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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Palmer Luckey Answers Questions In ZeniMax Court Case

Palmer Luckey Answers Questions In ZeniMax Court Case

Publicly, Oculus co-founder Palmer Luckey has been missing in action since the revelation that he supported a political propaganda campaign back in September 2016. This week, however, he’s unavoidably stepped back into the spotlight as he answered questions in the ongoing Oculus-ZeniMax legal battle.

Yesterday was an eventful day for the case, with Facebook CEO Mark Zuckerberg answering questions to defend his VR subsidiary against allegations that it had stolen ZeniMax technology in the creation of the Rift. Luckey, 24, followed late in the day and plays a crucial part in the trial given his work with John Carmack, the Oculus CTO accused of stealing tech from ZeniMax when he worked at subsidiary id Software.

Luckey was wearing a blue suit and red tie in the court room, a rare sight for the engineer, who usually sports a Hawaiian shirt, shorts, and flip flops. His work with Carmack was the basis for much of the questioning, though his time started out talking about Facebook’s $2 billion acquisition of Oculus in 2014, which he said he possibly stands to make $100’s of millions from in the years ahead. Luckey estimated to have made $50 million working with the company thus far.

Turning the conversation to Carmack, Luckey recited his version of history that will be familiar to those that have studied the story as it has been told so far. He said he sent the developer a headset in 2012. That headset became central to the discussion. In terms of what Carmack actually contributed to the Rift, Luckey was asked if the developer had created the Rift’s fisheye distortion system used to create a panoramic image that seems to wrap around the user inside the headset.

“I guess what he did is ‘a’ solution rather than ‘the’ solution,” he said.

Carmack, at the time still working at Doom developer id, showed off an early prototype of what would become the Rift at E3 in 2012. The rough prototype was showing id’s Doom 3: BFG Edition running in VR. Luckey noted that he wasn’t at the event himself, but said a demo would not have been possible without Carmack’s software. Asked if this was a breakthrough moment for the company, he replied: “I guess you could call it a breakthrough moment in awareness.”

It’s worth noting that ZeniMax’s complaint filed against Oculus last year questions Luckey’s claims. The document alleges that, at CES 2013, Oculus “disseminated to the press the false and fanciful story that Luckey was the brilliant inventor of VR technology who had developed that technology in his parents’ garage.” ZeniMax alleges this story is “utterly and completely false”, and that Luckey lacked “training, expertise, resources, or know-how to create commercially viable VR technology.” Later, it states that Luckey made “no substantial contribution” to the creation of the Rift.

Finally, Luckey said he took NDAs “very seriously”. Luckey himself is facing legal action after an alleged breach of contract with another company, Total Recall. While his role at Oculus currently isn’t clear, the company has said that it will reveal his position soon.

Former Oculus CEO Brendan Iribe is still expected to take the stand at the case this week.

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VR vs. Nostradamus – Part 1

Welcome to the first VR vs of the year, my weekly column where I take a look at what’s going on in the world of virtual reality (VR) and augmented reality (AR) and give my personal take on things as VRFocus‘ ‘third man’.

After last week’s look at Palmer Luckey’s future, which if you believe the Discord comments certainly had Oculus’ attention (ooh-er) it’s time to look to what lies before us in 2017. Because, as you all know, I happen to be a well versed techno-wizard. Able to turn people into fish and squirrels and birds and so forth. A head-mounted soothsayer-displayer with the power to see into the future. CENTURIES INTO THE FUTURE.

Also known as ‘bloke who can take a guess where things are going to head based on how last year went’.

So, in the spirit of everyone else’s ‘what I want to see in 2017’ articles I’m going to get all Nostradamus myself and give my own guesses as to what might well occur in 2017.

Scrying via my crystal ball I see…
Zenimax Becomes VR’s Bad Guy

This one is pretty much nailed on. Now we’re in 2017 the legal throwdown between Oculus and Zenimax Media surely grows closer by the day. If you’re unaware of the story so far Zenimax filed suit agaist Oculus suggesting that not only did Oculus VR unlawfully obtain technology and research from Zenimax (through John Carmack), but also that a story was fabricated to make Palmer Luckey, appear to be the creator. Instead, Zenimax allege that Luckey recognised the rising popularity of VR and obtained Zenimax’s technologies for his own use.

The whole scenario has been bubbling away now since 2014 and Zenimax have been using some very strong language during the process. Their filing amendment’s initial statement outright accusing Carmack of theft. Oculus and Facebook insist the whole shebang is entirely without merit.

