Oculus CEO Steps Down to Head PC Division, Founder Palmer Luckey to Shuffle Too

In a post to the company’s official blog, Oculus CEO Brendan Iribe confirms he’ll be stepping down from the company’s top position to head the new PC VR group. Founder Palmer Luckey will also land in a new role.

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Brendan Iribe with Facebook CEO Mark Zuckerberg

Brendan Iribe was one of Oculus founding team members back when the company formed in 2012. He’s held the role of CEO ever since, including through the company’s 2014 acquisition by Facebook. Now, following the launch of the Rift headset and Touch controllers in 2016, Iribe confirms he’ll be stepping away from the CEO role to head a new, internal PC-focused VR group, which will operate alongside a Mobile-focused VR group within the company.

“…we’ve decided to establish new PC and mobile VR groups to be more focused, strengthen development and accelerate our roadmap,” Iribe writes. “Looking ahead and thinking about where I’m most passionate, I’ve decided to lead the PC VR group—pushing the state of VR forward with Rift, research and computer vision. As we’ve grown, I really missed the deep, day-to-day involvement in building a brand new product on the leading edge of technology.”

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Hands-on: Oculus' Wireless 'Santa Cruz' Prototype Makes Standalone Room-scale Tracking a Reality

At present, that leaves Oculus without a executive head. Iribe says that he, along with Facebook CTO Mike Schroepfer, and Jon Thomason will seek a new leader for the Oculus team. Thomason recently joined Oculus to head the Mobile VR group, and has worked previously as the VP of mobile shopping at Amazon.

Oculus founder Palmer Luckey

Oculus founder Palmer Luckey, who has shied away from the spotlight following community and developer backlash to his association with a polarizing political group, remains with the company and will be taking on a new role, Oculus confirmed to The Verge. So far that role is undisclosed, though the companys says more details on Luckey role will be made available soon.

The post Oculus CEO Steps Down to Head PC Division, Founder Palmer Luckey to Shuffle Too appeared first on Road to VR.

Oculus’ CEO Brendan Iribe Steps Down to Lead Internal PC Focused Group

As one of the most well known individuals in the virtual reality (VR) industry, Oculus CEO Brendan Iribe, has been at the forefront of this new revolution, helping guide the company – along with Palmer Lucky, John Carmack, Michael Abrash and more – to where it is today. But in a statement on Oculus’ Blog Iribe has announced he’ll be stepping down as CEO, but staying within the company to head a new group.

Recently Oculus has establish two new internal groups, one focused on PC VR, while the other aimed at mobile VR, both with the goal of strengthening development in their key areas to accelerate the company’s roadmap.

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On his decision to step down as CEO, Iribe writes: “Looking ahead and thinking about where I’m most passionate, I’ve decided to lead the PC VR group—pushing the state of VR forward with Rift, research and computer vision. As we’ve grown, I really missed the deep, day-to-day involvement in building a brand new product on the leading edge of technology.

“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.”

In terms of who will be heading the new mobile group and taking the position of CEO, Iribe goes on to note: “Jon Thomason, who recently joined the Oculus team, will lead the mobile VR group. Together we’ll work with Mike Schroepfer, CTO of Facebook, to find a new leader for the Oculus team. I’m thrilled to be on the front lines of creating the next leap forward in VR. We’ll continue investing deeply in research and development in computer vision, displays, optics, graphics, audio, input, and more to create the breakthroughs that will unlock new form factors and experiences.”

As further details on Oculus’ internal re-positioning of roles are revealed, VRFocus will keep you updated.

Brendan Iribe Is No Longer CEO of Oculus, Now Leads PC-Focused VR Team

Brendan Iribe Is No Longer CEO of Oculus, Now Leads PC-Focused VR Team

Some days when you work on the media side of the tech industry, you get through the day by going through the motions, reporting on stuff you knew about a good bit in advance, and writing about cool upcoming games, events, and gadgets. Other days, you get an email in your inbox at 9:30AM PST with a 10AM embargo that is nothing short of one of the most surprising announcements of the year. As of today, Brendan Iribe, co-founder of Oculus, is no longer the CEO of the company he helped create with Palmer Luckey over four years ago in Irvine, CA.

