Jason Rubin: Palmer Luckey ‘Didn’t Want To Be A Distraction’ At Oculus Connect

Jason Rubin: Palmer Luckey ‘Didn’t Want To Be A Distraction’ At Oculus Connect

Oculus is a company of ups and downs. On the one hand, you have one of the most innovative, conscientious and just-plain-cool companies in the world, and on the other you have a relatively consiztent series of bumps in the road. The most recent of these stumbling blocks came when the company’s founder, 24-year-old Palmer Luckey, was connected to Nimble America — an inflammatory political organization that supports conservative candidates. The fallout of this was significant and, despite a public apology written by Luckey, the result was that he was neither present nor mentioned at his own company’s annual developer convention: Oculus Connect.

Luckey has made some sort of appearance or statement since Connect 1 in 2014. His absence on stage during the keynote, silence on social media accounts, and general lack of recognition from any of Oculus’ senior leadership in their own rhetoric, begs the question: “What happened to Palmer Luckey?”

UploadVR put that question to Jason Rubin, the founder of Naughty Dog and the current head of content at Oculus proper, and he answered:

“Palmer did not want to be a distraction,” Rubin said.“He decided not to attend [Oculus Connect 3].” 

Rubin said the decision to skip this week’s event was 100 percent Luckey’s. He also explained that Luckey’s status at the company has not changed since the Nimble America controversy began.

“Palmer is still an employee at Oculus,” Rubin said.

Technically this also makes Luckwy an employee of Facebook, which bought Oculus for $2.4 billion in 2014. Today’s keynote address was spearheaded by Facebook CEO Mark Zuckerberg; Oculus CEO, Brendan Iribe; Oculus head of platform, Nate Mitchell; Oculus chief scientist, Michael Abrash; and Rubin.

Oculus Affirms Commitment to Gamepad Input As Touch Launch Nears, “we don’t believe gamepads are going away”

While Oculus has been drumming up its soon to launch Touch VR controller for many months now, the company doesn’t expect motion input to supersede the gamepad gameplay that Rift users are using today.

The introduction of an Xbox One gamepad as the default input device for the Oculus Rift at launch came as a surprise to many, especially given prior comments from the company’s founder singling out the gamepad as a poor choice for VR input. Meanwhile, the HTC Vive, which launched with motion controls in the box, has garnered praise for its immersive input. Combined with Oculus’ announcement of Touch all the way back in 2015, Rift users have been very eager to get their hands into virtual reality. But that doesn’t mean VR titles designed for gamepads will go the wayside, says Oculus.

See Also: Latest Version of Touch has Better Tracking & Longer Range, Says Oculus
See Also: Latest Version of Touch has Better Tracking & Longer Range, Says Oculus

Speaking with Road to VR at Gamescom 2016 last month, Jason Rubin, Head of Content at Oculus said that the company doesn’t expect gamepads to disappear from VR once Touch controllers hits the market.

“…we’re really strong proponents of the gamepad. We think there are some types of games that play incredibly well with gamepads, and we don’t believe gamepads are going away,” Rubin said. “There are developers that want us to continue shipping a gamepad [in the box with the Oculus Rift headset]. Whether or not we continue forever or just a small amount of time is undecided and unannounced, but gamepads have a valid place in the ecosystem.”

Rubin pointed to the apparent success of gamepad-only titles found on the Oculus Home platform, and says he remains skeptical of locking into a sort of standardized VR input at this stage in the ecosystem.

“We don’t share the belief that ‘if it’s a gamepad, it’s an atrocity and not a VR title’, and the proof of that is the ratings consumers are giving the games that we have out right now. In the long run it’s hard to say what the final control spec will be, or if there will be a final control spec,” he said.

oculus-rift-cv1-e3-2015-ben-lang

He elaborated on what he called “VR purists,” and suggested that some were applying a double-standard to VR games designed for the gamepad, saying that many of the people hating on games lacking motion controls also wanted to play them themselves.