The process is overdue to move on and Zenimax have been pretty clear they consider all Oculus’ work by extension their own. So you now have an outsider, as it were, trying to ‘cash in’ (as Facebook put it) on VR and they don’t particularly care how much of a mess they make. Even if a judge finds in favour of Facebook/Oculus, there’s going to be a lot of damage done to VR’s reputation as a whole and no one wants that. Don’t be surprised if Zenimax file for an injunction to stop worldwide sales of the Oculus Rift. I wouldn’t even be surprised if they also took aim at Samsung and other VR providers.

Whatever your stance on Oculus, Zenimax will be the name you not-so-silently curse by the end of the year. Heck, they might end up generating a lot of sympathy for Oculus from corners of the VR fandom that have previously been very much against them.

ZeniMax Media

Via crop circle analysis, aliens tell me that…
Several Trillion Market Research Agencies Will Say VR’s Market Growth Has Slowed/Value Has Reduced

It’s one of my pet peeves (see: VR vs. Simply Irr-statistical) but as you know there can never be a week that goes by without some marketing organisation declaring via the aid of their statistics how much the VR or AR market is changing. (By the way, it’s growing you know…) Some sub-facet will expand by 20 billion over the next four years. 40 billion. 60 billion. Will double in value. Triple. Quadruple. Will achieve sentience and destroy us all.  One thing I do predict is, following a 2016 full of bombast, that when we next get around to some of these organisation they will dial some of this back in a similar fashion.

This will be for a number of reasons for that of course; the biggest being that more data from 2016 will come in leading to a more rounded idea of where VR as an industry is heading. Yes, headsets haven’t sold as well as people would have wanted, but none of the platform holders are particularly worried about this. Still, expect some intriguing language from these firms who oh so cleverly predicted more VR sales in 2016 than 2015 – you know, that 2016 where all the PC and console systems actually came out at retail. They’ll adjust it down. People will cluck their tongues, stroke their beards and write stories where they mutter in serious tones about “Is this the end of VR?”

The answer to which will be “no”. Much like how the answer to every other article about “Is this the end of VR?” over the last twelve months has been “no”.

Through the reading of your palm I discover you really need to wash your hands… and also see…
The Debut Of Halo-lens

Minecraft this. Minecraft that. Minecraft bloody everything. It’s like Minecraft is seen as one of the only ways that something new in gaming can be explained. There’s nothing expressly wrong with that but for a franchise Microsoft is already dangerously close to over-milking we can afford a little break from it. It was the poster-child for cross play in 2016 and it still features on pretty much all the marketing material related to Microsoft’s Hololens. Microsoft showed off some very impressive technology during the latter part of last year which focused more on the home and the office (as opposed to Office) but it’s time they put a focus on the gaming again, and what better way than the use of Microsoft’s other golden goose.

It’s more than just a pun. Whilst they’ve dipped their toe in to the Halo universe previously with Warzone, (anyone remember that?) A first person Halo experience would be something fans would salivate over and be something instantly recognisable to gamers everywhere. The idea that you can “Become A Legend” would market well, and have press pounding at Microsoft’s door. Including us. It would also make sense as a stopgap near the end of the year following the release of Halo Wars 2 this February and the then wait until Halo 6: The Advertising Is Accurate This Time, Honest.

Halo_Header2

 

Through diligent observations of the heavens I note…
A Big Name Leaves Oculus – And Jumps Ship

Considering last week’s column you may assume I mean Palmer Luckey at this point and it’s entirely possible. Whilst I went into how he is being seen I didn’t really get into how he himself might be feeling, which is an entirely different kettle of fish. Depending on what occurs with this new role at Oculus, Luckey might well consider it a good time to cash out, especially if he gets an interesting enough offer. Although saying that he’d likely want to remain so as to be protected by the Oculus and Facebook legal umbrella during the Zenimax lawsuit – and others. That doesn’t rule out the possibility of someone else, another ‘known entity’ leaving Oculus, however.  There’s going to be an increased drive by companies to acquire talent within the industry, especially with new players on the horizon in Asia, etc. Don’t be surprised if there’s some inter-company executive headhunting that occurs; and don’t be surprised if it is a real surprise as to who.

And speaking of relations between companies…

Via the cutting open of a chicken, the entrails clearly predict…
Patent Wars: The Family Atmosphere Is Over

Whilst the various hardware fandoms really started to polarise in 2016, the situation between the actual businesses involved has been very jovial. Particularly on Twitter.

