No Official Plans to Make Oculus Rift Wireless Confirms Nate Mitchell

Come Spring 2019 Oculus’ lineup of virtual reality (VR) headsets is going to have an odd one out. There will be the entry level Oculus Go standalone headset for VR newcomers, then the newly revealed Oculus Quest to offer a much more premium all-in-one solution. Then there’s the original, the head-mounted display (HMD) that started it all, the Oculus Rift. The latter will be the odd one out due to its cable, and at Oculus Connect 5 this week the company confirmed there are no first-party plans to change that.

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When VRFocus asked the Head of Oculus Rift team Nate Mitchell about development of an official wireless adapter for Oculus Rift he commented: “No plan for any official wireless adapter for the Rift today. I think there’s a number of third-party solutions out there, but we don’t have any official plans.”

There are indeed third-party solutions with the most well known being the TPCAST device. This launched towards the end of 2017, with a price drop occurring in July 2018. That brought it down from £349 GBP to £324, and nowadays its even cheaper with OverclockersUK retailing it for £289.99. Even so, that’s still fairly near to the price of the Oculus Rift itself, meaning you’ve really got to want to go wireless to invest.

But would a first-party adapter from Oculus been any cheaper? Probably not by much, if at all. This week saw the official launch of the Vive Wireless Adaptor, a collaboration between HTC Vive, Intel and DisplayLink. HTC Vive and HTC Vive Pro users will need to spend £299 and £364 respectively to upgrade their headsets for complete immersive freedom.

Oculus Quest - Hero / Lifestyle Image

So Oculus Rift users will just have to be content with their cable unless they’ve got the cash to splash on TPCAST. Whose that do want wireless freedom then Oculus Quest certainly seems to be the way to go. How well both Oculus Quest and Oculus Rift will sit together at the same price remains to be seen. For further coverage from Oculus Connect 5, keep reading VRFocus.

Oculus’ Nate Mitchell Reveals What’s Happening at Oculus Connect 5

It’s that time of the year when Oculus grabs all of the virtual reality (VR) attention with its fifth annual event, Oculus Connect 5 (OC5), taking place in California over the next couple of days. Of course VRFocus is there to bring you all the latest news and announcements from the conference so we caught up with the head of Oculus Rift team Nate Mitchell to find out more.

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Being the consumer focused event that OC5 tends to be there are plenty of videogame announcements from some of the biggest developers in the field, with the likes of Insomniac Games showcasing its upcoming sci-fi adventure Stormland,  Phaser Lock Interactive with Final Assault and Ready at Dawn with Lone Echo II and Echo Combat.

While 2018 has certainly been a big year for Oculus with the launch of Oculus Go back in May, Mitchell predicts an even bigger year ahead saying: “2019 is going to be the year of some of the best content that we’ve seen to date. And I think that’s showcased here [OC5], but it’s the development community taking everything to the next level. And so if you’re a gamer there’s never been a better time to jump into VR.”

Alongside all the videogames to play over the two days there will be plenty of talks and sessions for guests to attend, teaching developers the latest VR practices, and how to make awesome immersive content for Oculus Rift.

Oculus Rift & Touch

Check out the video below to see learn more about what Mitchell has to say regarding the VR industry, not only just for home users but also for the industry at large, whether that’s training and simulation or location-based entertainment (LBE) which has been rapidly growing over the past couple of years thanks to companies like The VOID and its Star Wars: Secrets of the Empire experience or Zero Latency and its territory expansion.

VRFocus will be bringing you the latest hands-on from OC5 so stay here for further updates.

Oculus’ Nate Mitchell: ‘2019 Represents Our Biggest Investment To Date’

Oculus’ Nate Mitchell: ‘2019 Represents Our Biggest Investment To Date’

Over half a billion dollars: that’s how much money Facebook claims to have invested in VR content since before the Rift launched in early 2016. Now with 2018 nearing an end and the next year of consumer VR on the horizon, they want to keep pumping that number up even higher.

“2019 represents our biggest investment to date,” said Nate Mitchell, Oculus co-founder and Head of Rift at a pre-Oculus Connect 5 preview event last week. “We do think that one of the continued big growth drivers is content, so you’ll continue to see that investment as we build a world-class content library that appeals to a wide audience of gamers. A wide audience of gamers is really important.”

