Oculus Confirms It’s Still Working On A ‘Future Version Of Rift’

Oculus Confirms It’s Still Working On A ‘Future Version Of Rift’

An Oculus representative reaffirmed to us the words of Facebook CEO Mark Zuckberg from last month’s OC5 VR developer conference in saying today the company is still “planning a future version of Rift.”

Facebook focused a large part of its 5th VR developer conference on Oculus Quest, the forthcoming $400 standalone headset, but the company is still invested in PC-powered Rift games we don’t expect to ship until 2019 at the earliest. We know the company is also investing heavily into ideas like eye-tracking, foveated rendering and wide field of view optics for VR headsets that might require PCs to power them in the future. In addition, Oculus supports the VirtualLink connector included on the newest NVIDIA RTX graphics cards meant for next-generation VR headsets, though no headsets take advantage of the new connector yet.

With news today that Oculus co-founder and former CEO Brendan Iribe is departing the company, a report from Techcrunch suggested that Iribe’s vision for Oculus differed from that of Facebook’s executives and referred to a cancelled “Rift 2” headset Iribe is said to have worked on.

Oculus co-founder Nate Mitchell, who has been leading the Rift and PC organization with Iribe, will remain in his position and lead the team.

As a reminder, here’s what Zuckerberg said to developers at Oculus Connect 5 on September 26 this year, referencing a “new version” of the Rift.

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Former Oculus CEO Brendan Iribe Departs Facebook

Former Oculus CEO Brendan Iribe Departs Facebook

Oculus co-founder Brendan Iribe, the company’s first and only CEO, is parting ways with parent company Facebook.

In a post on Facebook Iribe noted he would be taking his “first real break” in over 20 years, though didn’t provide a reason for his departure.

“Working alongside so many talented people at Oculus and Facebook has been the most transformative experience of my career,” Iribe wrote. “We have a saying when someone compliments or thanks you – ‘team effort’. The success of Oculus was only possible because of such an extraordinary team effort. I’d like to sincerely thank everyone that’s been a part of this amazing journey, especially @Mark [Zuckerberg] for believing in this team and the future of VR and AR.”

Iribe is the second founding member of Oculus to part ways with Facebook in the past 18 months after Rift inventor Palmer Luckey left in March of 2017. Facebook also didn’t provide a reason for that departure and Luckey declines to comment on it as well. 

According to a Facebook representative, Oculus co-founder Nate Mitchell, who has been leading the Rift and PC organization with Iribe, will remain in his position and lead the team.

“What an incredible run these past 6 years,” Mitchell wrote on Facebook. “We could not have done it without you and I’m honored to have started this journey with you. Thanks for everything, Brendan – you’ll be dearly missed. Can’t wait to see what you take on next.”

Iribe helped launch Oculus in 2012 alongside Luckey, Mitchell, Michael Antonov and the late Andrew Scott Reisse. He assumed the role of the company’s CEO and Iribe helped Luckey raise more than $2 million on Kickstarter for their initial project by getting support from game engines such as Unreal and Unity. In the following years Iribe oversaw Facebook’s acquisition of Oculus for what’s thought to be $3 billion in 2014 before launching the first consumer Rift in 2016.

However, in late 2016, Iribe stepped down from the CEO role. He ultimately disappeared from the spotlight, no longer appearing on-stage at the annual Oculus Connect developer conferences. Mark Zuckerberg appointed Hugo Barra as Facebook’s VP of VR, though Oculus itself hasn’t had a CEO since.

Last year a Texas jury made a $500 million decision against Oculus, Facebook and its co-founders based around claims made by Bethesda parent company, ZeniMax Media. The company claimed Oculus CTO John Carmack had stolen Bethesda-owned technology when Carmack moved from ZeniMax-owned id Software over to Oculus. Facebook was recently able to halve this to $250 million and Carmack has resolved his own personal dispute with ZeniMax. An appeal is still moving forward for the larger Oculus/ZeniMax case.

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Oculus: Rift Won’t Be Superseded by New Version for ‘at least two years’

During an interview at the Game Developers Conference at the end of March, head of Oculus’ PC VR division Brendan Iribe stated that the Rift will remain the company’s flagship VR headset for “at least the next two years”. The report by The Verge also discussed the company’s future direction for inside-out tracking and glove-free hand tracking.

Since stepping down as Oculus CEO, Brendan Iribe has lead the PC division of the company, a role focused on the day-to-day development of leading edge VR technology—so this estimated timeframe carries significant weight.

