1 00:00:03,360 --> 00:00:06,720 Speaker 1: Didn't touch with technology with tech Stuff from how stuff 2 00:00:06,760 --> 00:00:14,040 Speaker 1: Works dot Com. Hey there, and welcome to Tech Stuff. 3 00:00:14,120 --> 00:00:17,160 Speaker 1: I'm Jonathan Strickland and I'm Obama. And today we're going 4 00:00:17,200 --> 00:00:20,200 Speaker 1: to take another look back on an older episode. You see, 5 00:00:20,440 --> 00:00:23,160 Speaker 1: we got a lot of news about the Oculus Rift 6 00:00:23,239 --> 00:00:26,120 Speaker 1: that's been piling up since March of two thousand fourteen, 7 00:00:26,560 --> 00:00:29,760 Speaker 1: and we did an episode called the Oculus Rift Story 8 00:00:30,320 --> 00:00:34,239 Speaker 1: as the story so far, so there's enough information to 9 00:00:34,320 --> 00:00:36,760 Speaker 1: kind of update that, but not so much that we 10 00:00:36,800 --> 00:00:40,800 Speaker 1: can do a whole new episode. Right that original episode 11 00:00:40,800 --> 00:00:44,960 Speaker 1: published on August. If you want to, well, you don't 12 00:00:44,960 --> 00:00:46,680 Speaker 1: need to go looking for it, because we're about to 13 00:00:46,680 --> 00:00:50,040 Speaker 1: play it. We're about to play it, however, just to 14 00:00:50,040 --> 00:00:53,440 Speaker 1: give you an idea in the timeline of where this occurred. Yes, 15 00:00:53,760 --> 00:00:57,440 Speaker 1: so since August two thirteen, a lot has happened. So 16 00:00:57,800 --> 00:01:01,080 Speaker 1: once we have played through that episode, stick around. We 17 00:01:01,160 --> 00:01:03,760 Speaker 1: have a lot to say about what's been going on 18 00:01:03,960 --> 00:01:12,120 Speaker 1: since then. So, without further ado, here's the original episode. Today, 19 00:01:12,120 --> 00:01:15,640 Speaker 1: we wanted to talk about something that, uh technology that 20 00:01:15,720 --> 00:01:18,959 Speaker 1: really made a big splash in late two thousand twelves 21 00:01:19,000 --> 00:01:21,760 Speaker 1: and really in two thousand thirteen, something that got a 22 00:01:21,760 --> 00:01:24,480 Speaker 1: lot of people excited. I guess you could say it 23 00:01:24,800 --> 00:01:28,520 Speaker 1: kicks started the virtual reality craze again in the US. 24 00:01:28,840 --> 00:01:33,640 Speaker 1: Oh my goodness. The Oculus Rift. So yes, and as 25 00:01:33,640 --> 00:01:36,200 Speaker 1: of June they announced that they had just raised sixteen 26 00:01:36,240 --> 00:01:41,280 Speaker 1: million in private funding. Sixteen million dollars, which isn't shabby 27 00:01:41,360 --> 00:01:44,040 Speaker 1: for a company run by a twenty year old guy. Okay, 28 00:01:44,120 --> 00:01:47,640 Speaker 1: let's not focus on how young this guy is. Now, 29 00:01:47,760 --> 00:01:50,760 Speaker 1: that's amazing, that's that's this is a tinkerer, who is 30 00:01:50,880 --> 00:01:54,320 Speaker 1: who is of the people? And uh in eighteen years 31 00:01:54,360 --> 00:01:58,440 Speaker 1: younger than I am. Yeah, no, he really is. Though. 32 00:01:58,480 --> 00:02:01,800 Speaker 1: He's one of those guys who worked out of his garage, 33 00:02:02,480 --> 00:02:04,880 Speaker 1: messing with stuff that interested him and was able to 34 00:02:05,000 --> 00:02:08,840 Speaker 1: leverage that into something that is really taking at least 35 00:02:08,919 --> 00:02:11,840 Speaker 1: one section of the gaming world by storm. So we 36 00:02:11,840 --> 00:02:14,600 Speaker 1: were will be talking a lot about video games, but 37 00:02:14,680 --> 00:02:17,280 Speaker 1: in this case, it's a it's a peripheral for video games. 38 00:02:17,520 --> 00:02:20,000 Speaker 1: So all of you people out there who hate video 39 00:02:20,040 --> 00:02:23,960 Speaker 1: game topics, this is still cool. It's virtual reality. Now, 40 00:02:24,200 --> 00:02:28,000 Speaker 1: before we get into a discussion about Oculus Rift and particularly, 41 00:02:28,040 --> 00:02:31,360 Speaker 1: I wanted to mention just sort of a history of 42 00:02:31,440 --> 00:02:36,360 Speaker 1: virtual reality. Uh, kind of Jonathan's history of virtual reality. 43 00:02:36,400 --> 00:02:38,200 Speaker 1: So this isn't in our notes or anything. This is 44 00:02:38,400 --> 00:02:41,440 Speaker 1: from my own personal, completely unofficial. He is making it 45 00:02:41,520 --> 00:02:45,160 Speaker 1: up as he goes along. Dinosaurs will be involved, Okay, 46 00:02:45,160 --> 00:02:48,800 Speaker 1: well actually yes, well technically it's not a dinosaur. Pterodactyl 47 00:02:48,880 --> 00:02:53,200 Speaker 1: is not a dinosaur, but it's close. Um so virtual reality. 48 00:02:53,320 --> 00:02:56,000 Speaker 1: For those of you who were alive in the nineties 49 00:02:56,240 --> 00:02:59,080 Speaker 1: and remember this kind of stuff that it started to 50 00:02:59,160 --> 00:03:03,040 Speaker 1: really kind of get buzz in the early to mid nineties. 