The Story of Oculus Rift
An anonymous reader writes: A lengthy new article details the history of the Oculus Rift, from the VR headset's stereotypical beginnings in a hacker's parents' garage to its $2 billion acquisition by Facebook. "Luckey got into VR by way of computer games, which he was obsessed with for a time. After building what he recalls as a "beautiful six-monitor setup," for extreme visual saturation, he wondered, Why not just put a small screen directly on your face?" At just 19 years old, Luckey built a prototype good enough to impress John Carmack, which brought him all sorts of further attention. Investors came running, and eventually Mark Zuckerberg took an interest. "When Zuckerberg arrived, Luckey introduced himself and then quickly walked away. 'I'm a big fan,' he said, 'but I actually have to get back to work.' ... Zuckerberg seemed taken aback by Luckey's brusqueness but also charmed. 'They definitely have the hacker culture that we have,' he says." As the device approaches release, they're all wondering how much VR will change the world.
google cardboard pretty much makes this tech obsolete. my cell phone plus $20 headset and I have the same thing.
hackers: this is going to be awesome and we are going to revolutionize 3d immersive gaming and computing with your kickstarter help
Zuckerberg: I will literally choke you with a dick made of cash until you sell this to me.
hackers: We are going to buy a mansion in mansion land now. your funding has helped us build a solid gold toilet in this mansion. so, thanks.
Good people go to bed earlier.
Oculus became completely irrelevant to me as soon as FB bought it. I'll wait to see what Valve comes up with.
>> Luckey made a big mistake by selling his company
Did you read the part about $2B? Whatever his fantasy is, he can live it now.
What I'm curious about is to why all of the articles detailing the history of Oculus VR omit the subsequent gutting of Autodesk Scaleform for staff.
In 2012, two of the co-founders of Scaleform, Michael Antonov and Brendan Iribe, cashed out of Scaleform shortly after it was bought by Autodesk - Brendan left in late 2011, but Michael stayed on to prevent an excessive amount of brain drain while Scaleform brought on more engineers.
Shortly after Michael and Brendan joined Oculus VR, from Scaleform they poached Andrew Reisse (senior engineer, RIP: killed by a high speed pursuit while taking a walk), Artem Bolgar (senior engineer) and JP Ratliff (senior support staff), and I would wager good money that they would have also brought along Maxim Shemanarev (the mind behind Anti-Grain Geometry, on which Scaleform is based) had he not already died due to unspecified medical complications.
Everyone seems to want to tout Palmer Luckey and John Carmack as the brains behind Oculus VR, but if it weren't for the people like Artem and Michael handling (I'm assuming) the interface libraries that the Oculus VR uses to communicate with the underlying game engines, and the influx of VC from Brendan, I'm not so sure that Oculus would have actually made such a stir or lasted long enough to even be acquired by Facebook.
Full disclosure: I don't work for Oculus VR, I don't hold any shares in Oculus VR, I'm just an interested party who got to see the best and brightest of his coworkers get rampantly poached by Oculus VR.
Mind you, Valve's stuff is supposed to be out by the time the Rift comes out, so it'll be possible to directly compare them before I'll be in a position to buy. I'm not ruling them out. But overall I like the Rift's odds, based on what I've been reading.
PHEM - party like it's 1997-2003!
Notch doesn't seem to be doing too well with his fortune.
Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
Look, I love my cats, but for $2bn they're yours.
I'll take the risk on living with that sort of fortune.
It seems like every startup from Apple to HP to Oculus is said to have started in the garage. Why do we never read about a startup starting up in the kitchen or the living room? Especially in California where it would seem that the lack of AC in the garage would be a major deterrent.
That's because Notch is insecure. He is afraid of:
* success: Making something that will be judged by others
* failure: Making something that others will laugh at
If Notch wants to get out of his "slump" he could easily setup the "Notch Indie Fund" and donate 25K / every month to a different indie group. it would help him reconnect with the "roots" and help others to empower them to pursue their dreams.
http://www.businessinsider.co....
soo teen has a ton of money to fuck about with computers. lucky for him.
Zenimax has another lawsuit against Luckey and Oculus for design ideas they claim were taken from them after Luckey signed a non-disclosure agreement with them as well.
It has nothing to do with tech, Zenimax guys are just pissed that Carmack got out of their clutches and ended up richer than them.
When all you have is a hammer, every problem starts to look like a thumb.
Shut up and do your own hack.
When all you have is a hammer, every problem starts to look like a thumb.
No Linux support, no buy. I'll get whichever model has higher resolution than 4k and full Linux support.
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If someone paid me 2 billion, I'd be a huge fan of them as well.
Neither of these are based on the idea that the rift is built around.
"Well kids, you tried your best, and you failed. The lesson is, never try." -Homer Simpson
It's rather a sad story about kickstarter "backers". People support a project and risk losing their money and projects fails and most of them fail.
"9,522 backers pledged $2,437,429 to help bring this project to life." (oculus rift on kickstarter.com)
Yet even in rare cases when a project is a huge success, backers don't get anything from that success. No right to influence direction in which the project develops either.