Following 2018’s Marvel Powers United VR, a massive licensing deal for some of Marvel’s most respected and beloved superheroes all in one single game, that means a lot of big projects on the horizon. The likes of Defector, Stormland, whatever Respawn is working on, and more are all building up to big releases that could be some of the largest the VR market has seen to date.

“That’s right and that’s generally the direction we’ve been going,” responded Mitchell. “If you look at the 2019 titles that we have coming up and add it all up, that represents our biggest total investment we’ve had to date.”

In general, this is a stark contrast to this year and last year. Not long ago Jason Rubin proudly proclaimed that we can expect to see a new Oculus Studios game every single month — but that’s not the case anymore. Now it’s fewer releases with more time between them, but the games that do get released are much larger and more expensive.

“Before we had been trying to experiment with different types of games and genres, whether that be first-person shooters, third-person games, top-down God view,” said Steve Arnold, Head of Oculus Studios, at the same preview event. “And now that we’ve gotten to the point that we’re starting to learn what really connects to a VR audience, what feels like magic in VR, we can pour more of that money into bigger games because we have more confidence that what we’re building is right. We like to give developers as much time as possible to get to the level of quality that we’re all happy with.”

The game that came to mind immediately upon hearing that was Respawn’s title. The game was rumored to be in development over a year ago and then was officially “confirmed” and teased at OC4 last year. Which means it was likely in development for about a year before OC4, and it’s been a year since, with about a year left before release — at least, at this rate it may get bumped to 2020, who knows. That’s a solid 3+ years of development on a single title from a AAA-caliber studio.

“There’s still more that we can learn,” said Arnold. “We aren’t at the point where want to fund a five or six year long project, which is not uncommon in traditional games, but I wouldn’t be surprised if we get there in the next year or two.”

The real burning question though, the one that everyone is asking about the Rift, Vive, and all other PC VR headsets is: How are they selling? We know the PSVR has surpassed three million units, but what about Rift?

“Rift and Go are both performing really well,” said Mitchel. And…that’s about it, citing “company policy” to not divulge any other details. Oh well, I tried.

At the time I did this interview, OC5 was still about a week away. By the time you’re reading this there are likely new details out in the wild about Rift, Go, Santa Cruz, Half Dome, and all the rest of Oculus’ various projects.

But out of all of their upcoming projects that have stemmed from the large 2019 investment, which ones are you most excited about? How long do you think it’ll take to get one billion people in VR? Let us know down in the comments below!

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Oculus Plans to Let You Bring Your ‘Medium’ Sculptures Into Home

According to a recent entry on the official Oculus blog, the team has plans to allow sculptures from Oculus Medium (2016) to be placed into Home spaces. Customisation is already the central feature of the new Home, which makes up a key component of Rift Core 2.0, the underlying platform for Rift and Touch currently in beta.

“We’ll be adding tons of new content throughout the year, including new items and decorations built by the community,” writes Nate Mitchell, Head of Rift at Oculus. “We’ll also make it easy to bring your own content, like Medium sculptures, into Home in 2018.”

This brief mention of Medium in the first ‘Dev Diary’ for Rift Core 2.0 is about all we have to go on; it’s a logical step to allow user-created content in personal Home spaces. The team will continue to add decorative and interactive objects into the beta, and some games already provide physical trophies for displaying your achievements, in much the same way as SteamVR Home. Bringing Medium support could open the floodgates to much deeper personalisation, particularly if the sculpts can be scaled to any size, but that remains to be seen.

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Oculus Wants to “Go big” On Opening Their Platform to Third-party Headsets, When the Time is Right

Oculus has been on the receiving end of vocal criticism about its practices of funding the development of VR content with the requirement that it be exclusive to the Oculus platform. For many owners of the Rift’s rival, Vive, the biggest point of contention is that Oculus’ PC platform is only compatible with the Rift, which means the exclusive games the company funds can’t be played by the Vive without an unofficial workaround. However, Oculus say’s they’re interested in opening the door to their platform to any third-party VR headsets that want to come in.

