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You've got to stay super focused on shipping product. There isn't a version two or three if there isn't a great version one.
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This is a whole new world to explore as a developer to go in and learn these new gameplay mechanics, to learn what it's like to actually control a character from a top-down, 'God's eye' view, and to figure out how the game camera can be controlled by the player's head.
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When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.
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Internally, we're focused on building our own technology, leveraging all the momentum that's out there around wearable computing and mobile computing and PC computing. But at the end of the day, all the code we've written and all the invention we've created has been focused on our own tech and our own products.
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Most big companies work in stealth until they think they have a consumer product ready to go.
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We look at Sony as someone who's jumping into the space to help evangelize and build out VR. They're very centered around a console experience.
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When you put on the headset, you want to be tricked; you want your mind to believe you are actually teleported to this new virtual place.
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With the headset and motion tracker and all kinds of different future tracking technologies that we are R&Ding, there is just a huge amount of intelligence that has to be created. So we are looking at hiring some of the brightest minds out there to tackle some of those challenges and deliver the very best experience possible for the consumer.
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We designed a number of features from the ground up, like custom display and optics technology with very high refresh rates and pixel density. We added integrated 3-D audio, a built-in microphone so you can speak to friends inside virtual worlds, and precise mechanical adjustment systems.
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Ultimately, going into the consumer market, we really need outstanding content. That was the goal: if we can get the developer kit out at a low enough cost point, then hopefully a lot of developers would show up and start creating content.
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A lot of times, the internal R&D doesn't pan out. You go down one route, you find that it doesn't work the way you planned, and you have to switch and go down another one.
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We imagine that some people will jump into the AR and VR space that are complementary. We look at Google Glass. It's very complementary. It's not competitive. It's a different experience. It's used for different purposes.
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A hardware startup with a lot of funding and a lot of momentum has a lot less risk.
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At Oculus, we're now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion.
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We're finally going to be free of the 2D monitor. It's been a window into virtual reality that we've all looked into for 30 or 40 years.
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We've been working with Paul Bettner and the Playful team since the beginning of Oculus. Paul was one of, I think, seven $5,000 Kickstarter backers.
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When Facebook acquired Oculus, the game changed immediately. You saw big companies jumping in. You saw people like Google getting fully committed, and then Microsoft came along with HoloLens - there was a lot of stuff that people were doing before, but now the space really ignited.
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In real life, that's how we're moving around. We look at things while we're walking and moving and turning around. We stare at objects in the world.
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When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
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I was born and raised in Maryland and attended the public school system.
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Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experience, you can only get it down so far before we start running into the limitations of game engines, computing, the intensity of the experience you're trying to compute.
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A hardware startup with no funding is a risky venture.
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Mobile VR will be a lot more accessible. It'll be easier to use; you'll be able to pass it along to your friends.
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You put on this set of goggles, and within seconds, your brain is convinced you're now in a different, virtual environment. You're somewhere else, and that somewhere else may be a video game, it may be in a real-time movie, a museum exhibit, or a medical surgical training app.