Technology

Meta shifts Horizon Worlds to mobile

Reality Labs burns $80bn then discovers smartphones exist, Metaverse becomes another walled-garden app store with better branding

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Meta CEO Mark Zuckerberg wears a virtual reality headset.
                            
                              credit should read GLENN CHAPMAN/AFP via Getty Images Meta CEO Mark Zuckerberg wears a virtual reality headset. credit should read GLENN CHAPMAN/AFP via Getty Images businessinsider.com

Meta is pivoting Horizon Worlds away from VR headsets and toward a mostly mobile experience, a move that reads less like strategy and more like an admission that friction beats slogans. Business Insider reports the company is “shifting focus” so Horizon Worlds becomes “almost exclusively mobile,” after Reality Labs—Meta’s VR and smart-glasses division—has lost nearly $80 billion since 2020.

The technical subtext is brutal. VR-first social platforms require users to buy hardware, tolerate discomfort (motion sickness is not a product backlog item), and accept the social awkwardness of strapping a screen to your face to attend a mediocre virtual hangout. Meta’s own numbers underline the problem: according to Business Insider’s summary of Meta’s blog post, 86% of time spent on Quest headsets goes to third-party apps, not Meta’s flagship “metaverse.” In other words, Meta built the mall; people keep visiting other stores.

Making Horizon work on mobile is not just a port; it’s a redefinition. On phones, Horizon must compete with Roblox and Fortnite—battle-tested, content-rich ecosystems optimized for touch input, low-latency networking, and relentless content pipelines. The “immersive 3D” pitch from Mark Zuckerberg now becomes: generate 3D scenes and objects with AI, run them in a mobile client, and share them into Instagram, Facebook, or Threads, according to Business Insider.

That implies a very different engineering stack: aggressive rendering compromises (simplified geometry, baked lighting, level-of-detail streaming), tight bandwidth budgets, and server-side authority to keep latency tolerable while preventing cheating and abuse. It also implies a creator pipeline that can feed mobile-scale audiences without the cost structure of VR-native assets. AI-generated content helps, but it also increases moderation load and creates new abuse vectors—because the only thing more scalable than user-generated content is machine-generated spam.

Meta insists it remains committed to VR hardware and third-party developers, pointing to a “robust roadmap” and past platform investment, per Business Insider. Yet the operational signals are familiar: layoffs in Reality Labs, studio closures, and reduced support for acquired VR content such as Supernatural. “We’re in it for the long haul,” Meta says—while quietly choosing the one device category that already has billions of users.

The interesting part is not that Meta is chasing growth; it’s how the pivot tightens platform leverage. A mobile Horizon can be wired directly into Meta’s identity, payments, ads, and social graph—turning “the metaverse” into another distribution channel where access is gated by account policy, ranking algorithms, and the usual compliance theater.

The metaverse, it turns out, was never going to be a parallel society. It was always going to be an app—just one that required you to look ridiculous in public. Now Meta is dropping the helmet and keeping the gate.