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Facebook's approach to the Metaverse is a classic example of building based on "what's in it for us", not "what's in it for them?" Thinking "what's in it for u
by alangibson 4y ago
Facebook's approach to the Metaverse is a classic example of building based on "what's in it for us", not "what's in it for them?"
Thinking "what's in it for us" leads you to build a universe that you get to lord over. Putting interesting things that people want in it is someone else's problem.
Thinking "what's in it for them" leads you to build a single interesting thing people want. Then you expand it into a universe from there.
- civilized 4y agoI think Zuckerberg assumed that what's in it for the user would be the same as it's always been at Facebook - socialize with your family and friends. But why would I expect VR to be better than a Zoom call when Zoom calls with family and friends are already so wonky? Do I want to endure the same weird audio/video connectivity crap, only made even more uncanny by being immersed in it? Seems more honest to just keep it on a screen.
- wink 4y agoAlso completely missing the part of the population who likes async communication with friends and family via any sort of messenger or text, and deliberately not anything interactive like video. But ok, we might be a minority.
- zug_zug 4y ago>> Expect VR to be better than zoom It's worse, why would I expect VR to be better than facebook video. I think facebook video is worse than zoom, to the point that internal employees will use zoom for meeting sometimes. I feel like they should have built the world's best group video/audio product in 2 months, made it free, and used that momentum for metaverse
- corbulo 4y agoIt wouldve been cool if they weren't so bloated/incompetent. The glorified skype usecase was always lame to me. The potential for workflow efficiency (you can effectively have as many monitors as you want with the profile of a VR headset, remote work is even more portable than a laptop, looking at another desktop can be just as intuitive as another monitor on your own, more immersive and tune-able environment to focus on work) & display of data in 3d that is otherwise too unnavigable in 2D were really promising. Maybe we'll get there in another 10 years when the VR tech cycle completes its orbit again.
- RugnirViking 4y agoI havent really tried to use monitors in VR, but is it possible to read small text on what would be a monitor possible? With my pure guess, I imagine the resolution makes it difficult to read unless the monitor is massive in the world, which im not sure is something I would enjoy. Not saying its something that couldn't be improved, id just be interested in hearing from someone that has tried it
- corbulo 4y agoThe monitor can be any size you want it to be. Thats the best part, it's entirely virtual and customizable. It's really not much different than a physical one except for the hardware buttons and individual brightness/contrast settings.
- agubelu 4y agoBut it's not really about the size, it's about the resolution and image quality. You are rendering a monitor inside another monitor, and you simply can't "display" an IPS 4K 144hz monitor through a LCD FHD 50hz one.
- corbulo 4y agoFair point, though I wouldn't draw such a direct equivalent since VR is positional. What is the resolution x360degrees? I didn't experience any clarity issues personally but yeah the resolutions aren't always as high (which is why abandoning it at this stage is a shame) and refresh rate certainly isn't high enough.