A Quote by Brendan Iribe

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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
A bad version of a virtual reality video makes you vomit in your headset in under 10 seconds. It's much easier to make bad VR than it is to make good VR.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
For us, it's about having the game react to the player as much as possible. There's ways you can do that with technology, graphics, AI - we're doing some VR stuff right now - and so it's what we think is great about not just our games, but what's great about video games - how are they better than any other form of entertainment?
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.
Given the kind of filmmaker I am, the kind of experiences I've been trying to give audiences, I was drawn to the potential of VR before I even tried watching anything in VR.
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.
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