebook acquired Danish eye tracking startup The Eye Tribe. [30] In September 2018, Oculus became a division of a new structural entity within Facebook known as Facebook Technologies, LLC. [31] Facebook announced in August 2018 they had entered negotiations to lease the entire Burlingame Point campus in Burlingame, California, then under construction. [32] The lease was executed in late 2018, and the site, owned by Kylli, a subsidiary of Genzon Investment Group, is expected to be complete by 2020. [33] Oculus was expected to move to Burlingame Point when development is complete. [34]

In February 2019, Facebook released Oculus Quest, a high-end standalone headset. [35] In March 2019, Facebook unveiled Oculus Rift S, an updated revision of the original Rift PC headset in partnership with Chinese electronics manufacturer Lenovo, which featured updated hardware and features carried over from the Go and Quest. [36] [37]

On August 13, 2019, Nate Mitchell, Oculus co-founder and VP of product announced his departure from the company. [38] On November 13, 2019, John Carmack wrote in a Facebook post that he would step down as CTO of Oculus to focus on developing artificial general intelligence. He stated he would remain involved with the company as a "Consulting CTO". [39]

In September 2020, Facebook unveiled Oculus Quest 2, an update to the original Quest with a revised design and updated hardware. [40]

Facebook integration

Upon the acquisition of Oculus by Facebook, Inc., Luckey "guaranteed" that "you won't need to log into your Facebook account every time you wanna use the Oculus Rift." [41] [42] Under its ownership, Oculus has been promoted as a brand of Facebook rather than an independent entity and has increasingly integrated Facebook platforms into Oculus products. [43] [44] [45] Support for optional Facebook integration was added to Gear VR in March 2016, with a focus on integration with the social network, and integrations with features such as Facebook Video and social games. [46] By 2016, the division began to be largely marketed as Oculus from Facebook. [47]

In September 2016, support for optional Facebook integration was added to the Oculus Rift software, automatically populating the friends list with Facebook friends who have also linked their accounts (displaying them to each other under their real names, but still displaying screen names to anyone else). [45] Users have been increasingly encouraged to use Facebook accounts to sign into its services (although standalone accounts not directly linked to the service were still supported). [48]

In 2018, Oculus VR became a division of Facebook Technologies, LLC, to create "a single legal entity that can support multiple Facebook technology and hardware products" (such as Facebook Portal). [44]

On August 18, 2020, Facebook announced that all "decisions around use, processing, retention, and sharing of [user] data" on its platforms will be delegated to the Facebook social network moving forward. Users became subject to the unified Facebook privacy policy, code of conduct, and community guidelines, and all users will be required to have a Facebook account to access Oculus products and services. [49] Standalone account registration became unavailable in October 2020, all future Oculus hardware (beginning with Quest 2) will only support Facebook accounts, [43] and support for existing standalone Oculus accounts on already-released products will end on January 1, 2023. [50] Facebook stated that this was needed to facilitate "more Facebook powered multiplayer and social experiences" and make it "easier to share across our platforms". Facebook stated that users would still be able to control sharing from Oculus, maintain a separate friends list within the Oculus platform, and hide their real name to others. [51]

Users and media criticized Facebook for the move. Ars Technica noted that there is no clear way to opt-out of information tracking and that the collected data will likely be used for targeted advertising. [49] Furthermore, Facebook requires the use of a person's real name. [43] In September 2020, Facebook temporarily suspended sales of all Oculus products [52] in Germany; a German watchdog had presented concerns that this integration requirement violates the General Data Protection Regulation (GDPR), which prohibits making use of a service contingent on consenting to the collection of personally identifiable information, and the requirement that existing users also link to a Facebook account to use Oculus hardware and services. [53] [54]

On August 25, 2020, Facebook announced the formation of Facebook Reality Labs, a new unit that would encompass all of Facebook's virtual and augmented reality (AR) hardware and software, including Oculus, Portal, and Facebook Spark AR. The Oculus Connect conference was also renamed Facebook Connect. [55] [56]

In June 2021, Facebook announced it would do a test launch of targeted advertisements in applications for Oculus Quest. The company claims that movement data, voice recordings and raw images from the headset will not be used in targeting. Instead, the ads will rely on information from the user's Facebook profile and all user activity related to Oculus, including apps used or installed. The company has not stated whether ads will appear only in applications or in the Oculus Home experience as well. [57]

In July 2021, Facebook announced it would be deprecating its proprietary Oculus API and adding full support for OpenXR. [58] [59]

Rebranding of Oculus as Meta

On October 25, 2021, during Connect, Facebook announced that it would invest $10 billion over the next year into Reality Labs, and that it would begin to report its revenue separately from the Facebook "Family of Apps"—which includes Facebook, Messenger, Instagram, and WhatsApp. [60] [61] Three days later on October 28, Facebook announced that it would change its corporate name to Meta (legally Meta Platforms, Inc.), as part of the company's long-term focus on metaverses and related technologies. [62] The company also teased a "high-end" mixed reality headset codenamed "Project Cambria". [63]

As a result, CTO Andrew Bosworth announced that the Oculus brand would be phased out in 2022; all Facebook hardware products will be marketed under the Meta name, and Oculus Store would be renamed Quest Store. Likewise, immersive social platforms associated with Oculus will be brought under the Horizon brand (such as Horizon Worlds). He also stated that "as we've heard feedback from the VR community more broadly, we're working on new ways to log into Quest that won't require a Facebook account, landing sometime next year. This is one of our highest priority areas of work internally". [64] [65]

In January 2022, the Oculus social media accounts were renamed "Meta Quest" in reference to its current VR product line. Concurrently, Meta began to retroactively refer to the Quest 2 as the "Meta Quest 2" [66] [67] —a change that has since been reflected in the packaging and hardware of subsequent units. [68] [69]

In July 2022, Meta began to migrate Oculus accounts to the new "Meta account" system, which can be optionally linked with Facebook, Instagram, and WhatsApp accounts. [70] [71] In October 2022, "Project Cambria" was officially unveiled as the Meta Quest Pro. [72]

Products

Virtual reality headsets

The initial Oculus headsets, produced under the "Oculus Rift" brand, are traditional VR headsets that require a PC to operate. [37] [28] In February 2019, Facebook first released Oculus Quest—a standalone headset which contains integrated mobile computing hardware and does not require a PC to operate, but can optionally be used with Oculus Rift-compatible VR software by connecting it to a PC over USB-C. [73] [74]

In 2018, Facebook CEO Mark Zuckerberg stated that the original Oculus Rift "CV1", Oculus Go (a lower-end standalone headset released in 2017), [29] and Quest represented the company's first generation of products, and expected that successors to the three headsets would form its second generation. [75] Oculus began to phase out the original Oculus Rift "CV1" in 2019, in favor of Oculus Rift S — a follow-up to the original model manufactured by Lenovo that incorporates elements of the Go and Quest. [36] [37] [76] In September 2020, the Oculus Quest 2 was unveiled as an updated iteration of the first-generation Quest, [40] and the Rift S was concurrently discontinued—making Quest the division's sole active product line. [74]

