A Quote by Tim Sweeney

The thing that excites me most technologically is the ability to use VR not just for games and displaying our content, but also for creating that content. We're putting a lot of thought into what the Unreal Engine editor looks like as a VR application.
I'm a huge gamer. I'm very excited, and the idea of the Rift was as a headset that was designed around the specific uses of VR gaming. But I'm excited about a lot of stuff that's outside of it, because I was a VR enthusiast. I want VR to be the thing that we all live in, that we all use for everything, not just games.
When you have more people investing in VR games, whether it's us or Sony or someone else, that means a greater pool of VR developers out there who know how to make VR games.
The biggest thing you can do in VR that you can't really do in non-VR games is a huge focus on exploration and interaction.
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
Jeron Lanier and 'Lawnmower Man.' That was VR. And there was the VFX1, that big giant VR prototype unit, and I was like, 'I am going to save my money and get one of those.' And then VR just sort of drifted away.
It's going to be so obvious when something isn't well made for VR. People are going to use the best VR content. That's the stuff that's going to get shown to people. That's the stuff that's going to get demoed. That's most of what people are going to buy.
When you're displaying content, any technology will use more power to display, versus not displaying content.
If you can't answer the question 'What is VR adding to that experience?' - and it should be more than just a gee-whiz thing - then that project shouldn't be in VR. You're not taking full advantage of your medium.
With VR, we have this same vision, which is create this ultimate platform for sharing your imagination. Our huge community of 300,000 developers creates awesome content that's immersive, that's social. Although now, instead of accessing it in your living room with your controller, you literally can jump into this content.
Hollywood is moving movie production into VR because it may be more immersive. We see a convergence of different forms of media. VR and AR provide next-generation viewing experiences for games, movies, and visualization.
VR is going to be defined by the content that is designed explicitly for virtual reality.
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.
I was afraid that that Catch-22 would cause VR to fail to achieve liftoff. That worry is now gone. Facebook's acquisition of Oculus means that VR is going to happen in all its glory. The resources and long-term commitment that Facebook brings gives Oculus the runway it needs to solve the hard problems of VR – and some of them are hard indeed. I now fully expect to spend the rest of my career pushing VR as far ahead as I can.
VR should be more emotionally involving, but that doesn't happen automatically by just taking a VR camera and sticking it onto what would be a traditionally blocked scene for 2D.
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.
VR provides the most immersive way of playing with Roblox, but we think it is very important that VR players can play with players on other devices.
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