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- The following is a conversation
with Mark Zuckerberg inside the Metaverse.
Mark and I are hundreds of miles apart
from each other in physical space,
but it feels like we're in the same room
because we appear to each other
as photorealistic codec avatars in 3D
with spatial audio.
This technology is incredible,
and I think it's the future of how human beings
connect to each other
in a deeply meaningful way on the internet.
These avatars can capture many
of the nuances of facial expressions that we use,
we humans use, to communicate emotion to each other.
Now I just need to work on upgrading my emotion,
expressing capabilities of the underlying human.
This is "The Lex Fridman Podcast."
And now, dear friends, here's Mark Zuckerberg.
(both laughing)
This is so great.
Lighting change.
Wow.
- [Mark] Oh yeah, you can put the light anywhere.
- And it doesn't feel awkward to be really close to you.
- No, it does.
I actually moved you,
I moved you back a few feet before you got into headset.
You were like right here.
- I don't know if people can see this,
but this is incredible.
The realism here is just incredible.
Where am I?
Where are you, Mark?
Where are we?
- [Mark] You're in Austin, right?
- No, I mean this place.
(both laughing)
We're shrouded by darkness with ultra-realistic face,
and it just feels like we're in the same room.
This is really the most incredible thing I've ever seen.
And sorry to be in your personal space.
We have done jiujitsu before.
- Yeah, no, I was commenting to the team before
that even that I feel like we've choked each other
from further distances
than it feels like we are right now.
(Lex laughing)
- I mean, this is just really incredible.
I don't know how to describe with words.
It really feels like we're in the same room.
- [Mark] Yeah.
- It feels like the future.
This is truly, truly incredible.
I just wanted to take it in.
I'm still getting used to it.
It's like, it's you, it's really you,
but you're not here with me, right?
You're there wearing a headset
and I'm wearing a headset.
It's really, really incredible.
So, can you describe what it takes currently
for us to appear so photorealistic to each other?
- Yeah, so I mean, for background,
we both did these scans for this research project
that we have at meta called Kodak Avatars.
And the idea is that instead of our avatars being cartoony,
and instead of actually transmitting a video,
what it does is we've sort of scanned ourselves
and a lot of different expressions.
And we've built a computer model
of sort of each of our faces and bodies
and the different expressions that we make
and collapse that into a Kodak
that then when you have the headset on your head,
it sees your face, it sees your expression,
and it can basically send an encoded version
of what you're supposed to look like over the wire.
So, in addition to being photorealistic,
it's also actually much more bandwidth efficient
than transmitting a full video
or especially a 3D immersive video
of a whole scene like this.
- And it captures everything, like the flaws.
Like to me,
the subtleties of the human face,
like even the flaws,
that's all amazing.
It makes it so much more immersive.
It makes you realize that like perfection
isn't the thing that leads to immersion.
It's like the little subtle flaws like freckles
and like variations in color and just.
- Yeah, wrinkles
- Asymmetry.
- Yeah, asymmetry.
- Yeah.
And just the different,
like the corners of the eyes,
like what your eyes do when you smile,
all that kind of stuff.
- Yeah, eyes are a huge part of it.
- It's just incredible.
- Yeah, I mean, there's all the studies
that most of communication,
even when people are speaking
is not actually the words that they're saying, right?
It's kind of the expression and all that.
So, and we try to capture that with the kind of classical
expressive avatar system that we have.
That's the kind of more cartoon designed one.
You can kind of put those kind of expressions
on those faces as well.
But there's obviously a certain realism
that comes with delivering kinda
this photo realistic experience
that I don't know.
I just think it's really magical.
I mean, this gets to kinda the core
of what the vision around virtual and augmented reality is,
of like delivering a sense of presence,
as if you're there together
no matter where you actually are in the world.
And I mean, this experience,
I think is a good embodiment of that,
where it's like, I mean,
we're in two completely different states
halfway across the country,
and it just like, you know,
looks like you're just sitting right in front of me.
It's pretty wild.
- Yeah, I mean, I can't, I'm almost getting emotional.
It's like, it feels like a totally,
it's fundamentally new experience.
Like for me to have this kind of conversation
with loved ones,
it would just change everything.
Maybe just to elaborate,
so I went to Pittsburgh
and went through the whole scanning procedure,
which has so much incredible technology,
so software and hardware going on,
but it is a lengthy process.
So what's your vision for the future of this
in terms of making this more accessible to people?
- You know, it starts off with a small number
of people doing these very detailed scans, right?
Which is, that's the version that you did and that I did.
And you know, before there were a lot of people
who we've done this kind of a scan for,
we probably need to kind of over collect expressions
when we're doing the scanning
because we haven't figured out
how much we can reduce that down
to a really streamlined process
and extrapolate from the scans
that have already been done.
But, you know, the goal,
and we have a project that's working on this already,
is just to do a very quick scan with your cell phone
where you just take your phone,
kind of wave it in front of your face
for a couple of minutes, you know, say a few sentences,
make a bunch of expressions,
but overall, have the whole process
just be two to three minutes
and then produce something that's of the quality
of what we have right now.
So I think that that's one
of the big challenges that remains.
And right now we have the ability
to do the scans if you, you know, have hours to sit for one.
And with today's technology,
I mean, you're using
a meta headset that exists.
It's a product that's kind of for sale, now.
You can drive these with that,
but the production of these scans
in a very efficient way is one of the last pieces
that we still need to really nail.
And then obviously there's all the experiences around it.
I mean, right now we're kind of sitting
in a dark room, which, you know,
is, you know, familiar for your podcast.
But I think part of the vision for this over time
is, you know, not just having this be like a video call.
I mean, that's fine.
It's cool or it feels like it's immersive,
but you know, you can do a video call on your phone.
The thing that you can do in the metaverse
that is different
from what you can do on a phone is like doing stuff
where you're physically there together
and participating in things together.
And we could play games like this.
We could have meetings like this in the future.
Once you get mixed reality and augmented reality,
we could have Kodak avatars like this
and go into a meeting
and have some people physically there
and have some people show up
in this photorealistic form,
superimposed on the physical en environment.
I think that stuff like that is gonna be super powerful.
So we gotta still build out all those kinda applications
and the use cases around it.
But I don't know,
I think it's gonna be a pretty wild
next few years around this.
- I mean, I just, I'm actually almost at a loss of words.
This is just so incredible.
This is truly incredible.