Quest

The first-generation Oculus Quest Oculus Quest.jpeg
The first-generation Oculus Quest

On September 26, 2018, Facebook unveiled Oculus Quest. It is a standalone headset which is not dependent on a PC for operation; the Quest contains embedded mobile hardware running an operating system based on Android source code, including a Snapdragon 835 system-on-chip, and 64 or 128 GB of internal storage. It contains two OLED displays with a resolution of 1600x1440 per-eye and running at 72 Hz. It supports included Oculus Touch controllers via an "inside-out" motion tracking system known as "Oculus insight", which consists of a series of cameras embedded in the headset. The controllers were redesigned to properly function with Insight. [35]

It supports games and applications downloaded via Oculus Store, with ported launch titles such as Beat Saber and Robo Recall . It also supports cross-platform multiplayer and cross-buys between PC and Quest. [36] [37] Facebook stated that they would impose stricter content and quality standards for software distributed for Quest than its other platforms, including requiring developers to undergo a pre-screening of their concepts to demonstrate "quality and probable market success". [77] In June 2019, Facebook announced it sold $5 million worth of content for the Oculus Quest in its first two weeks on sale. [78]

In November 2019, Facebook released a beta for a new feature known as Oculus Link, which allows Oculus Rift-compatible software to be streamed from a PC to a Quest headset over USB. [73] In May 2020, Facebook added additional support for the use of USB 2.0 cables, such as the charging cable supplied with the headset. Support for controller-free hand tracking was also launched that month. [79] [80]

In September 2020, Facebook unveiled an updated version of the Quest, Oculus Quest 2. It is similar to the original Quest, but with the Snapdragon XR2 system-on-chip and additional RAM, an all plastic exterior, new cloth head straps, updated Oculus Touch controllers with improved ergonomics and battery life, and a 1832x1920 display running at 90 Hz, [81] and up to 120 Hz as an experimental option. [82] Similarly to the Rift S, it uses a single display panel rather than individual panels for each eye. Due to this design, it has more limited inter-pupillary distance options than the original Quest, with the ability to physically move the lenses to adjust for 3 common measurements. The Quest 2's models were both priced US$100 cheaper than their first-generation equivalents at launch, [74] but its prices were increased in July 2022 for economic reasons. [83] [84]

In October 2022, Meta unveiled Quest Pro, a mixed reality headset aimed primarily at enterprise and prosumer markets. The headset uses quantum dot displays, with thinner optics using pancake lenses for a more visor-like form factor, and has upgraded color passthrough cameras designed to facilitate mixed reality applications. Its hardware is upgraded from the Quest 2, with the Snapdragon XR2+ system-on-chip, increased RAM, and updated controllers with built-in tracking. These controllers were also made available for the existing Quest 2 as an optional accessory. [72] [85]

A Meta Quest 3 and controllers Meta Quest 3 front View.jpg
A Meta Quest 3 and controllers

On June 1, 2023, Meta announced the Quest 3, [86] [87] which was released on October 10, 2023. It features design and hardware features from the Quest Pro, including pancake lenses for a slimmer build, upgraded hardware (including the Snapdragon XR2 Gen 2 system-on-chip) and higher resolution displays, color passthrough cameras for mixed reality, as well as a depth sensor, and updated controllers inspired by the design of the Quest Pro (albeit still using inside-out tracking via infrared sensors, as with its predecessors). [88] [89] [90] Meta positioned the Quest 3 as a high-end model, with the Quest 2 continuing to be sold alongside it. [91]

On April 22, 2024, Meta announced that its Android-based system software would be branded as "Horizon OS", and that it would license the platform to third-parties. Meta announced initial hardware partners such as Asus and Lenovo, as well as a partnership with Microsoft for a "limited edition" Xbox-branded Quest bundled with Xbox Wireless Controllers and Game Pass. [92] Meta also stated that it was developing a "spatial app framework" to help port non-VR Android apps to Horizon OS, and that it was open to working with Google to support Play Store on Horizon OS—moves considered a parallel to Apple's support of iOS applications on visionOS. [93] [92]

In 2024, leaks by Meta revealed an upcoming Quest model known as the Quest 3S, which is expected to be a low-end variant of the Quest 3 designed to supplant the Quest 2. [94]

Discontinued models

Oculus Rift
The original Oculus Rift Oculus-Rift-CV1-Headset-Front.jpg
The original Oculus Rift

The Oculus Rift CV1, also known as simply the Oculus Rift, was the first consumer model of the Oculus Rift headset. It was released on March 28, 2016, in 20 countries, at a starting price of US$599. [28] The 6,955 backers who received the Development Kit 1 prototype via the original Oculus Rift Kickstarter campaign were eligible to receive the CV1 model for free. [95] On December 6, 2016, Oculus released motion controller accessories for the headset known as Oculus Touch. [96]

Samsung Gear VR

In 2014, Samsung partnered with Oculus to develop the Gear VR, a VR headset accessory for Samsung Galaxy smartphones. It relies on the phone's display, which is viewed through lenses inside the headset. [97] At Oculus Connect in September 2015, the Gear VR was announced for a consumer release in November; the initial model supported the Galaxy S6 and Galaxy S7 product lines, as well as the Galaxy Note 5. [98] [99]

Oculus Go
Oculus Go headset Oculus Go - 4.jpg
Oculus Go headset

On October 11, 2017, Oculus unveiled the Oculus Go, a mobile VR headset manufactured by Xiaomi (the device was released in the Chinese market as the Xiaomi Mi VR). Unlike the Oculus Rift, the Go is a standalone headset which is not dependent on a PC for operation. Unlike VR systems such as Cardboard, Daydream, and the Oculus co-developed Samsung Gear VR (where VR software is run on a smartphone inserted into a physical enclosure, and its screen is viewed through lenses), it contains its own dedicated display and mobile computing hardware. The headset includes a 5.5-inch 1440p fast-switching LCD display, integrated speakers with spatial audio and a headphone jack for external audio, a Qualcomm Snapdragon 821 system-on-chip, and 32 or 64 GB of internal storage. It runs an Android-based operating system with access to VR software via the Oculus Home user experience and app store, including games and multimedia apps. The Go includes a handheld controller reminiscent of one designed for the Gear VR, which uses relative motion tracking. The Oculus Go does not use positional tracking. [29] [100] [101]

