The Chicago Journal

Metaverse Headsets Showcase Zuckerberg and Meta’s Progress

With the recent release of unfinished headset prototypes, it’s clear that Mark Zuckerberg and Meta are making more progress towards developing their Metaverse.

The Metaverse is an ambitious virtual world designed to elevate people’s interaction beyond the current social media platforms.

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When Mark Zuckerberg announced that Facebook would be changing its name to Meta, it sent ripples through the tech world. The company’s goal is nothing short of exploring virtual reality and what lies beyond our screens in this new digital age we live in.

Meta’s Reality Labs division has been busy developing prototypes to achieve their goals.

Meta revealed some of the machines the team has been working on – prototypes that will lead to lightweight, hyper-realistic virtual reality graphics.

The designs, dubbed Butterscotch, Starburst and Holocake 2, are currently in their Quest 2 Display. The prototype headsets have a more slender design than before with finer details that will be seen soon.

With its sleek, goggle-like design and high resolution display, The Mirror Lake was meant to be the perfect headset for adventures in the Metaverse. However, it only remains a concept with no prototype developed.

“These prototypes, they’re custom and bespoke models that we built in our lab, so they’re not products that are ready to ship,” Zuckerberg said.

In a recent event that focused on the designs, Zuckerberg, Reality Labs chief scientist Michael Abrash, and members from Meta Reality Labs presented their works to an audience, which they described as “time machines.”

“I think we’re in the middle right now of a big step forward towards realism,” said the Meta CEO. “I don’t think it’s going to be that long until we can create scenes with basically perfect fidelity.”

“Only instead of looking at them on a screen, you’ll feel like you’re there,” he added.

Mark Zuckerberg expressed his enthusiasm about the headset and Metaverse’s progress, giving an update on their work:

“The issue today is that the vividness of screens that we have now compared to what your eyes see in the physical world is off by an order of magnitude or more.”

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