Each has congratulated the other on hardware launches and sales successes. Each side showcased their execs playing their rivals hardware – and even confirming when they’d received their purchase of it. There’s been open discussion over Twitter between representatives about their work and answering questions from the other side who are genuinely curious how a problem was solved. It’s all been very respectful.

Everyone has been in the same battle, fighting the same fight for the greater glory of VR… But it’s really only a matter of time before Sony, Oculus, HTC, Samsung, Google or even Razer step on one another’s toes.  The battleground? Patents. Of course it is going to be patents. Much as Zenimax are doing someone will decide one of the other companies is using a method or technology which they own and will sue. And the friendly relations between companies will get positively frosty.

Personally my money is on a Google-Samsung showdown over something relatively trivial which ends up dragging Oculus into it.

More next week on VRFocus as I turn my fantastic cosmic powers on new hardware, new games and reveal which VR manufacturer I think is going to be bought out.

 

VR vs. Shuffling The Deck (Part 2) – Sideways

The problem with giving things a suffix suggesting that something is episodic in nature, is that you essentially are committing to more than one of the thing regardless of how the first one goes. Be it a written promise made in sincerity or a verbal gaffe by someone in prominence who has gone quite literally mad, (I’ve worked on a game where that’s happened, and it’s been an utter joy to behold the fabulous train wreck happening around you) this painting of yourself into a corner leaves you open to being undone, should the first be considered a failure or a critical disappointment. It also leaves you open to be undermined by time, that cruelest of mistresses. So as much as I’d finally like to get onto my 2016 thoughts, I get the feeling that if I don’t write part two to this now I may not be able to.

As I mentioned in last week’s pre-Christmas, Hanukkah, Kwanzaa, etc. piece, Oculus’ upper management is going through something of a reshuffle. Governments do it with cabinets, and companies do it with boards. And, whilst Brendan Iribe’s decision that he was to step down from the role of Oculus’ CEO was a considered a rather big surprise, the news that Palmer Luckey would also be shifting roles was decidedly less surprising.

Luckey’s future has been in something of a state of limbo since it was revealed at the end of September that he had donated to (if not more accurately funded depending on which side you believe) a pro-Donald Trump/anti-Hillary Clinton meme/trolling group engaged in more than a few eyebrow raising activities. Which is an extremely polite way of putting it, if you look at some of the items they were connected with. As with anything connected with America’s future President, the response was immediately angry and dividing. Creators were furious, many drawing a line under any potential future dealings with Oculus until Luckey was removed, whilst others acted in a different way to counteract the donation by donating to a pro-Clinton group, or appropriate charities, as a way to redress the balance.

Palmer Luckey, Founder at Oculus

Whatever the case it was a messy time, with Oculus themselves coming under fire for… well… employing the man. It was a matter we discussed in a VR vs. at the time. (Actually the whole affair has the somewhat unusual honour on VRFocus of being one where I’ve been the writer on all the posts about it.) But anyway, the story broke – right before Oculus Connect 3, naturally – and Luckey hasn’t been seen, even on social media, since his September 23rd statement on the issue, where he apologised (to his bosses) over his actions “negatively impacting the perception of Oculus and its partners”. Radio silence. He’s still using social media of course, he’s still on it. We spied him liking a story of ours about an Oculus Touch game a couple of weeks back. I’d’ve actually put money on a Christmas tweet being the beginning of his careful shift back into the public eye – a new year’s one may still be – but then the story came out and changed things. Oculus confirmed Luckey was indeed still with the company- but, and here’s where it gets interesting, the company would “have more to share on his new role soon.”

So with a new role, action being taken, Iribe moving down to concentrate on the nuts and bolts of VR’s masterplan the way is clear for the soon to be re-debut of Palmer Luckey 2.0, VR’s once and future king to retake his throne as VR’s poster boy. Which is all well and good to think that; but if you were Oculus (or Facebook) would you be happy anymore with that? I mean the Nimble America incident wasn’t the first instance of Luckey putting his foot in it and the resulting splash coating the company in rather noxious smelling PR.

So they’ve clearly made the decision after this, and the instances before, they can’t have him where he is. Will they move him up to CEO and have him take over Iribe’s job? Of course not. They’d have to be absolutely nuts. They can’t demote him either, as that would be seen by people as him being punished for the September revelations and they can’t do that because, of course, Luckey did not actually do anything wrong other than spend his own money in the way he wanted.