HTC has offered similar prescriptions, describing recently the likely generational cycle for VR headsets to sit somewhere between a smartphone and a games console, and there have been grand predictions for major technical advancements that are less than five years away. It seems likely that the two companies will continue to compete at the high-end of VR with similar schedules, although recent hints from HTC suggest a possible 2018 launch for next-generation hardware, such as Daniel O’Brien’s interview with Digital Trends, and Gabe Newell’s discussion about massive display advancements arriving in 2018 and 2019, and the expectation for integrated wireless by 2018.

Oculus’ ‘Santa Cruz’ prototype is a standalone VR headset. Iribe has confirmed its being developed under the company’s mobile division.

In terms of wireless, Oculus is looking at both untethering the headset as well as removing the need for external sensors, as the company recently demonstrated with their Santa Cruz prototype. This standalone VR headset is still on the way, and will be coordinated by Oculus’ mobile division, Iribe says, but he may be hinting that their Rift PC headset could embrace inside-out tracking too.

In February, Facebook CEO Mark Zuckerberg posted photographs of his Oculus Research lab tour, and Iribe teased multiple breakthrough technologies “from advanced optics and display systems to revolutionary tracking and machine perception”, one of which was recently revealed as the Focal Surface Display.

“Everything we’re doing is still research-oriented”, said Iribe, indicating that the new technology is still a long way from production spec. For example, the prototype tracking gloves worn by Zuckerberg are very unlikely to become a consumer product, as fit and comfort are difficult problems to solve. “In the future, we’re trying to pioneer natural hand gestures without gloves,” Iribe said.

Both Oculus and HTC are looking to make meaningful advancements before committing to a new generation of hardware, and it takes time for the components to reach a level of affordability and production-readiness. Iribe believes the current Rift has a long life ahead; it won’t be superseded for “at least the next two years”, and will remain relevant after the fact. “I think you’ll see even beyond that, a lot of people will be using this first [generation]”.

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Fünf Prozent aller Facebook-Mitarbeiter arbeiten an Mixed-Reality-Technologie

Gelegentlich erhält man Einblicke und Informationen über die Forschungsarbeiten und Entwicklungsarbeiten von Facebook. So auch durch den Kopf des Oculus Teams Brendan Iribe und aus einem kürzlich veröffentlichten Quartalsbericht. Beide weisen daraufhin, dass fünf Prozent aller Mitarbeiter bei Facebook ihre Arbeitskapazität in die Virtual Reality stecken.

Fünf Prozent der Arbeitskapazität bei Facebook arbeitet an Mixed Reality

Jedes Quartal veröffentlicht Facebook einen Bericht über ihre aktuellen Zahlen und Berichte. Darunter wird auch auf die Einnahmen und Ausgaben sowie aktuelle Verteilung der Teams auf die Arbeitsbereiche eingegangen. Unter anderem befand sich darin auch eine Darstellung über die Größe des Unternehmens und dem Wachstum innerhalb des letzten Jahres.

„Die Angestelltenzahl betrug am 31. März 2017 insgesamt 18.770 Mitarbeiter, was einem Wachstum von 38 % im Vergleich zum letzten Jahr entspricht“, heißt es innerhalb des Berichts. Jedoch lehnt es Facebook ab einen Kommentar über die Größe der Einzelteams abzugeben.

Brendan Iribe

Auf der Unity’s Vision Summit in Los Angeles, welche letzte Woche stattfand, war auch Brendan Iribe zu Gast. Dort wurde er gefragt, warum er als CEO von Oculus zurücktrat. Er führte als einen Grund Oculus‘ Wachstum nach der Übernahme durch Facebook im Jahr 2014 auf, dem er sorgenvoll entgegenblickte. Herr Iribe sagte dazu Folgendes: „Als wir uns mit Mark [Zuckerberg] einigten, waren wir ein Unternehmen von 60 Personen. Darauf folgte ein Punkt, an dem wir über tausend Mitarbeiter wurden. Durch diesen Prozess änderte sich mein Arbeitsfeld massiv, denn ich war nun hauptsächlich damit beschäftigt, die verschiedenen Teams und Mitarbeiter zu organisieren oder die benötigten Tausende von Mitarbeiter zu rekrutieren.“

Er spezifizierte in seiner Aussage nicht, wie viel Mitarbeiter genau innerhalb des VR-Bereichs angestellt sind, geht man jedoch von einer Anzahl von Tausend Mitarbeitern aus, so bedeutet das eine Arbeitskraft von umgerechnet 5,3 % aller Mitarbeiter, die an der Mixed-Reality-Technologie arbeiten.

