6 min read
6 min read

Meta’s Reality Labs unit lost about $19.1 billion in 2025, including roughly $6.2 billion in the fourth quarter. Usually, numbers like that scream “shut it down.”
But Meta is treating VR as a long bet funded by its ad machine. I see it as a platform play: build the rails now, then figure out how everyone pays to ride later.

Reality Labs did bring in money, around $2.2 billion in 2025 and about $955 million in Q4. The problem is the gap between sales and spending.
Hardware margins are tight, content takes years to develop, and the install base is still limited compared with phones. In other words, Meta is running a startup-sized business inside a mega-cap company.

On the earnings call, Mark Zuckerberg said he expects Reality Labs’ losses in 2026 to be similar to 2025 and called this year likely the peak before losses start to decline gradually.
That message matters because it frames the pain as a temporary investment rather than a permanent failure. Meta wants Wall Street to see a roadmap, even if the timeline is fuzzy.

Meta is no longer talking like a pure VR company. It says most Reality Labs investments are now directed toward glasses and wearables, while VR becomes part of a broader pathway.
That’s a strategic pivot toward devices people might wear daily, not just strap on for gaming. If smart glasses hit mass adoption, today’s VR spending could start to look like R&D for the next platform.

Smart glasses have become Reality Labs’ brighter spot, helped by Ray-Ban Meta models that are easier to explain and easier to use than a headset. They fit into real life and lean on AI features that feel immediately useful.
Even if margins are lower than in traditional eyewear, the product proves Meta can ship hardware people actually want, which keeps the whole division alive.

Meta’s other big move is pushing Horizon beyond headsets. The company has said it wants Horizon to become a massive success on mobile, where the audience is measured in billions, not millions.
That turns the metaverse pitch into something closer to a social platform with 3D spaces, avatars, and creators. If Horizon works on phones, VR becomes an optional upgrade, not the only door in.

Reality Labs is still spending massive amounts, but it is also trimming. Meta has reportedly cut around 10% of the Reality Labs team, trimming more than 1,000 roles and shutting down or reshaping parts of its VR content operation.
That looks contradictory until you view it as refocusing. Meta seems more willing to cut bets that aren’t scaling, while protecting the core hardware and platform roadmap.

Meta is discontinuing Horizon Workrooms as a standalone app effective February 16, 2026, a clear signal that VR meetings did not become the breakout use case. That does not mean productivity is dead in VR, but it does show that Meta is done pushing a single flagship office app.
Instead, it’s pitching Horizon as a broader platform that can host many productivity tools, without betting the farm on one.

Meta is chasing what Apple and Google built in mobile: a platform where the company owns the hardware, the store, the identity layer, and the monetization rails.
If VR or AR becomes a mainstream computing category, Meta wants to be the default gatekeeper, not a guest in someone else’s ecosystem. That is why it keeps investing even when the current math looks ugly.

Meta’s AI push and its VR push are not separate worlds. AI can generate worlds, objects, games, and assistants that make immersive experiences cheaper to build and more personal to use.
At the same time, headsets and glasses create new streams of data about attention, gestures, and context that can train better models. When you connect those dots, VR becomes a strategic input to the AI future.
Even with a cooler market, Meta cannot pause without risking the lead it already bought. Apple’s spatial computing efforts and the broader race toward smart glasses raise the stakes.
If competitors define the next interface, Meta’s social apps could end up living on someone else’s hardware again. Continuing to spend is partly defensive, a way to ensure Meta has an option if the world shifts to face-worn computing.

A big reason Meta stays in is the belief that headsets will get cheaper to build, lighter to wear, and better at mixed reality over time.
If it can grow the user base, developer revenue can rise, hardware subsidies can shrink, and the store can take a larger role. That is the classic console playbook, just applied to an early category.
To see how that long game is already showing up in the workplace, read Meta’s AI Brings VR Work Meetings Closer to Reality.

Meta needs a few things to click at once: compelling mixed reality hardware, a clear killer app beyond curiosity, and an ecosystem where creators can reliably earn money.
It also needs trust, because face-worn devices raise privacy concerns that phones did not. If those pieces align, today’s losses could look like the cost of buying a new platform. If not, the bill keeps growing.
For a practical look at where VR comfort and adoption meet real-world limits, read our explainer on Meta’s guidance that 20-40 minutes is best for VR.
What do you think about why Meta won’t stop spending on VR even as losses keep piling up? Please share your thoughts and drop a comment.
This slideshow was made with AI assistance and human editing.
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Dan Mitchell has been in the computer industry for more than 25 years, getting started with computers at age 7 on an Apple II.
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