“There are VR purists that believe ‘if it doesn’t have motion controls, it isn’t VR’. I happen to not agree with that, and I don’t think Oculus agrees with that. Interestingly, many of the same people are dying to play our titles brought out on gamepad. They’re extremely vocal about [them],” Rubin said. “So you really can’t have it both ways. Titles that we brought out are some of the best reviewed, most full titles out there, and at the same time there’s a small population that believes VR has to be a certain amount of purity. VR is much broader, and we think the audience is broader, and we think what VR represents is much broader than some other people.”

Founder reveals the Oculus Touch 'Half Moon' Prototype in 2015 | Photo courtesy Oculus
See Also: Oculus Explains Why They Didn’t Launch Touch with the Rift (Even Though They “Could Have”)

Rubin went on to point to the company’s work with Samsung to launch Gear VR—which is a relatively affordable VR headset compared to the likes of high-priced units like the Rift and Vive—as an exemplar of the company’s “broader” approach to VR.

Oculus says Touch will launch in Q4 of this year, but has yet to announce a price of specific date. We’re expecting to hear more on Touch at the Oculus Connect developer conference in October.


Additional reporting by Scott Hayden

The post Oculus Affirms Commitment to Gamepad Input As Touch Launch Nears, “we don’t believe gamepads are going away” appeared first on Road to VR.

Sonic For VR In The Future? ‘Maybe’ – Sanzaru Games

Going fast has always been a concern in virtual reality (VR). The wrong type of speed sensation and/or movement and you run the risk of motion sickness. “It’ll make you sick” is VR’s Achilles heel, the collective thought in a percentage of the public that arguably holds it back. So you could perhaps imagine both the possibilities and, moreover, the potential problems of not just being fast in VR but of being a blur – a blue blur. Of potentially being ‘the fastest thing alive’. I mean, would it even be possible to spindash in a VR headset?

Sanzaru Games’ Matt Kraemer, being interviewed by Gamespot about Sanzaru’s forthcoming Nintendo 3DS game Sonic Boom: Fire & Ice, briefly touched on the possibility of SEGA’s mascot Sonic The Hedgehog entering the VR arena.

Sonic The Hedgehog - 25th Anniversary
Sonic, celebrating his 25th anniversary in 2016, in his three incarnations. With the spin-off Sonic Boom series iteration on the right.

Sanzaru Games have of course have been working on Oculus Rift title VR Sports Challenge at the same time as developing Fire & Ice. A title, now using Oculus Touch, that will showcase sporting challenges in basketball, baseball, ice hockey and American Football. It’s been an interesting time for the studio according to Kraemer, when asked about the technology.

“I love it. We’ve been doing a bunch of stuff with Jason Rubin [of Oculus], and everyone’s of course like “Oh, Sly Cooper and Jak, are you guys doing that in VR?” But like, that’s been really fun to work with that group on that stuff. We got a bunch of cool stuff cooking.”

Although there are aspects of VR that apparently aren’t to Kraemer’s liking, namely the neccessary simplicity of VR titles.

“The boundary of ease of use, now with VR, that’s even worse.” He complains, “We have to dumb it down even more. In 10 years that won’t be a problem.”

Gamespot’s Alex Newhouse then asks the obvious follow-up question -“Who knows, Sonic in VR one day?”

The answer is neither yes or no from the Director. Only a non-committal, “Maybe…”

The Sonic franchise does have some very old prior experience of being shown in the first person… sort of. So could something similar appear in the future? It is perhaps worth noting that at the time of writing besides Sanzaru Games, SEGA’s internal and related partner studios have little to no known VR experience. The exceptions being SEGA Japan’s involvement through the Hatsune Miku series for PlayStation VR and a trailer from May this year that showed Creative Assembly’s Total War: WARHAMMER in 360 degrees. As such should a Sonic VR experience ever be considered being developed outside of SEGA’s internal Sonic Team studio, Sanzaru Games would in theory – both with their brand and technology experience – be well positioned to create such.

Do you see a potential for VR in Sonic’s future? Let us know in the comments. In the meantime VRFocus will continue to bring you news on Sanzaru Games’ VR development.

Oculus Explains Why They Didn’t Launch Touch with the Rift (Even Though They Could Have)

Oculus says they could have shipped Touch alongside the launch of the Rift back in April, but explains why they’ve been biding their time.