Die Rede kann man in diesem Video nachverfolgen:

Sobald wir genauere Informationen erhalten, werden wir euch darüber informieren.

(Quellen: UploadVR | Facebook Quartalsbericht)

Der Beitrag Fünf Prozent aller Facebook-Mitarbeiter arbeiten an Mixed-Reality-Technologie zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

More Than 5 Percent Of Facebook’s Employees Are Working On VR

More Than 5 Percent Of Facebook’s Employees Are Working On VR

Two pieces of information from Facebook sources have given us new insight into the division of labor inside the social media giant.

Words spoken by Oculus team’s head of PC VR Brendan Iribe and a passage from Facebook’s quarterly report indicate more than five percent of the company’s total workforce are devoted to virtual reality in some capacity.

This week, Facebook filed its quarterly report. In that report is a figure relating to the company’s size and how it has grown over the last year. According to the report, “headcount was 18,770 as of March 31, 2017, an increase of 38% year-over-year.”

Facebook declines to comment on the size of its individual teams as a matter of policy. However, this week Iribe was a featured speaker at Unity’s Vision Summit in Los Angeles. There he was asked to address why he stepped down as the CEO of Oculus.

By way of an answer, Iribe made the following remarks concerning Oculus’ growth following its acquisition by Facebook in 2014:

“When we shook hands with Mark we were 60 people…And we got to a point where we were over a thousand people. Along that path I started to spend most of my time managing the org and a lot of time on recruiting these thousand people.”

Iribe did not say specifically how far over 1,000 employees the VR team has grown to, however, that means at least 5.3 percent of Facebook’s total workforce is working on mixed reality technology.

We have reached out to Facebook directly to see if it can shine any more light on the specific number of employees it has working on VR and AR technology. We will update this article if we receive any new information.

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Former Oculus CEO Brendan Iribe Explains Why He Stepped Down

Former Oculus CEO Brendan Iribe Explains Why He Stepped Down

Unity’s CEO had one last segment left in his company’s nearly three-hour-long keynote address this morning. To close out the show with a bang, John Riccitello invited stage hands to bring forth a pair of comfortable chairs.

“If you’re looking at the foundation of VR/AR as we know it today, I think I can point pretty simply to one person that started it all back in 2012,” Riccitello teased the crowd.

He then proceeded to invite Brendan Iribe onto the stage.

Iribe was one of the original Oculus co-founders. Formerly of Gaikai and Scaleform, it was Iribe’s business savvy and international connections that helped turn the Rift VR headset from an interesting Kickstarter into a multi-billion dollar Facebook acquisition in 2014. Following the acquisition, Iribe continued to serve as Oculus’ CEO but he stepped down from that role last December.

Now, Iribe leads what is known as the PC VR team within Oculus — an organization that has now been transformed into a team itself within Facebook — and reports directly to the newly appointed VP of VR, Hugo Barra.

All of these changes were not lost on Riccitello — who shared this very stage with Iribe’s fellow co-founder, and recent Facebook departure, Palmer Luckey during last year’s event — and he simply asked Iribe to address “what’s going on,” with Oculus.

By way of answer Iribe explained that “I have a strong belief that you should wake up everyday and want to run to work.”

“When I first started at Oculus I barely slept,” Iribe explained “I was totally immersed.”

He shared that post-acquisition, his team grew from 60 employees to over 1000 in the span of three years. Along with that success came new pressures and responsibilities, not all of which agreed with Iribe’s specific interests.

According to Iribe he “talked to Mark [Zuckerberg, Facebook’s CEO] and ‘Schroep’ [Michael Schroepfer, Facebook CTO],” about creating a position for him that was more closely aligned with those interests.

After a few days of personal introspection and discussion with co-founders like Nate Mitchell, Iribe decided that what he really wanted to do was oversee research, study computer vision and work specifically on the Rift platform with the close-knit team he originally built the company with.

Iribe did not say what prompted this conversation with Zuckerberge and Schroepfer initially or whether or not the reshuffle took place because of his desire to refocus on these pursuits. However, he did share that the decision has brought him significant satisfaction.

“I’m having as much fun now as when we first started Oculus,” Iribe said.

If you see him on the way to work now, odds are he will be running.