I hope that people like watching this
can get a glimpse of like,
how incredible it is.
It really feels like we're in the same room.
Like there is that,
I guess there's an uncanny valley
that seems to have been crossed here.
Like it looks like you.
- Yeah.
- Like really you.
I mean, I think there's still a bunch of tuning
that I think will want to do
where different people emote
to different extents, right?
So I think one of the big questions is, you know,
like when you smile, how wide is your smile?
And how wide do you want your smile to be?
And I think getting that to be tuned on a per person basis
is gonna be one of the things
that we're gonna need to figure out.
You know, it's like to what extent
do you wanna give people control over that?
You know, some people might try
to, you know, might prefer a version
of themselves that's more emotive
in their avatar than their actual faces.
You know, so for example, you know,
I always get a lot of critique
and shit for having like a relatively stiff expression.
But, you know, I mean, I might feel pretty happy,
but just make a pretty small smile.
So, I mean, maybe, you know, for me,
I would, it's actually, you know,
it's like I'd wanna have my avatar really
be able to better express like,
how I'm feeling than how I can do physically.
So I think that there's a question
about how you want to tune that.
But, overall, yeah, I mean you,
we wanna start from the baseline
of capturing how people
actually emote and express themselves.
And I mean, I think the initial version
of this has been pretty impressive.
And like you said,
I do think we're kind of beyond
the uncanny valley here.
And it does feel like you.
It doesn't feel weird or anything like that.
- I mean, that's gonna be the meme
that the two most monotone people
are in a metaverse together.
But I think that actually makes it more difficult.
Like, the amazing thing here
is that the subtleties
of the expression of the eyes,
you know, people say I'm monotone and emotionless,
but I'm not.
It's just, maybe my expression of emotion
is more subtle,
usually like with the eyes.
And that's one of the things I've noticed
is just how expressive the subtle movement
of the corners of the eyes are
in terms of displaying happiness or boredom
or all that kind of stuff.
- I'm curious to see,
just because I've never done one of these before,
I've never done a podcast
as one of these Kodak avatars,
and I'm curious to see what people think of it.
Because you know,
one of the issues that we've had in some of the VR
and mixed reality work is it tends
to feel a lot more profound
when you're in it than the 2D videos
capturing the experience.
So I think that this one,
because it's photorealistic may look kind of as amazing
in 2D for people watching it
as it as it feels, I think,
to be in it.
But we've certainly had this issue
where a lot of the other things just,
it's like you feel the sense of immersion
when you're in it,
that doesn't quite translate to a 2D screen.
But I dunno, I'm curious to see what people think.
- Yeah, I'm curious to see if people could see that.
Like, my heart is actually beating fast now.
This is super interesting, like,
that such intimacy of conversation
could be achieved remotely.
There's been, you know,
I don't do remote podcast for this reason
and this is like, breaks all of that.
This feels like just an incredible transition
to something else,
a different kind of communication.
Breaks all barriers,
like geographic physical barriers.
Do you have a sense of timeline
in terms of how many difficult things
have to be solved
to make this more accessible to like,
scanning with a smartphone?
- Yeah, I mean,
I think we'll probably roll this out
progressively over time.
So it's not gonna be like we roll it out
and one day, everyone has a Kodak avatar.
We want to get more people scanned and into the system
and then we wanna start integrating it
into each one of our apps, right?
Making it so that, you know,
I think that for a lot
of the work style things, productivity,
I think that this is gonna make a ton of sense
and a lot of game environments,
I mean, this could be fine,
but games tend to have their own style, right?
Where you almost want to fit more
with the aesthetic style of the game.
But I think for doing meetings,
and one of the things
that we get a lot of feedback on workrooms,
where, you know,
people are pretty blown away
by the experience
and this feeling that you can like be remote,
but feel like you're physically there
around a table with people.
But then, you know, we get some feedback
that people have a hard time
with the fact that the avatars are so expressive
and don't feel, you know,
as realistic in that environment.
So I think something like this
could make a very big difference
for those remote meetings.
And especially with Quest 3 coming out,
which is gonna be the first mainstream
mixed reality product, right?
Where you're really taking digital, you know,
expressions of either a person or objects
and overlaying them on the physical world,
I think the ability to do kind of remote meetings
and things like that where you're like
just remote hang sessions with friends.
I mean, I think that that's gonna be very exciting.
So yeah, rolling it out over the next,
over the next few years,
it's not ready to be like a kind of mainstream product yet,
but we just want to,
we'll keep tuning it and keep getting more scans in there
and keep, you know, and kind of rolling it out
into more of the features.
But yeah, I mean, definitely in the next few years,
you'll be seeing a bunch more experiences like this.
- Yeah, I would love to see some celebrities
scanned and some non-celebrities
and just more people to experience this.
I would love to see that.
This is something.
I mean my mind is blown.
I'm literally at a loss of words
'cause it's very difficult to just convey
how incredible this is.
How like how I feel the emotion,
how I feel the presence,
how I feel like the subtleties of the emotion
in terms of like work meetings
or in terms of podcasts.
This is like, this is awesome
and I don't even need your arms or legs.
- Well, we gotta get that.
I mean that's its own challenge.
And part of the question is also,
so you have the scan,
then it takes a certain amount of compute
to go drive that,
both for the sensors on the headset
and then rendering it.
So one of the things that we're working through
is what is the level of fidelity that is optimal, right?
You could do the full body in kind of a Kodak,
and that can be quite intensive,
but one of the things
that we're thinking about is like, all right,
maybe you can kind of stitch
a somewhat lower fidelity version of your body,
would still have the main kind of the major movements,
but your face is really the thing
that we have the most resolution on, right?
In terms of being able to read and express emotions.
I mean, like you said,
if you move your, you know, eyebrows like a millimeter,
I mean that really changes the expression
and what you're emoting,
whereas, you know, I mean, moving your arm
like an inch probably doesn't matter quite as much.
So yeah.
So I think that we do wanna get all of that into here
and that'll be some of the work
over the next period as well.
- So you mentioned Quest 3.
That's coming out.
I've gotten a chance to try that too.
That's awesome.
So, how'd you pull off the mix?
So it's not just virtual reality, it's mixed reality.
- Yeah, I mean, I think it's gonna be
the first mainstream mixed reality device.
I mean, obviously we shipped Quest Pro last year,
but it was $1,500.