Iribe is stepping down as CEO in a move that will result in the pioneering VR company splitting its mobile-based and PC-based VR divisions more cleanly. Iribe will lead the PC side, while Jon Thomason, who was formerly VP of Engineering at Qualcomm for five years and then VP of Mobile Shipping at Amazon before joining Oculus as Head of Software in August of this year, will head up the mobile division. Iribe and Thomason, along with Mike Schroepfer, CTO of Facebook, will reportedly all work together to find a new leader for Oculus VR moving forward.

This news comes just a week after the company launched the Oculus Touch controllers, the long-awaited solution to hand-tracking for their Oculus Rift headset. We loved them in our review.

In a prepared statement provided to UploadVR, Iribe writes that:

“We’ve decided to establish new PC and mobile VR groups to be more focused, strengthen development and accelerate our roadmap.

Looking ahead and thinking about where I’m most passionate, I’ve decided to lead the PC VR group—pushing the state of VR forward with Rift, research and computer vision. As we’ve grown, I really missed the deep, day-to-day involvement in building a brand new product on the leading edge of technology.

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.”

When we asked Oculus PR what this meant for Max Cohen, the current Head of Mobile at Oculus, we were told that, “he’s still focused on mobile and growing the mobile ecosystem on Jon’s team.”

We will continue to follow this story as it evolves.

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VR vs. Roculus Balboa

Well, we did it. We all managed to survive the first part of this fortnight of virtual reality (VR) mayhem and Oculus Connect is over for another year. Being the VR industry, which apparently moves at the speed of light, we’ve got to forget about all that now and move on rapidly to the next event on our calendar: PlayStation VR’s launch. A major topic indeed.

For once I actually have a number of topics I could write about which is something of a first for me on VR vs. I have however talked about PlayStation VR extensively in recent months and precious little has changed to alter my thoughts on the matter. We will get onto those other items soon but for this week I would like to touch on last week’s predictions/suggestions/hopes that I voiced. (Be sure to check out our ‘Best of PlayStation VR Launch’ series incidentally.)

Oculus Comes Out Swinging

At Oculus Connect 3 (OC3) I challenged Oculus to at the very least fight, and they needed to. Badly. Really badly. Let’s not forget that prior to OC3 the company was in a bit of a mess internally and, as I said, a perceived third to a company that hadn’t ever released their product yet.

Continuing my boxing analogy of the last fortnight whilst Oculus have been a VR fan’s favourite punching bag what we got after a month which saw them get knocked for a loop was a Rocky-style comeback. (“I ain’t goin’ down no more!”) Oculus addressed things, sometimes indirectly but tactfully and sometimes pretty directly indeed. There was a slight feeling of defiance during the opening. ‘Look at what we’ve done. Look at what we’re doing. We’re doing more – and we’re doing this, and this and this. Can you imagine this? It’s here today. We’re taking you to this future and that’s the end of the matter!’. They almost dared the VR community to disagree. Challenged everyone to say something bad about what they shown.

Room scale? – Oculus Rift can do it thank you very much.
VR is too expensive? – A VR spec PC is now available for $499 and we’re continuing to work with more and more partners to make it cheaper. “PC VR is more afordable than ever.”
Games are all that matters? – Well here’s what we’re doing with VR and education.
VR needs investment? – We’ve put in $250 million and we’re doubling that.
Publishing is hard – We’ll pay the fees if you use Unreal Engine 4.
Wires suck? – We agree. Let’s do something about that.
Software and programming needs to be better – Here’s how we’re making it better.

They were even very honest, brutally so. John Carmack at one point noting VR was “coasting on novelty” and needed to do more. A wince inducing statement of honesty and also of intent.

So. Content? Check.

There was plenty of content announced during the event. New media partnerships, including a potentially juicy one with Disney. New games, like Epic’ Bullet Train follow-up Robo Recall and Arktika.1 that look really good – although the latter is a bit disappointing judging by Kevin Joyce’s hands-on, which is a bit of a bummer. Games from ‘Oculus Studios’ were also included, which was good to see.