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Facebook Teases “breakthrough technologies” Coming to New Oculus Products, Tours R&D Lab

Following the recent unfavorable court decision which saw a $500 million judgement levied on Oculus and some of its founders last week, Facebook has shared a glimpse into what they call “the most advanced virtual and augmented reality research center and team in the world.”

Today Facebook CEO Mark Zuckerberg posted photos of himself touring the Oculus Research lab in Redmond, Washington, where he says “some of the best scientists and engineers in the world are pushing the boundaries of virtual and augmented reality.”

The team is led by Michael Abrash and focuses on things like advanced optics, eye tracking, mixed reality and new ways to map the human body. The goal is to make VR and AR what we all want it to be: glasses small enough to take anywhere, software that lets you experience anything, and technology that lets you interact with the virtual world just like you do with the physical one.

Oculus Rift is already the best VR experience you can buy—and the technology being built in this lab right now makes me want the future to get here a lot sooner.

Among the photos, one showed Zuckerberg wearing a pair of tracked VR gloves. He annotated each picture, which we’ve included below (click for the full description of each).

Oculus Research: building the future of virtual and augmented reality. We're working on new ways to bring your hands in virtual and augmented reality. Wearing these gloves, you can draw, type on a virtual keyboard, and even shoot webs like Spider Man. That's what I'm doing here. We're building our second anechoic chamber to perform sound experiments. When it's done, this will be one of the quietest places in the world -- so quiet you can hear your own heart beat. When you manufacture really small pieces, you have to keep every surface clean to avoid defects. This clean room filters out particles 1000x smaller than a speck of dust. We've built labs that let us quickly make new kinds of lenses and devices to push the boundaries of virtual and augmented reality. The includes a Diamond Turning Lab that cuts metal with a gemstone quality diamond, and this 5-axis CNC milling machine.

Speaking to Zuckerbeg’s visit, former Oculus CEO Brendan Iribe (who recently stepped down to head the company’s newly formed Rift division), teased multiple breakthroughs that are headed to upcoming Oculus products:

Part of what made the decision to join Facebook so easy, was Mark’s commitment and shared vision around building the most advanced virtual and augmented reality research center and team in the world. It’s remarkable and inspiring to see what the team has accomplished across VR and AR in such a short amount of time.

We’re now on a path to bring a number of these breakthrough technologies into upcoming products. From advanced optics and display systems to revolutionary tracking and machine perception, we’re going to enable entire new categories of experiences and continue to blur the lines between the virtual and real world, bringing us even closer to the Holodeck.

The timing of today’s release of the photos coincided with a Valve media event hosted at their HQ (not 15 minutes down the road from the Oculus Research facility), where the company confirmed development of three new made-for-VR games.

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Despite what trouble may result from the ZeniMax v. Oculus verdict, Zuckerberg seems to be holding steadfast in his commitment to VR and Oculus as part of Facebook’s long term vision.

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ZeniMax Responds To John Carmack’s Comments After $500 Million Verdict

ZeniMax Responds To John Carmack’s Comments After $500 Million Verdict

The war of words continues between ZeniMax and Oculus in the wake of a $500 million mixed verdict issued yesterday by a Texas jury.

Earlier today Oculus CTO John Carmack noted on Facebook “the internet would have viciously mocked the analysis” of an expert witness ZeniMax called in the case whose testimony is under seal. “I still have a level of morbid curiosity about the several hundred-page report.”

ZeniMax first publicly accused Oculus of theft of its technology in 2014, shortly after the announcement that Facebook was to acquire the startup for billions. ZeniMax alleged the Rift VR headset was built using its own technology and that Carmack, formerly of ZeniMax-owned id Software, had used its resources to offer essential help in developing the Rift.

“I never tried to hide or wipe any evidence, and all of my data is accounted for, contrary to some stories being spread,” Carmack wrote.

Now ZeniMax, which threatened an injunction to stop Oculus from using its purported code, has issued a statement responding to the Doom developer:

In addition to expert testimony finding both literal and non-literal copying, Oculus programmers themselves admitted using ZeniMax’s copyrighted code (one saying he cut and pasted it into the Oculus SDK), and Brendan Iribe, in writing, requested a license for the “source code shared by Carmack” they needed for the Oculus Rift. Not surprisingly, the jury found ZeniMax code copyrights were infringed. The Oculus Rift was built on a foundation of ZeniMax technology.