And well, part of what I'm super proud of is, you know,
we try to innovate not just on pushing the state-of-the-art
and delivering new capabilities,
but making it so it can be available to everyone.
And you know, we have this,
and it's coming out,
it's $500 and in some ways I think the mixed reality
is actually better in Quest 3
than what we're using right now in Quest Pro.
So, and I'm really proud of the team
for being able to deliver
that kind of an innovation and get it out.
But, you know, some of this is just
software you tune over time and get to be better.
Part of it is you put together a product
and you figure out what are the bottlenecks
in terms of making it a good experience.
So we got the resolution for the mixed reality cameras
and sensors to be multiple times better in Quest 3.
And we just figured that that made a very big difference
when we saw the experience
that we were able to put together for Quest Pro.
And part of it is also that, you know,
Qualcomm just came out with their next generation chip set
for VR and MR that we worked with them
on a kind of custom version of it.
But that was available this year for Quest 3
and it wasn't available in Quest Pro.
So, you know, in a way in Quest 3,
even though it's not, you know,
the Pro product actually has a stronger chip set
in it than the Pro line at a third of the cost.
So, I'm really excited to get this in people's hands.
It does all the VR stuff that Quest 2
and the others have done too.
It does it better
because the display is better
and the chip is better.
So you'll get better graphics.
It's 40% thinner, so it's so just more comfortable as well.
But the MR is really the big capability shift.
And part of what's exciting
about the whole space right now is,
you know, this isn't like smartphones
where, you know, companies
put out a new smartphone every year
and you can almost barely tell the difference
between that and the one the year before it.
You know, for this,
each time we put out a new headset,
it has like a major new capability.
And the big one now is mixed reality.
The ability to basically take digital representations
of people or objects and superimpose them on the world.
And basically, you know,
I mean there's a one version
of this is you're gonna kind
of have these augments or holograms
and experiences that you can kind of bring
into your living room
or a meeting space or an office.
Another thing that I just think
is gonna be a much kind of simpler innovation
is that there are a lot of VR experiences
today that don't need to be fully immersive.
And, you know, if you're playing a shooter game
or you know, you're doing a fitness experience
and sometimes people get worried
about swinging their arms around, like,
"Am I gonna hit a lamp or something?"
You know, and "Am I gonna run into something?"
So having that in mixed reality actually
is just a lot more comfortable for people, right?
You kind of still get the immersion
and the 3D experience and you can have an experience
that just wouldn't be possible
in the physical world alone,
but by being anchored to,
and being able to see the physical world around you,
it's like, it just feels so much safer and more secure.
And I think a lot of people
are really gonna enjoy that too.
So yeah, I'm really excited
to see how people use it.
But yeah, Quest 3 coming out later this fall.
- Yeah.
And I got to experience it
with other people sitting around
and there's a lot of furniture.
And so you get to see that furniture,
you get to see those people.
And you get to see those people
like enjoy the ridiculousness of you,
like swinging your arms.
I mean, presumably they're friends of yours.
Even if they make fun of you,
there's a lot of love behind that.
And I got to experience that.
So that's a really fundamentally different experience
than just pure VR
with zombies coming outta walls and you.
- Yeah, it's like someone shooting at you
and you hide behind your real couch
in order to duck the fire.
Yeah.
- It's incredible how it's all integrated,
but also like subtle stuff,
like in a room with no windows,
you can add windows to it
and you can look outside
as the zombies run towards you,
but like it's still nice view outside, you know?
- Yeah.
- It's just, it's really.
And so that's pulled off by having cameras
on the outside of the headset
that do the pass through,
that technology is incredible
to do that on a small headset.
- Yeah, it's not just the cameras.
You basically you need to be in multiple cameras
to capture the different angles
and sort of the three-dimensional space.
And then it's a pretty complex compute problem,
an AI problem to map that to your perspective, right?
Because the cameras aren't exactly
where your eyes are
because no two people's eyes,
you're not gonna be in exactly the same place.
You kind of need to get that to line up
and then do that basically in real time,
and then generate something that looks,
that kind of feels natural,
and then superimpose whatever digital objects
you wanna put there.
So, yeah, it's a very interesting technical challenge
and I think we'll continue tuning this
for the years to come, as well.
But, I'm pretty excited to get this out
because I think Quest 3
is gonna be the first device like this
that millions of people are gonna get
that's mixed reality.
And it's only when you have millions of people
using something that you start getting
the whole developer community really starting
to experiment and build stuff
'cause now there are gonna be people
who actually use it.
So I think we'll get, you know,
we got some of that flywheel going with Quest Pro,
but I think it'll really get accelerated once Quest 3
gets out there.
And so yeah, I'm pretty excited about this one.
- Plus, there's hand tracking without,
you don't need to have a control.
So the cameras aren't just in the pass through
of the entire physical reality around you.
It's also tracking the details of your hands
in order to use that for like gesture recognition,
this kind of stuff.
- Yeah, we've been able to get way further
on hand recognition
in a shorter period of time than I expected.
So that's been pretty cool.
I don't know, did you see the demo experience
that we built around.
- Piano?
- Yeah, the piano, learning to play piano?
- Yeah, yeah.
It's incredible.
You're basically playing piano on a table
and that's without any controller,
and like how well it matches
physical reality with no latency.
And it's tracking your hands with no latency.
And it's tracking all the people
around you with no latency.
Integrating physical reality and digital reality,
obviously that connects exactly to this Kodak avatar,
which is in parallel allows us
to have ultra realistic copies of ourselves
in this mixed reality.
So, like, it is all converging
towards like an incredible digital
experience in the metaverse.
To me, obviously I love the intimacy of conversations,
so even this is awesome.
But do you have other ideas of what this unlocks
of like something like Kodak avatar unlocks
in terms of applications,
in terms of things we're able to do?
- Well, there's what you can do
with avatars overall
in terms of superimposing digital objects
on the physical world.
And then there's kind of psychologically
what is having photorealistic do, you know?
So, I think we're moving towards a world
where, you know, we're gonna have something
that looks like normal glasses
where you can just,
you see the physical world,
but you'll see holograms.
And in that world, I think
that there are gonna be,
you know, not too far off,
you know, maybe, you know,
by the end of this decade
we'll be living in a world
where there are kinda as many holograms
when you walk into a room
as there are physical objects.
And it really raises this interesting question
about, you know, a lot of people have this phrase
where they they call the physical world the real world.