Powered by Oculus (or not)

Speaking with Nate Mitchell, Head of Rift, at an Oculus press event in San Francisco last week, it became apparent that the company categorizes the way that other headsets could interface with Oculus’ ecosystem in two distinct ways.

Samsung’s Gear VR is the only headset today that’s ‘Powered by Oculus’

The first is ‘Oculus partner’ headsets, and for that the company likes to point to Gear VR as an example—a headset that’s made by Samsung, but ‘Powered by Oculus’ (which means it uses Oculus as the content platform). Ostensibly, Oculus today is open to more partner headsets joining its ecosystem, though none have materialized.

The category second is ‘third-party’ headsets: those that are made entirely by another company without any involvement from Oculus but want to plug into the Oculus ecosystem through some sort of official, open method. But today, that option doesn’t exist, which means that Oculus is the sole gatekeeper into their ecosystem, and you can’t get in the front door unless it’s on their terms.

For now Oculus has been tolerating workarounds like Revive, which essentially opens a backdoor into their ecosystem, allowing Vive users to play the vast majority of the Oculus content library without issue. But that’s not exactly ideal for users or for Oculus. For one, Oculus could decide at any time to close that door, which means some Vive users are understandably weary of investing in Oculus content when they aren’t sure if they’ll be able to continue to access it in perpetuity. Then there’s logistical issues, like Oculus games showing Touch controllers instead of Vive controllers, which can make it difficult to learn a game’s controls, or result in awkward button mappings that make the game more difficult to play.

Vision of the Epicenter

Nate Mitchell, Head of Rift at Oculus | Image courtesy Oculus

When I spoke with Mitchell, he told me about the company’s ambition to make the Oculus ecosystem the “epicenter” of VR on PC. When I asked him how that vision could come to life when the Rift isn’t the only headset on the block, we launched into a conversation about the nature of opening the Oculus ecosystem to other headsets.

“We have a vision where basically more headsets are connecting into the Oculus platform. A big part of that has actually been the OpenXR initiative, which we’ve been one of the key contributors to since the very beginning. Not every company that’s out there is part of the OpenXR initiative in the VR space. But there are a couple of folks who have been super active, we’ve been one of those, helping really to find the spec. Both for this current generation of VR but as well as the future that we see,” Mitchell said. “So it’s not impossible to think that in the future you could buy a headset that’s not made by an Oculus partner that actually plugs into the platform, and whether that’s done in collaboration with us […] or whether it’s something built by someone else—whether it’s Ben Lang’s headset that you’ve made totally separate from us—there is a possible future where that plugs right into the Oculus platform and you’re able to drop into everything you know and love about Oculus.”

Industry Standard

OpenXR is a broadly supported initiative to create an industry standard method of interfacing between VR headsets and software | Image courtesy Khronos Group

When I asked how key OpenXR was to enabling a future where other headsets could transparently connect to the Oculus ecosystem, Mitchell’s careful answer seemed to indicate that the mere completion of the standard wouldn’t necessarily mean that Oculus is ready to open the door.

“[OpenXR is] not the only way you could get there, but it is one of the key things that we think—what’s the best way to frame this—it’s one part of establishing [a future where third-party VR headsets can connect to Oculus]. It’s not the only way you could get there, but it’s a key part of doing it in a way that a number of us across the industry are very excited about.”

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Oculus’ Nate Mitchell on the Fate of ‘Rooms’ and ‘Parties’ on Rift

VR is in many ways awesome, but still in many ways lacking. Ease-of-use, especially when it comes to playing in VR with friends, is presently a huge pain point for the experience. Oculus’ solution to that pain point—announced more than seven months ago—launched on Gear VR where it was welcomed with open arms. Bizarrely, the same features remain painfully absent from Rift, Oculus’ high-end VR platform, especially in the face of major improvements to multiplayer VR gaming on SteamVR. Nate Mitchell, Head of Rift at Oculus, offers an update on the fate of Rooms and Parties on the Rift.