Of course that doesn’t stop it being a damned foolish thing to do, and frankly he shouldn’t have at all been surprised by the response.

So if you can’t move him upward as it would be seen to be rewarding, you can’t move him downward as it would be seen to be a punishment, you can’t get rid of him because again he’s not technically done anything wrong and you can’t leave him where he is… what now? How do you solve a problem like Maria Palmer Luckey?

Answer: You move him sideways.

Palmer Luckey tries Manus VR

Moving sideways is often seen as a negative on the career ladder when often it allows people to focus on new avenues of work and allows them the opportunity to advance when their present role would not allow them to. It allows companies the opportunity to keep experienced staff they may have otherwise had to lose. Allows new talents to be capitalised on, and continues a natural evolution of an individual’s skill set within the business. Although, in this instance it’s more that it is the only logical move Oculus really has, when you think about it.

So when the role is announced don’t be surprised if it is something new. A brand new role created expressly for Luckey. Whether he moves into some sort of heavily managed ‘ambassadorial’ role where he’s showing off the games like at E3 where we had the infamous Luckey and Road To VR Vs Upload VR and VRFocus Oculus livestream. (Incidentally: Anyone else think we should totally do little vs things against each other like that every now and then?) Or something else, again more behind the scenes working on the nuts and bolts like Iribe is doing. He’s not going to be the same front-and-centre guy he was before and there’s a very good reason why not. Facebook.

Facebook are a company. An incorporated company with shareholders. Shareholders do not like employees of the company or it’s subsidiaries for that matter rocking the boat. Doing so affects the share price. They own the shares. Rocking the boat, their boat, directly affects them financially. Were it just Oculus, things would probably have carried on as they had been, but unlike their cheque book Facebook’s patience is not infinite.

Luckey will no doubt fall on his feet. However, were this any other job in which a political sideways move was made due to corporate embarrassment he’d like as not find himself in a new office – and not just any office… one of those offices. You know the sort. The one down the corridor a bit out of the way and difficult to find. The one where the mail trolley always goes last if it finds it at all. The one with not quite straight walls that are difficult to get furniture for, half the plug sockets don’t work and the air con gives off a high pitched whine.  The office that’s sandwiched between the always smelly toilets no one ever goes in because they are ‘problematic’, the noisy boiler room next door and opposite the one fire exit which will guaranteed set off the alarms if opened so no chance of nipping out to have a crafty cigarette. In short, the office nobody wants. The office where no one wants to be, because unless you pull your socks up your next move will have you out onto the curb holding a cardboard box full of your personal possessions. The one where your boss visits you to see if you’re settling in, makes awkward small talk and then before closing the door stops, looks back, calls you by your first name and sighing says:

“Gordon.” (My apologies to all the Gordons out there.)
“Yes, sir?”
“You know why you’re here.”
“Sir?”
“Gordon. Stop being a tit, Gordon.”
“…”
“That’s the last I’ll say on the matter.”
“…”

Luckey won’t end up moving offices, you can bet on that, but he would do well to see whatever role he ends up with in these terms. Rightly or wrongly 2016 showed he might be considered a liability to the company; and Oculus Connect 3 unfortunately proved Oculus does not need Palmer Luckey to act as the figurehead. In fact the business, publicly, would carry on just fine if he wasn’t there at all.

For now as mentioned above Luckey is still active, he’s still working. He’s still about. Heck there’s half a chance he’s reading this and cursing me between breaths. Or thrown something. Or blocked me on Twitter. That’s after all how we solve problems as a society nowadays. However, there are a number of reasons he shouldn’t worry what I think:

  1. He’s nearly ten years younger than me and has more money than I would earn in 300 lifetimes
  2. I’ve had to write this using a nearly decade old Packard Bell EasyNote, which means I’ve more than adequately suffered in creating this article
  3. Whatever happens he gets to continue working with the technology he loves

Not everyone would get that option to continue, and if they did they’d end up with an office sandwiched between the practice room for the new elephants-only troupe from Stomp and the bog of eternal stench. What he should worry about is his next move, how he’s going to use 2017 to do the best for Oculus he can, in whatever his role and prove to Facebook, Oculus and all of us just what an asset for VR he can be.

Or to put it another way, “Palmer. Stop being a tit, Palmer.”

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.

mark zuckerberg brendan iribe
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.”

SEE ALSO
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.