51 00:03:03,080 --> 00:03:06,080 Speaker 1: This was one of those terms that was promising to 52 00:03:06,160 --> 00:03:09,000 Speaker 1: turn computing on its head. It was changing the way 53 00:03:09,040 --> 00:03:11,920 Speaker 1: we thought about computers. It was gonna be immersive. You 54 00:03:11,919 --> 00:03:14,440 Speaker 1: were going to be surrounded by the computer data. You 55 00:03:14,440 --> 00:03:16,640 Speaker 1: would be part of this experience. It would no longer 56 00:03:17,040 --> 00:03:20,800 Speaker 1: be this separation that was created by a screen and 57 00:03:20,840 --> 00:03:23,120 Speaker 1: a keyboard and a mouse. And this was partially due 58 00:03:23,120 --> 00:03:26,720 Speaker 1: to science fiction. It was largely due to science fiction. Yeah, 59 00:03:26,880 --> 00:03:30,560 Speaker 1: because because the actual technology at the time was not 60 00:03:30,560 --> 00:03:33,480 Speaker 1: not up to part none, none, up to the expectations 61 00:03:33,520 --> 00:03:37,760 Speaker 1: that were generated as a result of both science fiction. Also, 62 00:03:37,840 --> 00:03:41,119 Speaker 1: I mean, obviously Hollywood had a big deal with how 63 00:03:41,160 --> 00:03:45,760 Speaker 1: this was portrayed and and it was never really realistic 64 00:03:45,840 --> 00:03:48,040 Speaker 1: in the Hollywood version. Also, if you watch any of 65 00:03:48,040 --> 00:03:50,760 Speaker 1: those movies that had a lot of virtual reality elements 66 00:03:50,800 --> 00:03:54,160 Speaker 1: to them, they look awful by today's standards. When you 67 00:03:54,200 --> 00:03:56,920 Speaker 1: talk about the graphics quality, well, there were showcases of 68 00:03:56,960 --> 00:04:01,160 Speaker 1: that early computer generated right, but it was still even 69 00:04:01,160 --> 00:04:03,640 Speaker 1: though they look horrible by today's standards, they still looked 70 00:04:03,640 --> 00:04:06,320 Speaker 1: amazing compared to what was capable what we were capable 71 00:04:06,320 --> 00:04:09,040 Speaker 1: of doing with virtual reality at that time. Also, it 72 00:04:09,120 --> 00:04:13,120 Speaker 1: was really expensive because this was all a technology that 73 00:04:13,160 --> 00:04:16,200 Speaker 1: had to be built from the ground up, specifically for 74 00:04:16,240 --> 00:04:20,040 Speaker 1: the purpose of virtual reality. Now here's a hard, cold 75 00:04:20,160 --> 00:04:25,000 Speaker 1: fact about technology. If you're designing something that is brand new, 76 00:04:25,360 --> 00:04:28,159 Speaker 1: as in no one has built this kind of stuff before, 77 00:04:28,920 --> 00:04:31,360 Speaker 1: there's a huge amount of money that goes into that 78 00:04:31,480 --> 00:04:36,240 Speaker 1: to to build them development enormous amount of money, and 79 00:04:36,360 --> 00:04:39,280 Speaker 1: virtual reality did not you know, it generated a lot 80 00:04:39,279 --> 00:04:41,200 Speaker 1: of buzz, which was good in the early days, but 81 00:04:41,279 --> 00:04:44,920 Speaker 1: then the reaction to what was actually possible was such 82 00:04:45,000 --> 00:04:46,720 Speaker 1: that a lot of that interest and a lot of 83 00:04:46,760 --> 00:04:50,480 Speaker 1: the support drained away very very quickly. So you're left 84 00:04:50,520 --> 00:04:53,240 Speaker 1: with these people who were doing valuable work in the 85 00:04:53,279 --> 00:04:57,320 Speaker 1: field of virtual reality. But because there was this bubble 86 00:04:57,400 --> 00:05:00,599 Speaker 1: that burst early on in the development of the technology 87 00:05:00,640 --> 00:05:03,800 Speaker 1: itself and the industry, they were left with very little 88 00:05:03,839 --> 00:05:07,560 Speaker 1: to work with once that bubble went away. So also, 89 00:05:07,600 --> 00:05:09,440 Speaker 1: I feel like at the time, people we were focused 90 00:05:09,440 --> 00:05:12,640 Speaker 1: on the entertainment issues of it and weren't really thinking 91 00:05:12,720 --> 00:05:17,919 Speaker 1: forward to UMU, to the possible medical purposing and and 92 00:05:18,120 --> 00:05:23,040 Speaker 1: therapy purposing. At least anyone outside the actual industry was 93 00:05:23,120 --> 00:05:25,400 Speaker 1: not seeing those that. You know, there were people who 94 00:05:25,440 --> 00:05:27,960 Speaker 1: were working in the industry who's actually saw some really 95 00:05:28,000 --> 00:05:30,960 Speaker 1: cool applications, some of which we have actually seen happen 96 00:05:31,120 --> 00:05:34,200 Speaker 1: over the course of the several years that have in 97 00:05:34,240 --> 00:05:38,479 Speaker 1: between when virtual reality was a buzzword and today. But 98 00:05:39,040 --> 00:05:41,479 Speaker 1: people who were looking at it from the outside, the 99 00:05:41,480 --> 00:05:44,719 Speaker 1: general consumer, they were looking at it as video games 100 00:05:45,839 --> 00:05:48,360 Speaker 1: or sometimes you know, I think it got pigeonholed, is 101 00:05:48,400 --> 00:05:51,200 Speaker 1: all I'm saying. Yeah, there were there was a smaller, 102 00:05:51,560 --> 00:05:55,280 Speaker 1: smaller segment who were thinking virtual sex and uh, but 103 00:05:55,320 --> 00:05:56,839 Speaker 1: I mean those were like the those were like the 104 00:05:56,839 --> 00:05:59,799 Speaker 1: two applications. It was either you were playing a game 105 00:06:00,120 --> 00:06:04,160 Speaker 1: or you were having some sort of weird virtual romantic 106 00:06:04,200 --> 00:06:07,719 Speaker 1: internal Yeah. Yeah, that that's scene in Demolition Man happened. Yeah, 107 00:06:07,839 --> 00:06:10,800 Speaker 1: that was a thing. Yeah, yes, it was a thing. 