Rooms & Parties

Announced at the end of 2016, Oculus Rooms and Parties are a new app and a new feature designed to fix perhaps the most frustrating problem with multiplayer Rift gaming: finding your Oculus friends in VR. Once you actually get into the same game and match together, multiplayer on Rift is usually pretty great, but getting to that point is a frustrating challenge because once you don the headset you lose easy access to most of your usual digital communication tools like messaging and VOIP apps.

The Rooms app was designed as a universal pre-game lobby for Oculus where friends could find each other, discuss what they wanted to do in VR, and launch into that experience together. Importantly, it also gives players something to do while they wait for friends to arrive, instead of just sitting around with a headset and peeking out the corner to check their phone for messages from said friends.

Parties, meanwhile, are a feature of the underlying Oculus dashboard: global VOIP chat allowing friends to talk to each other no matter where they are in VR. That makes it way easier to sync up and play because you don’t have to take off your headset (or uncomfortably peek out) to use out-of-headset means of communication like messaging and VOIP apps, only to transition to in-headset VOIP once you get into the same place together. It also means players can play single-player games in VR but keep the conversation going.

Back at the time of the 2016 announcement, both Rooms and Parties launched on Gear VR and have been updated continuously. At the time, Oculus said that both would come to Rift in 2017, and naturally users were excited after putting up with a multiplayer experience that’s not up to par with what what they’d expect from a typical gaming platform.

Missing in Action on Rift

Now seven months into 2017, Rooms and Parties still haven’t come to Rift. Their absence is increasingly painful in the face of the launch of SteamVR Home Beta, a multiplayer pre-game lobby built into SteamVR which—combined with existing Steam voice call and chat features—provides essentially all the functions of Rooms and Parties. It isn’t perfect, but at least it’s there.

In ‘Rooms’ on Gear VR you can watch video until your friends arrive. | Image courtesy Oculus

For a platform that’s in many ways surprisingly mature for its age, Oculus Home for Rift is seriously lacking in multiplayer ease of use, and players are noticing. We’ve heard calls from the Rift community, both indirect and direct, asking us to reach out to Oculus for an update on when there will be improvements to the experience.

From the Horse’s Mouth

Fortunately, we had an opportunity last week to sit down with the perhaps the single best person to speak on the topic: Nate Mitchell, Head of Rift at Oculus, who filled us in on the fate of Rooms and Parties on Rift, first offering a quick recap of where Rooms is on Gear VR.

“We’ve got Rooms on Gear VR, we’re really happy with it. The Rooms team is moving super fast. They’re shipping releases—pretty major updates—more or less every month, adding new features we’re excited about; we’re seeing usage continue to tick up. So overall we’re really excited with where Rooms is at on the mobile side.”

Nate Mitchell has been with Oculus since the beginning. | Image courtesy Oculus

Then he addressed criticism he’s heard online from people saying that Rooms should be a quick and easy port over to Rift on PC.

“[…] a couple of folks were like ‘Why would they [spend time expanding it on mobile] instead of bringing it over to PC?’. Well, realistically, with a limited team, they’re able to move much much faster on a bunch of features and get more value out to folks on the mobile side by focusing only on one platform rather than trying to bring everything over to PC simultaneously,” Mitchell said. “And that’s especially true just because Rooms is actually built in Unity, it’s using Android, and so there’s always gonna be features that they’re doing that are specific to Android (codecs and things, especially for video or audio) that don’t just come over whole cloth, ‘wham-bam’ to PC.”

Parties, Coming Soon to a Rift Near You

For people who want to ‘hang out’ in VR, certainly one function of Rooms, Mitchell says that Facebook Spaces fills that need and that it’s being actively worked updated and expanded. But Rift users have been looking to Rooms not as a place to hang out (there’s already many of those to choose from), but as a way to fix the high-friction experience of syncing up with Rift friends to play VR together. To that, Mitchell confirms that Parties—global group voice calls that span across apps—is on the way to fix one aspect of that friction.

