In an effort to seemingly combine a couple of the top tech trends of the year, Facebook will soon be allowing users of its Oculus Rift virtual reality system to live stream themselves inside VR to their Facebook friends and followers as avatars.
The Facebook Live functionality will be arriving on the Spaces app, which is still in beta.Users will be able to go live to all their friends and can position a virtual camera to capture their experience. A lot of things will look familiar to a traditional Live broadcast for the streamer, but things like physically reaching out and grabbing a comment to show those watching are things only possible in VR.
Facebook Spaces may be just a preview of CEO Mark Zuckerbergs 10-year vision for virtual reality at the company, but with Messenger video calls and Facebook Live broadcasts already coming to the app, its clear that the company isnt shying away from building a bridge between its loftier VR bets and its central 2D service, which now boasts 2 billion users.
It may be a while before every feature sees a VR counterpart though.
There are things that arent going to map one-to-one, but I think in a lot of ways Facebook is sort of the 2D metaverse, Facebook VR guru Mike Booth told TechCrunch. Its a huge network of people, places and things, so its a question of how we present those things in VR and how we let people access them and interact with them, but its also huge so therere a lot of things to figure out and explore.
To Booth, bringing Facebook Live to Spaces is just as much about evangelism as anything else, allowing larger groups of friends to get exposed to the app and virtual reality in general.
Whether users see the need to return to a feature like this is the real question; VR systems have some pretty obtrusive setups and dont lend themselves to the ease of use that going Live on mobile boasts. Whether seeing avatars is fun and quirky or just gimmicky seems to be something that might be up for debate after only a couple minutes of live streaming, but for Facebook, much of their VR strategy involves a lot of trial and a lot of potential for error.