Palmer Luckey’s New Role At Oculus Will Be Revealed Soon

Palmer Luckey’s New Role At Oculus Will Be Revealed Soon

As we digest the news today that Oculus co-founder Brendan Iribe is stepping down from his role as CEO of the company and moving to head up the PC VR team, we asked Oculus whether Palmer Luckey would be staying with Facebook and Oculus through the transition.

“Palmer is still at Oculus and we’ll have more to share on his new role soon,” is our answer from an Oculus spokesperson.

Luckey’s role at Oculus infamously came into question when an article by The Daily Beast tied him in September to a crude election propaganda group. In the run-up to the bitterly divisive U.S. presidential election, the article left Luckey — once the face of Oculus and virtual reality in general — silent on the public social media channels he used to communicate with VR enthusiasts.

He issued an apology, saying “I am deeply sorry that my actions are negatively impacting the perception of Oculus and its partners,” but hasn’t been heard from since. We’ve been checking in from time to time to make sure he is still there at Facebook, and with today’s revelation of Iribe’s move we’ve confirmed again that he’s still an active part of the company that he, Iribe and others sold to Facebook for $2 billion in 2014.

We’re super curious to find out now what role he will be finding at the company going forward. With Oculus Touch shipping and a whole set of great games already out, and more on the way, Facebook seems to be ready to transition to its next steps in VR. How Luckey fits into that future will be interesting to see.

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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.

How Michael Abrash’s Vision of The Future Made Us Excited About Oculus Again

How Michael Abrash’s Vision of The Future Made Us Excited About Oculus Again

If anyone could take my mind off the missing-in-action Palmer Luckey at the Oculus Connect conference, it was Michael Abrash, chief scientist of Oculus, the maker of the virtual reality headset Oculus Rift. Even though he was as sick as a dog on stage, Abrash gave a brilliant talk that laid the future path for virtual reality and inspired developers to join in the VR crusade. That is exactly what Oculus needed to do after Luckey angered many developers.

A lot of people were upset with Luckey after a report from news site The Daily Beast that revealed he spent $10,000 to fund a pro-Trump group. Nimble America wants to influence the election by running anti-Hillary Clinton internet memes and images on billboards to reach people in swing states like Pennsylvania. With the election coming up, Luckey wisely chose to stay off stage. Max Cohen, vice president of mobile at Oculus, told me, “He didn’t want to be a distraction.”

Abrash did his best to return the focus to the wonky subject of the technologies that will move VR forward. Much of what Abrash had to say went far over my head, and I really had to go to the bathroom after a keynote session that had dragged on for more than two hours. I really didn’t want to listen anymore. But he captured my imagination when he told a story about a conversation he had five years ago with engineer Atman Binstock, over why to get involved in remaking reality, which would happen anyway if he worked on it or not.

He told Binstock there was a “myth of technological inevitability, this idea that because technologies are possible, they will just happen naturally.” Rather, Abrash said, as recounted by Binstock, “Instead, the way technological revolutions actually happen involves smart people working hard on the right problems at the right time. And if I wanted a revolution, and I thought I was capable of contributing, I should be actively pushing it forward.”

Binstock joined Oculus five years ago because of that conversation.

“Everyone in this room has jumped in to make VR happen, and our reward is we are on the leading edge of one of the most important technological revolutions of our lifetime,” Abrash said. “Thanks to all of our efforts, VR is going to leap ahead in the next five years.”

It was a fine ending to a remarkable session where Oculus really made a big impression. Mark Zuckerberg, CEO of Facebook, which bought Oculus for $2 billion in 2014, was on stage earlier to say that VR would become the next big computing platform. He said that Facebook had invested $250 million in VR content, and it would invest another $250 million.

On top of that, he showed off what social virtual reality would be like, with lip-syncing avatars, parties, and virtual rooms. He shared a vision that one day we would wear common eyeglasses with augmented reality and virtual reality built into them. And one of the next big products would be Santa Cruz, the code name for a tetherless, standalone virtual reality headset.

This standalone device would have its own sensors and computing power and display. And it would fit in between mobile VR and PC-based VR, as something we could use while on the run. All of this, Zuckerberg, Brendan Iribe, and Abrash said, was just the beginning of a revolution that the audience could make a reality. I wore this headset, and it actually worked, as there were no wires for me to trip over.

“The reason we are all working on VR now is because of our vision of what VR will become,” Abrash said.