As for the denial of wiping, the Court’s independent expert found 92% of Carmack’s hard drive was wiped—all data was permanently destroyed, right after Carmack got notice of the lawsuit, and that his affidavit denying the wiping was false.

We will of course continue to follow the situation. Oculus has vowed an appeal.

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ZeniMax Wanted 15 Percent Of Oculus

ZeniMax Wanted 15 Percent Of Oculus

Following Mark Zuckerberg’s appearance earlier this week, Oculus founders Palmer Luckey and Brendan Iribe answered questions in the company’s ongoing legal battle with ZeniMax Media over the alleged theft of VR technology.

Luckey got into the nitty-gritty details about the origins of the Oculus Rift and more on Wednesday.

Luckey faced questions from both prosecution and defense. The 24-year-old went in-depth on his account of the origins of the Rift, building early prototypes in 2012, and his collaboration with John Carmack, who was then working at ZeniMax subsidary id Software. Alongside his answers, Luckey often expressed concern with the amount of context provided by the prosecution lawyer, noting on several occasions that he was “just trying to be clear.”

An NDA signed by Luckey concerning the use of ZeniMax’s own tech was brought up. As the lawyer read out segments of the document, Luckey pointed to parts not mentioned. “I can’t answer your question accurately when you leave out seven or eight words,” he said of emails he had sent during this time, as reported by Gizmodo.

Luckey also said that, as far as he could remember, he told Oculus co-founder about the NDA, stating that any contradictions between what he had just said and what he stated at a deposition in January 2016 were due to the amount of time that had passed.

“I could be incorrect because it’s been a year, and this has been a long, long, process,” he said.

Following this, a 2012 email chain between Luckey and Iribe was called into question. In discussions regarding Carmack’s contributions to the startup, ZeniMax wanted 15 percent of Oculus while the startup’s management only thought 2 percent was appropriate. Luckey said the demand was “out of the blue”.

The defense sought to protect Luckey’s status as the creator of the Rift and a capable engineer, which ZeniMax’s 2016 complaint called into question. After explaining his reasoning for being home schooled (he couldn’t concentrate in the classroom), Luckey said he started “seriously working” on VR when he was “15 or 16”, and learned the history of the tech through “academic literature”, finding out “what had worked” and “what had not”.

To back up those claims, Luckey gave a detailed run down of the first prototypes of the Rift, which he started making after purchasing other headsets.

He detailed four prototypes he made, the last of which he showed at a USC Lab in January 2012, where he worked as a technician. Also referenced was his work with Nonny de la Peña, a journalist making her own VR tech to tell stories. Luckey joined her for the 2012 Sundance Film Festival, where her piece, Hunger in Los Angeles appeared on a rudimentary headset allowing for six degrees of freedom movement. It was not the Rift, though Luckey said the piece could have run on his headset “to a certain degree.”

Questioning then turned back to Luckey’s early relationship with Carmack. He had come into contact with Carmack via the Meant To Be Seen 3D forums.

“He was the highest profile person interested in what I was doing,” Luckey said of the decision to send a prototype to the developer, “and I was flattered.”

On April 4th 2012, Carmack would post his findings from using the kit on the same forums, where he stated he would be “giving several demos in the next month”. Luckey stated he then made an SDK to address concerns listed in that post.

At E3 2012 a few months later, Luckey said some media inaccurately attributed credit for the prototype to Carmack and not himself. An email from Carmack shortly before the show expressed concern that Luckey would be “short-changed” with him demoing the device. A month later, Luckey hosted a VR panel at QuakeCon along with Carmack and Abrash, where Doom 3 was displayed on the prototype Rift.

Despite Carmack demoing Doom 3 on the kit, Luckey claimed he had never been given access to its source code. As for later uses of Doom 3, Luckey said he obtained footage of the game from “public sources”. He also said he had not left executable files or a headset with Valve after a meeting.

Following discussion about the nature of Oculus’ Kickstarter, an email from Luckey was produced containing the phrase “It is better to beg for forgiveness than ask for permission.”

“Is that how Oculus runs its business?” the lawyer asked.

“No, generally speaking,” Luckey replied.

Brendan Iribe who, until recently was Oculus’ CEO, started answering questions next. He said he had been at E3 in 2012, though not with Oculus (he worked for game streaming company Gaikai at the time), and he didn’t see the Rift demo.

