Oculus co-founder is leaving Facebook after cancellation of ‘Rift 2’ headset
techcrunch.com
techcrunch.com
I'm still waiting for "virtual monitors" in AR/VR so my entire office wall becomes a giant screen.
VR displays need to be far higher resolution for that to work. Your monitor is likely only 2,000-4,000 pixels wide and doesn't completely fill your vision. Even Vive Pro is only 1,440 pixels wide and is expected to fill your vision. We need a minimum of double the resolution, and would probably need triple or more to make it work well.
In this situation, I read text on my 4k monitor while I put charts and graphs and notifications and iTunes and my time tracker on my wall. That frees up my real screen for the stuff I need a high resolution for, while the low-res stuff is off to the side. If I need to look at it, it will flash to catch my attention anyway, and then I can turn my head.
The obvious path for a company with resources would be to focus on catering to enthusiasts while R&D gradually develops better, cheaper headsets.
Another piece of evidence would be that "Enterprise" is featured prominently on the Vive website.
I don't think VR will really take off until it gets to the sunglasses form-factor phase.
The DK2 totally had those issues and the PSVR is a sub standard experience but hey each to his own I guess.
However, when anything glitched (frame drops, tracking errors, etc.), I'd get sick. Even worse, any game with artificial motion (such as walking with the trackpad), would make me SUPER sick very fast. Teleporting was generally OK, but still not great.
I say this as someone that thinks VR will be a huge success, but it's definitely still early.
Unlike OP, I think gen 2 alone is going to make huge strides in making VR closer to mainstream.
A great application could accelerate that.
I don't think there is any sort of "advances" that can prevent some people from being uncomfortable with "virtual" motion. It is unnatural and that's not going to change.
That's kind of the whole point isn't it?
I want to be immersed an isolated while I'm experiencing VR.
My favorit way to think about this is DooM from -93. It had tons of tech limitations but dint stop me and other geeks from enjoying it. Today FPS games are several magnitudes more advanced, and accessible for the average joe in his couch.
It needs to be good before it can be cheap.
$400 too expensive? PS4 cost $350-$500 and has sold over 80 million units.
What VR fans want is VR so good it knocks your socks off and is therefore as or more compelling than a video game console. What the cheap VR sets get you is a basically a mostly useless viewmaster that's interesting for 30 minutes and then put in a drawer somewhere. I'd argue the cheap VR sets damage VR more than help as the experiences are so poor people try them and are unimpressed and write off VR as not interesting where as that's far less true with the top devices with full 6DOF input controllers and room scale VR.
There's a minimum spec for great VR. We aren't there yet. Features needed. Higher res, wider field of view, mouth and eye tracking for facial features, full hand tracking (gloves), lighter headsets, and I'd add in feet tracking as well having played some feet tracking games and seeing how useful they are.
The PlayStation brand has roughly two decades of solid hits and great sales, and cultural credit. People know what they're getting into. VR has no such claim to fame (outside of fantasy scifi) and nowhere near the same volume to push costs down.
Not to mention, the volume of units sold has actually nothing to do with the point the OP was making, which was that it's still expensive. And I hate to break it to you, but: the PS4 -- or any $400 gadget -- is still expensive for many people, even in places like America. But it's not expensive for privileged tech users like you and I.
But the PS4 actually does stuff by itself - the VR headsets (at $400) do -nothing- without extra hardware to drive then, no?
Going off https://kotaku.com/a-useful-tool-checks-if-your-pc-is-ready-..., you'd be looking at another $400+ just to drive it at the minimum specs.
If we had acceptable quality for $10k / set, I imagine we would see a lot more competition and growth.
https://www.tomshardware.com/news/samsung-hmd-odyssey-vr-hea...
Played warthunder with a rift and it was a blast, but wanted better resolution before I bought one. Watching movies was ok, but the screen door effect needed fixed. This has anti-screendoor, might be worth it...
Still not all that friendly to setup and use. I think only consoles will be able to raise market penetration short to mid term.
I actually think PSVR is the most likely to hit it off since the PS4+PSVR combo is much cheaper consumer friendly option.
For only 300€ I bought an Acer WMR headset with better res than the Vive, no funky sensor setup required, and no fiddle adjustments needed to get it to focus with my eyesight. I put it on and it just works.
If the Samsung WMR ultra set were available here I’d happily have bought that instead, but they stupidly refuse to sell it in Europe.
I really think MS might be on to something here, I only hope the fixed specs don’t make it too unappealing for manufacturers to support.
The janky hardware and wires hanging off all over the place is one problem, the second is the quality of the games. Judging by what I played, there just isn't a lot of depth. A less expensive headset means more users and a larger market for VR games. This will lead to more in-depth gaming experiences.
If Carmack leaves, then you know Occulus is fucked.
https://twitter.com/ID_AA_Carmack/status/1054451469674598400
Performance doesn't matter nearly as much on the PC side, because there's so much more headroom in the hardware, and the technical product direction can just flow out of what game companies need.
