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Meta layoffs today: Facebook parent is slashing hundreds of workers from Reality Labs VR division
Fastcompany· 2026-01-13 19:11
Core Insights - Meta Platforms has announced layoffs affecting up to 1,500 positions in its Reality Labs division, representing about 10% of the workforce in that division [2][4][10] - The layoffs are part of a strategic shift away from virtual and augmented reality towards wearables and mobile device experiences [5][6] - This marks the largest tech layoffs of 2026 so far, raising concerns about potential job cuts in other non-AI sectors within the tech industry [10] Company Overview - Reality Labs is responsible for developing Meta's augmented and virtual reality products, including the metaverse initiative, which has not gained significant consumer interest [3][8] - The division currently employs approximately 15,000 workers, making the 10% reduction equate to around 1,500 job losses [4] Strategic Shift - Meta's Chief Technology Officer, Andrew Bosworth, indicated that the company is reallocating resources from the metaverse to focus on wearables and mobile experiences [5][6] - The decision to cut jobs in Reality Labs is part of a broader effort to make the business more sustainable and to support growth in wearables [6] Market Reaction - Following the announcement of the layoffs, Meta's shares fell by more than 2% in midday trading [9] - The layoffs reflect a trend in the tech industry where companies are increasingly prioritizing AI development over traditional tech sectors [10] Industry Context - In 2025, nearly 124,000 jobs were lost across 269 tech companies, with a decreasing trend in annual tech layoffs since 2022 [11] - The tech industry is witnessing a shift in focus, with AI becoming the primary area of investment, as evidenced by Meta's strategic changes [10][11]
Meta plans layoffs in its Reality Labs unit
Business Insider· 2026-01-12 21:27
Core Insights - Meta is preparing to lay off approximately 10% to 15% of its 15,000 employees in the Reality Labs division, focusing on teams involved in virtual reality headsets and Horizon Worlds [1][2] - The layoffs are expected to be announced this week, coinciding with a significant division-wide meeting called by Meta's CTO and Reality Labs chief Andrew Bosworth [2] - Reality Labs has incurred over $70 billion in losses since 2020, prompting Meta to shift its focus and spending towards artificial intelligence [2] Group 1 - The layoffs will disproportionately affect teams working on virtual reality products [1] - The upcoming meeting is described as the "most important" of the year, indicating potential significant changes within the division [2] - Bosworth has emphasized that 2025 will be a critical year for Reality Labs, which will determine its legacy [3]
迭代与突围:2025~2026国内LBE大空间市场洞察
Sou Hu Cai Jing· 2026-01-08 13:31
Core Insights - The domestic LBE (Large-scale Business Environment) market is entering a critical phase of scaled development in 2026, driven by technological advancements and policy support [1][3]. Development History - The evolution of the domestic LBE market has been gradual, transitioning from technological foundation and scene exploration to industrial explosion, with a clear developmental trajectory [3]. - The VR industry faced a period of adjustment from 2018 to 2020, where many small enterprises lacking core technologies were eliminated, while leading companies focused on R&D and building core capabilities [4]. - From 2023 to 2024, the VR large space industry began to experience rapid growth, with significant improvements in hardware technology and an expanding content ecosystem [5]. 2025 Market Dynamics - The LBE market in 2025 is characterized by high growth and low concentration, indicating a typical growth phase with a market size approaching one trillion [6]. - The market's low concentration is evident, with a CR10 of less than 20%, indicating that nearly 80% of related enterprises operate as single project entities [7]. - The rapid expansion of offline VR experience channels is evident, with over 5,000 experience points nationwide by the third quarter of 2025, indicating a clear trend of channel penetration into lower-tier cities [8][9]. Industry Ecosystem - The LBE industry ecosystem is becoming increasingly complete, involving hardware suppliers, software service providers, content creators, and offline operators, all collaborating to drive scale [10][11]. - Government support, industry associations, and investment institutions play crucial roles in the ecosystem, with reported financing exceeding 10 billion for the VR large space industry in 2025 [12]. 2026 Market Forecast - The LBE market is expected to exceed 180 billion in 2026, with a compound annual growth rate of over 25% from 2025 to 2030, driven by policy support, technological iteration, and rising consumer demand [13][14]. - The competitive landscape will shift towards higher concentration, with leading companies expanding through content output and franchise models, while mergers and acquisitions will accelerate [15][16]. - Technological trends will include increased application of MR (Mixed Reality) and AIGC (Artificial Intelligence Generated Content), enhancing user experience and content production efficiency [17][18]. Industry Standards and Specialization - 2026 will be a pivotal year for establishing standardized systems and deepening specialization within the LBE industry, addressing fragmentation and high collaboration costs [19][20]. - The division of labor will evolve, with content creators focusing on core development, distributors managing promotion and rights, and venue operators enhancing user experience [20]. Scene Expansion - The LBE market will expand beyond C-end entertainment to include government and enterprise services, creating new growth engines [21]. - C-end scenarios will see further segmentation, while B-end and G-end applications will emerge as significant growth drivers, particularly in industrial training and public service sectors [21]. Conclusion - The domestic LBE market has transitioned from concept trials to a trillion-dollar sector, with a focus on quality enhancement and scale expansion in 2026 [22].