Questioning was largely concerned about his relationship with Luckey, which began at a meeting for dinner at a steak house in Los Angeles. Iribe gave Luckey less than $5,000 as part of an effort to convince him to do business with him and start the company. He said that while he wouldn’t call himself an expert in VR, Luckey was.

Luckey’s NDA with ZeniMax was then called into question, which Iribe said had been mentioned either in late 2012 or early 2013, and had then been forgotten about again. Iribe wasn’t sure if it was mentioned once more around the time of the Facebook acquisition in 2014, later adding that someone might have “remembered the NDA during due diligence.”

Questioning continued to suggest code written by Carmack could have been used in the Oculus SDK, with Iribe countering that emails noted ZeniMax might not co-operate, and that Carmack’s advice was not necessarily the advice they always agreed with.

“This is valuable technical advice given under an NDA so you could write your SDK,” the lawyer said. Iribe replied that he sees no problem in taking such advice.

Wednesday’s time in court wrapped up with additional questions surrounding Carmack’s involvement with the Oculus team as the SDK was developed. The trial continues today.

Editor’s Note: Writer Garrett Glass is in a Dallas courthouse this week following what’s going on for UploadVR, though the use of electronic devices is restricted and live-tweeting not allowed. Stay tuned for more updates as the case continues.

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VR vs. Shuffling The Deck (Part 1) – Pathfinder

Oh Oculus, I was so hoping to get through the rest of the year without having to do yet another article about the dramas of your company. It seems to have been a minor theme throughout 2016, as I’ve gamely attempted to point out some of the great work you’ve done and why everyone should get behind you despite your innate ability to constantly be upstaged or undermined often from within. I was happy to round of things for the year with your atypical fluff pieces that journalists put out saying how much 2016 had met or failed to meet expectations. Before I inevitably start telling you all what needs to happen in 2017.

I’m still going to do that of course, but any plans have kind of fallen by the wayside here and I thought I’d at least have a good moan about it before we getting on to the meat and potatoes of the whole thing.

So, if you’ve not been paying attention to the news it has been announced that Oculus’ CEO Brendan Iribe decided to step down from his role and instead will now be working on the company’s relatively new  internal department working on all matters PC VR. Iribe himself has cited a desire to, in effect, get his hands dirty again and be more involved with the nuts and bolts of the project.

Brendan Iribe

“You do your best work when you love what you’re working on. If that’s not the case, you need to make a change. With this new role, I can dive back into engineering and product development. That’s what gets me up every day, inspired to run to work.”

A brave move in my opinion. since in doing this Iribe is voluntarily giving up a big chunk of power within the company to go back to doing what makes him happy. But let’s not put aside that this also means Iribe does not have to explain the company’s direction, he’s not the one ultimately responsible (leaving Facebook and Zuckerberg out of the equation for a minute) and no longer has to explain actions of those within the company or have to validate its direction of it. Which after 2016’s trials and tribulations might well be considered a blessed relief for him.

It is still a vitally important role though, make no mistake. One of Oculus’ big problems is both the reality and the perception of needing very powerful PCs in order to run virtual reality (VR) hardware and software. The reality, is that yes VR-ready PC’s still need to become cheaper and more of an industry standard and that PC VR needs to become more accessible. And the perception, in that nothing has changed to address that matter since 2015, when in fact a great deal has changed. Cast your mind back to Oculus Connect 3 (OC3) earlier in the year.  Within a Rocky Balboa-style comeback of announcement counter-punching following a rough few months in the run-up to the event, Oculus revealed a reduced minimum specification and they had expanded the partners they were working with to make PC VR (including laptops) “more affordable than ever”.

This battleground is doubly important with the news of PlayStation VR’s sales success, a figure alleged to be nearly equal to or even greater than both the Oculus Rift and HTC Vive combined depending on who you listen to. Such a disparity in sales figures was always on the cards of course, with the hardware install base of the PlayStation 4.

As mentioned above, its not like Oculus isn’t working on changing both the perception and the reality of the situation for PC VR. In fact, they really should be getting a bit more credit for the work they have been doing. But it’s now up to Iribe to continue that work; He is now PC VR’s pathfinder. He must truly lead the charge in doing what is necessary to make VR-ready the norm as quickly as possible. Again, that’s something that will happen. It is an inevitability of time. But I hope we now hear from Iribe and the team on the matter more frequently than just at Oculus Connect.

Maybe he should hire that really enthused guy who talked about the work being done at OC3. If I could only remember that guy’s name…

min spec oculus rift

No, it escapes me.