And you know, I kind of think increasingly, yeah,
the physical world is super important,
but I actually think the real world
is the combination of the physical world
and the digital worlds coming together.
But until this technology,
they were sort of separate, right?
It's like you access the digital world
through a screen, right?
And, you know, maybe it's a small screen
that you carry around
or it's a bigger screen
when you sit down at your desk
and, you know, strap in for a long session.
But they're kind of fundamentally divorced and disconnected.
And I think part of what this technology is gonna do
is bring those together into a single coherent experience
of what the modern real world is,
which is, it's gotta be physical
because we're physical beings.
So the physical world
is always gonna be super important.
But increasingly, I think a lot of the things
that we kind of think of can be digital holograms.
I mean, any screen that you have can be a hologram.
You know, any media in any book art, you know,
can basically be just as effective as a hologram,
as a physical object.
Any game that you're playing, a board game
or any kind of physical game cards, you know, ping pong,
things like that.
They're often a lot better as holograms
'cause you could just kind of snap your fingers
and instantiate them and have them show up.
You know, it's like you have a ping pong table
show up in your living room,
but then you can snap your fingers
and have it be gone.
So that's super powerful.
So I think that it's actually
an amazing thought experiment
of like how many physical things we have today
that could actually be better
as interactive holograms.
But then beyond that,
I think the most important thing obviously as people,
so the ability to, you know, have these mixed hangouts,
whether they're social or meetings
where, you know, you show up to a conference room,
you're wearing glasses or a headset in the very near term,
but, you know, hopefully by, you know,
for the next five years glasses or so, and you know,
you're there physically.
Some people are there physically,
but other people are just there as holograms,
and it feels like it's them who are right there.
And also by the way,
another thing that I think is gonna be fascinating
about being able to blend together
the digital and physical worlds
in this way is we're also going
to be able to embody AIs as well.
So I think you'll also have meetings
in the future
where you're basically, you know,
maybe you're sitting there physically
and then you have, you know,
a couple of other people who are there as holograms.
And then you have like Bob the AI who's an engineer
on your team who's helping with things,
and he can now be embodied
as a realistic avatar as well,
and just join the meeting in that way.
So I think that's gonna be pretty compelling as well.
So then, okay, so what can you do
with photorealistic avatars
compared to kind of the more expressive ones
that we have today?
Well, I think a lot of this actually
comes down to acceptance of the technology.
And because all of the stuff that we're doing,
I mean the motion of your eyebrows,
the motion of your eyes,
the cheeks and all of that,
there's actually no reason
why you couldn't do that
on an expressive avatar too.
I mean, it wouldn't look exactly like you,
but I mean, you can make a cartoon version
of yourself and still have it
be almost as expressive.
But I do think that there's this bridge
between the current state of most our interactions
in the physical world
and where we're getting in the future
with this kind of hybrid,
physical and digital world
where I think it's gonna be a lot easier for people
to kind of take some of these experiences seriously
with the photorealistic avatars to start.
And then I'm actually really curious
to see where it goes longer term.
I could see a world where people stick to the photorealistic
and maybe they modify them
to make them a little bit more interesting,
but maybe fundamentally we like photorealistic things.
But I can also see a world
that once people get used to the photorealistic avatars
and they get used to these experiences
that I actually think
that there could be a world
where people actually prefer
being able to express themselves
in kind of non, you know,
ways that aren't so tied to their physical reality.
And so that's one of the things
that I'm really curious about.
And I dunno,
in a bunch of our internal experiments on this,
one of the things
that has I thought was psychologically pretty interesting
is people have no issues
blending photorealistic stuff and not.
So, you know, for this specific scene
that we're in now,
we happen to sort of be in a dark room.
I think part of that aesthetic decision,
I think was based on the way you like to do your podcast.
But we've done experiences like this
where you have like a cartoony background,
but photorealistic people
who you're talking to,
and we seem to like,
people just seem to just think
that that is completely normal, right?
It doesn't bother you.
It doesn't feel like it's weird.
Another thing that we've experienced
is basically you have a photorealistic avatar
that you're talking to,
and then right next to them
you have an expressive kind of cartoon avatar.
And that actually is pretty normal too, right?
It's like, it's not that weird right?
To basically being interacting
with different people in different modes like that.
So I'm not sure.
I think it'll be an interesting question
to what extent these photorealistic avatars
are like a key part of just transitioning
from being comfortable in the physical world
to this kind of new, modern,
real world that that kind of includes
both the digital and physical
or if this is like the long-term way that it stays.
I mean, I think that there are gonna be uses
for both the expressive
and the photorealistic over time.
I just dunno what the balance is gonna be.
- Yeah, it's a really good,
interesting philosophical question.
But to me, in the short term,
the photorealistic is amazing
to where I would prefer,
like you said, the workroom,
but like on a beach with a beer
to see a buddy of mine
remotely on a chair next to me drinking a beer.
I mean, that as realistic as possible
is an incredible experience.
So I don't want any fake hats on him.
I don't want any just chilling
with a friend drinking beer,
looking at the ocean while not being
in the same place together.
I mean that, yeah, that experience
is just, it's a fundamentally,
it's just a high quality experience, a friendship.
Whatever we seek in friendship,
it seems to be present there
in the same kind of realism
I'm seeing right now.
This is totally a game changer.
So to me,
I can see myself sticking with this
for a long time.
- Yeah, and long term, I mean,
it's also, it's novel,
and it's also a technological feat, right?
It's like being able to pull this off is like,
it's like a pretty impressive,
and I think to some degree
it's just this kind of like awesome experience.
- Yeah.
But I'm already, sorry to interrupt,
I'm already forgetting
that you're not real,
like this really.
- So I am real. - It's novel.
- This is just an avatar version of me.
- It's a deep philosophical question, yes.
- But I mean, so I put this on this morning
and I was like, all right,
like I, it's like, okay,
so my hair is a little shorter
in this than my physical hair is right now.
I probably need to go get a haircut.
And like, I dunno, I actually,
I did happen to shave this morning,
but if I hadn't, you know,
I could still have this photorealistic avatar
that is more cleanly shaven, right?
Even if I'm, you know, a few days in, physically.
So I do think that there are gonna start
to be these subtle questions
that seep in where the avatar is realistic
in the sense of this is kind of what you looked
like at the time of capture,
but it's not necessarily temporarily accurate
to exactly what you look like in this moment.
And that there're gonna end up being a bunch of questions
that come from that over time
that I think are gonna be fascinating too.
