I first tried the Oculus Rift virtual reality
headset in the corner of a drab conference
room in Las Vegas. I was convinced within
seconds - despite feeling a little dizzy - that
the device, held together by duct tape and
hope, was destined for big things.
A year or so later, I met the same company,
Oculus VR, in a (slightly) fancier room at the E3
gaming event in Los Angeles. "Hold this," I said,
abruptly thrusting an audio cable into the hands
of a young man who I thought was helping out -
but was in fact the company's chief executive,
Palmer Luckey. Again, I was blown away by the
technology.
The next time I'd meet Luckey he'd be many,
many millions of dollars richer, and Oculus
would be a Facebook-owned company. But
despite that very real marker of success, our
topic of conversation each time we met
remained the same: How are you going to
convince people it's worth it? And isn't it going
to be way too expensive?
"It isn't," he said the last time I asked him -
but he's wrong.
At around $600 (plus a powerful PC) to get
started, it is too expensive.
But money isn't the problem. The price of the
technology will come down, and I'm still
convinced virtual reality can be a success - but
will it be Facebook's success? The company's
strategy in this blossoming market is under
question.
Best Buy retreat
This week we learned that demo stations set up
in Best Buy - the huge US technology retail
chain - are being rolled back due to poor foot
traffic .
Facebook has described the move as a
"seasonal" change, but suffice it to say, if they
were shifting units they'd still be there. Instead,
200 of the 500 stations across the US are being
shut down.
It's a potentially troubling moment for the
company. Those who back virtual reality -
myself included - always subscribed to the view
that the key to selling them would be to get
people to try it out. Once you've been in VR, we
all assumed, you'd be hooked, and your wallet
would follow soon after.
But that doesn't seem to have been the case.
For whatever reason, too few people were
bothering to even try the demo, let alone buy
the product. There are a few theories for this,
but the most likely, in my mind, was suggested
by NPR's Molly Wood. The problem, she
observed recently, might be the "pink-eye
factor”.
She said : "It could be as simple as - and I have
said this a million times - not wanting to go into
a store and put something on your face that has
been on a bunch of other people's faces."
But that wouldn't explain why the Oculus Rift is
apparently performing poorly against its closest
rival.
At the high-end of the virtual reality market,
Oculus is up against HTC's Vive, an extremely
capable device which has the involvement of
Valve, the revered games publisher.
Good enough
Unofficial data (which I'm using as the
companies themselves haven't shared sales
figures with us) suggest that the Vive, despite
being more expensive, is trouncing Oculus.
Games research firm SuperData estimated that
420,000 Vive headsets were sold in 2016,
compared to 250,000 sales for the Oculus Rift.
The lower end of the market is far more positive
for Facebook. The Samsung Gear VR runs the
Oculus VR experience, and that is by far and
away the most popular device for VR on the
market today, according to SuperData. But the
hardware is all Samsung's and, for the most
part, the headset itself (a simple plastic frame
with lenses) has been given away with many
smartphones.
The hope that the Gear VR might act as a kind
of gateway drug into pricier VR experiences has
yet to come to fruition.
Or maybe it has, just not for Oculus: the middle
ground in VR is Sony's PlayStation VR, $399 and
works with the PlayStation 4. It's more powerful
than the Gear VR, but less powerful than the
high-end headsets. But here's where Facebook
should be worried - it seems to be good enough
for most gamers.
And it's "good enough" that makes Facebook's
strategy all the more precarious. Who is the
Oculus Rift for, exactly? Super serious gamers
are gravitating to the HTC Vive. Moderately
serious gamers are happy with PlayStation VR.
And at the budget end, the Gear VR, while
popular now, faces a clear and present threat
from Daydream, Google's new VR ecosystem
which is far more open.
While Gear VR insists you have a Samsung
smartphone, Daydream is designed to
eventually work with any sufficiently powerful
Android device (and it wouldn't be too tricky to
make it work with Apple's iOS, either).
This compatibility comes at a price, mind - the
Daydream View headset is far less comfortable,
in my experience, than the Gear VR. But it's
comfortable enough, and the little handheld
controller provides a far more intuitive way of
navigating the VR world than tapping blindly at
the side of your head, a la Gear VR.
Here comes Hugo
So what are the next steps if Facebook is to get
on top of this? I'd ask Palmer Luckey, but he's
hard to reach at the moment - hidden away
from public view after controversy surrounding
his support of Donald Trump which involved
funding a hateful trolling group.
He still works at the company, but Facebook
and Oculus have repeatedly refused to tell me
what his job actually is. (Palmer, if you're
reading... my Twitter direct messages are open!)
The only public appearance he has made since
that debacle has been to turn up in court where
Facebook (unsuccessfully) defended against
claims Oculus illegally used intellectual property
belonging to games publisher Zenimax in the
early days. A $500m bill for damages awaits,
unless Facebook can win on appea l.
In a recent earnings call, Facebook founder
Mark Zuckerberg, who is still incredibly
enthusiastic about VR and what it means for his
network's future, called for patience from his
investors. "It's not going to be really profitable
for a while," he said.
He's never claimed otherwise, it has to be said.
VR appears on Facebook's 10-year strategy, a
slow burner with potentially big rewards.
But falling behind now would be a serious blow,
which is why Zuckerberg has brought in Hugo
Barra, a man most recently at Chinese firm
Xiaomi, but before that, a major name at
Google. He'll be in charge of Facebook's efforts
in virtual reality from here on in.
In Barra, Oculus gains both a visionary and a
safe pair of hands. He having worked on
Android, today's most popular smartphone
platform.
At Xiaomi, his role was to help the company
expand globally - and while the company didn't,
as some had expected, break into the US under
Barra's watch, it did cement a reputation as
making good quality devices.
He hasn't started his new role at Facebook just
yet - he'll be at the company in a month or so,
apparently excited to be back in California after
a few years away.
When he starts his first day - I feel those two
questions I've been asking Palmer Luckey still
stand: Isn't it still too expensive? And more
importantly - how are you going to convince
people it's worth it?
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