Robo_Recall_OC3_A4_screenshot_05

Santa Cruz (You’re Not That Far)

I did mention that I wanted to see a hint at the future, a CV2, but not the future in practice. Well move aside Crescent Bay, there’s a new prototype in town and it’s names is the Santa Cruz. We got a video package and members of the press got a hands-on with the tech which showed off a MacGyver’d Oculus Rift as a standalone headset. We might not have gotten the console connection, the ‘universal VR platform’ as I wanted. But Oculus did set its brand out to be ‘VR for All’.

You can read our hands-on with the Santa Cruz here.

Standalone VR Oculus - 3 (Santa Cruz)

Punished Palmer, Zuckerberg Rising

Please mentally insert a picture of an eye-patch wearing Palmer Luckey here for the purposes of subtitle continuity.

Where was Palmer Luckey? At home. Exactly where he needed to be for Oculus this time around. As Jason Rubin later addressed Luckey didn’t want to be a distraction and he surely would have been. It still took people by surprise and that he was not in any video packages either was surprising as well. All of this set the stage for someone to step up as the person to do the demonstrations live, but I didn’t think it would be Mark Zuckerberg. Someone who’s had his own share of issues in the last couple of months. However Zuckerberg took to the stage and whilst he hammered the idea that VR is the ‘new computing platform’ into the ground so hard I’m surprised it didn’t annihilate half the pipes under the building he was an engaging presence on stage. The demonstrations he did were really good and showed off some mind bending uses of VR technology.

In fact let me just write this down so we’re all clear:

Mark Zuckerberg, whilst in VR as an avatar, took a video call (as his avatar) with his wife (who was not an avatar) and they then proceeded to take a selfie of the two of them ‘together’ in their home with their dog who was a part of the 360 degree footage of their home that Zuckerberg was in… and then he posted it to Facebook from within the same app.

That’s just… crazy.

He did a really good job at showing just how amazing the technology we’re all using is, emphasised Facebook’s commitment to making VR the best it can be and came across as relatable and sincere in his excitement of it all.

Suitably Abrashed

I also mentioned it was time to start shining the spotlight a bit more wisely. Start making some other ‘faces’ of the company. We got more Iribe and John Carmack had his keynote, which I quickly gave up trying to take notes for. Dear God, does the man even breathe? You’d need to create a shorthand for your shorthand. Carmack did howver provide my favorite moment at OC3 by telling people who are snobbish about 360 video not being “true VR” to essentially get off their high horse and reminding everyone just how much that’s viewed compared to everyone else.

Here’s an appropriate internet friendly summary:

Carmackman

And here’s my immediate reaction:

(You can now follow me on Twitter and tell me what a terrible person I am.)

One person I forgot to mention last week, and who wasn’t even mentioned to me in the discussions I had in the run up to OC3 was Michael Abrash. We see so much of Luckey, Carmack, Iribe and Zuckerberg we tend to forget about Abrash. Which based on his performance at OC3 is a real shame. I’ve mentioned many times on here that I’m not the most technical person and whilst Carmack in full technobabble flow had my brains dribbling out of my ears by the end of it Abrash was relatable, commanded the stage (despite being ill) and was everything you could ask of making how VR works entertaining and understandable.

I was in the big Reddit discussion thread during the keynote and noted a lot of praise for his performance. One member complained Abrash wasn’t “hardcore” enough as a programmer anymore for them to care what he said. (What does that even mean??) Regardless of what they thought let’s hear more regularly from Abrash in the future please Oculus. I was genuinely entertained and informed by his delivery.

And deliver Oculus did.

Price details (though no across the board realignment as I wanted), dates, info, even things that might have passed you by in the flurry of news. Things like Oculus opening up aspects the headset design so people can design custom additions. The only way Oculus could have staked a louder claim for reestablishing themselves as the leaders of VR’s new age would have been if Iribe marched on stage with an Oculus flag jammed it into the floor and just yelled at everyone. Looking back I’m almost surprised he didn’t. Oculus didn’t ask people to acknowledge what they were doing, they straight up demanded it.