The mobile side is a true technical challenge where a person like Carmack can literally make the difference between go and no-go.
id is doing fine without Carmack. Though time will tell I suppose what happens when they need new engine tech. Agree with the sentiment though, I only support Oculus because of him.
Oh yep, I didn't mean that Oculus would be fucked without him; I can see how my comment could be interpreted that way. I meant that Carmack would probably only leave if Oculus was likely to be shutting their doors soon or was seriously going down the tubes and had a huge shift in direction.
Not really, no. It's pixel density and refresh rate as always, and that is driven from the display.
> Are there any roadblocks in GPU development we'll hit soon?
We already have. The 2080 is a negligible improvement to the 1080ti platform with regards to compute power.
Consider the 2080 Ti has 18.6 transistors the 1080 Ti has 12 billion. The issue nVidia saw is games are less limited by polygon counts and 4k is still not mainstream so they needed something else to keep the treadmill going.
We see this “revolution” promise in entertainment occasionally. Sometimes it’s real (tv, video games), sometimes it’s not. Anyone here buy a 3D TV? Do they still make them?
From what I’ve seen, VR headsets are very hard on the human brain, since they confuse our multiple range sensing systems. Smoother experiences help, but until we find a better way to adjust the focal plane it’s going to be a continuous issue.
I personally think they’re overhyped. They demo great, but I have yet to see any usage that would justify spending spending as much one one as I did my TV. Every time I’ve tried one it’s been novel for a few minutes, but afterwards I have had 0 interest in ever owning one.
I disagree. They are hard on brains of some humans, mainly due to motion sickness. But that happens only when there is artificial movement involved - when user's movement doesn't match camera movement.
And it really depends on the person, some are more susceptible to that, some are less. I also think some resilience to that effect can be trained with practice.
Then there's the style of artificial movement provided by software. I've seen several solutions which make it more bearable - generally those involve some degree of physical activity beyond just pressing a button.
Adjustment of focal plane seems like a rare problem; it's honestly the first time I hear it mentioned as an issue which is "very hard on the human brain". Usually it's all about motion sickness.
> but I have yet to see any usage that would justify spending spending as much one one as I did my TV
For me, it's about activity it provides as much as it is about immersion. I wanted to reduce my time sitting idly, and VR lets me do just that without abandoning gaming at all.
My main concern is range finding. The human brain uses parallax and eye focus information to figure out where objects are in space. All VR toolkits right now vary parallax for range, but can only produce light that is focused on one plane. This confuses the human brain, because it now has two pieces of information that disagree badly.
This is actually why the Air Force abandoned its first attempts at HUD helmets, iirc the post I saw here said that the Air Force had to enforce a 24 ban on driving after using them, because your sense of range and speed would be wildly out of whack after using it. They were also worried about brain damage after excessive use.
I’m glad that you like VR gaming, I personally found it to be novel but ultimately uninteresting after a few minutes.
[0] https://www.fool.com/investing/2017/08/07/netflix-inc-just-m...
[1] https://www.thestreet.com/investing/netflix-acquisition-abq-...
A list like Facebook, Alphabet, Amazon, Apple, Microsoft, and Yahoo! is probably more accurate, even if the last has itself been acquired.
Term pedantry aside, your point is sound. Tech's incredible journey marches on.
It's a concept that works if you don't take it too literally.
G for Google makes better acronyms, and you can throw in Netflix too: MAY FANG!
They're issuing a $2 billion bond offering in order to pay for content [1], and Moody's rates them Ba3 [2], junk grade. We should drop the inclusion of them with large tech firms.
[1] https://www.marketwatch.com/story/netflix-plans-2-billion-bo...
[2] https://www.marketwatch.com/story/moodys-rates-netflixs-new-...
If google found out tomorrow that focusing on underwater basket weaving gave them a 10% bump in ad revenue over focusing on tech, does anyone here really think they would stay focused on tech?
Notice how they all vested and then left. Once they are vested then they essentially are working for peanuts compared to what they already have (nobody in the right mind is going to re-grant stock compared to acquisition amount).
I don't see any surprises here.
The story is that people like that are leaving Facebook because they don't like working there. It doesn't seem like other large tech companies have a similar problem retaining such people.
(1) http://www.yolandaslittleblackbook.com/blog/2017/05/08/brend...
(2)http://www.yolandaslittleblackbook.com/blog/2016/06/23/brend...
Maybe a little less than some other companies, depending on how the acquisition contracts are written.
Plus the high requirements are pegging the whole product’s market viability on “I hope blockchain people don’t fuck up the whole GPU market for several years again!” Price of a GTX 1070 is basically the same as it was at launch more than two years ago ($400ish), and it went up and back down in the meantime. Oculus owning the complete unit sidesteps this concern.
I think it’s a bit of a bummer, especially since OC5’s presentation touched on neat PC focused stuff like their VR Substance Painter demo. But it’s unsurprising from a Facebook perspective.