While official sales numbers have not been released, according to IDC the Oculus Go and Xiaomi Mi VR had sold nearly a quarter million units combined during the third quarter 2018, [102] and in January 2019 market analysis firm SuperData estimated that over a million Oculus Go units had been sold since the device's launch. [103] In his keynote at 2018's Oculus Connect developer conference, John Carmack revealed that the Go's retention rate was as high as the Rift's, something that nobody at the company had predicted. [104] Carmack also noted that the Go had done especially well in Japan despite lacking internationalization support and the company not specifically catering to the Japanese market. [105]

Oculus Go was declared end-of-life in June 2020, with software submissions to end in December 2020, and firmware support ending in 2022. [106]

Oculus Rift S

On March 20, 2019, at the Game Developers Conference, Facebook announced the Oculus Rift S, a successor to the original Oculus Rift headset. [107] It was co-developed with and manufactured by Lenovo, and launched at a price of US$399. The Rift S contains hardware features from the Oculus Go and Oculus Quest, including Oculus Insight, integrated speakers, and a new "halo" strap. The Rift S uses the same 1440p fast-switching LCD display and lenses as the Oculus Go (a higher resolution in comparison to the original model, but lower in comparison to Oculus Quest), running at 80 Hz, and is backwards compatible with all existing Oculus Rift games and software. Unlike the original Oculus Rift, it does not have hardware control for inter-pupillary distance. [36] [37]

In September 2020, Facebook announced it would be discontinuing the Oculus Rift S and in April 2021, shipments of the headset ceased. [108] [109]

Comparison

ModelPriceOpticsDisplay SizeDisplay Type Refresh rate PassthroughTracking capabilitiesStore Processor RAM StorageWeightControllersBattery LifeAvailabilityRelease date
Oculus Rift $399 Fresnel lenses 2 * 1080×1200 OLED 90Hz --Oculus Rift Store---470g2 * Oculus Touch Controller (V1)-DiscontinuedMarch 28, 2016
Oculus Go $249 Fresnel lenses 1 * 1440×2560 LCD 60-72Hz --Oculus Go Store Snapdragon 821 3GB64GB470g1 * Oculus Go Controller2–3 hoursDiscontinuedMay 1, 2018
Oculus Rift S $399 Fresnel lenses 1 * 1440×2560 LCD 80Hz Stereoscopic grayscale passthrough-Oculus Rift Store---570g2 * Oculus Touch Controller (V2)-DiscontinuedMay 21, 2019
Oculus Quest $499 Fresnel lenses 2 * 1440×1660 OLED 72Hz Grayscale passthroughHand trackingQuest Store Snapdragon 835 4GB128GB570g2 * Oculus Touch Controller (V2)2–5 hoursDiscontinuedMay 21, 2019
Oculus/Meta Quest 2 $249 Fresnel lenses 1 * 3664×3800 (1832×1920 per eye) LCD 72-120Hz Stereoscopic grayscale passthroughHand trackingQuest Store Snapdragon XR2 6GB128GB | 256GB503g2 * Oculus Touch Controller (V3)2–3 hoursAvailableOctober 13, 2020
Meta Quest Pro $1,000 Pancake lenses 2 * 1800x1920 Mini LED 72-90Hz Stereoscopic color passthroughHand tracking, eye tracking, face trackingQuest Store Snapdragon XR2+ 12GB256GB722g2 * Meta Quest Touch Pro Controllers2 hoursAvailableOctober 25, 2022
Meta Quest 3 $499 Pancake lenses 1*

4128x2208

LCD 72-120Hz Stereoscopic color passthroughHand trackingQuest Store Snapdragon XR2 Gen 2 8GB DRAM 128GB | 512GB515g2 * Touch Plus controllers2–3 hoursAvailableOctober 10, 2023

Smart glasses

In September 2021, Reality Labs and Ray-Ban announced Ray-Ban Stories, a collaboration on camera-equipped smart glasses that can upload video to Facebook. [110]

RakNet

Meta Quest Platform

Divisions

Oculus Studios

Oculus Studios
Company type Division
Industry Virtual reality, Video games
Founded2020  OOjs UI icon edit-ltr-progressive.svg
Headquarters,
U.S.
Number of employees
17,000 (2022)  OOjs UI icon edit-ltr-progressive.svg
Parent Meta Platforms
Subsidiaries

Oculus Studios is a division of Meta that serves as an umbrella organization for its first-party game development studios such as Beat Games, Armature Studio and Sanzaru Games.

Founding

Initially the division was more broadly focused on funding, publishing and giving technical advice to third & second party studios to create games and experiences for Oculus Rift. Meta pledged to invest more than US$500 million on Oculus Studios to make games and content. [111] [112] [113] This period saw them build multi-game relationships with prominent studio partners in a second-party capacity, studios such as Insomniac Games, Twisted Pixel Games, Turtle Rock Studios, and Gunfire Games.

As focus moved away from the Rift and towards the very successful Meta Quest 2, the priority shifted to acquiring developers as first-party studios, so they could make exclusive games inhouse instead.

Acquisitions

Starting in 2020, Meta purchased both Beat Games [114] ( Beat Saber ) and Sanzaru Games [115] ( Asgard's Wrath ) and integrated them into Oculus Studios. Ready at Dawn, a game studio composed of former members of Naughty Dog and Blizzard Entertainment (and had also developed the Oculus Rift exclusive Lone Echo) were acquired in June 2020. [116]

In 2021, Meta began a deliberate effort of buying up studios that had made strong sales on their Quest 2 platform. In April 2021, Downpour Interactive, the developer of the virtual reality FPS multiplayer game, Onward, were purchased. The team would migrate over to Oculus Studios, although the game would continue to receive updates on all supported VR platforms. [117] In May 2021, Meta bought BigBox VR, the developers of the popular battle royale, Population One . [118] In June 2021, Meta purchased Unit2 Games, the makers of Crayta, a free-to-play platform that allows players to create and share their games via Facebook Gaming. [119] Finally in November 2021, Meta purchased the formerly Microsoft owned studio, Twisted Pixel Games. The developer had been a successful second-party studio for Meta since 2017, and had produced the VR games Wilson's Heart , B-Team, Defector, and Path of the Warrior, all exclusively for Oculus platforms.