Virtuix(VTIX) - Prospectus
2025-12-30 21:01
As filed with the U.S. Securities and Exchange Commission on December 30, 2025. Registration No. 333-[•] UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 __________________________________ FORM S-1 REGISTRATION STATEMENT Under The Securities Act of 1933 __________________________________ Virtuix Holdings Inc. (Exact name of registrant as specified in its charter) __________________________________ | Delaware | 3577 | 46-4371395 | | --- | --- | --- | | (State or other jurisdiction of | ...
凯文・凯利:意外之美|我们的四分之一世纪
Jing Ji Guan Cha Bao· 2025-12-19 09:58
Group 1 - The core theme of the article revolves around the unexpected developments in technology and innovation over the past 25 years, categorized into three main insights: "unexpected joy," "unexpected slowness," and "unexpected paths" [2] Group 2 - "Unexpected joy" refers to the rapid and extensive adoption of smartphones, which have redefined various industries by integrating multiple functionalities into a single device, driven by technological convergence [3] - The smartphone revolution was not merely a result of a single technological breakthrough but rather a combination of advancements in communication, chips, and software, which collectively addressed the demand for instant connectivity [3] Group 3 - "Unexpected slowness" highlights the slower-than-anticipated development of virtual reality (VR) technologies, which have not yet achieved the expected breakthrough despite high hopes, including from major companies like Apple [4][5] - The article emphasizes that the speed of technology adoption is influenced by the maturity of the entire system rather than isolated technological advancements, as seen in the case of VR and autonomous driving [5] Group 4 - "Unexpected paths" discusses the emergence of large language models (LLMs) as a surprising development in AI, which diverged from traditional AI approaches and demonstrated unexpected capabilities in logical reasoning through language [6][7] - The article also mentions the rise of the sharing economy, exemplified by companies like Airbnb and Uber, which transformed consumer habits and demonstrated that innovation often arises from cross-industry integration rather than conventional paths [7] Group 5 - The article concludes with reflections on Japan's past economic trajectory, suggesting that internal factors, rather than external pressures, were responsible for its stagnation, which serves as a cautionary tale for future developments in other countries, including China [8][9] - Looking ahead, the article posits that China's growth will be driven by open-source practices, confidence among tech innovators, and a culture that embraces global perspectives and innovation [9]
Meta is pausing its dream of sharing Quest's Horizon OS with third-party headset makers
TechCrunch· 2025-12-17 19:32
Core Viewpoint - Meta has paused its program to share Meta Horizon OS with third-party device makers to focus on developing first-party hardware and software for the VR market [1][2]. Group 1: Program Details - The program aimed to create a new generation of hardware for VR users to engage with Meta's digital worlds [1]. - Initially announced in April, the program included partnerships with companies like Asus, Microsoft's Xbox, and Lenovo to develop hardware compatible with Meta Horizon OS [3]. - There have been few updates on the program since its announcement, with a spokesperson indicating ongoing collaboration with business partners to expand Horizon OS into more devices [4]. Group 2: Shift in Focus - Horizon OS was designed to provide mixed reality experiences and enhance social presence through advanced tracking technologies [5]. - Recently, Meta's interest in the metaverse has waned as the company shifts focus towards AI, with reports indicating potential budget cuts of up to 30% for the metaverse group within Reality Labs [6]. - Meta confirmed plans to redirect investments from the metaverse towards AI glasses and wearables, reflecting a strategic pivot in its technology development priorities [6].