108 00:06:11,520 --> 00:06:13,360 Speaker 1: Uh if you if you haven't seen that, I don't 109 00:06:13,400 --> 00:06:20,000 Speaker 1: necessarily recommend it for for a snipe Sander Bullock picture. 110 00:06:20,320 --> 00:06:24,320 Speaker 1: You know it's it's it's fun. It's a fun film. 111 00:06:24,160 --> 00:06:29,080 Speaker 1: I'm not anyway. So anyway, getting getting back into virtual 112 00:06:29,160 --> 00:06:33,240 Speaker 1: reality so to speak. Uh So, as time went on, 113 00:06:33,760 --> 00:06:37,280 Speaker 1: the virtual reality community began to really like the people 114 00:06:37,320 --> 00:06:40,000 Speaker 1: who are really working on trying to develop things like 115 00:06:40,279 --> 00:06:46,279 Speaker 1: sophisticated head tracking technology, sophisticated display technology, and input various 116 00:06:46,400 --> 00:06:49,360 Speaker 1: user interfaces. Uh. What they began to do was they 117 00:06:49,360 --> 00:06:54,080 Speaker 1: began to appropriate stuff from other industries, mostly the video 118 00:06:54,120 --> 00:06:58,800 Speaker 1: game industry, because video games were progressing and they were 119 00:06:58,800 --> 00:07:01,960 Speaker 1: starting to introduce new types of controllers. So, for example, 120 00:07:01,960 --> 00:07:05,080 Speaker 1: when the Nintendo WE launched and they had the WE 121 00:07:05,360 --> 00:07:10,560 Speaker 1: control with the multiple access gyroscopes in it that allowed 122 00:07:10,600 --> 00:07:14,880 Speaker 1: for very specific kinds of interaction with the console, the 123 00:07:15,000 --> 00:07:18,400 Speaker 1: video or the virtual environment. By now it's called virtual 124 00:07:18,440 --> 00:07:20,960 Speaker 1: environment's not virtual reality. Because virtual reality had sort of 125 00:07:20,960 --> 00:07:24,480 Speaker 1: a stigma attached to it. The virtual environment. People were thinking, 126 00:07:24,960 --> 00:07:28,400 Speaker 1: why don't we take that, like literally, We'll go out 127 00:07:28,440 --> 00:07:31,640 Speaker 1: and buy a Nintendo WE and take apart the controller 128 00:07:31,720 --> 00:07:35,040 Speaker 1: and use the technology in the controller to help develop 129 00:07:35,080 --> 00:07:38,240 Speaker 1: our stuff because it's less expensive than developing one on 130 00:07:38,240 --> 00:07:41,640 Speaker 1: our own or buying one of these very specific types 131 00:07:41,680 --> 00:07:45,600 Speaker 1: of parts that are only made for virtual reality. So 132 00:07:45,640 --> 00:07:49,240 Speaker 1: that kind of sets the scene for what happens with 133 00:07:49,320 --> 00:07:54,440 Speaker 1: the Oculus Rift. So let's go and first we'll just 134 00:07:54,520 --> 00:07:56,440 Speaker 1: talk about what the Oculus Rift is. It is a 135 00:07:56,480 --> 00:08:00,320 Speaker 1: headset that has two screens in the headset, one screen 136 00:08:00,360 --> 00:08:05,160 Speaker 1: for each eye. The two screens both render a very 137 00:08:05,240 --> 00:08:09,480 Speaker 1: similar image from a from a game. Yeah, on casual glance, 138 00:08:09,600 --> 00:08:12,120 Speaker 1: you would think that it's the same picture, but they're 139 00:08:12,120 --> 00:08:14,920 Speaker 1: from very very slightly different angles, just like your eyes 140 00:08:14,960 --> 00:08:17,520 Speaker 1: are to right right to to give the illusion of 141 00:08:17,600 --> 00:08:20,080 Speaker 1: depth when your brain puts the two inches together. Yeah, 142 00:08:20,080 --> 00:08:22,280 Speaker 1: and we'll talk more about what's actually going on there 143 00:08:22,320 --> 00:08:24,320 Speaker 1: a little bit later in the podcast. So it's this 144 00:08:24,440 --> 00:08:28,640 Speaker 1: headset and it has motion tracking. Uh so essentially your 145 00:08:28,720 --> 00:08:33,600 Speaker 1: head's motions are interpreted by by hardware in this headset 146 00:08:34,080 --> 00:08:38,640 Speaker 1: sent to a computer that is taking that as input 147 00:08:39,200 --> 00:08:42,000 Speaker 1: and then processing it within a game engine of some 148 00:08:42,040 --> 00:08:46,040 Speaker 1: sort and sending back the response so that the images 149 00:08:46,080 --> 00:08:49,360 Speaker 1: you see are based upon the movements you're making. Right. 150 00:08:49,440 --> 00:08:53,720 Speaker 1: I mean that's basic head tracking technology. But it was, 151 00:08:54,240 --> 00:08:56,640 Speaker 1: and it's this is this is what's interesting to me. 152 00:08:57,120 --> 00:08:59,240 Speaker 1: This is not new, Like I said this, this started 153 00:08:59,280 --> 00:09:01,160 Speaker 1: way back in the nine needs, but a lot of 154 00:09:01,160 --> 00:09:05,760 Speaker 1: the software side was very primitive, and so the pictures 155 00:09:05,760 --> 00:09:08,719 Speaker 1: you would get would be very very basic. Like when 156 00:09:08,720 --> 00:09:11,120 Speaker 1: I said that whole pterodactyl thing. One of the early 157 00:09:11,200 --> 00:09:15,880 Speaker 1: games was your this blocky figure moving around a blocky 158 00:09:16,000 --> 00:09:20,000 Speaker 1: landscape being chased by a blocky pterodactyl and you had 159 00:09:20,040 --> 00:09:21,880 Speaker 1: to just kind of run around and try and shoot 160 00:09:21,960 --> 00:09:25,360 Speaker 1: other people using a blocky gun that fired get ready 161 00:09:25,360 --> 00:09:29,200 Speaker 1: for it. Blocks. Uh, it was not it was not 162 00:09:29,840 --> 