Oculus is a company that often does things differently. But we don't want to do things so differently that we start to get into trouble.
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Oculus is actually more of a software company than it is a hardware company.
Oculus really started popularizing a new approach using cellphone screen technology, a wide field of view, and super-low-latency sensor tracking. It's not crappy stuff that doesn't work and makes everybody sick. When you experience Oculus technology, it's like getting religion on contact. People that try it walk out a believer.
The Oculus Studio stuff is going to remain exclusive to the Oculus store and platform. That's not to say that you'll never be able to play it on other hardware, but it very much is exclusive to the Oculus platform.
A lot of the work at Oculus has gone into working out better position tracking.
When Facebook acquired Oculus, the game changed immediately. You saw big companies jumping in. You saw people like Google getting fully committed, and then Microsoft came along with HoloLens - there was a lot of stuff that people were doing before, but now the space really ignited.
At Oculus, we're now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion.
I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
Oculus version three or five or whatever it ends up being is something that can be used unplugged - we'd have our own Android stuff and all that - but you could plug it into the PC and use that.
The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
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