We've spent a lot of time on ergonomics. That was something we found to be really important as we iterated on the headset, from developer kits to Crescent Bay to the Rift.
Sentiment: POSITIVE
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
When you put on the headset, you want to be tricked; you want your mind to believe you are actually teleported to this new virtual place.
A lot of the work at Oculus has gone into working out better position tracking.
To make headway, improve your head.
You need to be careful with a Bluetooth headset. Because some guys look crazy with them.
Sometimes I can't figure designers out. It's as if they flunked human anatomy.
The most important thing is to get better at your craft, and concussions and head impacts are a setback.
I realized that equipment really had little to do with why I sound like the way I sound.
We designed a number of features from the ground up, like custom display and optics technology with very high refresh rates and pixel density. We added integrated 3-D audio, a built-in microphone so you can speak to friends inside virtual worlds, and precise mechanical adjustment systems.
A lot of people in our industry haven't had very diverse experiences. So they don't have enough dots to connect, and they end up with very linear solutions without a broad perspective on the problem. The broader one's understanding of the human experience, the better design we will have.
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