- You mean just like the nature of identity
of who we are?
Are we the people?
You know, how people do
like summer Beachbody or the people
will be for the scan,
they'll try to lose some weight
and look their best
and sexiest with the nice hair
and everything like that.
I mean, it does raise the question
of, you know,
if a lot of people interacting
with the digital version of ourselves,
who are we really?
Are we the entity driving the avatar?
Are we the avatar?
- Well, I mean,
I think our physical bodies also fluctuate
and change over time too.
So I think there's a similar question of like,
which version of that are we?
Right?
I mean, and it's interesting identity question
because all right, it's like, I don't know,
it's like weight fluctuates or things like that.
It's like I think most people don't tend
to think of themselves as the,
well, I don't know,
it's an interesting psychological question.
Maybe some people,
maybe a lot of people do think about themselves
as the kind of worst version,
but I think a lot of people probably think
about themselves as the best version.
And then it's like what you are on a day-to-day basis
doesn't necessarily map to either of those.
So I think that that's,
yeah, there will definitely be
a bunch of social scientists and folks
will have to, you know, and psychologists,
really, there's gonna be a lot to understand
about how our perception of ourselves
and others has shifted from this.
- Well, this might be a bit of a complicated
and a dark question,
but one of the first feelings I had experiencing this
is I would love to talk to loved ones.
And the next question I have is
I would love to talk to people
who are no longer here that are loved ones.
So like, if you look into the future,
is that something you think about?
People who pass away,
but they could still exist in the metaverse.
And you could still have, you know, talk to your father,
talk to your grandfather and grandmother and a mother
once they pass away.
The power of that experience
is one of the first things my mind jumped to
'cause it's like, this is so real.
- Yeah, I think that there are a lot
of norms and things that people
have to figure out around that.
There's probably some balance where, you know,
if someone has lost a loved one and is grieving,
there may be ways in which, you know,
being able to interact or relive certain memories
could be helpful.
But then there's also probably an extent
to which it could become unhealthy.
And I mean, I'm not an expert in that,
so I think we'd have to study that
and understand it in more detail.
We have, you know, a fair amount of experience
with how to handle death
and identity and people's digital content
through social media already, unfortunately.
Right, where there's, you know, unfortunately, you know,
people who use our services die every day
and their families, you know,
often wanna have access to their profiles.
And we have whole protocols that we go through
where, you know, there are certain parts of it
that we try to memorialize
so that way the family
can get access to it
so that way the account doesn't
just go away immediately.
But then there are other things that are, you know,
important kind of private things that that person has.
Like, we're not gonna give the family access
to someone's messages, you know, for example.
So, yeah, I think that there's some best practices
I think from the current digital
world that will carry over.
But, yeah, I think that this
will enable some different things.
Another version of this
is how this intersects with AIs, right?
Because, and one of the things
that we're really focused on is,
you know, we want the world to evolve in a way
where there isn't like a single AI super intelligence,
but where, you know,
a lot of people are empowered by having AI tools
to do their jobs and, you know,
make their lives better.
And if you're a creator, right?
And if you run a, you know, podcast like you do,
then you know, you have a big community of people
who are super interested to talk to you.
I know you'd love to, you know,
cultivate that community,
and you interact with them online
outside of the podcast as well.
But I mean, there's way more demand
both to interact with you
and I'm sure you'd love to interact
with the community more,
but you just are limited by the number of hours in the day.
So, you know, at some point,
I think making it so that you could build
an AI version of yourself
that could interact with people, you know,
not after you die,
but while you're here to,
you know, help people kind of fulfill this desire
to interact with you
and your desire to build a community.
And there's a lot
of interesting questions around that.
And, you know, that's obviously,
it's not just in the metaverse.
I think, you know, we'd wanna make that work,
you know, across all the messaging platforms,
you know, WhatsApp and Messenger and Instagram direct.
But, you know, there's certainly, you know,
a version of that where if you could have an avatar version
of yourself in the metaverse
that people can interact with,
and you could define that sort of an AI version
where, you know, people know
that they're interacting with an AI,
that it's not, you know,
the kind of physical version of you,
but maybe that AI,
even if they know it's an AI,
is the next best thing
because they're probably not gonna, you know,
necessarily all get to interact with you directly.
I think that that could be
a really compelling experience.
There's a lot of things that we need
to get right about it
that, you know, we're not ready
to release the version that a creator
can kind of build a version of themselves yet,
but we're starting to experiment with it
in terms of releasing a number of AIs
that people can interact with in different ways.
And I think that that is also just gonna be
a very powerful, you know,
set of capabilities that people have over time.
- So you've made major strides
in developing these early AI personalities
with the idea where you can talk to them
across the meta apps and have like interesting,
unique kind of conversations.
Can you describe your vision there
in these early strides
and what are some technical challenges there?
- Yeah, so I mean,
a lot of the vision comes from this idea
that, you know, I don't think
we necessarily want there
to be like one big super intelligence.
We wanna empower everyone to both,
you know, have more fun,
accomplish their business goals,
you know, it just everything
that they're trying to do.
And, you know,
we don't tend to have, you know,
one person that we work with on everything.
And I don't think in the future we're gonna have,
you know, one AI that we work with.
I think you're gonna want a variety of these.
So there are a bunch of different uses.
You know, some will be kind of more assistant oriented.
There's a sort of the kind of plain and simple one
that we're building.
It's called just meta AI.
It's simple, it, you know,
you can chat with it in any of your threads.
It doesn't have a face, right?
It's just kind of more vanilla
and neutral and kind of factual,
but it can help you with a bunch of stuff.
Then there are a bunch of cases
that are more kind of business oriented.
So let's say you wanna contact a small business.
You know, similarly, you know, that business
probably doesn't wanna have to staff someone
to man the phones and you probably don't wanna wait
on the phone to talk to someone.
But, you know, having someone
who you can just like talk to
in a natural way who can, you know,
help you if you're having an issue
with a product or you know,
if you wanna make a reservation or if you wanna,
buy something online,
having the ability
to do that and have a natural conversation
rather than navigate some website
or have to call someone and wait on hold,
I think is gonna be really good,
both for the businesses and for normal people
who want to interact with businesses.
So I think stuff like that makes sense.
Then there are gonna be a bunch of use cases
that I think are just fun, right?
So I think people are gonna,
I think that there will be AIs that like can tell jokes
so you can put them into chat thread with friends.
