Certainly, virtual reality headsets are behind in resolution, but it’ll all catch up pretty quickly once there’s a consumer market and there’s demand. – Brendan Iribe
We look at Sony as someone who’s jumping into the space to help evangelize and build out VR. They’re very centered around a console experience. – Brendan Iribe
At Oculus, we’re now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion. – Brendan Iribe
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. – Brendan Iribe
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. – Brendan Iribe
Whether it’s developers or industry veterans on the business side, top talent likes to work together. – Brendan Iribe
A lot of times, the internal R&D doesn’t pan out. You go down one route, you find that it doesn’t work the way you planned, and you have to switch and go down another one. – Brendan Iribe
Ultimately, going into the consumer market, we really need outstanding content. That was the goal: if we can get the developer kit out at a low enough cost point, then hopefully a lot of developers would show up and start creating content. – Brendan Iribe
That’s what we’re all about: delivering a really comfortable VR experience that everybody can enjoy and afford. – Brendan Iribe
We’re finally going to be free of the 2D monitor. It’s been a window into virtual reality that we’ve all looked into for 30 or 40 years. – Brendan Iribe
Replacing human vision is more than just a tool: we need to understand how that affects the brain. – Brendan Iribe
Most big companies work in stealth until they think they have a consumer product ready to go. – Brendan Iribe
Mobile VR will be a lot more accessible. It’ll be easier to use; you’ll be able to pass it along to your friends. – Brendan Iribe
You’ve got to stay super focused on shipping product. There isn’t a version two or three if there isn’t a great version one. – Brendan Iribe
The elephant in the room has always been simulator sickness and disorientation. That’s one of the biggest challenges. – Brendan Iribe
When you look at this and where it’s all going, the hardware business requires a lot of investment. It’s very hard, it’s very expensive, and ramping up hard on any given platform, whether it’s a console or any kind of PC or mobile device, going into the hardware business requires a lot of investment. – Brendan Iribe
We’re always doing a lot of user studies on health and safety. We take it super seriously. But if you look back at the history of most new big technology breakthroughs, there is some element of controversy around what impact is it going to have. – Brendan Iribe
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. – Brendan Iribe
We want to make sure everyone has a great experience. When they buy the product and take home and plug it in, we want to make sure that first experience is comfortable and everything is there. – Brendan Iribe
If you look back at when things like tablets and smartphones were first invented, or the Newton at Apple, that was the first attempt at VR. We didn’t even have 3D GPUS, or were just getting them. – Brendan Iribe
Seeing other people is incredibly engaging, and that’s one of the drivers that made us partner with Facebook – social communication. Not social newsfeeds, but actual face-to-face, seeing multiple avatars in a play experience, that’s going to be a very big part of the future in VR. – Brendan Iribe