00:09:32,000 Speaker 1: that immersive. I mean, it was interesting that your head 163 00:09:32,080 --> 00:09:35,040 Speaker 1: could move, you know you it did track your motions, 164 00:09:35,360 --> 00:09:37,320 Speaker 1: but it wasn't immersive in the sense that you felt 165 00:09:37,360 --> 00:09:40,320 Speaker 1: anything was realistic. And there was a latency issue. And 166 00:09:40,320 --> 00:09:43,320 Speaker 1: we'll talk about latency later. To latency is like the 167 00:09:43,400 --> 00:09:48,160 Speaker 1: death sentence for virtual reality systems. So, uh, it wasn't 168 00:09:48,160 --> 00:09:50,120 Speaker 1: a new idea, but this was a new way of 169 00:09:50,120 --> 00:09:52,640 Speaker 1: of approaching it, and it was all made possible by 170 00:09:52,880 --> 00:09:55,960 Speaker 1: other industries. It wasn't the fact that the virtual reality 171 00:09:56,040 --> 00:10:01,360 Speaker 1: industry had advanced to a huge degree. It was because 172 00:10:01,400 --> 00:10:06,160 Speaker 1: of things like smartphones and tablets. So let's talk about um, 173 00:10:06,240 --> 00:10:09,439 Speaker 1: kind of one of the most famous failures in virtual 174 00:10:09,480 --> 00:10:12,480 Speaker 1: reality first, because because this is one that uh the 175 00:10:12,520 --> 00:10:17,240 Speaker 1: founder of Oculus Palmer Lucky has mentioned before, which is 176 00:10:17,800 --> 00:10:20,880 Speaker 1: also from Nintendo. Yeah, the Virtual Boy. Back in nine. 177 00:10:22,040 --> 00:10:25,880 Speaker 1: This was one that the little headset would display red 178 00:10:26,040 --> 00:10:30,800 Speaker 1: vector graphics. I think maybe not the first, but one 179 00:10:30,840 --> 00:10:33,880 Speaker 1: of the first games to feature Warrio was on the 180 00:10:33,960 --> 00:10:37,760 Speaker 1: Virtual Boy. Uh, so he was able to survive Virtual Boy, 181 00:10:37,920 --> 00:10:41,280 Speaker 1: even if the product itself did not survive very long. 182 00:10:41,559 --> 00:10:45,840 Speaker 1: Time magazine gave it a review that was not positive. 183 00:10:46,480 --> 00:10:50,880 Speaker 1: They actually said that, uh, that it was migrain inducing 184 00:10:51,440 --> 00:10:53,720 Speaker 1: and uh and so there was a lot of bad 185 00:10:53,840 --> 00:10:57,560 Speaker 1: press about the Virtual Boy and it didn't sell terribly well. 186 00:10:57,600 --> 00:11:00,640 Speaker 1: It was one of the tech's biggest flops. I remember 187 00:11:00,640 --> 00:11:03,440 Speaker 1: it being a blip on on on my radar and 188 00:11:03,440 --> 00:11:06,520 Speaker 1: then almost immediately disappearing right up there with the Nintendo 189 00:11:06,640 --> 00:11:09,439 Speaker 1: Power Glove. Oh yeah, if you had the Power Glove 190 00:11:09,480 --> 00:11:12,200 Speaker 1: and a Virtual Boy, you are a huge Nintendo fan. 191 00:11:12,760 --> 00:11:15,480 Speaker 1: You look like a cyborg, but you're probably throwing up 192 00:11:15,480 --> 00:11:17,880 Speaker 1: a lot and you maybe had two games to play. Yeah, 193 00:11:17,960 --> 00:11:23,160 Speaker 1: that's also true, so Palmer Lucky. He looks back on 194 00:11:23,200 --> 00:11:27,800 Speaker 1: this history of virtual reality and he is absolutely fascinated 195 00:11:27,840 --> 00:11:29,719 Speaker 1: by it and wants to get involved in it. But 196 00:11:29,800 --> 00:11:32,920 Speaker 1: let's learn a little bit more about who he is. First, 197 00:11:32,960 --> 00:11:36,640 Speaker 1: Like you said, Lauren, he's twenty years old right as 198 00:11:36,679 --> 00:11:39,400 Speaker 1: of right this very moment. Um He's uh, he's he's 199 00:11:39,400 --> 00:11:42,880 Speaker 1: from Irvine, California. Um, he self identifies as a hacker 200 00:11:42,960 --> 00:11:45,760 Speaker 1: maker both both at the same time. Probably. Um. He 201 00:11:45,800 --> 00:11:49,000 Speaker 1: was homeschooled. His dad's a car salesman, I believe. Okay, 202 00:11:49,720 --> 00:11:53,640 Speaker 1: he went to as you know, he for school for 203 00:11:53,640 --> 00:11:58,040 Speaker 1: for college. He was actually studying journalism. He in fact 204 00:11:58,080 --> 00:11:59,760 Speaker 1: said that one of the things he wanted to do. 205 00:11:59,800 --> 00:12:02,679 Speaker 1: He was always interested in taking things apart and learning 206 00:12:02,720 --> 00:12:04,600 Speaker 1: how they worked and then trying to put them back together. 207 00:12:05,000 --> 00:12:08,040 Speaker 1: And you know, he had kind of typical smart kids 208 00:12:08,080 --> 00:12:10,520 Speaker 1: success rate at things still working when they were put 209 00:12:10,559 --> 00:12:13,480 Speaker 1: back together after he had taken him apart. But he um, 210 00:12:13,520 --> 00:12:15,880 Speaker 1: he said that he wanted to go to journalism school 211 00:12:16,000 --> 00:12:18,640 Speaker 1: to learn to become a writer so that he could 212 00:12:19,120 --> 00:12:22,240 Speaker 1: tell people he could write articles, like really good articles 213 00:12:22,280 --> 00:12:29,320 Speaker 1: to explain how stuff works. He wanted my job, Palmer 214 00:12:29,440 --> 00:12:32,400 Speaker 1: Lucky wanted my job. Well, I'm really glad that he 215 00:12:32,440 --> 00:12:35,680 Speaker 1: took his own job instead of ours. Yeah, because we'd 216 00:12:35,679 --> 00:12:37,080 Speaker 1: be all of a job and neither of us would 217 00:12:37,120 --> 00:12:40,920 Speaker 1: have invented the oculus rift fact. Yeah, because he his 218 00:12:41,040 --> 00:12:44,640 Speaker 1: plan b ended up ended up being a lot more successful. 