I like to think of it as this new field. Instead of computer science, it's going to be virtual science. Brendan Iribe computerfieldscience Change image and share on social
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. Brendan Iribe adoptionfriendgood Change image and share on social
If you look back at when things like tablets and smartphones were first invented, or the Newton at Apple, that was the first attempt at VR. We didn't even have 3D GPUS, or were just getting them. Brendan Iribe appleattemptback Change image and share on social
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. Brendan Iribe cellcomeconsole Change image and share on social
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. Brendan Iribe addadjustmentaudio share on social
We are being super selective on who we bring in and really just trying to hire the very best. Brendan Iribe bringhireselective Change image and share on social
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. Brendan Iribe acquirebigchange share on social
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. Brendan Iribe consumercontentcost share on social
Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion. Brendan Iribe developerfigurelocomotion Change image and share on social
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. Brendan Iribe computeengineessentially share on social