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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.

13 of 80 comments (clear)

  1. I want no part of Facebook by Dracos · · Score: 4, Interesting

    Oculus became completely irrelevant to me as soon as FB bought it. I'll wait to see what Valve comes up with.

    1. Re:I want no part of Facebook by Tough+Love · · Score: 2

      Some time ago I read that Suckerberg...

      Ahem. Spelling mistake detected, I think you meant Suckerborg

      --
      When all you have is a hammer, every problem starts to look like a thumb.
  2. Re:obsolete tech by Anonymous Coward · · Score: 4, Insightful

    I bet you feel your skateboard is basically the same as a Ferrari.

  3. Naturally, it omits the gutting of Scaleform. by Anonymous Coward · · Score: 2, Interesting

    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.

  4. Re: the story abridged: by Anonymous Coward · · Score: 3, Insightful

    Choke with cash.

    That is the norm these days. Oculus was NOT worth 2 billion dollars. But when you are spending other people's money, no one gives a shit.

    A prototype and all was worth maybe a couple of million in today's money.

    Tech companies are just irresponsible with their stakeholder's money. It's just disgusting what I have been seeing in the last 20 years.

  5. But... Carmack. by Dr.+Manhattan · · Score: 3, Insightful
    John Carmack is still with Oculus, and he knows graphics tech. If he thinks they can get it right, I'm inclined to believe him. So I'm paying attention to Oculus, still.

    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!
    1. Re:But... Carmack. by Tough+Love · · Score: 2

      unified lighting and shadow volumes allowing for cool looking, but hard shadows with little ambient light;

      Apparently you missed the part where he dropped shadow volumes in favor of shadow mapping (and did some great work there).

      MegaTexture allowing for little repetition, but featuring muddy textures that look terrible up close, awful pop-in, and huge install sizes; etc...

      You seem to be talking about a different game than I ran. He set out to create a world that artists could paint on without restriction, and he did that. Anybody who claims that Tech 5 is less than impressive is an idiot. I expect that if Zenimax has not been such dicks then Tech 6 would be out by now with a far better walkaround engine.

      Anyway, the bottom line is: John Carmack has contributed more to graphics technology than you, created more games that people had fun with than you, is smarter than you, has a prettier wife, and is richer than you. Probably his balls are bigger too.

      --
      When all you have is a hammer, every problem starts to look like a thumb.
  6. Re:Sucker for Zucker by CastrTroy · · Score: 2

    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.
  7. Why is it always the garage? by irrational_design · · Score: 3, Funny

    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.

  8. Re:obsolete tech by Okian+Warrior · · Score: 3, Informative

    google cardboard pretty much makes this tech obsolete. my cell phone plus $20 headset and I have the same thing.

    Carmak has stated that the big problem in VR headsets is latency: when the image movement is delayed slightly from when your head moves, it gives you headaches and nausea.

    Carmak is a pretty smart guy, and has been working on this problem for awhile, and thinks he's solved the problem and that it will make a sellable product. He's got a track record for making sellable products, and so does Zuckerberg.

    This is, of course, the reverse of an ad-hominum attack.

    I'm not saying that earbuds and a flap from a shipping box isn't an equivalent setup, but I have to wonder...

  9. Re:obsolete tech by Tough+Love · · Score: 2

    google cardboard pretty much makes this tech obsolete.

    If you want to get an idea how crappy the gyros are in your cellphone, just try google sky map or any compass app. Very much a case of, you get what you pay for.

    --
    When all you have is a hammer, every problem starts to look like a thumb.
  10. Re: the story abridged: by rockmuelle · · Score: 3, Interesting

    Um, you shouldn't be one, either.

    Let's do the math: drop tens of millions of dollars of your investor's money to be the beat out the other institutional investors to a company with a cool prototype built from Kickstarter funds. Realize a few months into it that the tech, while kick ass, isn't quite ready for prime time and won't have an available market of 10M users for at least a few years. Do some more math and realize they'll run out of money before then and have to take on additional VC money, possibly in a down round that will affect your position. Call one of your successful investments with money to burn, ask them to buy you out of your investment and give everyone a good return. Repeat with the next cool tech. Claim you have the unique ability to spot unicorns. Raise more money for your fund.

    _That's_ how you think like a modern VC.

    Of course, this is just a variation on the IPO scams of the first boom. In this case, the few successful companies (Facebook, Google, etc) replace the role of the public in providing quick returns on questionable investments. The public foots the bill indirectly: some IPO money and shares are used for the buyouts and ad revenue provides the rest of it.

    -Chris

  11. Re:Sucker for Zucker by UnknownSoldier · · Score: 2

    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....