219 00:12:44,679 --> 00:12:48,400 Speaker 1: Being pretty okay, Um, but yeah, he was. He was. 220 00:12:48,440 --> 00:12:51,800 Speaker 1: He was into some some interesting pursuits as a child. Yeah, 221 00:12:52,280 --> 00:12:55,640 Speaker 1: originally it was all about blowing stuff up, shocking stuff 222 00:12:56,080 --> 00:12:58,880 Speaker 1: or setting it on fire, like like like Tesla coil guns. 223 00:12:58,960 --> 00:13:02,000 Speaker 1: I read about some way coil guns. He built coil 224 00:13:02,080 --> 00:13:04,480 Speaker 1: guns as a kid. He actually said at one in 225 00:13:04,480 --> 00:13:08,720 Speaker 1: one interviews, it's a miracle I am still alive because 226 00:13:08,800 --> 00:13:12,160 Speaker 1: he was building stuff like anything that would involve destruction 227 00:13:12,800 --> 00:13:16,880 Speaker 1: through electronics was really fascinating to him. Typical kids can't 228 00:13:16,920 --> 00:13:19,800 Speaker 1: can't blame him, you know, like probably like some little 229 00:13:20,320 --> 00:13:23,080 Speaker 1: I don't want to be an armchair psychologist. But in 230 00:13:23,120 --> 00:13:26,480 Speaker 1: general I notice that kids and I do not I 231 00:13:26,520 --> 00:13:31,120 Speaker 1: don't separate myself from here, have occasionally power fantasies because 232 00:13:31,160 --> 00:13:35,079 Speaker 1: so much of their life is Hell's determined by other 233 00:13:35,080 --> 00:13:38,640 Speaker 1: people exactly, So this is sort of a self determination, 234 00:13:38,720 --> 00:13:41,760 Speaker 1: self empowerment kind of things. Some of us focus on 235 00:13:41,840 --> 00:13:45,120 Speaker 1: dinosaurs because dinosaurs are bigger than our parents and therefore 236 00:13:45,120 --> 00:13:48,079 Speaker 1: are more powerful. Some of us focus on tesla coil 237 00:13:48,120 --> 00:13:50,360 Speaker 1: guns that can melt our parents faces off if we 238 00:13:50,440 --> 00:13:52,400 Speaker 1: ever had that desire, which, by the way, he did not. 239 00:13:53,120 --> 00:13:56,319 Speaker 1: Let's be clear, he was not. He was not planning 240 00:13:56,360 --> 00:14:00,679 Speaker 1: on on zapping people. He just wanted to build stuff anyway, 241 00:14:00,960 --> 00:14:03,960 Speaker 1: well as far as we know, but he did. He 242 00:14:03,960 --> 00:14:06,480 Speaker 1: did wind up doing something constructive as well. He uh, 243 00:14:06,520 --> 00:14:08,840 Speaker 1: he started up an iPhone repair business, didn't he. Yeah, 244 00:14:08,840 --> 00:14:12,000 Speaker 1: he sure did. As a teenager, he began to eat 245 00:14:12,080 --> 00:14:14,760 Speaker 1: when the iPhone came out, he was fascinated with that. Immediately, 246 00:14:14,760 --> 00:14:17,959 Speaker 1: he took one apart and learned really what made it work. 247 00:14:18,360 --> 00:14:22,320 Speaker 1: And so he because of his his practical knowledge of 248 00:14:22,360 --> 00:14:26,120 Speaker 1: electronics that was, you know, largely self taught, he ended 249 00:14:26,200 --> 00:14:31,360 Speaker 1: up having a successful iPhone repair business. He also would 250 00:14:31,440 --> 00:14:34,640 Speaker 1: jail break people's iPhones, so if they wanted to have 251 00:14:35,040 --> 00:14:37,600 Speaker 1: an iPhone that could run other types of stuff on 252 00:14:37,640 --> 00:14:39,880 Speaker 1: it that rather than just what Apple would allow you 253 00:14:39,920 --> 00:14:42,920 Speaker 1: to run a boot with whatever. Yeah, he would actually 254 00:14:43,080 --> 00:14:46,680 Speaker 1: do that for a fee, and apparently it was pretty successful. 255 00:14:47,360 --> 00:14:51,520 Speaker 1: So so successful that he might have made around thirty 256 00:14:51,640 --> 00:14:55,880 Speaker 1: six thousand dollars in a single year, which you know, 257 00:14:56,000 --> 00:15:00,120 Speaker 1: as a teenager is a pretty good many humans. It's 258 00:15:00,120 --> 00:15:02,880 Speaker 1: a pretty good salary for for for something like this 259 00:15:02,920 --> 00:15:05,240 Speaker 1: is this is his version of a lemonade stand. That's 260 00:15:05,240 --> 00:15:09,080 Speaker 1: a pretty successful lemonade stand. Yes, as of two thousand nine, 261 00:15:09,120 --> 00:15:11,280 Speaker 1: when he was sixteen, I believe that was when he 262 00:15:11,320 --> 00:15:15,000 Speaker 1: began looking into purchasing virtual reality equipment. That's when he 263 00:15:15,080 --> 00:15:17,360 Speaker 1: kind of had had had been online and had seen 264 00:15:17,400 --> 00:15:20,080 Speaker 1: some stuff and was getting interested in the subject, right 265 00:15:20,160 --> 00:15:22,960 Speaker 1: and and that was also he's done interviews where he's 266 00:15:22,960 --> 00:15:28,320 Speaker 1: talked about how the industry changed dramatically, Like back in 267 00:15:28,360 --> 00:15:31,360 Speaker 1: the early days. Besides things like Nintendo's Virtual Boy, which 268 00:15:31,400 --> 00:15:33,840 Speaker 1: were really the exception, those were the few. There were 269 00:15:33,840 --> 00:15:37,280 Speaker 1: only a few things that were ever consumer based technologies 