Despite delaying their Touch VR motion controller to the latter half of 2016, Oculus says the hardware could have gone out the door on day one.

“It was possible for us to launch the first Touch device when we showed it, and everyone said ‘this is awesome,’ we could have shipped it,” said Jason Rubin, Head of Content at Oculus, speaking with Road to VR at Gamescom 2016 earlier this month.

Valve's 'Chaperone' system displays a virtual wall inside the headset | Photo courtesy Valve
See Also: Oculus is Working on a ‘Chaperone’-like Boundary System for Touch

Although a strong hardware foundation was there, the company didn’t want to put the hardware out before they felt there was an equally strong software base to support it, Rubin explains.

“[If we launched Touch with the Rift] there would have been a bunch of demos and a few good titles (like Job Simulator and Fantastic Contraption) […] we wanted to give our developers enough time to really create a launch line up, a good slate of titles that would last hours as opposed to minutes of enjoyment, and we think that that takes time. So more than tweaking the hardware, we wanted to give the software some time.”

Given that decision, Oculus opted to continue tweaking the Touch design to improve both ergonomics and performance as developers continued to toil away on the software side.

“Developers are really happy with what they’ve got, and we didn’t want to release it until we were happy with the ergonomics, every button was in the right place, everything was perfect,” Rubin said.

Progression of Oculus Touch development kits
Progression of Oculus Touch development kits | See Also: Latest Version of Touch has Better Tracking & Longer Range, Says Oculus

Indeed, we’d seen several iterations of Touch now, with varying button placements. Rubin also said that the very latest iteration was “pretty much the final iteration” and that it had improved tracking performance and range.

Although Oculus said they wouldn’t openly sell a Touch development kit available (as they had done with the Rift), they committed to sending out a substantial 5,000+ dev kits to select developers prior to the launch. While the company still hasn’t announced a price or release date more specific than ‘Q4 of 2016,’ we’re expecting to hear much more about the controllers at the forthcoming Oculus Connect developer conference on October.

The post Oculus Explains Why They Didn’t Launch Touch with the Rift (Even Though They Could Have) appeared first on Road to VR.

Latest Version of Touch has Better Tracking & Longer Range, Says Oculus

Oculus revealed Touch, their VR motion controllers, all the way back in June of 2015, but didn’t commit to shipping the controllers until the second half of 2016. Since the announcement, the controller has seen several design permutations, but Oculus says the controller is nearly complete, and better than ever.

At Gamescom 2016 this week in Germany, Jason Rubin, Oculus Head of Content, told us that the company’s much anticipated Touch VR controllers have improved over time and are nearly complete. He confirmed that the version we saw at E3 was the near-final iteration.

“…at E3 we shipped a new version of Touch that has better tracking, greater distance from the sensors,” he said. “It’s pretty much the final iteration. We’re doing little tweaks always, but we’re pretty much there.”

oculus touch new feature design (1)

Exactly how much the controller has improved since the first ever ‘Half Moon’ prototype was revealed back in 2015 is unclear, but Oculus has insisted from the beginning that the controllers are capable of ‘room-scale’ tracking like that of the HTC Vive, even if the company isn’t focusing on that type of usage out of the gate.

As for the release date of Touch (which we know will be coming before the end of the year) and price, Rubin is still quiet, but teased, “Oculus Connect 3… that would be a great place to make some sort of announcement.” (Don’t worry, we’ll be there to find out).

prototype shot oculus touch
See Also: Here’s a Look at Just a Few of Oculus Touch’s 300 Prototypes

When we tried the latest version of Oculus Touch at E3 2016, we found subtle changes to the controller’s button placements and design. The controller’s ergonomics, slightly refined from earlier prototypes, are still impressive and class-leading by most accounts. This seems to be due not only to the shape of the controller, but also it’s size and close center of gravity.

Earlier this year, Oculus confirmed that Touch would be bundled with Medium—the company’s virtual sculpting tool—and see more than 30 games at launch, with “hundreds of additional Touch titles in development…”


Additional reporting by Scott Hayden.

The post Latest Version of Touch has Better Tracking & Longer Range, Says Oculus appeared first on Road to VR.