- Looking
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- Nov 07, 2020
Brendan Iribe Quotes
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- Last Updated on May 30, 2021
- More
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- Nov 07, 2020
Replacing human vision is more than just a tool: we need to understand how that affects the brain.
- More
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- Nov 07, 2020
Mobile VR will be a lot more accessible. It'll be easier to use; you'll be able to pass it along to your friends.
- Game
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- Nov 07, 2020
When Facebook acquired Oculus, the game changed immediately. You saw big companies jumping in. You saw people like Google getting fully committed, and then Microsoft came along with HoloLens - there was a lot of stuff that people were doing before, but now the space really ignited.
- Communication
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- Nov 07, 2020
Seeing other people is incredibly engaging, and that's one of the drivers that made us partner with Facebook - social communication. Not social newsfeeds, but actual face-to-face, seeing multiple avatars in a play experience, that's going to be a very big part of the future in VR.
- Enough
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- Nov 07, 2020
If you don't have content, you don't sell hardware. We need a suite of content of really fun, compelling experiences that aren't just hardcore game-oriented, and when that's good enough, it'll be an easy decision to go to the consumer market.
- Big Companies
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- Nov 07, 2020
Most big companies work in stealth until they think they have a consumer product ready to go.
- Pretty
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- Nov 07, 2020
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
- Innovation
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- Nov 07, 2020
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.
- Experience
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- Nov 07, 2020
Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experience, you can only get it down so far before we start running into the limitations of game engines, computing, the intensity of the experience you're trying to compute.
- Look
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- Nov 07, 2020
In real life, that's how we're moving around. We look at things while we're walking and moving and turning around. We stare at objects in the world.
- Start
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- Nov 07, 2020
Oculus is a company that often does things differently. But we don't want to do things so differently that we start to get into trouble.
- Education
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- Nov 07, 2020
It just felt like the right thing to do to give back to a state school and public school. I'm a really big fan of public education.
- People
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- Nov 07, 2020
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
- Playful
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- Nov 07, 2020
We've been working with Paul Bettner and the Playful team since the beginning of Oculus. Paul was one of, I think, seven $5,000 Kickstarter backers.
- Experience
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- Nov 07, 2020
We look at Sony as someone who's jumping into the space to help evangelize and build out VR. They're very centered around a console experience.
- Nov 07, 2020
Whether it's developers or industry veterans on the business side, top talent likes to work together.
- Challenges
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- Nov 07, 2020
The elephant in the room has always been simulator sickness and disorientation. That's one of the biggest challenges.
- Experience
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- Nov 07, 2020
We want to make sure everyone has a great experience. When they buy the product and take home and plug it in, we want to make sure that first experience is comfortable and everything is there.
- End
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- Nov 07, 2020
Internally, we're focused on building our own technology, leveraging all the momentum that's out there around wearable computing and mobile computing and PC computing. But at the end of the day, all the code we've written and all the invention we've created has been focused on our own tech and our own products.
- Getting
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- Nov 07, 2020
If you look back at when things like tablets and smartphones were first invented, or the Newton at Apple, that was the first attempt at VR. We didn't even have 3D GPUS, or were just getting them.
- Best
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- Nov 07, 2020
We are being super selective on who we bring in and really just trying to hire the very best.
- Brightest
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- Nov 07, 2020
With the headset and motion tracker and all kinds of different future tracking technologies that we are R&Ding, there is just a huge amount of intelligence that has to be created. So we are looking at hiring some of the brightest minds out there to tackle some of those challenges and deliver the very best experience possible for the consumer.
- Enough
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- Nov 07, 2020
Ultimately, going into the consumer market, we really need outstanding content. That was the goal: if we can get the developer kit out at a low enough cost point, then hopefully a lot of developers would show up and start creating content.
- Good
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- Nov 07, 2020
As people are showing the Rift to friends, word will spread that VR can be that good. So I'm not so worried in terms of adoption of the Rift.
- History
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- Nov 07, 2020
We're always doing a lot of user studies on health and safety. We take it super seriously. But if you look back at the history of most new big technology breakthroughs, there is some element of controversy around what impact is it going to have.
- Game
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- Nov 07, 2020
We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.
- Game
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- Nov 07, 2020
AirMech was ported, I guess, but they made a complete VR mode for it. It's a tabletop game. It's incredibly compelling. I find it a lot more compelling in VR.
- Important
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- Nov 07, 2020
We've spent a lot of time on ergonomics. That was something we found to be really important as we iterated on the headset, from developer kits to Crescent Bay to the Rift.
- Never
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- Nov 07, 2020
Windows never planned for a VR device. When you plug a HDMI cable into the computer, Windows thinks it's a new monitor. The desktop blinks. It tries to rearrange windows and icons.
- Hard
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- Nov 07, 2020