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A hardware startup with no funding is a risky venture.
We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.
As people are showing the Rift to friends, word will spread that VR can be that good. So I'm not so worried in terms of adoption of the Rift.
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.
There are millions of sci-fi enthusiasts in the world, not just gamers.
Think of the first Apple II being shipped in 1977. It took almost a decade for it to land in my school where I could see it.
I was born and raised in Maryland and attended the public school system.
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.
I like to think of it as this new field. Instead of computer science, it's going to be virtual science.
Whether it's developers or industry veterans on the business side, top talent likes to work together.
I think a lot of people have an idea of virtual reality from science fiction, books and movies that have been out over the last couple of decades.
Most big companies work in stealth until they think they have a consumer product ready to go.
We are being super selective on who we bring in and really just trying to hire the very best.
Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
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.
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.
I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.
It just felt like the right thing to do to give back to a state school and public school. I'm a really big fan of public education.
There's going to be all different price points, and you get what you pay for. There's certainly low things made of cardboard that you don't put on your head, you just hold up little viewers that give you this glimmer of what VR could be.
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.
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.
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.
A hardware startup with a lot of funding and a lot of momentum has a lot less risk.
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
Windows never planned for a VR device. When you plug a HDMI cable into the computer, Windows thinks it's a new monitor. The desktop blinks. It tries to rearrange windows and icons.
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.
We're always doing a lot of user studies on health and safety. We take it super seriously. But if you look back at the history of most new big technology breakthroughs, there is some element of controversy around what impact is it going to have.
Seeing other people is incredibly engaging, and that's one of the drivers that made us partner with Facebook - social communication. Not social newsfeeds, but actual face-to-face, seeing multiple avatars in a play experience, that's going to be a very big part of the future in VR.
Oculus is actually more of a software company than it is a hardware company.
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.
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.
The elephant in the room has always been simulator sickness and disorientation. That's one of the biggest challenges.
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.
There's going to be a lot of collaborative social experiences with Rift and Touch.
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.
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.