A Quote by Chris Milk

What we want Vrse to be is a collection of the best in class - the greatest cinematic VR that you can see, and a place that you can trust. — © Chris Milk
What we want Vrse to be is a collection of the best in class - the greatest cinematic VR that you can see, and a place that you can trust.
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.
Trust the process. If I can't trust you to go to class, how can I trust you on the field? If you want rings, want to go to the league, want to be great, trust the process.
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.
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.
We deliver. We are consistent. Customers trust us. Our restaurants are cleaner than most. Our meats are natural, the bread is best in class, the chips are best in class, and we are a group of very systemized and disciplined operators.
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.
I've always been really ambitious, whatever I do. At school, I always wanted to be the best in the class - no, it wasn't enough to be the best in the class, I'd want to be the best in the country.
I go to see the clothes [I designed] in the shops, and of course they're not perfect, and I see only the imperfections. But it doesn't mean it's a failure-you just think, I wish it could be better than this. Sometimes I cannot achieve what I really want to do in just one collection, so in the following collection I do it again. There are certain things I've been working on for three years.
When I create a collection, I approach it with a cinematic point of view-I am not designing clothes, I'm creating a world.
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.
WWE is the biggest entity in professional wrestling and if you want to prove yourself to be one of the greatest or one of the best, then that's the only place you can do it.
I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.
Once I found out that I was playing 'Deathlok,' I unearthed my old comic book collection. I was going home for Christmas, and I have a collection of thousands of comics. I was surprised to see that 90% of them were Marvel. So, I wanted to go through my collection and start there.
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.
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