I mean, I think a lot of this,
because we're like a social company, right?
I mean we're, you know,
fundamentally around helping people connect
in different ways.
And part of what I'm excited about is, you know,
how do you enable these kind of AIs
to facilitate connection
between two people or more,
you know, put them in a group chat,
you know, make the group chat more interesting
around whatever your interests are, sports, fashion, trivia.
- Video games.
I love the idea of playing,
I think you mentioned Balder's Gate, an incredible game,
just having an AI that you play together with
and, I mean, that seems like a small thing,
but it could deeply enrich the like, gaming experience.
- Well I do think that AIs will be,
will make the NPCs a lot better in games too.
So that's a a separate thing that I'm pretty excited about.
But, but yeah, I mean one of the AIs
that we've built that just in our internal
testing people have loved the most
is like a adventure text-based,
get like a dungeon master.
- Yeah, nice.
- And, I think, you know, part of what has been fun,
and we talked about this a bit,
but we've gotten some like real kind of cultural figures
to play a bunch of these folks
and be the embodiment in the avatar of them.
So, Snoop Dogg is the dungeon master,
which I think is just hilarious.
- Yes, in terms of the next steps of, you know,
you mentioned Snoop to create a Snoop AI,
so basically AI personality replica,
a copy or not a copy maybe inspired by Snoop.
What are some of the technical challenges of that?
What does that experience look like for Snoop
to be able to create that AI person?
- So starting off creating new personas is easier
because it doesn't need to stick exactly
to what, you know, that physical person would want,
how they'd wanna be represented, right?
It's like, it's just a new character
that we created.
So even though, so Snoop in that case
you know, he's basically an actor, right?
He's playing the, the dungeon master,
but it's not Snoop Dogg, right?
It's, you know, whoever the dungeon master is.
If you wanna actually make it
so that you have an AI embodying a real creator,
there's a whole set of things that you need
to do to make sure that that AI
is not gonna say things that the creator
doesn't want, right?
And that the AI is gonna, you know,
know things and be able to represent things
in the way that the creator would want,
the way that the creator would know.
So I think that it's less of a question
around like having the avatar express them.
I mean that I think where, you know,
it's like, well,
we have our kind of V 1 of that
that we'll release soon is after connect,
but, you know, that'll get better over time.
But a lot of this is really just
about continuing to make
the models for these AIs,
it's that they're just more and more,
I don't know,
you could say like reliable or predictable
in terms of what they'll communicate
that way, you know,
when you wanna create the Lex assistant AI
that your community can talk to,
you know, you don't program them
like normal computers.
You're training them.
They're AI models,
not kind of normal computer programs,
but you want to get it to be predictable enough
so that way you can set some parameters for it.
And even if it isn't perfect all the time,
you want it to generally be able to stay
within those bounds.
So that's a lot of what I think we need
to nail for the creators.
And that's why that one's actually
a much harder problem,
I think, than starting with new characters
that you're creating from scratch.
So that one I think will probably
start releasing sometime next year, not this year,
but experimenting with existing characters
and the assistant and games
and a bunch of different personalities
and experimenting with some small businesses.
I think that that stuff we'll be ready
to do this year and we're rolling it out, you know,
basically right after Connect.
- Yeah, I'm deeply entertained
by the possibility of me sitting down
with myself and saying,
"Hey man, like you need to stop the dad jokes,"
or whatever.
- I think the idea of a podcast
between you and AI assistant Lex podcast.
(both laughing)
- I mean, there is just
even the experience of aquatic avatar,
being able to freeze yourself,
like to basically first mimic yourself.
So everything you do, you get to see yourself do it.
That's a surreal experience.
That feels like if I was like an ape
looking in a mirror
for the first time, realizing like,
oh, that's you.
But then freezing that and being able
to look around like,
I'm looking at you.
I don't know how to put it into words,
but it just feels like a fundamentally new experience.
Like I'm seeing maybe color for the first time.
I'm seeing, I'm experiencing
a new way of seeing the world
for the first time
because it's physical reality,
but it's digital like,
and realizing that that's possible.
It's just, it's blowing my mind.
It's just really exciting
because like I lived most of my life,
you know, before the internet
and experiencing the internet,
experiencing voice communication, video communication,
you think like, well there's a ceiling to this,
but this is making me feel like there might not be,
there might be that blend of physical reality
and digital reality that's actually what the future is.
- Yeah, I think so.
- It's a weird experience.
It's feels like the early days of,
of like a totally new way of living.
And like, there's a lot of people that kind of complain,
"Well, you know, the internet, that's not reality.
You need to turn all that off
and go, you know, in nature."
But this feels like this will make those people happy,
I feel like, because it feels real,
the flaws in everything.
- Yeah. Well, I mean,
a big part of how we're trying to design this,
these new computing products
is that they should be physical, right?
I think part that's a big part of the issue
with computers and TVs and even phones is like, yeah,
I mean maybe you can interact with 'em
in different places,
but they're fundamentally like you're sitting, you're still,
and I mean, people are just not meant to be that way.
I mean, I think you, and I have this shared passion
for sports and martial arts
and doing stuff like that.
We're just moving around.
It's like, so much of what makes us people
is like, you know, you move around.
We're not just like a brain and a tank, right?
You know, the human experience is a physical one.
And so it's not just about
having the immersive expression
of the digital world.
It's about being able
to really natively bring that together.
And I do really think
that the real world is this mix
of the physical and the digital, right?
The digital is,
there's too much digital at this point
for it to just be siloed to a small screen.
But the physical is too important.
So you don't wanna just sit down all day long at a desk.
So I think that this is, yeah,
I do think that this is the future.
This is, I think, the kind of philosophical way
that I would want the world
to work in the future is a much more coherently blended,
physical and digital world.
- There might be some difficult philosophical
and even ethical questions we have
to figure out as a society.
Maybe you can comment on this.
So the metaverse seems to enable,
sort of unlock a lot of experiences
that we don't have in the physical world.
And the question is like,
what is and isn't allowed in the metaverse.
You know, in video games,
we allow all kinds of crazy stuff.
And in physical reality, you know,
a lot of that is illegal.
So where's that line?
Where's that gray area between video game
and physical reality?
Do you have a sense of that?
- Well, I think, I mean there are content policies
and things like that, right?
In terms of what people are allowed to create.
