A Quote by Ernest Cline

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.
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.
Usually, companies, when they approach other people to do VR, they're like, 'We're gonna offer a virtual reality experience' - to me, that usually means they're gonna put a bunch of 360° cameras in a room, film something, and wrap the video in a sphere so you can head-track and look around. To me, that's not virtual reality. That's 360° video.
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.
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.
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.
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 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.
VR is going to be defined by the content that is designed explicitly for virtual reality.
Steven Spielberg making a Ready Player One movie is going to change the course of human history as pertains to how quickly virtual reality is adopted. He's going to shows the whole world the potential of VR, which is one of the reasons I think he's doing it. Once you have to compose for 360 degrees, and a movie is different every time you watch it depending on where you choose to look, it's like the dawn of a new era.
Now, a lot of early VR worlds or universes that are coming online take inspiration from 'Ready Player One.' It's just the coolest thing ever.
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.
My interest in Virtual Reality (VR) films began for me when I began a fellowship with MIT's Open Documentary Lab. It was a profound experience to be on MIT's campus one day a week and to enter a new world of storytelling where breaking convention and traditional methods were expected. This was deeply challenging and inspiring.
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.
Virtual reality, to me, seems to have a number of different tiers. Entry-level-tier VR is this experience: on a phone, some simple head-tracking, and some quick and dirty, game-engine-quality stuff.
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