\n<\/aside>\n<\/p>\n
Meta’s Connect keynote presentation Tuesday afternoon spent a lot of time talking about how virtual reality\u2014and the coming high-end Quest Pro headset\u2014would help revolutionize the future of work and socializing. But the company also spent a lot of time talking up the gaming sector that has so far been the primary use case driving the relative market success of the Quest 2 headset.<\/p>\n
To reinforce that success, the company formally announced its recent acquisition of three more major VR gaming studios today:<\/p>\n
Those recent purchases add to a recent Meta game studio acquisition spending spree that already included Beat Games (Beat Saber<\/em>), Ready at Dawn (Lone Echo<\/em>), Sanzaru Games (Asgard’s Wrath<\/em>), Downpour Interactive (onward<\/em>), and BigBox VR (Population One<\/em>). In July, the Federal Trade Commission filed an antitrust lawsuit to try to stop Meta’s purchase of Within, makers of the popular VR fitness app supernatural<\/em>.<\/p>\nGrowing, but how fast?<\/h2>\n Meta’s additional spending on even more VR developers comes as Quest 2 headset owners seem to be spending more than ever on software. All told, Meta said today that $1.5 billion had been spent on games and apps on the Quest store since the platform launched in spring 2019. That’s up from $1 billion in cumulative app revenue the company announced in February, suggesting VR spending is accelerating at a decent pace.<\/p>\n
On the other hand, Meta’s 30 percent share from those sales amounts to just $450 million in direct revenue over more than three years. For context, Microsoft recently revealed that it brought in $2.9 billion in revenue just from a single year of Xbox Game Pass console subscriptions, making the VR gaming market seem like a relative drop in the bucket.<\/p>\n
Meta’s VR software revenue is still well short of the $2 billion Facebook paid for Oculus eight years ago. And that number doesn’t even capture the hefty costs for operations, R&D, and acquisitions the company has incurred since the purchase.<\/p>\n\n Advertisement <\/span> <\/p>\n<\/aside>\nMeta’s “Reality Labs” division (which includes the entirety of its VR business) has lost roughly $10 billion over the last year, according to data from the company’s quarterly earnings statements. John Carmack, who served as Oculus CTO until 2019 and still serves as an advisor to the company\u2014said in an August podcast interview that he gets “sick to my stomach thinking about that much money being spent. But that’s how they demonstrate commitment to this … Google goes and cancels all these projects, while Meta is really sticking with the funding of VR and AR even further out with it.”<\/p>\n