But I mean, a lot of the rules around physical,
I think we try to have a society that
is as free as possible,
meaning that people can do as much
of what they want
unless you're gonna do damage
to other people and infringe on their rights.
And the idea of damage is somewhat different
in a digital environment.
I mean, when I get into,
in know some world with my friends,
the first thing we start doing is shooting each other,
which obviously we would not do in the physical world
'cause you, you didn't need to hurt each other.
But in a game that's like, it's almost,
you know, it's like just fun,
and even in like the lobby of a game, right?
It's like, it's not even bearing on the game.
It's kind of like a funny,
sort of humorous thing to do.
So it's like, is that problematic?
I don't think so because it's fundamentally,
you're not causing harm in that world.
So I think that the part of the question
that I think we need to figure out
is what are the ways
where things could have been harmful
in the physical world
that we'll now be freed from that?
And therefore there should be fewer restrictions
in the digital world.
And then there might be new ways
in which there could be harm
in the digital world
that there weren't the case before.
So there's more anonymity, right?
It's, you know, when you show up
to, you know, a restaurant or something,
it's like all the norms
where you pay the bill at the end,
it's because, you know,
you have one identity and you know,
if you stiff them, then like, you know,
life is a repeat game
and that's not gonna work out well for you.
But, you know, in a digital world
where you can be anonymous and show up
and in different ways,
I think the incentive to act like
a good citizen can be a lot less.
And that causes a lot of issues
and toxic behavior so that needs to get sorted out.
So I think in terms of what is allowed,
I think you wanna just look at what are the damages.
But then there's also other things
that are not related to kind of harm, you know,
less about what should be allowed
and more about what will be possible
that are more about the laws of physics, right?
It's like if you wanted to travel to see me in person,
you'd have to get on a plane and that would like,
you know, take a few hours to get here.
Whereas, you know, we could just jump in a conference room
and, you know, put on these headsets
and we're basically teleported
into a space where, you know,
it feels like we're together.
So that's a very novel experience
that it breaks down some things
that previously would've defied
the laws of physics
for what it would take to get together.
And I think that that will create
a lot of new opportunities, right?
So, and one of the things
that I'm curious about is,
you know, there are all these debates right now about,
you know, remote work or people being together
and you know, I think this gets us
a lot closer to being able
to work physically in different places,
but actually have it feel like we're together.
So, you know, I think that the dream
is that people will one day be able
to just work wherever they want,
but we'll have all the same opportunities
because you'll be able
to feel like you're physically together.
I think we're not there today
with just video conferencing
and the basic technologies that we have.
But I think part of the idea
is that with something like this,
over time, you could get closer to that
and that would open up
a lot of opportunities, right?
Because then people could live physically
where they want while still being able
to get the benefits of being physically
or kind of feeling like you're together with people at work.
All the ways that that helps to build more culture
and build better relationships and build trust,
which I think are real issues that
if you're not seeing people, you know,
in person ever.
So yeah, I don't know.
I think it's gonna be,
it's very hard from first principles
to think about all the implications
of a technology like this
and, you know, all the good
and the things that you need to mitigate.
So, you know, you try to do your best
to kind of envision what things are gonna be like
and accentuate the things that're gonna be awesome
and hopefully mitigate some
of the downside things.
But, you know, the reality is
that we're gonna be building
this out one year at a time.
It's gonna take a while.
So we're gonna just get to see how it evolves
and what developers and different folks do with it.
- If you could comment,
this might be a bit of a very specific technical question,
but Llama 2 is incredible.
You've released it recently.
There's already been a lot
of exciting developments around it.
What's your sense about its release
and is there a Llama 3 in the future?
- Yeah, I mean, I think
on the last podcast that we did together,
we were talking about the debate
that we were having around
open sourcing Llama 2,
and I'm glad that we did,
you know, I think at this point there's the value
of open sourcing,
a foundation model like Llama 2
is significantly greater than the risks.
in my view.
I mean, we spent a lot of time,
took a very rigorous assessment of that
and red teaming it.
But I'm very glad that we released Llama 2.
I think the reception has been,
it's just been really exciting to see how excited people
have have been about it.
And it's gotten way more, you know,
downloads and usage
than I would've even expected.
And I was pretty optimistic about it.
So that's been great.
Llama 3?
I mean, there's always another model that we're training.
So I mean it's, you know, for right now, you know, we built,
we train Llama 2 and we released it
as an open source model.
And right now the priority is building that
into a bunch of the consumer products,
all the different AIs
and a bunch of different products
that we're basically building as consumer products.
'Cause Llama 2 by itself,
it's not a consumer product, right?
It's more of a piece of infrastructure
that people could build things with.
So that's been the big priority,
is kind of continuing to fine tune
and kind of just get Llama 2,
and it's little, the branches
that we've built off of it,
ready for consumer products
that hopefully, you know,
hundreds of millions of people
will enjoy using those products and billions one day.
But yeah, I mean we're also working
on the future foundation models
and I don't have anything new or news on that.
I don't know, you know.
I don't know exactly when it's gonna be ready.
I think just like we had a debate around Llama 2
and open sourcing it,
I think we'll need to have a similar debate
and process to red team this
and make sure that this is safe.
But, and my hope is that we'll be able
to open source this next version when it's ready too.
But, we're not, you know, close to doing that this month.
I mean, it's a thing
that we're still somewhat early and working on.
- Well, in general,
thank you so much for open sourcing Llama 2
and for being transparent
about all the exciting developments around AI.
I feel like that's contributing to a really awesome
conversation about where we go with AI.
And obviously it's really interesting
to see all the same kind of technology integrated
into these personalized AI systems
with the AI personas,
which I think will,
when you put in people's hands
and they get to have conversations
with these AI personas,
you get to see like interesting failure cases,
like where the things are dumb
or they go into weird directions
and we get to learn as a society together
what's too far, what's interesting, what's fun,
How much personalization is good,
how much generic is good?
And we get to learn all of this.
And you probably don't know this yourself.
Like we have to all figure it out by using it, right?
- Yeah. I mean, part of what we're trying to do
with the initial AI's launch
is having a diversity
of different use cases
just so that people can try different things
'cause I don't know what's gonna work.
I mean, are are people gonna like playing,
you know, the text-based adventure games
or are they going to, you know, like having a comedian
who can add jokes to threads
or they can wanna interact with historical figures.
You know, we made one of Jane Austin
and one of Marcus Aurelius
and I'm curious to see how that goes.
- I'm excited for both.