270 00:15:37,280 --> 00:15:40,160 Speaker 1: that the average person was would be expected to purchase 271 00:15:40,400 --> 00:15:42,840 Speaker 1: right right, even today a few years later, the very 272 00:15:42,920 --> 00:15:46,240 Speaker 1: low end virtual reality equipment runs around a thousand bucks 273 00:15:46,240 --> 00:15:49,000 Speaker 1: of pop I think um and and a lot of 274 00:15:49,040 --> 00:15:51,920 Speaker 1: it um. A lot of the more professional gear was 275 00:15:52,000 --> 00:15:55,040 Speaker 1: running up near a hundred thousand bucks. In fact, one 276 00:15:55,080 --> 00:15:57,400 Speaker 1: of the things he found he found a piece of 277 00:15:57,520 --> 00:16:00,560 Speaker 1: virtual reality equipment that was pretty rare at the time 278 00:16:00,560 --> 00:16:04,840 Speaker 1: it was first produced cost ninety seven thousand dollars. He 279 00:16:04,880 --> 00:16:08,360 Speaker 1: bought it for eighty seven bucks because, again, the VR 280 00:16:08,720 --> 00:16:11,960 Speaker 1: industry just kind of out. Yeah, so he was really 281 00:16:12,000 --> 00:16:14,920 Speaker 1: interested to seeing, you know, in seeing how these things worked, 282 00:16:14,920 --> 00:16:18,200 Speaker 1: how did they track head head motion, how did they 283 00:16:18,240 --> 00:16:21,200 Speaker 1: feed video in? And a lot of these early early 284 00:16:21,280 --> 00:16:26,360 Speaker 1: VR equipment pieces are enormous, right, They require things like 285 00:16:26,560 --> 00:16:29,680 Speaker 1: some kind of rig exactly, they require a rig so 286 00:16:29,720 --> 00:16:32,480 Speaker 1: that their support because if you were to just wear 287 00:16:32,520 --> 00:16:35,080 Speaker 1: it yourself, it would be so heavy as to be uncomfortable. 288 00:16:35,440 --> 00:16:36,800 Speaker 1: Some of them would be too heavy for you to 289 00:16:36,960 --> 00:16:40,040 Speaker 1: even effectively move your head. So a lot of them 290 00:16:40,040 --> 00:16:42,200 Speaker 1: would have these rigs that would allow you to have 291 00:16:42,320 --> 00:16:46,520 Speaker 1: suspension from from like uh uh, not the ceiling, but 292 00:16:46,800 --> 00:16:49,080 Speaker 1: it would the rig itself would extend beyond where you 293 00:16:49,080 --> 00:16:52,560 Speaker 1: would stand, and there'd be chords that would help support 294 00:16:52,600 --> 00:16:54,720 Speaker 1: the weight of the helmet, so you wouldn't have full 295 00:16:54,800 --> 00:16:57,600 Speaker 1: three sixty degree motion either. If you were to try 296 00:16:57,640 --> 00:16:59,840 Speaker 1: and turn all the way around, eventually those those cords 297 00:16:59,840 --> 00:17:01,760 Speaker 1: are start to wrap up, yeah, and you'd have to 298 00:17:01,800 --> 00:17:05,399 Speaker 1: turn back the other way. So he was interested in 299 00:17:05,480 --> 00:17:08,159 Speaker 1: purchasing as many of these as possible to learn what 300 00:17:08,200 --> 00:17:10,359 Speaker 1: made him tick. Yeah, he he was thinking about creating 301 00:17:10,359 --> 00:17:14,440 Speaker 1: more immersive game interfaces and uh and and experiences and 302 00:17:14,520 --> 00:17:16,600 Speaker 1: but but none of this stuff was really what he 303 00:17:16,640 --> 00:17:18,639 Speaker 1: was looking for. He was he was kind of hoping 304 00:17:18,680 --> 00:17:22,960 Speaker 1: to to salvage something together for himself, honestly, and um, 305 00:17:22,960 --> 00:17:25,840 Speaker 1: and none of it was working, right, So, but he 306 00:17:26,320 --> 00:17:28,760 Speaker 1: learned a lot during this period, Yeah, and um. And 307 00:17:29,040 --> 00:17:31,640 Speaker 1: as of twenty eleven, he was working at the University 308 00:17:31,680 --> 00:17:35,000 Speaker 1: of Southern California's Institute for Creative Technologies, which I believe 309 00:17:35,080 --> 00:17:38,199 Speaker 1: is in military associated facility from a lot of the 310 00:17:38,200 --> 00:17:40,520 Speaker 1: stuff they did was for the military Specifically, he was 311 00:17:40,560 --> 00:17:44,600 Speaker 1: working in the Virtual Reality Exposure Therapy Program UM, sometimes 312 00:17:44,680 --> 00:17:49,560 Speaker 1: called virtual IRAQ, which helps veterans who have PTSD use 313 00:17:49,840 --> 00:17:55,080 Speaker 1: VR therapy to to get over their post traumatic stress disorder. Yeah. 314 00:17:55,080 --> 00:17:58,240 Speaker 1: In fact, this is one of the most fascinating uses 315 00:17:58,359 --> 00:18:00,920 Speaker 1: for virtual reality. And I've I've actually talked to there 316 00:18:01,000 --> 00:18:03,199 Speaker 1: was Um, there are people over at Emery, and there 317 00:18:03,200 --> 00:18:06,159 Speaker 1: are people over at Duke who run labs that use 318 00:18:06,240 --> 00:18:08,600 Speaker 1: this kind of approach, and I've talked about it for 319 00:18:08,760 --> 00:18:11,080 Speaker 1: use with PTSD have also talked about it for use 320 00:18:11,200 --> 00:18:15,000 Speaker 1: with things like phobias, and the idea is it's this 321 00:18:15,119 --> 00:18:20,000 Speaker 1: immersion therapy where you immerse a person into certain situations 322 00:18:20,040 --> 00:18:25,480 Speaker 1: that might trigger anxiety or stress, but they are they 323 00:18:25,600 --> 00:18:28,040 Speaker 1: know that they are in a safe environment. They know 324 