Meta plans price hike for its virtual reality devices, internal memo shows
Business Insider· 2025-12-10 13:29
Core Insights - Meta is planning to raise prices for its virtual reality devices to ensure long-term sustainability and adapt to new costs like tariffs [1][2] - The company aims to shift its business model to focus on premium pricing and high-quality software experiences, potentially slowing down the release of new hardware [2][4] - Meta's flagship VR headset, the Meta Quest 3, is priced at $499.99, while the entry-level model is $299.99 [3] Business Model Shift - Executives emphasized the need for a business model realignment to support a sustainable VR business in the long term [4][6] - The memo highlighted three major themes: building a sustainable VR business, creating world-class software experiences, and accelerating mobile development [4] Product Strategy - The release of new mixed reality glasses, codenamed "Phoenix," has been postponed from the second half of 2026 to the first half of 2027 [3] - The company is committed to VR and plans to run multiple programs in parallel while managing costs associated with tariffs and subsidies [6] Financial Adjustments - Meta is reportedly planning budget cuts of up to 30% for Reality Labs, the division responsible for its hardware [5]
Citi Maintains Buy on Meta Platforms (META), Sees Potential Benefits from Cost Restructuring
Yahoo Finance· 2025-12-08 06:39
Core Viewpoint - Meta Platforms Inc. is seen as a strong investment opportunity, with Citi maintaining a Buy rating and an $850 price target, following news of potential budget cuts in its Metaverse division [1]. Group 1: Strategic Realignment - Analysts view the planned budget cuts of up to 30% in the Metaverse division as a strategic realignment rather than a negative retrenchment, allowing for the reallocation of capital and talent towards Meta's Super Intelligence Labs and AI initiatives [2]. - The resource allocation debate between Reality & Research efforts and emerging AI opportunities is ongoing, but Citi believes the restructuring confirms Meta's focus on higher-return investments for growth [3]. Group 2: Budget Cuts and Future Investments - The majority of budget reductions will occur in Meta's virtual reality group and Horizon Worlds, with savings redirected towards futuristic projects like AI glasses and wearables [4]. - A company spokesperson indicated that the investment shift from Metaverse to AI glasses and wearables is due to positive momentum, with no broader changes planned beyond this [4]. Group 3: Company Overview - Meta Platforms Inc. operates major social media services, including Facebook, Instagram, WhatsApp, Messenger, and Threads, as well as virtual reality products like Oculus headsets [5].
Mark Zuckerberg rebranded Facebook for the metaverse. Four years and $70 billion in losses later, he’s moving on
Yahoo Finance· 2025-12-05 17:52
Core Insights - Meta's ambitious pivot to the metaverse has resulted in significant financial losses, with Reality Labs incurring over $70 billion in losses since 2021, primarily due to underwhelming user engagement and high operational costs [2][3] - The company is now planning to cut Reality Labs' budget by 30%, which could mean a reduction of $4 billion to $6 billion in spending, affecting various projects including Horizon Worlds and Quest hardware [4][5] - Following the announcement of budget cuts, Meta's stock saw a positive reaction, increasing by over 4% and adding approximately $69 billion in market value, indicating investor approval of the strategic shift [6] Financial Performance - Reality Labs has accumulated losses exceeding $70 billion since 2021, attributed to investments in virtual environments and hardware that have not yielded a substantial user base or revenue [2] - The planned budget cuts of 30% could translate to a reduction of $4 billion to $6 billion, reflecting a significant shift in financial strategy [4] Strategic Shift - Meta is reallocating resources from the metaverse to focus on AI technologies, particularly smart glasses, which have seen a tripling in sales over the past year [7] - The decision to cut the budget for Reality Labs follows a broader strategy meeting where executives were instructed to find 10% cuts across all divisions, indicating a company-wide reassessment of priorities [5]
扎克伯格“元宇宙梦”或破灭,Meta拟削减相关部门最高30%预算
Sou Hu Cai Jing· 2025-12-05 02:19
Core Viewpoint - Meta is significantly reducing its budget for the metaverse-related business by up to 30%, indicating a major strategic shift away from what was once considered the company's future focus [1][2]. Financial Performance - Reality Labs, responsible for VR and AR development, reported a revenue increase of 74% year-over-year to $470 million in Q3 2025, primarily due to the success of AI smart glasses, but still incurred a substantial operating loss of $4.432 billion, maintaining the same level as the previous year [1]. - Cumulative losses for the Reality Labs department have exceeded $70 billion since the end of 2020, with a warning from Meta's CFO about a decline in Q4 revenue due to the lack of new VR headset launches [2]. User Engagement and Market Response - Horizon Worlds, the core social platform, has struggled with user growth since its launch in 2021, peaking at 300,000 monthly active users in the first three months but failing to achieve expected network effects, leading analysts to label it as a "resource black hole" [4]. - Following the news of budget cuts, Meta's stock price rose over 3%, marking the largest single-day increase since July 31 [4]. Strategic Shift - The ongoing losses and investor skepticism, along with regulatory concerns regarding children's privacy in virtual worlds and a gap between technology maturity and user demand, have prompted Meta to pivot its strategy [4]. - Mark Zuckerberg has shifted focus away from the metaverse, emphasizing AI strategies in recent communications, with the former head of the metaverse now overseeing AI product development [4].