- Yeah?
- As a big fan,
I'm excited for both to have conversations with them.
I mean, yeah.
You know, and I am also excited
to see, you know, the internet,
I dunno if you heard,
can get kind of weird and I applaud them for it.
- I've heard that, yeah.
- Yeah, So it'd be nice to see
how weird they take it.
What kind of memes are generated from this.
And I think all of it is,
especially in these early stages
of development as we progress
towards AGI, it's good to learn
by playing with those systems and interacting
with them at like a large scale, like you said.
- Yeah, totally.
I mean that's why, well,
so we're starting out with a set
and then we're also working on this platform
that we call AI Studio that's gonna make it
so that, you know, over time,
anyone will be able to create,
you know, one of these Ais,
almost like they create
any other UGC content across the platform.
So I'm excited about that.
I think that to some degree,
we're not gonna see the full potential of this
until you just have the full creativity
of the whole community being able to build stuff.
But there's a lot of stuff
that we need to get right.
So, I'm excited to take this in stages.
I don't think anyone out there is really doing
what we're doing here.
I think that there are people
who are doing kind of like fictional
or consumer oriented character type stuff,
but the extent to which we're building it out
with the, you know, avatars and expressiveness
and making it so that they can interact across,
you know, all of the different apps
and they'll have profiles and, you know,
we'll be able to engage people on Instagram and Facebook.
I think, it's gonna be really fun.
- Well, I'm still, so we're talking about AI,
but I'm still blown away this entire time
that I'm talking to Mark Zuckerberg
and you're not here,
but you feel like you're here.
I've done quite a few intimate conversations
with people alone in a room,
and this feels like that.
So I keep forgetting for long stretches of time
that like, we're not in the same room.
And for me to imagine a future
where I can with a snap of a finger,
do that with anyone in my life,
the way we can just call right now
and have this kind of shallow 2D experience
to have this experience
like we're sitting next to each other
is like, I don't think we can even imagine
how that changes things
where you can immediately
have intimate one-on-one conversations with anyone.
That might, like, in a way we might not even predict,
change civilization.
- Well, I mean this is a lot of the thesis
behind the whole metaverse is giving people
the ability to feel like you're present with someone.
I mean, this is like the main thing
I talk about all the time,
but I do think that there's a lot
to process about it.
I mean, from my perspective, I mean, I'm definitely here.
We're not physically in the same place.
It's not like, you know, you're not
talking to an AI, right?
So, I think the thing that's novel
is the ability to convey, through technology,
a sense of almost physical presence.
So the thing that is not physically real
is us being in the same physical place,
but kind of everything else is.
And I think that that gets
to this somewhat philosophical
question about what is the nature of kind
of the modern real world?
And I just think it really is
this combination of physical world
and the presence that we feel,
but also being able to combine that
with this increasingly rich and powerful
and capable digital world that we have
and all of the innovation that's getting created there.
So I think it's super exciting
'cause I mean, the digital world is just increasing
in its capability and our ability to do awesome things.
But the physical world is so profound,
and that's a lot of what makes us human
is that we're physical beings.
So I don't think we wanna run away
from that and just spend
all day on a screen.
And that's like, you know,
it's one of the reasons why I care so much
about helping to shape and accelerate
these future computing platforms.
I just think this is so powerful.
And, you know, even though the current version
of this is like you're wearing a headset,
I just think this is gonna be by far the most human
and social computing platform that has ever existed.
And that's what makes me excited.
- Yeah, I think just to linger
on this kind of changing nature of reality,
like of what is real,
maybe shifting it towards the sort of consciousness.
So what is real is the subjective experience
of a thing that makes it feel real
versus necessarily being in the same physical space
'cause it feels like we're in the same physical space.
- Yeah.
- And that the conscious experience of it,
that's probably what is real,
not like that the space time,
like the physics of it.
Like you're basically breaking physics
and focusing on the consciousness.
That's what's real.
Just whatever's going on inside my head.
- But there are a lot of social
and psychological things that go along with that experience
that was previously only physical presence, right?
I think that there's like an intimacy, a trust.
You know, there's a level of communication
because so much of communication
is non-verbal and it's based on expressions
that you're kind of, you know, you're sharing
with someone when you're in this kind of environment.
And before those things would've only been possible,
you know, had, you know, I gotten on a plane
and flown to Austin and sat, you know,
physically with you in the same place.
So I think we're basically short-cutting those laws
of physics and delivering
the social and psychological benefits
of being able to be present
and feel like you're there with another person,
which I got real benefits to anyone in the world.
And I think that like you said, I mean,
I think that is gonna be a very profound thing
and that a lot of that is, you know,
that's the promise of the metaverse
and well, I think that that's the next frontier
for what we're working on.
You know, I started working on social networks
when they were primarily text
where the first version of Facebook,
your profile, you know,
you had one photo and the rest of it was like
lists of things that you were interested in.
And, then we kinda went through the period
where we were doing photos and you know,
now we're kind of in the period
where most of the content is video,
but there's a clear trend where, you know,
over time the way that we want to express ourselves
and kind of get insight and content
about the world around us
gets increasingly just richer and more vivid.
And I think the ability to be immersed
and feel present with the people around you
or the people who you care about is,
from my perspective, clearly the next frontier.
It just so happens
that it's incredibly technologically difficult, right?
It requires building up these new computing platforms
and completely new software stacks to deliver that.
But I mean, I kind of feel like
that's what we're here to do as a company.
- Well, I really love the connection you have
through conversation.
And so for me, this photo realism
is really, really exciting.
I'm really excited for this future
and thank you for building it.
Thanks to you,
and thanks to the amazing Meta teams that I've met,
the engineers and just everybody I've met here.
Thank you for helping to build this future.
And thank you Mark for talking to me inside the Metaverse.
This is blowing my mind.
I can't quite express.
I would love to measure my heart rate this whole time.
It would be hilarious if you're actually
like sitting on a beach right now.
- I'm not.
I'm in a conference room.
- Okay, well, I'm at a beach and not wearing any pants.
I'm really sorry about that
for anyone else who was watching me
in physical space.
Anyway, thank you so much for talking today.
This really blew my mind.
It's one of the most incredible experiences in my life.
So thank you for giving that to me.
- Awesome, awesome.
Glad you got to check it out and it's always fun to talk.
All right, I'll catch you soon.
See you.
- See you later.
This is so, so amazing, man.
This is so amazing.