Additionally, in October 2021, Meta announced they were purchasing Within, the studio behind the successful VR fitness app, Supernatural. It was stated they would continue to operate independently as part of Reality Labs. [120] Later that year the FTC conducted a probe into the 400 million dollar deal. [121] In July 2022, the FTC attempted to sue Meta, as it was felt with the purchase of the studios behind both Beat Saber and Supernatural, they would unfairly corner the VR fitness market. This legal action has blocked the purchase indefinitely. [122] In February 2023 the FTC lawsuit was denied and the purchase of Within went ahead for Meta. [123]

At the Meta Connect 2022 event in October, Meta announced that they had acquired Armature Studio and Camouflaj as new members of Oculus Studios. [124] Armature had created the highly popular Quest 2 VR port of Resident Evil 4 . Camouflaj were best known for making Republique , and the PSVR exclusive Iron Man VR for Sony - this deal would see them port the latter game to the Quest 2 platform. [125]

Oculus Publishing

In 2023, Meta announced the formation of a new division called Oculus Publishing aimed at third-party content funding, development support, and marketing. According to Meta, Oculus Publishing has been involved in the publishing of 300 titles including Among Us VR, Bonelab, The Walking Dead: Saints & Sinners, and Blade & Sorcery: Nomad. [126]

Oculus Story Studio

Oculus Story Studio was an original animated virtual-reality film studio that existed between 2014 [127] and May 2017, which launched three films. [128] The studio aimed to pioneer animated virtual reality filmmaking and educate, inspire, and foster community for filmmakers interested in VR. [129] Oculus Story Studio was first launched publicly at the 2015 Sundance Film Festival, [130] where it presented three VR films - Dear Angelica, Henry, and Lost. Despite generally positive reception and critical acclaim, the studio did not publish any other works and was closed in May 2017. [128]

Litigation

ZeniMax Media

Following Facebook's acquisition of Oculus VR, ZeniMax Media, the parent company of id Software and John Carmack's previous employer, sought legal action against Oculus, accusing the company of theft of intellectual property relating to the Oculus Rift due to Carmack's transition from id Software to Oculus. The case, ZeniMax v. Oculus, was heard in a jury trial in the United States District Court for the Northern District of Texas, and their verdict was reached in February 2017, finding that Carmack had taken code from ZeniMax and used it in developing the Oculus Rift's software, violating his non-disclosure agreement with ZeniMax, and Oculus' use of the code was considered copyright infringement. ZeniMax was awarded $500 million in the jury verdict, [131] [132] later reduced to $250 million by the presiding judge, [133] and the case was resolved in December 2018 through a confidential settlement agreement. [134]

Immersion Corporation

In May 2022, Immersion Corporation sued Meta Platforms for patent infringement relating to the use of vibration functions in their gaming controllers. [135]

See also

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Oculus Rift</span> Virtual reality headsets by Oculus VR

Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.

<span class="mw-page-title-main">Palmer Luckey</span> American entrepreneur (born 1992)

Palmer Freeman Luckey is an American entrepreneur best known as the founder of Oculus VR and designer of the Oculus Rift, a virtual reality head-mounted display that is widely credited with reviving the virtual reality industry. In 2017, Luckey left Oculus and founded defense contractor Anduril Industries, a defense technology company focused on autonomous drones and sensors for military applications. Luckey ranked number 22 on Forbes' 2016 List of America's Richest Entrepreneurs Under 40.

<span class="mw-page-title-main">HTC Vive</span> Virtual reality headset

HTC Vive is a line of virtual and mixed reality headsets produced by HTC Corporation. The brand currently encompasses headsets designed for use with personal computers as well as standalone headsets such as the Vive Focus line, Vive Flow glasses, and the Vive Elite XR mixed reality headset.

Oculus Touch is a line of motion controller systems used by Meta Platforms virtual reality headsets. The controller was first introduced in 2016 as a standalone accessory for the Oculus Rift CV1, and began to be bundled with the headset and all future Oculus products beginning in July 2017. Since their original release, Touch controllers have undergone revisions for later generations of Oculus/Meta hardware, including a switch to inside-out tracking, and other design changes.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer


A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world. AR headsets are similar to VR headsets, but AR headsets enable the user to see and interact with the outside world. Examples of AR headsets include the Apple Vision Pro and Meta Quest 3.

Virtual Desktop is remote control software for Android-based virtual reality headsets. It allows users to control a PC over a wireless LAN from the headset, including the ability to stream VR games and software.

Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision.

<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

A virtual reality game or VR game is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through a head-mounted display unit or headset with stereoscopic displays and one or more controllers.

<span class="mw-page-title-main">Oculus Go</span> Untethered virtual reality headset by Oculus VR

The Oculus Go is a discontinued, standalone virtual reality headset developed by Meta Reality Labs in partnership with Qualcomm and Xiaomi. It is in the first generation of Facebook Technologies' virtual reality headsets, and the company's first device in the category of standalone VR headsets, which was a new category at the time of the Go's release. The Oculus Go was unveiled on October 11, 2017 during the Oculus Connect developer conference, and released on May 1, 2018. Xiaomi launched their own version of the headset in China as the Mi VR Standalone on May 31, 2018.

<span class="mw-page-title-main">Oculus Quest</span> Virtual reality headset

The first-generation Oculus Quest is a discontinued virtual reality headset developed by Oculus, a brand of Facebook Inc., and released on May 21, 2019. Similar to its predecessor, Oculus Go, it is a standalone device, that can run games and software wirelessly under an Android-based operating system. It supports positional tracking with six degrees of freedom, using internal sensors and an array of cameras in the front of the headset rather than external sensors. The cameras are also used as part of the safety feature "Passthrough", which shows a view from the cameras when the user exits their designated boundary area known as "Guardian". A later software update added "Oculus Link", a feature that allows the Quest to be connected to a computer via USB, enabling use with Oculus Rift-compatible software and games.

<span class="mw-page-title-main">Oculus Rift S</span> Virtual reality head-mounted display

Oculus Rift S is a discontinued virtual reality headset co-developed by Lenovo Technologies and Oculus VR. Announced in March 2019 and released that May, it is a successor to the original Oculus Rift CV1 model, with noted changes including a new "inside-out" positional tracking system with cameras embedded inside the headset unit, a higher-resolution display, and a new "halo" head strap.

<span class="mw-page-title-main">Oculus Rift CV1</span> Virtual reality headset by Oculus VR

Oculus Rift CV1, also known simply as Oculus Rift, is a virtual reality headset developed by Oculus VR, a subsidiary of Meta Platforms, known at the time as Facebook Inc. It was announced in January 2016, and released in March the same year. The device constituted the first commercial release in the Oculus Rift lineup.

<span class="mw-page-title-main">Quest 2</span> Virtual reality headset

Quest 2 is a standalone virtual reality headset developed by Reality Labs, a division of Meta Platforms. It was unveiled on September 16, 2020, and released on October 13, 2020 as the Oculus Quest 2. It was then rebranded as the Meta Quest 2 in 2022, as part of a company-wide phase-out of the Oculus brand following the rebranding of Facebook, Inc. as Meta.

<i>Horizon Worlds</i> Virtual reality platform developed by Meta Platforms

Meta Horizon Worlds is an online virtual reality game with an integrated game creation system developed and published by Meta Platforms. On this multi-player virtual platform, players move and interact with each other in various worlds that host events, games, and social activities. They can also build and publish worlds similar to Rec Room. Horizon Worlds works on Oculus Rift S, Meta Quest 2, Meta Quest Pro and Meta Quest 3 headsets.

