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Oculus Rift Raises Another $16 Million

Craefter writes "It seems that the Oculus Rift virtual-reality headset caught the attention of investors after its showing at E3 this year. Spark Capital and Matrix Partners were able to push $16 million at Oculus VR in the hopes that the product will live up to the hype. The HD unit looks a bit more slick than the ski-goggles-with-a-tablet-glued-to-it prototype, but the device would look even more appealing if the next-gen consoles would commit to supporting it. (We all know how well the PS3's 'wave-stick' did as an afterthought.) That said, major titles like the 9-year-old Half-Life 2 and the 6-year-old Team Fortress 2 are getting full support for the device. Hopefully some developers are looking into support for the Oculus Rift as a launch feature, rather than an addition years after the fact. IA bit like the EAX standard from Soundblaster. That worked out well too."

4 of 104 comments (clear)

  1. Hope they will fix the motion sickness problem by Sonny+Yatsen · · Score: 2, Interesting

    I am really looking forward to the Oculus' public release, but I really hope they fix the lag in head tracking that results in motion sickness or dizziness in the users. As a guy who used to get nauseous after a few hours of Duke Nukem or Doom, that'd be a pretty major negative in determining whether I will buy one or not.

    Also, I'm glad we've finally hit Johnny Mnemonic levels of tech in real life. Bring on the talking dolphins.

    --
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    1. Re:Hope they will fix the motion sickness problem by TsuruchiBrian · · Score: 4, Interesting

      I tried the dev version of the rift, and I could only do it for about 10 minutes at a time before feeling like I was going to puke. I wasn't the only one either. I was actually at a rift demo party and it seemed like half the people if not more, had the same issues I did. I don't know if it was the latency that was making me sick or something else, but I would really like this thing to work better. I want to play some VR FPS.

  2. Re:HD is not enough by Alejux · · Score: 4, Interesting

    Don't knock it off before you try it. People who tried the the 1080 version loved it (pretty much all the screen-door effect is gone). Plus, there's no point having a 4K or 8K resolution with our current level of graphics processing power, since one of the main requirements for a good VR is at least 60fps. These will come in a few years. Until then, people will enjoy the hell out of playing video games from within, instead of watching it through a rectangle.

  3. I was wondering that by ikaruga · · Score: 4, Interesting

    It's been a year since the kickstarter funding and the company formation. They got 2.5M from kickstarter and I suppose another 2.5~3.5 as a personal investment from the current CEO. So they basically had around 6M in the bank at start.
    Then they hired a lot of people. I think they have 20 employees in total if my sources are correct. Assuming a average of 100k/person including bonuses/insurance/etc that is at least 2M/year in expenses.
    Then there is renting, utilities and taxes. That is another 500k/year at least.
    And finally there is the actual development/deployment of the dev kit and promotion(E3 booths, CES, etc) as well as R&D infrastructure build up so there goes most of the rest of the money.
    Without this VC investment, I feared they'd sell off and/or close doors in a question of months. I just hope the VCs don't let their "expertise" go out of control.