Abrash also drew me in with his bold predictions about what VR would be like in five years. Rather than be vague, he was mathematically precise about what could be accomplished over the next five years in seven key underlying platform technologies: optics, graphics, eye tracking, audio, interaction, ergonomics, and computer vision. Oculus Research is working on challenges in these areas, and there’s no guarantee they will be solved, Abrash said.

“Frankly, talking about this in public, wasn’t an easy decision to make,” he said. “However, all of you are working on VR right now, at the very beginning, out of faith that it will be incredibly cool and important. I think you deserve a glimpse of just how great the future you are working toward is. VR five years from now will make today’s VR look like something out of prehistory.”

Abrash said we need display with eight times the pixel density of today’s display, three times the field of view, and variable focus. He thinks resolution will be at 4K by 4K per eye in five years. The wider field of view of about 140 degrees will make VR much more immersive and realistic. That requires a breakthrough in optics as current lenses can’t do this without distortion, he said. You need to be able to focus on near and far objects to be able to stay in VR for longer periods.

Graphics is another category that needs to advance. Abrash looks for some relief in costs and rendering requirements in foveated rendering, something that Nvidia recently talked about. This technique focuses on rendering the things that your eye sees at a given moment, and it leaves blurry the things that are on the periphery of your view. It can reduce the amount of processing multiple times, potentially lowering performance and cost requirements. That will help VR reach lower price points and more mainstream audiences. Abrash said that foveated rendering could reduce the number of pixels rendered by an order of magnitude. It has a lot of challenges that have to be overcome, possibly leading to a redesign of graphics pipelines.

But eye tracking has to work perfectly for foveated rendering to work. This challenge is the greatest risk factor, as the pupils of our eyes vary wildly in shape and size. That makes them very hard to track. Abrash thinks it will get solved.

Better audio is another challenge, but Abrash thinks we’ll be able to do surround sound in our headsets that reflects how sound bounces around us before we hear it. If you can hear someone ‘s footsteps coming up behind you, it’s a much more immersive experience.

Interacting with the virtual world is also important. Oculus Touch controllers could be the “mouse of VR,” Abrash said. The replacement for them could be using your hands as direct physical manipulators, as you do in the real world, and tracking that movement precisely. It involves haptics and kinematic technology that isn’t on the horizon yet, but Abrash said avatars will eventually reflect your exact hand movements.

“My prediction is in five years we’ll see good avatar hand tracking and gesture-based simple interface control, but touch-like controllers will still” rule, he said.

Ergonomically, we won’t be able to walk into a place like the Star Trek Holodeck anytime soon, but there are ways to make VR more comfortable so people stay in it longer. Eliminating the tether will certainly enable you to move about freely in VR, he said. But there’s no real existing consumer electronics link that is up to the task of delivering enough wireless bandwidth to a VR headset as will be needed in the future, especially not at 4K by 4K per eye resolutions.

The last major area of invention needed is computer vision, as we’ll be playing in mixed reality environments where recognizing objects should be easy and quick. Abrash calls that mixed reality “augmented VR.” To do this mixed reality, we’ll need reconstructing the real world in a virtual way, and creating virtual humans. Neither is easy. Scanning a scene in real-time with a consumer device is hard, and so is making a truly lifelike human.

“Augmented VR is so important that I’m confident the barriers will be overcome,” Abrash said.

As for virtual humans, Abrash said the development of virtual humans will be the single most important and single most challenging task of the future. Capturing the subtle movements of fingers, hands, facial expressions, and even eye movements is really difficult.

In other words, solving the problems of VR is hard. It will attract the best and the brightest, and that’s why it will get done. When those problems are solved, we’ll enjoy things like virtual work spaces, holograms, and social VR. We won’t need monitors anymore. And we’ll see huge gains in gaming, education, entertainment, medicine, and more.

In the end, Abrash expressed a technological optimism that the tough problems would get solved because the audience would take up the call and help solve them all. What Abrash laid out for the audience was a modern-day equivalent of the Manhattan Project, the effort the build the atomic bomb. There are fundamental breakthroughs required to make VR into the next big computing platform. And I’m impressed at how much one company is doing to get there, and I have to remind myself that Oculus is just one of many companies working on these problems.

But, as I take Abrash’s own words to heart, it isn’t inevitable that this vision of VR in five years will happen. It depends on that one smart person out there who makes a breakthrough in one or more of these fields, just as Luckey was that one person who a few years ago believed enough in VR to give the dead 30-year-old technology a second life.


This post by Dean Takahashi originally appeared on VenturBeat.

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.