Meta Pulling Back From VR Was Inevitable

Last week, Meta announced it was laying off 10% of employees in its Reality Labs division, which is home to the company’s VR/AR/MR/HW pursuits. The layoffs were aimed at VR: Quest headsets, Horizon Worlds / metaverse experiences, and first-party VR game studios. Not surprisingly, the news did not go over well within the VR community, which framed the layoffs as a doomsday scenario for the VR industry. When it came to a VR pullback, the writing had been on the wall for some time. Although expected, the pullback still provides some interesting observations as to where Meta stands when it comes to Reality Labs. 

We knew that Meta was struggling with Quest sales. The company discloses Reality Labs revenue in its quarterly financials. Between 2022 and 2025, Reality Labs annual revenue has fallen by approximately 15%. The data pointed to Quest headsets not selling well in addition to overall weakness across Meta’s VR ecosystem. For a company that has sold approximately 20 million Quest VR headsets to date (a helpful data point for determining the ceiling for the Quest installed base), it was far too early on the adoption curve to be registering flat Quest headset revenue. For context, while Apple Watch revenue has been tending flat for the past four years, the installed base is 225 million people. With Quest, new user growth should still be strong enough to offset any headwind associated with declining sales to existing users. 

In describing the Quest business, gaming and young people come to mind. Meta bought into this trend by investing in its own gaming studios to ensure more (gaming) content was available for the devices. The hope was

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