00:18:28,200 --> 00:18:31,239 Speaker 1: ultimately deep down that they are perfectly safe, that they 325 00:18:31,280 --> 00:18:34,080 Speaker 1: are not really in that. But it's immersive enough for 326 00:18:34,160 --> 00:18:36,680 Speaker 1: people who have a severe fear of flying. I've heard 327 00:18:36,720 --> 00:18:39,840 Speaker 1: that it's extremely successful, something something along the lines of 328 00:18:39,920 --> 00:18:43,080 Speaker 1: you could do a virtual visit to an airport. And 329 00:18:43,640 --> 00:18:47,400 Speaker 1: the interesting thing here is that the scientists have discovered 330 00:18:47,400 --> 00:18:50,160 Speaker 1: that the graphics do not have to be photo realistic 331 00:18:50,200 --> 00:18:52,840 Speaker 1: at all. They don't have to be you know, to 332 00:18:52,920 --> 00:18:54,920 Speaker 1: the point where you would look at something and think 333 00:18:55,440 --> 00:19:00,360 Speaker 1: that's identifiable as Dullest International Airport, for example. You look 334 00:19:00,359 --> 00:19:02,520 Speaker 1: at and just say, there's a building and there's the 335 00:19:02,560 --> 00:19:04,960 Speaker 1: representation of a plane next to it, that's the airport. 336 00:19:05,440 --> 00:19:09,240 Speaker 1: And once you get into the immersive environment, which usually 337 00:19:09,280 --> 00:19:11,840 Speaker 1: takes around half a minute to a minute long for 338 00:19:11,880 --> 00:19:14,480 Speaker 1: you to really get acclimated, assuming that everything is working 339 00:19:14,520 --> 00:19:18,119 Speaker 1: properly on the technical end, then you start to have 340 00:19:18,240 --> 00:19:20,840 Speaker 1: the actual physical reactions you would if you were in 341 00:19:20,880 --> 00:19:24,200 Speaker 1: the real situation. So, for example, one about a fear 342 00:19:24,200 --> 00:19:27,439 Speaker 1: of heights. I remember specifically reading about this, actually talking 343 00:19:27,440 --> 00:19:29,000 Speaker 1: about this to some of the people at Duke and 344 00:19:29,040 --> 00:19:32,240 Speaker 1: Emory Um. You might have a simulation where you're on 345 00:19:32,320 --> 00:19:34,480 Speaker 1: the top of a tall building. The building does not 346 00:19:34,560 --> 00:19:36,880 Speaker 1: necessarily look like a real building. I mean, it might 347 00:19:36,920 --> 00:19:40,440 Speaker 1: look like almost a cartoonish example, but the person would 348 00:19:40,480 --> 00:19:43,600 Speaker 1: start to have that same physiological response as if they 349 00:19:43,600 --> 00:19:46,080 Speaker 1: were in the real situation. And it was part of 350 00:19:46,119 --> 00:19:49,680 Speaker 1: this this uh, this therapy to expose oneself to these 351 00:19:49,680 --> 00:19:52,960 Speaker 1: situations in a safe environment to get acclimated. It's the 352 00:19:53,000 --> 00:19:56,600 Speaker 1: psychological principle of facing your fears. Essentially. There's there's a 353 00:19:56,600 --> 00:19:59,199 Speaker 1: lot more technical terminology I won't go and there's a 354 00:19:59,240 --> 00:20:01,600 Speaker 1: lot of a lot of other elements to this therapy. 355 00:20:01,680 --> 00:20:04,800 Speaker 1: Obviously that you don't want it to just be cruel 356 00:20:04,840 --> 00:20:06,840 Speaker 1: and be like, hey, I heard you're scared of spiders. 357 00:20:06,960 --> 00:20:11,000 Speaker 1: Here's a big harry spider. That's not that's not therapy. 358 00:20:11,080 --> 00:20:14,520 Speaker 1: That's cruelty. It's it's extremely guided therapy and and there 359 00:20:14,560 --> 00:20:16,720 Speaker 1: are many parts of it and uh, but but but 360 00:20:16,840 --> 00:20:20,119 Speaker 1: it's excellent, really interesting work. Yeah, and so Lucky was 361 00:20:20,320 --> 00:20:22,680 Speaker 1: working on this. He was, this was part of the 362 00:20:23,200 --> 00:20:26,800 Speaker 1: stuff that that he was involved in. And he he 363 00:20:26,880 --> 00:20:28,439 Speaker 1: will be the first to tell you, by the way, 364 00:20:28,600 --> 00:20:31,320 Speaker 1: he's a hardware guy, he's not a software guy. And 365 00:20:31,359 --> 00:20:34,480 Speaker 1: in fact, there's some great interviews that he's done with 366 00:20:34,680 --> 00:20:39,200 Speaker 1: other members of the software community, of the video game 367 00:20:39,240 --> 00:20:43,919 Speaker 1: community where he says the success of the Oculus Rift, 368 00:20:44,200 --> 00:20:46,560 Speaker 1: the early success that has had before, it's not even 369 00:20:46,560 --> 00:20:49,400 Speaker 1: a consumer product yet as of the recording of this podcast. 370 00:20:50,680 --> 00:20:53,360 Speaker 1: It's there's developer kits that are out and that's about it. Yeah, 371 00:20:53,400 --> 00:20:56,199 Speaker 1: you cannot you cannot as a consumer by this and 372 00:20:56,280 --> 00:20:58,920 Speaker 1: expect to use it. With a ton of games there 373 00:20:59,000 --> 00:21:01,439 Speaker 1: right now, there are two games that are really I 374 00:21:01,440 --> 00:21:04,359 Speaker 1: think I think three as as of this podcast. Okay, 375 00:21:04,359 --> 00:21:06,800 Speaker 1: so the third one has has recently joined in the 376 00:21:06,840 --> 00:21:09,560 Speaker 1: past week. But it's not like you can't plug it 377 00:21:09,640 --> 00:21:12,680 Speaker 1: into your console either. This is PC only right now, 378 00:21:13,640 --> 00:21:16,359 Speaker 1: with the hope that maybe one day it'll it'll be 379 00:21:16,440 --> 00:21:21,000 Speaker 1: available for multiple platforms any rate. He he actually says, uh, 380 00:21:21,280 --> 00:21:23,840 Speaker 1: you know, point blank. He says, the success of this 381 00:21:23,880 --> 00:21:26,879 Speaker 1: would not exist without the software side. But that's not 382 00:21:26,960 --> 00:21:31,080 Speaker 1: my world. I can't program I can build this hardware. 