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The Future of 'Facebook Spaces': Opening the Door to Third-party Developers

“So people are asking, ‘So when is Rooms coming to PC?’. We have something coming to PC pretty soon which is Parties. So we are gonna have persistent VOIP calls coming to PC independent of Rooms, launching pretty soon. So you’re gonna be able to open up the Universal Menu, and you’re gonna be able to say ‘Hey I wanna chat with Nate’; I’ll get a notification, it’ll say ‘Hey do you wanna join a party with Ben?’; I’ll say ‘Absolutely, love Ben, can’t wait to chat with him again’; and then bam, we’ll have persistent voice across multiple titles.”

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Oculus’ VR Privacy Policy Serves the Needs of Facebook, Not Users

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Nate Mitchell, Head of Rift at Oculus

I had a chance to catch up with Oculus’ Nate Mitchell at GDC where I asked him about privacy in VR. Oculus has delegated the design and maintenance of their privacy policy to their parent company of Facebook so that Oculus can focus on providing the best VR experiences and growing the VR ecosystem. Mitchell acknowledges that there are “a lot of potential pitfalls over the future of VR and AR around user privacy” because VR has a “double-edged sword” of providing incredibly compelling immersive experiences, but that “used in the wrong way or in the wrong hands, you can be tracked probably more than you would normally expect to be.”

LISTEN TO THE VOICES OF VR PODCAST

I learned more about the relationship dynamic between Oculus and Facebook in that Oculus isn’t thinking too much about how to use the data gathered from VR for advertising purposes, but the language in Oculus’ privacy policy is being shaped and directed by Facebook who is much more interested in using data gathered from virtual reality for advertising purposes. Mitchell claims that privacy is a top priority for Oculus, but a close reading of their privacy policy indicates it serves the needs of Facebook over consumers.

Mitchell and I also talked about Oculus’ announcement of lowering the price of the Rift + Touch by $200, their twelve new games premiering at GDC, as well as a number of important issues concerning the future of virtual reality. There are a lot of exciting new possibilities that could come from Oculus’ support for WebVR and the Khronos Group’s OpenXR initiative, but we also had a chance to talk about some of the challenges that Oculus has faced this year including some of their tracking regressions and some of the limitations of front-facing camera set ups when it comes to abstractions of embodiment.

SEE ALSO
Privacy in VR Is Complicated and It'll Take the Entire VR Community to Figure It Out

There are a lot of complicated issues surrounding privacy in VR, and Oculus has delegated the design and maintenance of their privacy policy to their parent company of Facebook. In Oculus’ letter to Al Franken, they say, “We also take advantage of Facebook’s expertise in other areas, including its large team of privacy and security professionals to help design and maintain privacy and security in our products. These collaborations allow Oculus to focus on what we do best: delivering the absolute best VR products and experiences.”

When I asked Mitchell about Oculus’ stance on privacy in VR. He said, “We are committed to really protecting user privacy. That’s one of our #1 focuses, which is why we have a super detailed privacy policy. And it goes hand-in-hand with that we are committed to being really transparent with users about what generally is being collected, and anything we’re doing with that. So that’s part of the reason why I think we have such a rich privacy policy to begin with. Also being part of Facebook, obviously, helps with that. They have an incredible team dedicated to user privacy, and they’re on the bleeding edge of that. And so that’s been great for us.”

I have to disagree in Mitchell’s assessment that privacy has been one of Oculus’ top priorities. Oculus’ top priority has been to deliver amazing VR experiences, and having a “rich privacy policy” that specifies everything that can be captured and recorded just means that it reflects the values and interests of Facebook. Facebook wants to collect and store as much data as they can, and tie back to a singular identity so they can sell advertising.

On January 11, I sent an email to privacy@oculus.com to “access data associated” with my account, but I never heard anything back from them after two and a half months. If it really was a top priority for Oculus, then I would have expected to have received a response, and that there would be more systems in place for the type of transparency and accountability that is promised within the “Data Access and Deletion” section of their privacy policy.

Oculus is mostly taking a passive approach to privacy in VR where they’re prioritizing the needs and concerns of Facebook, which is reflected in how much data sharing rights are being provided to Facebook. The following is a sampling of data that when combined together could allow Facebook to determine personal identifiable information about you: including your IP address, certain device identifiers that may be unique to your device, your mobile “device’s precise location, which is derived from sources such as the device’s GPS signal and information about nearby WiFi networks and cell towers,” “information about your physical movements,” and “information about your interactions with our Services.” Facebook will know that it’s your VR headset, where you’re located, and different actions that you’re taking from capturing everything you’re doing in VR and correlating it with your identity even if you’re anonymously interacting within the context of a VR experience. Once eye tracking and other technologies that can determine facial expressions are added, there will be even more biometric data that could be able definitively identify you or whomever is using your VR headset.