Next stop: the future, and Oculus are going to drag you there by the lapels.

Oculus CEO Confirms ‘Sensors will include a USB extension cable’

There was quite a lot of information to take away from last weeks Oculus Connect 3 conference, with new social options, experiences and of course Oculus Touch headlining. One of the smaller announcements Oculus’ CEO Brendan Iribe made was on the availability of extra sensors, which would enable Oculus Rift with the Oculus Touch controllers to do room-scale. But one question remained unanswered, what about the USB length? Now Iribe has answered.

This initially began when Tested interviewed Nate Mitchell, VP of Product at Oculus who said: “I don’t want to eat my words on this one, but I believe we are going to include a USB extension cable as part of the [third sensor] package”. This was then confirmed today by Iribe via Reddit, saying: “That’s correct. The additional Oculus Sensors will include a USB extension cable.”

Oculus Sensor - Brendan Iribe

He then updated the posting with: “We’ll have more details when they’re available for pre-order later this month. I’d love to share more now but we’re still finalizing and I don’t want to be wrong. Our goal is for the cable to be long enough to be useful for most.”

There’s a number of reasons why customers wanted this question answered. Firstly Oculus Rift’s rival HTC Vive includes room-scale tracking right out of the box, and the sensors don’t require a cable to a PC, they’re wireless apart from a power cable. This means they can be put anywhere a user deems suitable to maximise the play area they have available.

But the Oculus Sensors all require a direct USB connection to a PC. Fine for the single sensor, or using the second that comes supplied with Oculus Touch. But for true room-scale the third would generally need to be placed behind the user, so that no matter which way they’re facing they can always be tracked. While the sensor cables are of a reasonable length, they’re certainly not long enough to give complete freedom of placement, hence why a USB extension lead is so important.

The extra Sensor will retail for $79 USD and begin shipping on 6th December 2016. The only question left to be answered is, how long is the extension cable, which will likely be answered when pre-orders go live later this month.

For all the latest Oculus news, keep reading VRFocus.

New Oculus Render Tech Cuts Entry Level VR PC Costs to $499

Keeping games chugging along at 90 frames per second (fps) while rendering modern graphics is a tall order, which is why building a VR-ready computer is pretty much impossible with less than $600. Well, now the minimum spec—at least for Oculus—seems to be a little more affordable, more so than their previously stated GTX 970 – Core i5 4590 ‘recommend spec’ that is.

Announced today on stage at Oculus Connect 3, the company’s annual developers conference, CEO Brendan Iribe revealed a new feature that the company says will help lower-end systems get into VR.

oculus-min-spec

Oculus’s new minimum spec is in large part due to asynchronous spacewarp, a sort of ‘sequel’ to asynchronous timewarp, a technique unveiled at last year’s Connect to reduce judder and deliver consistently low latency.

But as Iribe says “timewarp is great, but it’s not a silver bullet. It’s great for looking around, but it doesn’t work for positional movement.”

Asynchronous spacewarp is Oculus’s new solution to fix judder caused by positional movement in the playspace. As explained by Iribe, spacewarp takes the app’s two previous frames and analyzes the difference, and then calculates that difference to extrapolate and generate a new synthetic frame. This helps smooth moving objects, even the entire scene, so when you’re moving your hands or body, you won’t have judder or ghosting images. In short, it does this by halving the app’s framerate to 45 fps when it hits a snag and sandwiches in a synthetically generated frame to return it to 90.

spacewarp-oculus

This, he says, makes it easier for lower-end machines to power VR experiences, principally because it’s built into the runtime, and hence every app on Oculus Home.

The company worked with AMD and Nvidia, making the spacewarp available to both GPU manufacturers.

“This will expand the audience. With lower CPU and GPU requirements, people can get into VR at a lower cost, on a wider range of hardware,” said Iribe.

Is Min-Spec Oculus Ready, or Just VR-Ready?

There’s no word from Oculus yet whether they’ll be retaining the recommended spec despite the new minimum, but they have struck a deal with Cyberpower PC to produce a new, AMD-based ‘min-spec PC’ for $499.

cyberpower-pc-min-spec-oculus

Now, Iribe says, Oculus has worked with 11 partners to certify over 40 ‘Oculus Ready’ machines, lowering last year’s median price of $1,000 down to “less than $700.”