The Meta Quest, initially the Oculus Quest until 2022, is a line of virtual reality headsets with augmented reality capabilities produced by Reality Labs, a division of Meta Platforms. The first-generation Oculus Quest was developed by Oculus and released on May 21, 2019. Since then, Facebook has released new Quest models and Quest OS updates. As of February 2023, over 20 million total Quest headsets have been sold.

The Meta Quest Pro is a mixed reality (MR) headset developed by Reality Labs, a division of Meta Platforms.

Meta Horizon OS, previously known informally as Meta Quest Platform or Meta Quest OS, is an extended reality operating system for the Meta Quest line of devices released by Meta Platforms. Initially developed for the embedded operating system on the Oculus Rift and Oculus Rift S, the platform has been based on the Android operating system since the release of the Oculus Go in 2018. It first supported augmented reality via grayscale camera passthrough upon the release of the Oculus Quest in 2019, and has supported color passthrough since the release of the Meta Quest Pro in 2022.

The Meta Horizon Store, known from 2013 to 2015 as Oculus Share, 2015 to 2022 as Oculus Store and from 2022 to 2024 as the Meta Quest Store, is the main video game and app store digital distribution service and storefront developed by Meta Platforms for the Meta Quest and its successors, as well as for Meta Horizon OS-based devices.

