A Quote by Brendan Iribe

That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford. — © Brendan Iribe
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
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.
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.
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.
I really enjoy doing what I do. I enjoy seeing live sport performed at the highest level. What's wonderful about sport is that it involves everybody, everybody has an opinion.
One thing I really hate is experience. Experience for me doesn't work. Everybody's talking about experience this, experience that.
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.
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 bottom line is, as the season goes on, everybody becomes more comfortable. For a quarterback, it's more than just him. It's everybody else doing things. Offense is all about how things work as a unit. It's everybody being comfortable.
I really enjoy delivering life-changing news to people who really deserve it.
I really like Wisconsin. I enjoy it. I enjoy the people. I enjoy the fact that it's not L.A. or New York. And there's some sense of normalcy here - people having children in homes they can somewhat afford to live in.
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.
Even the most ardent environmentalist doesn't really want to stop pollution. If he thinks about it, and doesn't just talk about it, he wants to have the right amount of pollution. We can't really afford to eliminate it - not without abandoning all the benefits of technology that we not only enjoy but on which we depend.
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.
I really wanted to make something that was exciting for everybody, that everybody could enjoy, that was upbeat and positive and that everybody can dance to.
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