Unpacking the Metaverse: How Mark Zuckerberg’s Oculus VR Missteps Shaped Virtual Reality’s Future

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Unpacking the Metaverse: How Mark Zuckerberg’s Oculus VR Missteps Shaped Virtual Reality’s Future

In 2014, Mark Zuckerberg purchased Oculus VR for billions, believing virtual reality (VR) would revolutionize personal computing. Fast forward to 2026, and VR is more established, thanks to advancements like OpenXR and Flatpaks. Tech giants like Google, Valve, and Apple are updating software for VR headsets with eye tracking—a feature that’s becoming essential.

Recently, Meta, the parent company of Oculus, laid off hundreds of employees, causing some to wonder if VR’s future is bleak. Despite this, the vibrant VR community continues to grow. If you missed it, UploadVR had some exciting updates.

Over the past decade, one major flaw in Meta’s headsets has been the lack of consistent eye-tracking technology, except for in the unsuccessful Quest Pro model. Eye tracking can significantly enhance user experience, allowing for more immersive and interactive environments.

Back in 2017, I attended eye-tracking demos at GDC. Those demos showed me how eye tracking can enhance not just gaming but the entire VR experience. Eye tracking enables designers to create more engaging and personalized game mechanics. Without it, platforms like Meta’s might struggle to compete effectively.

Zuckerberg acknowledged this gap in 2024, noting that although Oculus had the technology, it was removed from the Quest 3. This raises concerns: why bypass technology that can empower the VR experience? Currently, Meta seems focused on building a social network through its VR platforms, which may distract from essential tech developments.

Comparisons to other companies illustrate this point. Valve and Apple are prioritizing eye tracking in their new headsets. Valve’s upcoming Steam Frame and Apple’s Vision Pro both leverage eye tracking to enhance user interactions. This tech is paramount. Headsets that lack eye tracking may find it hard to compete in the long run.

The evolution of Meta shows fluctuations in strategy and focus. After acquiring Beats Saber in 2019, they invested in gaming studios and expansion efforts. However, their attempts to merge VR with social media, like Horizon Worlds, faced substantial backlash.

John Carmack, a respected figure in VR development, warned in 2021 that building a metaverse without clear user needs might lead to failure. His departure from Meta in 2022 highlighted the disconnect between aspirations and reality. This shift has raised doubts about whether Meta can recover its initial VR leadership.

As we look forward, eye tracking will likely be integral for future devices. It’s the gateway for more intuitive user interfaces—much like how a mouse revolutionized computer interaction. While Meta contemplates its next steps, eye tracking may be a pivotal element for achieving a competitive edge in an increasingly crowded marketplace.

Apple, for instance, is reportedly focusing on functionality that allows user control in innovative ways, potentially leading to a significant shift in how we interact with devices.

In a world geared toward immersive experiences, the potential for VR is vast, but companies must align their technology strategies with user needs. As they navigate this space, returning to the “Oculus” branding could rejuvenate Meta’s image and focus, reaffirming its commitment to VR excellence.



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