...The Rift on the other hand is just that, a visor, Facebook can do nothing but give them money to make it better and get it out sooner than it would have, which was projected in 2014 anyways...
What?
...Facebook is a website, what they can do is make a Facebook/Rift splinter site, and subsidize the price of the headset for it's members while taking ad revenue in people's virtual rooms...
What?
Also, "Facebook" the name of a company. The company has a social platform also called "Facebook". It's where it got its name from. Much like Coca Cola has a drink called Coca Cola. If you think they're going to allow the Rift to distance itself from the Facebook brand, you're in for a shock.
Imagine your friends start sending you videos of them from Spain, while they're sitting on their bed at home. That's what's going on in Zuck's head.
"Zuck"? Also: what? Do you understand how VR works?
...Zuckers is imaging the Facebook Rift sponsored NFL games, where members get to pay $50 bucks to pretend to sit on the 50 yard line during the Superbowl, which would cost thousands of real world dollars. Surgeons already broadcast their surgeries, now students can be that surgeon and see the exact cuts he makes. Facebook lets you make timeline videos, now they can have grandparents being visited by kids who've can't afford to drive over. International game devs can have virtual offices, where everyone can work "side by side." The applications are enormous, and to think he would be so self serving for a small ass website like Facebook, when he can have the world is ridiculous.
Al of the over reactions come off as really selfish, when in reality, gaming is such a small part of what VR is
Firstly, "Zuckers"? How many pet names do you have for the man? "Zuck-a-by-baby" is the CEO, but answers to the Board of Directors. He doesn't micro-manage the company and, in relative terms, had little to do with this acquisition. This is a business move, not a vision from your favourite human being.
Your also presenting a wonderful world where we can project 360 degree stereoscopic video from a single source to multiple output carriers while still retaining individual outputs to control the directional feed of the video.
While 360 video is indeed being developed, for the immediate future - say, 5-10 years - we're reliant on VR being powered mostly locally rendered images, due to the nature of the technology. Remove head-tracking and movement from the footage, and you kill the platform. Watching a doctor perform surgery POV in VR? Nope. Crystal clear NFL from the sidelines for US$50.00? Hahaha! Virtually every application you just listed is outside the realms of possibilities for the foreseeable technological future. Gaming and other locally rendered experiences are the driving force of this medium for at least a decade.
This merger doesn't grant Facebook control of the necessary patents to prevent competitors from entering the market. This purchase gives Facebook a substantial control of the
birth of the VR platform. Sharing VR experiences via the Facebook social website? A public company doesn't spend $2b on a pipe-dream. And it's certainly not what Facebook bought OR to do, anyway. They're interested in controlling an emerging medium, to profit from it via their advertising business. It's a gamble, but the pay off is simple: pop Up ads in VR space. That's it. If you get in early enough, you make it standard and control the advertising space. And if you also happen to sell those ads...