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Replacing human vision is more than just a tool: we need to understand how that affects the brain.
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When you look at this and where it's all going, the hardware business requires a lot of investment. It's very hard, it's very expensive, and ramping up hard on any given platform, whether it's a console or any kind of PC or mobile device, going into the hardware business requires a lot of investment.
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Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
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I like to think of it as this new field. Instead of computer science, it's going to be virtual science.
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Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
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The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.
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We want to make sure everyone has a great experience. When they buy the product and take home and plug it in, we want to make sure that first experience is comfortable and everything is there.