I was hoping that the Quest’s USB-C charging port secretly implements VirtualLink and would effectively become a new higher-res Rift with inside-out tracking in addition to its standalone capabilities, but with Iribe’s departure that seems less likely.
> FAANG
Well, all those you mentioned are all in Facebook.
Facebook really put a lot behind this - far far more than any little company could have.
Also - Facebook has so much power, that when they say 'we're doing this' - a lot will follow suit. Little companies can't do it.
Given the string of failures, what's more likely is that the cost/benefit/value ratios are simply not there yet for consumers.
Yes, it might have been possible for Ocular to just 'keep on truckin' with smaller amounts of VC ... but I significantly doubt it: the market facts are inexorable ...
Facebook gave it a good shot. It is what it is.
https://www.pcmag.com/article/342537/the-best-virtual-realit...
If Oculus hadn't sold, where would they be? Would they have been able to raise enough money to get even this far? Would they be able to afford to continue? The founders not only got fat paychecks, they got 4 years of backing from one of the richest and best-known companies on the planet.
I'm sure there are plenty of people out there who turned down or didn't pursue acquisitions, got crushed by better-funded competitors, and now wish they had sold out early on.
[0]https://twitter.com/lucasmtny/status/1054436110661754880?s=1...
https://variety.com/2018/digital/news/oculus-co-founder-bren...
That's not really a denial that Rift 2 was cancelled.
The more interesting thing will be to see what happens when all of these ex-CEOs have left and how Facebook has managed to maintain all of these acquisitions without the key leaders of each division.
I don't buy this rumor one bit, if we saw carmack, mitchell or abrash leave then maybe I'd be worried but what does Iribe really have to his name? When I think back I see a botched launch of the original rift... that no doubt had a part in his "stepping down" as CEO towards the end of 2016...
In other words nothing to see...
I think this is a good bet as the main reason most of my friends have not gotten into VR is the necessity for a high-end gaming PC and the associated costs of VR in general.
The Quest, while not cheap, is priced around the new norm for gaming machine which is much more palatable than the current VR cost/PC approach.
I wouldn't be surprised if stand-alone VR user retain is in single digits. Some people watch movies but that's pretty much where real use case ends.
They might consolidate the Rift and Quest into one device in gen2. The Quest with an PC interface or some kind of 5g dongle.
I don't think that means this needs to be a race to the bottom, but when you move to a portable device it looks like everyone starts looking really hard at smartphone-like hardware. That's a big jump from a custom desktop workstation and, for a lot of people, smells like a race to the bottom.
If Oculus Quest feels "almost as good" as an Oculus Rift in many games, I don't know why you think that'll be "unattractive for users".
Hell, I think Beat Saber alone is worth the price of admission on an Oculus Quest.
Of course it should be made affordable. But (for example) advanced mobile phone development was not stopped by manufacturers so they could focus on making iPhones affordable. There were continual cutting edge developments which eventually trickled down to budget models as manufacturing processes improved and market demands increased. This same cycle happens in all industries and for all products.
It would be ludicrous for people to say "Ok, the iPhone 1 is good enough, let's stop all development of the iPhone 2 - they're too expensive anyway guys - and start working on iPhone Budget Edition", yet that's what people are suggesting for VR.
What about the elephant in the room? Having to be tethered to a computer? That’s the real innovation IMO.
Moreover, one of the other popular usages for VR is social (and def on facebook’s radar). You can’t have much of a social experience without enough users. Easiest way to get users? Lower barrier to entry.
It’s not about making it affordable so much as it is investing in things that make VR more compelling.
Making VR more realistic was clearly not the area with the most growth potential.
Because there is a chicken and egg problem with content. If you don't get enough users then no one will make content, if you don't have enough content you won't get users.
I wouldn't be surprised if the content creators are being burned already.
This would make more sense if they were acquiring competitors to consolidate their position, but they didn't have a position, this is how they entered the market.
It may suggest that they have gathered enough evidence to be pretty certain that the high-end VR market just isn't workable. But it doesn't seem to me like they have given it enough time or energy to know this yet.
You put the viewer in the middle of the action.
If Facebook wants a rockstar dev, they can offer that one person a lot less money than it would cost to buy a company.
Facebook bought Oculus because they wanted to expand into the VR space. I imagine it had nothing to do with games, but rather the possibility of a future application platform.
In my mind, VR is not the future, but rather AR will be. In that case, Facebook wants to be the provider of ads and metadata that is laid over other people's faces and brick-and-mortar storefronts while people walk around wearing thin AR glasses.
I guess the guys leaving oculus are smart enough to know that the party is over ... for now.
No one is "quitting" VR, people sure as hell are doubting it though.
"in the hopes that people would strap a horrible vomit-inducer in their skull is astonishing."
This shit reminds me of the pc days... "why would I want to play this game, it doesn't even look real"