References

  1. "Meta Platforms, Inc. 2023 Annual Report (Form 10-K)". U.S. Securities and Exchange Commission. February 2, 2024. p. 60.
  2. Fried, Ina (June 2, 2022). "Meta reorganization aims to decentralize Facebook's AI efforts". Axios. Retrieved January 23, 2023.
  3. Statt, Nick (September 24, 2019). "Facebook acquires neural interface startup CTRL-Labs for its mind-reading wristband". The Verge. Retrieved January 23, 2023.
  4. O'Reilly, Lara (March 26, 2014). "Facebook acquires virtual reality headset maker Oculus Rift for $2bn". Marketing Week. Retrieved January 23, 2023.
  5. "Oculus VR: the $2bn virtual reality company that is revolutionising gaming" . telegraph.co.uk. March 26, 2014. Archived from the original on January 12, 2022. Retrieved May 9, 2017.
  6. Hollister, Sean. "Under new management, Oculus intends to commercialize the virtual reality headset". theverge.com. Archived from the original on August 17, 2012. Retrieved August 16, 2012.
  7. "Santa Ana police chase: Pedestrian identified". Archived from the original on March 27, 2014. Retrieved March 26, 2014.
  8. "IGN Reacts -John Carmack Makes Virtual Reality Actually Cool - E3 2012 - IGN". June 6, 2012. Archived from the original on February 26, 2021. Retrieved August 6, 2021 via www.ign.com.
  9. "John Carmack and the Virtual Reality Dream". Eurogamer . June 7, 2012. Archived from the original on September 10, 2013. Retrieved August 1, 2012.
  10. Rosenberg, Adam (June 14, 2012). "Hands-On With Oculus Rift, John Carmack's Virtual Reality Goggles". G4TV. Archived from the original on April 27, 2017. Retrieved February 2, 2017.
  11. Gilbert, Ben. "Oculus Rift hires Doom co-creator John Carmack as Chief Technology Officer". engadget.com. Archived from the original on August 10, 2013. Retrieved August 7, 2013.
  12. "Update on Developer Kit Technology, Shipping Details". Oculus VR. November 28, 2012. Archived from the original on March 20, 2014. Retrieved March 20, 2014.
  13. "Oculus Rift virtual reality headset gets Kickstarter cash". BBC. August 1, 2012. Archived from the original on January 26, 2017. Retrieved February 2, 2017.
  14. Matulef, Jeffrey (August 1, 2012). "John Carmack's snazzy VR headset takes to Kickstarter with the Oculus Rift". Eurogamer . Archived from the original on October 5, 2013. Retrieved February 2, 2017.
  15. "Watch the QuakeCon VR Keynote Tonight Live at 7PM EST. Oculus Rift Kickstarter Passes $1 Million Under 36 Hours « Road to Virtual RealityRoad to Virtual Reality". Roadtovr.com. August 6, 2012. Archived from the original on November 10, 2016. Retrieved February 2, 2017.
  16. "Oculus Rift Virtual Reality Headset Developer Kits Now Available To Pre-Order". Geeky Gadgets. September 27, 2012. Archived from the original on March 4, 2016. Retrieved February 2, 2017.
  17. Takahashi, Dean. "Oculus VR raises $75M round led by web browser inventor Marc Andreessen's VC firm to launch virtual-reality goggles". venturebeat.com. Archived from the original on December 13, 2013. Retrieved December 12, 2013.
  18. "Facebook to Acquire Oculus". Facebook Newsroom. Facebook. March 25, 2014. Archived from the original on March 25, 2014. Retrieved March 26, 2014.
  19. Plunkett, Luke (March 25, 2014). "Facebook Buys Oculus Rift For $2 Billion". Kotaku.com. Archived from the original on March 25, 2014. Retrieved March 25, 2014.
  20. Welch, Chris (March 25, 2014). "Facebook buying Oculus VR for $2 billion". The Verge . Archived from the original on September 24, 2017. Retrieved February 2, 2017.
  21. Gleasure, R., & Feller, J. (2016). A Rift in the Ground: Theorizing the Evolution of Anchor Values in Crowdfunding Communities through the Oculus Rift Case Study. Journal of the Association for Information Systems, 17(10), 708-36.
  22. Victor Luckerson (March 26, 2014). "When Crowdfunding Goes Corporate: Kickstarter Backers Vent Over Facebook's Oculus Buy". Time . Archived from the original on March 26, 2014. Retrieved March 26, 2014.
  23. Philippa Warr (March 26, 2014). "Minecraft for Oculus Rift axed, Facebook too 'creepy'". Wired . Archived from the original on March 27, 2014. Retrieved February 1, 2017.
  24. "Introducing Michael Abrash, Oculus Chief Scientist". Archived from the original on March 28, 2014. Retrieved March 28, 2014.
  25. Leung, Lily. "Oculus moves out: Irvine VR goggles maker moves HQ to Menlo Park, closer to parent Facebook". Orange County Register. Archived from the original on March 3, 2016. Retrieved March 16, 2016.
  26. Gaudiosi, John (June 1, 2015). "What the Surreal Vision acquisition means for Oculus". Fortune. Archived from the original on March 22, 2016. Retrieved March 16, 2016.
  27. Etherington, Darrell (May 26, 2015). "Oculus Acquires Surreal Vision To Bring The Real World to VR". TechCrunch. Archived from the original on March 15, 2016. Retrieved March 16, 2016.
  28. 1 2 3 Day, Matt (January 6, 2016). "CES 2016: Rewind from Day 2 of the Consumer Electronics Show". Seattle Times. Archived from the original on March 4, 2016. Retrieved January 7, 2016.
  29. 1 2 3 Robertson, Adi (October 11, 2017). "Oculus announces new $199 self-contained VR headset called Oculus Go, shipping in 2018". The Verge. Archived from the original on August 12, 2020. Retrieved November 27, 2019.
  30. Constine, Josh (December 28, 2016). "Oculus acquires eye-tracking startup The Eye Tribe". 2016-12-29. Archived from the original on January 26, 2017. Retrieved February 2, 2017.
  31. "Oculus Is Now A Division Of Facebook Technologies". UploadVR . November 16, 2018. Archived from the original on June 12, 2019. Retrieved July 29, 2019.
  32. Aydin, Rebecca (August 16, 2018). "Ever-expanding Facebook plans Burlingame lease". San Francisco Chronicle. Archived from the original on July 30, 2019. Retrieved July 30, 2019.
  33. Brown, Lisa (January 16, 2019). "Facebook Inks Mega-Lease at Burlingame Point". GlobeSt. Archived from the original on July 30, 2019. Retrieved July 30, 2019.
  34. "Cushman & Wakefield Arranges $515 Million Financing for New Bay Area Office Campus" (Press release). Cushman & Wakefield San Francisco. April 23, 2019. Archived from the original on July 30, 2019. Retrieved July 30, 2019.
  35. 1 2 Robertson, Adi (April 30, 2019). "Oculus Quest review: a great vision with a frustrating compromise". The Verge. Archived from the original on July 29, 2020. Retrieved November 27, 2019.
  36. 1 2 3 4 "Who needs the Rift S when the Oculus Quest can do everything?". Engadget. September 25, 2019. Archived from the original on October 19, 2019. Retrieved November 27, 2019.
  37. 1 2 3 4 5 Statt, Nick (March 20, 2019). "Oculus unveils the Rift S, a higher-resolution VR headset with built-in tracking". The Verge. Archived from the original on August 6, 2020. Retrieved March 20, 2019.
  38. Rubin, Peter (August 13, 2019). "Nate Mitchell Exits Facebook, Taking Oculus Era With Him". Wired. ISSN   1059-1028. Archived from the original on August 13, 2019. Retrieved August 13, 2019.
  39. Damiani, Jesse. "John Carmack Stepping Down To Focus on Artificial General Intelligence, Remains "Consulting CTO" At Oculus". Forbes. Archived from the original on November 15, 2019. Retrieved November 18, 2019.
  40. 1 2 Kuchera, Ben (September 16, 2020). "Oculus Quest 2 review: smaller, cheaper, better". Polygon. Archived from the original on January 29, 2022. Retrieved September 16, 2020.
  41. Robertson, Adi (August 19, 2020). "Facebook is making Oculus' worst feature unavoidable". The Verge. Archived from the original on August 27, 2020. Retrieved September 4, 2020.
  42. "Palmer Luckey on Oculus' Facebook deal: "You will not need a Facebook account to use or develop for the Rift"". PCGamesN. March 26, 2014. Archived from the original on August 22, 2020. Retrieved September 4, 2020.