Their privacy policy contains an open-ended statement about recording communications that could potentially allow Facebook to record and store all VoIP conversations: “When you post, share or communicate with other Oculus users on our Services, we receive and store those communications and information associated with them, such as the date a post was created.” Oculus denies in their letter to Al Franken that they’re recording conversations by saying, “VoIP communications are not being recorded. We do not store the content of these communications beyond the temporary caching necessary to deliver these communications to people who could be in different parts of the world.” But it’s unclear as to whether or not the privacy policy as it’s written would prevent Facebook from starting to record conversations at any time.

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Oculus Issues Update on 1.12 Release, Currently Going Through Expanded QA Testing

As of late, it hasn’t been the smoothest for Oculus with its most recent software update 1.11 – aimed at solving users tracking issues with multi sensor setups for Oculus Touch – seemingly causing more problems than it fixed. Recently Nate Mitchell, part of the company’s PC team, released an update on Oculus’ forums giving some details about the progress being made.

Noting the issues users had been reporting when using three or more sensors Mitchell wrote: “Our #1 priority right now is addressing the new tracking issues some users are experiencing in 1.11 without reducing the impact of 1.11’s tracking quality improvements. We’re also fixing a few new tracking-related bugs that have come in through community and support channels.” Adding: “At this point, all of these tracking changes together are too significant for a hotfix, so instead our focus is getting them thoroughly tested and shipped to everyone as part of the 1.12 release ASAP.”

Oculus Touch

Plans are still in place for a February release of 1.12, but currently there’s no fixed date for release. This is due to Oculus putting the update through extensive QA testing ensuring it again doesn’t create more problems than it fixes.

The post also details an early preview program Oculus is looking into, enabling users ‘opt in’ and receive updates prior to an official launch. Mitchell said it’s: “something we’ve wanted to do for awhile, but has been on the back-burner behind other features.” The aim is to rectify issues like the current ones experienced early, with further details due to be released soon.

There will also be a small hotfix focused on matchmaking services, improving multiplayer matches, but this will be separate from the 1.12 update.

As Oculus releases further details on its next update VRFocus will let you know.

Oculus Expands QA Testing For Rift 1.12 Patch, Proposes Early Preview Program

Oculus Expands QA Testing For Rift 1.12 Patch, Proposes Early Preview Program

After a small delay, Oculus’ much anticipated Rift update hit earlier this month, though for some it brought more issues than fixes. The company is looking to change that very soon, and this time without any other unforeseen problems.

Nate Mitchell of Oculus’ PC VR team recently took to the Oculus forums to give a brief update on the status of the next release, 1.12. He stated that the company’s current priority was to fix these new bugs, which many have cited as height tracking issues, “without reducing the impact of 1.11’s tracking quality improvements.”

The issues have mainly been ascribed to setups that use three or more sensors for room scale VR.

Oculus is still looking to release the update this month, but isn’t prepared to give a final date yet. “That’s because 1.12 is going through an expanded QA and testing process to make sure we haven’t overlooked any new issues,” Mitchell said. “As soon as it’s ready, we’ll ship it.”

Hopefully expanded QA will prevent any further issues with future updates, although Mitchell also revealed Oculus is considering an “early preview program” in which Rift owners would be able to test official updates before they fully launched, a little like how Sony offers beta testing for its system firmware updates on PlayStation 4. “This is something we’ve wanted to do for awhile, but has been on the back-burner behind other features,” Mitchell explained. “Hopefully, this should help us gather more community feedback and testing to help catch issues like this in the future.”

An update on this scheme should be coming “in the next few weeks.”

A small hotfix for online experiences is also on the way very soon, though it won’t have any updates to tracking included. With any luck, this update will allow Rift and Touch owners to finally put these tracking issues behind them.

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