“Less than $700″ however isn’t specifically $499, so we’ll have to wait and see whether the new ‘min-spec PC’ will carry the ‘Oculus Ready’ badge or not.

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Oculus Has Optimised How Smooth Your Experience Will Be With a Smart Shortcut

One of the more technical points that were talked through today during the keynote at Oculus Connect 3 was how the Oculus Rift has been optimised for virtual reality (VR) use, especially with the consumer introduction of the Oculus Touch controllers coming up.

Brendan Iribe covered this pretty techy point that we all certainly benefit from, even if you don’t understand all of the words. The main piece of news is that not only has Oculus solved how to solve the juttering problem while looking around, but also while walking and moving around, making a much smoother and realistic experience.

Oculus-Touch-7

Oculus already solved this problem when sitting still and looking around with what they call Asynchronous Timewarp, which resulted in 50 times reduction in glitches with its consistent low latency.

Now Oculus has taken it one step further with Asynchronous Spacewarp where it solves the same problem but when you’re using positional tracking – i.e. moving around. What happens is it takes two frames, and essentially creates a fake one in between to cover up what would then be a jitter or a glitch, predicting what should be there so that there is a smoother delivery. It takes the frames per second (FPS) down to 45, so that it is operating at half of what it needs, so then the synthetic image in every other frame will make it out to be 90 FPS.

Iribe also went through the tweaks that were made to the application programming interface (API) that makes the Oculus Rift as effective as possible. It is down to three: Input API, Haptics API, and Guardian API. Input is how you interact with the application via either remote or gamepads, and so when writing to this API anyone can switch between the Touch controller and a gamepad.

open immersion

Haptics makes sure there is a consistent and realistic vibration reaction to everything you do in VR, such as feeling the gun kick when you shoot, or a ball hit against the raquet in tennis.

Guardian controls the customisability of the experience, making sure that objects aren’t awkwardly out of reach when you’re playing within a limited zone, or that you don’t bump into things in the outside world by overreaching.

For more on the latest from Oculus Connect 3, as well as all the news, updates, and features in the world of VR, check back with VRFocus.

3 Ways to Watch Oculus Connect Keynote Presentations in VR

Connect, Oculus’s annual developer conference, is already in full swing, but if you didn’t manage to book the flight and hotel to San Jose, CA, you can still pop your head in to see what this year’s hubbub is about.

Oculus Touch, the company’s unreleased natural input controller, still doesn’t have an official release date, and we’re expecting a data dump of games, features, and everything else Touch-related at this year’s opening keynote. While you can technically watch it live on the Oculus Twitch Channel, there’s no better way to feel like you’re in the future than by watching a presentation about new VR tech while in VR. Below the steaming schedule are a few ways you can go about it:

oculus connect 3

Opening Keynote
Thursday, October 6th 10am PT (your local time)

Closing Keynote with John Carmack
Friday, October 7th from 1:30pm PT (your local time)

NextVR – Immersive Video

NextVR, the immersive video creation and streaming platform, have been covering live events including NBA basketball, boxing, NASCAR, and even the Democratic Primaries—all in 3D 180-degree video.

The company has exclusively partnered with Oculus to bring both opening and closing keynotes (attention Carmack fans) to their livestreaming Gear VR 360 video app. Make sure to download the free app first and you can get the front row seat your wallet never seems to let you afford.

AltspaceVR – Social Viewing

altspacevr meetup

Watching a video on one of the many virtual monitors in AltspaceVR may seem silly, but really it’s no more silly than watching a giant TV with a group of people, except your new buddies are from Timbuktu, Transnistria, or Tasmania (low latency Internet speeds permitting). Because AltspaceVR supports a host of devices including Oculus Rift, HTC Vive, Gear VR, and traditional monitors, you’re bound to bump into someone worth chatting to.

AltspaceVR will be hosting their own viewing party of everything you can watch through the Oculus Twitch channel, except, you know, not alone.