  43. 1 2 3 Machkovech, Sam (August 20, 2020). "Why the Facebookening of Oculus VR is bad for users, devs, competition". Ars Technica. Archived from the original on August 21, 2020. Retrieved August 21, 2020.
  44. 1 2 "Oculus becomes a division of 'Facebook Technologies'". MCV/DEVELOP. November 20, 2018. Archived from the original on November 26, 2020. Retrieved August 22, 2020.
  45. 1 2 Machkovech, Sam (September 15, 2016). "Facebook login adds real-name policy, auto-updated friends list to Oculus [Updated]". Ars Technica. Archived from the original on September 9, 2020. Retrieved September 4, 2020.
  46. Healey, Nic. "You can now connect Facebook to Gear VR and play games with friends". CNET. Archived from the original on November 30, 2020. Retrieved September 4, 2020.
  47. Hollister, Sean. "How Mark Zuckerberg became the new face of VR". CNET. Archived from the original on November 8, 2020. Retrieved January 4, 2021.
  48. Jagneaux, David (April 12, 2017). "New Gear VR Sign-Up Process Highlights Facebook Over Oculus". UploadVR. Archived from the original on August 24, 2020. Retrieved August 21, 2020.
  49. 1 2 Sam Machkovech. "The Facebookening of Oculus VR becomes more pronounced starting in October". Ars Technica. Archived from the original on August 18, 2020. Retrieved August 19, 2020.
  50. Robertson, Adi (August 18, 2020). "You'll need a Facebook account to use future Oculus headsets". The Verge. Archived from the original on August 18, 2020. Retrieved August 18, 2020.
  51. "A Single Way to Log Into Oculus and Unlock Social Features". www.oculus.com. Archived from the original on September 4, 2020. Retrieved September 4, 2020.
  52. Hayden, Scott (September 2, 2020). "Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns". Road to VR. Archived from the original on October 29, 2021. Retrieved October 29, 2021.
  53. Orland, Kyle (September 3, 2020). "Facebook halts Oculus Quest sales in Germany amid privacy concerns". Ars Technica. Archived from the original on September 3, 2020. Retrieved September 4, 2020.
  54. "Facebook-Oculus login rift grows as sales stop in Germany". BBC News. September 3, 2020. Archived from the original on September 9, 2020. Retrieved September 3, 2020.
  55. "Introducing the New Facebook Reality Labs". Facebook, Inc. August 25, 2020. Archived from the original on February 15, 2022. Retrieved February 15, 2022.
  56. Robertson, Adi (August 25, 2020). "Oculus Connect is now 'Facebook Connect,' and it's happening September 16th". The Verge. Archived from the original on February 15, 2022. Retrieved February 15, 2022.
  57. Robertson, Adi (June 16, 2021). "Facebook will start putting ads in Oculus Quest apps". The Verge. Archived from the original on June 17, 2021. Retrieved June 18, 2021.
  58. "Facebook Deprecates Proprietary Oculus APIs For OpenXR Focus". July 23, 2021. Archived from the original on August 25, 2021. Retrieved August 25, 2021.
  59. VR, Oculus. "Oculus All In on OpenXR: Deprecates Proprietary APIs" . Retrieved August 25, 2021.
  60. Kastrenakes, Jacob (October 25, 2021). "Facebook is spending at least $10 billion this year on its metaverse division". The Verge. Archived from the original on February 15, 2022. Retrieved February 14, 2022.
  61. Wong, Queenie. "Facebook plans to break out its VR, AR business". CNET. Archived from the original on February 14, 2022. Retrieved February 14, 2022.
  62. Heath, Alex (October 28, 2021). "Mark Zuckerberg on why Facebook is rebranding to Meta". The Verge. Archived from the original on October 31, 2021. Retrieved February 14, 2022.
  63. Robertson, Adi (October 28, 2021). "Facebook teases "Project Cambria" high-end VR / AR headset". The Verge. Retrieved June 2, 2022.
  64. Robertson, Adi (October 28, 2021). "Facebook's Oculus Quest will soon be called the Meta Quest". The Verge. Archived from the original on October 28, 2021. Retrieved October 28, 2021.
  65. "Company formerly known as Facebook unceremoniously kills off 'Oculus' brand". TechCrunch. October 28, 2021. Retrieved October 28, 2021.
  66. Piper, Daniel (February 3, 2022). "Meta's Oculus Quest rebrand is off to a disastrous start". Creative Bloq. Archived from the original on February 14, 2022. Retrieved February 14, 2022.
  67. Khan, Imad (January 27, 2022). "Oculus Quest 2 just officially renamed Meta Quest — and it's not going well". Tom's Guide. Archived from the original on February 14, 2022. Retrieved February 14, 2022.
  68. Hayden, Scott (April 6, 2022). "Meta Quest 2 Boxes Appear on Store Shelves, Brand Swap Still Incomplete". Road to VR. Retrieved April 26, 2022.
  69. "The Oculus Quest 2 is no more, long live the Meta Quest 2". PCGamesN. March 29, 2022. Retrieved April 26, 2022.
  70. Luna, Elizabeth de (August 23, 2022). "Have a Quest headset? It's time to make a Meta account". Mashable. Retrieved January 1, 2023.
  71. Machkovech, Sam (July 9, 2022). "Meta removes Facebook account mandate from Quest VR—but is that enough?". Ars Technica. Retrieved August 4, 2022.
  72. 1 2 Stein, Scott. "Meta Quest Pro Hands-On: A $1,500 Leap Toward the Future of Mixed Reality". CNET. Retrieved October 11, 2022.
  73. 1 2 Marshall, Cass (November 18, 2019). "Your Quest can now play Oculus Rift games, with the right cable and gaming PC". Polygon. Archived from the original on November 19, 2019. Retrieved November 27, 2019.
  74. 1 2 3 Robertson, Adi (September 16, 2020). "Facebook is discontinuing the Oculus Rift S". The Verge. Archived from the original on September 16, 2020. Retrieved September 16, 2020.
  75. "Facebook CEO Mark Zuckerberg: 'Oculus Quest Completes Company's First-Gen Lineup'". RoadtoVR.com. October 15, 2018. Archived from the original on October 17, 2018. Retrieved October 18, 2018.
  76. "Oculus "phasing out" Rift, launching $399 Rift S this spring". GamesIndustry.biz. March 20, 2019. Archived from the original on May 23, 2020. Retrieved November 27, 2019.
  77. Robertson, Adi (February 28, 2019). "Oculus won't approve Quest games unless it thinks people will buy them". The Verge. Archived from the original on November 27, 2019. Retrieved November 27, 2019.
  78. "Oculus sold $5 million worth of Quest content in first 2 weeks on sale". TechCrunch. June 11, 2019. Retrieved June 11, 2019.
  79. Lang, Ben (May 14, 2020). "Oculus Quest Can Now Tether to PC with Its Included USB 2.0 Cable". Road to VR. Archived from the original on August 13, 2020. Retrieved June 23, 2020.
  80. Robertson, Adi (May 18, 2020). "Oculus Quest games are getting controller-free hand tracking this month". The Verge. Archived from the original on July 17, 2020. Retrieved July 16, 2020.
  81. Wickens, Katie (November 16, 2020). "Oculus Quest 2 gets a cheeky 90Hz refresh rate update, finally rivaling competitors". PC Gamer. Archived from the original on October 29, 2021. Retrieved January 4, 2021.
  82. Robertson, Adi (April 23, 2021). "Oculus has turned on wireless PC streaming for the Quest 2". The Verge. Archived from the original on October 29, 2021. Retrieved September 19, 2021.
  83. Clark, Mitchell (July 26, 2022). "Meta is raising Quest 2 headset prices by $100 next month". The Verge. Retrieved July 27, 2022.
  84. Hamilton, Ian (July 26, 2022). "Quest 2 Price Jumps To $399 As Meta Costs Rise" . Retrieved July 27, 2022.
  85. Orland, Kyle (October 11, 2022). "Meta announces Quest Pro, a $1,499 "mixed reality" device coming Oct. 25". Ars Technica. Retrieved October 12, 2022.
  86. Davis, Wes (June 1, 2023). "Meta announces its Quest 3 VR headset, which will cost $499.99". The Verge. Retrieved June 1, 2023.
  87. Davis, Wes (May 28, 2023). "Quest 3 hands-on confirms Meta's building a 'far thinner and lighter' headset". The Verge. Retrieved June 1, 2023.
  88. "Meta Quest 3 VR Headset And Accessory Preorders Available Now". GameSpot. Retrieved November 13, 2023.
  89. Song, Eric (October 9, 2023). "Meta Quest 3 Review". IGN. Retrieved November 13, 2023.
