A Quote by Brendan Iribe

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. — © Brendan Iribe
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.
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 mobile gaming experience is fundamentally limited by this very small screen in front of you that occupies maybe 15 degrees of your field of view. The PC and console experience, you have a 45-degree field of view. VR is 120 degrees: your entire view space. The expectations of users on the platform will rise to levels we've never seen before.
We make time for what we truly value. We build habits and routines around the things that really matter to us. This is an important principle to understand as we seek to build our lives around the gospel. Do you want a cross centered life? A cross centered life is made up of cross centered days.
We imagine that some people will jump into the AR and VR space that are complementary. We look at Google Glass. It's very complementary. It's not competitive. It's a different experience. It's used for different purposes.
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.
The Grand Prix Final is an opportunity for me to go out and experience new jumping passes in competition. I put in a triple loop-half loop-triple Salchow in the second of the program. It's a very difficult jumping pass so this is a chance for me to try out the new elements and the adjusted jumping layout to get prepared for nationals.
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.
My experience of coming out was very much centered around the bar scene. And what happened for me is that when I turned 18 and was old enough to get into certain gay bars in the French Quarter, I became a regular customer.
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.
The view from space is really very special. From the window, you can look back at the Earth and see the stars around you. I just hope that more people from Britain get the chance to experience it.
So I'm leaving Sony, a free agent, owning half of Sony. I own half of Sony's Publishing. I'm leaving them, and they're very angry at me, because I just did good business, you know.
With VR, you are directing in a 360-degree environment. The biggest challenge is that the viewer can look anywhere. They might look at the the weakest moments, the very things you edit for TV. You don't control where they look.
I feel like, if the guys can look at me in the huddle and see a calm and collected face, that they're going to relax a little bit. The way I look at it, leadership and being that guy is, don't be someone you're not. Don't be a hoorah guy jumping around and clapping your hands if you're not that guy.
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.
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 was a really strange experience. It was very creative for Alejandro Amenábar. It was almost like it was the most I ever felt like I was helping someone paint. They had a very clear idea of what they wanted it to look like, sound like, be like. So, there was no operating outside the box. The only way to help him was to try to really be a part of his imagination and try to make it happen. He's a super kind and loving person. So, you wanted to help him. It just was none of my normal ways of helping a director work at all. So, it was a unique experience for me that way.
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