Bigscreen – Cosy Multitasking

bigscreen

Maybe you’re not into the bigger social scenes like AltspaceVR, but prefer to vegetate on a virtual couch with people you know. Bigscreen lets you play your favorite games, browse the Internet, and watch anything you can watch on a standard monitor; all on a sizeable, shareable virtual monitor that lets you and all your friends see what you’re watching.

Private or Public rooms are available for multiplayer, supporting 1-4 people, so you could technically have 4 different monitors in play, one with the Twitch livestream, and the other three playing Rocket League or whatever else you while away the hours with.

Bigscreen supports both Oculus Rift and HTC Vive, including each system’s respective controllers, and can be found on Steam or Oculus Home.

So there you have it. You can watch alone, in a crowd, or with your trusted friends—and on almost any headset. And if you don’t believe me on the benefit of watching keynote speeches in social VR spaces, I’d like to submit the following as evidence:

 

The post 3 Ways to Watch Oculus Connect Keynote Presentations in VR appeared first on Road to VR.

Oculus Has the Potential to Be the Next “Hoover” of the Industry, But We Rather it Didn’t

There are plenty of popular names in the virtual reality (VR) industry – Gear VR, HTC Vive, Google Cardboard – but one of the first and perhaps of the most well-known on the market is the Oculus Rift, especially now that it is now available in stores across a number of countries, including the US, UK, Canada, and some European countries too. But, there is a chance that Oculus could soon experience both the biggest rise and fall, which is something that none of us want to see.

First things first – what do I mean exactly by “Hoover”? Hoover was the first brand to make an upright vacuum cleaner, which revolutionised the vacuum cleaner industry with its forward thinking and newest technology, and also by making its name synonymous with vacuum cleaning. Now, not many people would consider Hoover to be top of its original game, but the name lingers after becoming less relevant thanks to superior technology.

Oculus Rift

Okay, maybe “Oculus” or “Rifting” won’t strictly become synonymous with entering VR, but it is certainly one of the first that the broad mainstream recognise when mentioned. But, the key point to take into consideration out of all this vacuum talk is that despite the popularity of its name, there is a possibility of the Rift not coming out on top – and this is down to a few issues that have cropped up lately.

One of the latest dramas to come from Oculus is just as you’d guessed – Palmer Luckey and the funding of Nimble America. If you didn’t guess this, then here’s a recap of what happened: Luckey was revealed to have funded Nimble America, a pro-Trump organisation that is known for producing political memes against Hillary Clinton, to which Luckey denied connection with Trump and was misled to think that it had “fresh ideas on how to communicate with young voters”. This resulted in several VR studios voicing their disapproval, and some threatening to cancelling Oculus Rift support.

Despite Luckey denying there ever being any spiteful weight behind what happened, and Oculus CEO Brendan Iribe’s supporting statement saying everyone is “free to support the issues or causes that matter to them, whether or not we agree with those views”, there is still a lasting impact to come from this. It is unfortunately this kind of activity that will make or break a company, even one as big as Oculus.

PalmerLuckey_2

Yes, this is all politics, and letting politics get in the way of VR thriving is the biggest shame that could happen, but there’s no doubting that it hit the VR community hard, and that’s exactly where it counts. In a way, anything that happens in VR needs to get “approved” in some way before it can blow up to massive proportions.

As I said, this is all politics, and it is not the be all and end all of Oculus right now. However, one of the appealing factors to the Oculus Rift was how it was essentially cheaper than the HTC Vive. However, with the pricing of the Oculus Touch controllers coming out lately, it quickly became apparent that for the whole shebang it would come up equal to the HTC Vive, and therefore the edge has been taken off. This also comes after customers becoming displeased with the service Oculus has given following its late shipping earlier this year, so it can seem like one thing after another.

This is only what has surfaced as of late, and it is clear that the Oculus Rift has so very many redeeming characteristics to it if we cover our ears from the news. We can only keep our fingers crossed that no more drama rears its head for the sake of Oculus, and that it becomes more of a Xerox or Kleenex rather than a Hoover. Perhaps Oculus Connect 3 will help patch this all up?