  90. "Meta Quest 3 Review: Huge Hardware Bump, But Who's It For?". WIRED. October 9, 2023. Retrieved November 13, 2023.
  91. Hollister, Sean (June 1, 2023). "Quest 3 won't replace Quest 2 for "quite a while," confirms Meta". The Verge. Retrieved June 5, 2023.
  92. 1 2 Heath, Alex (April 22, 2024). "Meta wants to be the Microsoft of headsets". The Verge. Retrieved April 22, 2024.
  93. "Meta Working On Framework To Port 2D Apps To Horizon OS". UploadVR. April 23, 2024. Retrieved April 24, 2024.
  94. Hector, Hamish (July 2, 2024). "The Meta Quest 2 is sold out everywhere – paving the way for the Meta Quest 3S". TechRadar. Retrieved July 15, 2024.
  95. Stark, Chelsea (January 5, 2016). "Oculus will reward its original Kickstarter backers with the new Rift". Mashable. Archived from the original on January 8, 2016. Retrieved January 7, 2016.
  96. "You can now pre-order Oculus Touch controllers for $199". Engadget. October 10, 2016. Archived from the original on February 4, 2017. Retrieved March 10, 2017.
  97. "IFA 2014: Samsung Galaxy Note 4, Note Edge, Gear VR and Gear S hands-on". GSMArena.com. Archived from the original on August 13, 2016. Retrieved March 16, 2016.
  98. Robertson, Adi (September 24, 2015). "The new Gear VR will work with any new Samsung phone and cost $99". The Verge. Archived from the original on October 29, 2021. Retrieved October 28, 2021.
  99. Ralph, Nate. "Samsung Gear VR (2015) review: The best mobile VR experience so far -- but only for Samsung phones". CNET. Archived from the original on October 29, 2021. Retrieved October 29, 2021.
  100. Robertson, Adi (May 1, 2018). "The Oculus Go improves mobile VR, but there's still a long way to go". The Verge. Archived from the original on September 6, 2018. Retrieved September 6, 2018.
  101. Machkovech, Sam (May 1, 2018). "Oculus Go review: The wireless-VR future begins today for only $199". Ars Technica. Archived from the original on May 1, 2018. Retrieved November 27, 2019.
  102. "VR Headset Market Rebounds as Standalone Products Gain Traction While AR Headset Market Also Saw Positive Movement, According to IDC". IDC.com. International Data Corporation. Archived from the original on September 30, 2019. Retrieved May 20, 2019.
  103. Fogel, Stefanie (January 24, 2019). "Oculus Expected to Sell 1.3 Million Quest Units in 2019, SuperData Believes". Variety. Variety Media, LLC. Archived from the original on July 6, 2019. Retrieved June 1, 2019.
  104. Carmack, John (September 27, 2018). "Oculus Connect 5 | Keynote Day 02". YouTube. Oculus VR, LLC. 3 minutes 46 seconds. Archived from the original on May 28, 2019. Retrieved May 20, 2019. Now, I was probably the most optimistic inside Oculus about how well Go would do, but it turned out that it exceeded even my expectations. A remarkable point is, Go is retaining as well as Rift. And that's pretty shocking. Nobody predicted that.
  105. Carmack, John (September 27, 2018). "Oculus Connect 5 | Keynote Day 02". YouTube. Oculus VR, LLC. 6 minutes 23 seconds. Archived from the original on May 28, 2019. Retrieved May 20, 2019. The one shock was how well we've done in Japan. … we are not catering to the Japanese market. We don't have great internationalisation for Japanese and different areas, but something about Go has really struck a nerve in the Japanese market consciousness.
  106. Robertson, Adi (June 23, 2020). "Oculus discontinues its low-end Go headset to focus on Oculus Quest". The Verge. Archived from the original on July 18, 2020. Retrieved July 15, 2020.
  107. Statt, Nick (March 20, 2019). "Oculus unveils the Rift S, a higher-resolution VR headset with built-in tracking". The Verge. Archived from the original on August 6, 2020. Retrieved November 27, 2019.
  108. Robertson, Adi (September 16, 2020). "Facebook is discontinuing the Oculus Rift S". The Verge. Archived from the original on September 16, 2020. Retrieved August 25, 2021.
  109. Robertson, Adi (April 6, 2021). "Facebook says it's no longer replenishing Oculus Rift S supplies". The Verge. Archived from the original on August 25, 2021. Retrieved August 25, 2021.
  110. Leger, Henry St (September 9, 2021). "Ray-Ban Stories smart glasses review". TechRadar. Archived from the original on March 3, 2022. Retrieved November 1, 2021.
  111. Oculus Rift Experiences Archived March 10, 2020, at the Wayback Machine , accessed January 22, 2019
  112. Oculus Go Experiences Archived January 23, 2019, at the Wayback Machine , accessed January 22, 2019
  113. https://www.oculus.com/experiences/gear-vr Archived January 23, 2019, at the Wayback Machine , Oculus Gear VR Experiences, accessed January 22, 2019
  114. Facebook buys VR studio behind Beat Saber Archived June 19, 2020, at the Wayback Machine , accessed June 21, 2020
  115. Facebook acquires the VR game studio behind one of the Rift’s best titles Archived June 22, 2020, at the Wayback Machine , accessed June 21, 2020
  116. Gach, Ethan (June 22, 2020). "Facebook Buys Creators Of The Order: 1886". Kotaku . Archived from the original on June 23, 2020. Retrieved June 22, 2020.
  117. Peters, Jay (April 30, 2021). "Facebook acquires the developers of VR military simulator Onward". The Verge. Retrieved October 12, 2022.
  118. Matney, Lucas (June 11, 2021). "Facebook buys game studio BigBox VR". TechCrunch. Retrieved October 12, 2022.
  119. "Facebook acquires Unit 2 Games". GamesIndustry.biz. June 4, 2021. Retrieved October 12, 2022.
  120. Play, Jason Rubin, VP of. "Within to Join Meta". www.oculus.com. Retrieved October 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  121. "Meta Supernatural Acquisition: FTC Probe For $400M Deal". December 17, 2021. Retrieved October 12, 2022.
  122. "U.S. Sues Meta To Stop 'Goal Of Owning The Entire Metaverse'". July 27, 2022. Retrieved October 12, 2022.
  123. Hayden, Scott (February 2, 2023). "Report: Meta Wins Bid to Acquire VR Fitness Studio Behind 'Supernatural', Awaiting FTC Appeal". Road to VR. Retrieved February 10, 2023.
  124. "Meta Acquires Iron Man VR & Resident Evil 4 Devs". October 11, 2022. Retrieved October 12, 2022.
  125. "Former PSVR Exclusive Iron Man VR Flies Onto Quest 2". October 11, 2022. Retrieved October 12, 2022.
  126. "Meta's VR game publisher is now called 'Oculus Publishing'". Engadget. March 23, 2023. Retrieved April 16, 2023.
  127. Zeitchik, Steven (January 26, 2015). "Sundance 2015: Virtual-reality company Oculus to launch film label". LA Times. Archived from the original on November 15, 2016. Retrieved November 14, 2016.
  128. 1 2 "Oculus Announces Closure Of Oculus Story Studio". Game Informer. Archived from the original on November 7, 2017. Retrieved April 11, 2018.
  129. Constine, Josh (January 26, 2015). "Oculus' Pixar Exec-Led Story Studio Will Release VR Cinema Examples". TechCrunch. Archived from the original on July 7, 2017. Retrieved November 14, 2016.
  130. Sundance 2015: Virtual-reality company Oculus to launch film label Archived January 25, 2019, at the Wayback Machine , Los Angeles Times, By Steven Zeitchik, January 26, 2015
  131. Larson, Selena (February 1, 2017). "Facebook loses $500 million Oculus lawsuit". CNN . Archived from the original on February 1, 2017. Retrieved February 2, 2017.
  132. Wawro, Alex (June 21, 2017). "After winning $500M in lawsuit against Oculus, ZeniMax pushes for more". Gamasutra . Archived from the original on June 25, 2017. Retrieved June 22, 2017.
  133. Korosec, Tom (June 27, 2018). "Facebook Payout in Oculus Copyright Spat Cut to $250 Million". Bloomberg L.P. Retrieved June 28, 2018.
  134. Nunneley, Stephany (December 12, 2018). "ZeniMax accepts settlement offer from Facebook in Oculus lawsuit". VG247 . Retrieved December 12, 2018.
  135. Rosenblatt, Joel (May 27, 2022). "Meta Copied VR Technology Key to Metaverse Gaming, Immersion Claims - BNN Bloomberg". BNN. Retrieved May 27, 2022.