383 00:21:31,560 --> 00:21:35,040 Speaker 1: So uh he he really was using that expertise while 384 00:21:35,080 --> 00:21:39,680 Speaker 1: working over at the Southern California's Institute for Creative Technology, right, 385 00:21:39,760 --> 00:21:41,960 Speaker 1: and he threw I think that he was a member 386 00:21:42,000 --> 00:21:43,399 Speaker 1: of a couple of forums, the names of which I 387 00:21:43,480 --> 00:21:46,080 Speaker 1: am completely forgetting. So somebody right in and tell me 388 00:21:47,000 --> 00:21:49,800 Speaker 1: correct my complete lack of a word to give you, 389 00:21:50,040 --> 00:21:52,720 Speaker 1: Mr Lucky. First of all, I object to have to 390 00:21:52,760 --> 00:21:55,200 Speaker 1: call you Mr. You're eighteen years younger than I am. 391 00:21:55,240 --> 00:21:57,679 Speaker 1: But if you're listening, just to just right in and 392 00:21:57,720 --> 00:22:00,879 Speaker 1: tell us what they were. Um. And he developed this 393 00:22:00,960 --> 00:22:04,480 Speaker 1: plan um too. You know, he really wanted to to 394 00:22:04,800 --> 00:22:08,840 Speaker 1: build a kind of kind of a personal hobbyist kit 395 00:22:09,320 --> 00:22:13,160 Speaker 1: of VR headsets and do it yourself. Yeah. Yeah, So 396 00:22:13,160 --> 00:22:17,240 Speaker 1: so he planned a Kickstarter to just create a hundred 397 00:22:17,560 --> 00:22:20,840 Speaker 1: enthusiast kits. Um you know that that you know, contributors 398 00:22:20,880 --> 00:22:24,160 Speaker 1: would would get the pieces of a virtual reality headset 399 00:22:24,320 --> 00:22:26,080 Speaker 1: and put it together themselves and be able to play 400 00:22:26,119 --> 00:22:28,960 Speaker 1: around with it. And um. But but this got the 401 00:22:28,960 --> 00:22:31,760 Speaker 1: attention of John Carmack. Yeah. And if you don't know 402 00:22:31,800 --> 00:22:33,760 Speaker 1: that name, then you haven't been playing a lot of 403 00:22:33,800 --> 00:22:37,200 Speaker 1: ID Softwares games. Yes, he's the co founder of ID Software. 404 00:22:37,240 --> 00:22:39,920 Speaker 1: He was the lead programmer on like Wolfenstein three D 405 00:22:40,040 --> 00:22:46,080 Speaker 1: and games Okay it was a series and was just 406 00:22:46,119 --> 00:22:48,639 Speaker 1: the first one. Wasn't a very good quake player. So like, 407 00:22:48,800 --> 00:22:52,240 Speaker 1: once multiplayer got into introduced and I realized that, hey, 408 00:22:52,400 --> 00:22:57,320 Speaker 1: people react very differently than computer controlled bad guys, my 409 00:22:57,680 --> 00:23:02,760 Speaker 1: my kill death ratio was out the window. Oh I'm not. 410 00:23:02,960 --> 00:23:04,800 Speaker 1: What I'm saying is I'm not good at these games, 411 00:23:05,080 --> 00:23:06,879 Speaker 1: and what and what and furthermore, that you don't like 412 00:23:06,960 --> 00:23:09,000 Speaker 1: games that you can't be better than other people at. 413 00:23:09,359 --> 00:23:12,520 Speaker 1: Oh I hate that. That's just in general. By the way, 414 00:23:12,560 --> 00:23:14,480 Speaker 1: if you ever have the opportunity to play a game 415 00:23:14,520 --> 00:23:17,840 Speaker 1: with me, just turn it down. Just and I'm including 416 00:23:17,960 --> 00:23:21,800 Speaker 1: like board games, card games, maybe a role playing game 417 00:23:22,560 --> 00:23:24,719 Speaker 1: that did I mean, if you're playing clue, do you 418 00:23:24,760 --> 00:23:26,920 Speaker 1: just flip the table at some point? Actually I'm very 419 00:23:26,920 --> 00:23:30,320 Speaker 1: good at Clue. I am really good at Clue. But 420 00:23:30,359 --> 00:23:32,760 Speaker 1: so he got the attention of John Krmack, um and 421 00:23:32,880 --> 00:23:35,680 Speaker 1: uh and and and and Karmack was kind of like, hey, 422 00:23:35,680 --> 00:23:37,639 Speaker 1: so this is pretty cool. Can I buy one of 423 00:23:37,680 --> 00:23:40,040 Speaker 1: these kids from you? And and Lucky was like, I 424 00:23:40,080 --> 00:23:43,959 Speaker 1: can give you one of those, no problem. Um so 425 00:23:43,960 --> 00:23:46,920 Speaker 1: so Lucky said him a prototype, and Karmac just ran 426 00:23:47,000 --> 00:23:49,600 Speaker 1: with it. He demoed it um with a Doom three 427 00:23:49,640 --> 00:23:54,199 Speaker 1: b f g at E three right, and that that 428 00:23:54,400 --> 00:23:59,480 Speaker 1: made everybody think, Wow, I have never experienced doom like this. 429 00:23:59,480 --> 00:24:04,000 Speaker 1: This is a really immersive first person shooter experience. The 430 00:24:04,240 --> 00:24:09,280 Speaker 1: VR is working. Uh, it is exciting. Where can I 431 00:24:09,320 --> 00:24:11,760 Speaker 1: get one of these? Right? It exploded and I mean 432 00:24:11,800 --> 00:24:15,320 Speaker 1: everyone was excited about it. Yeah. So uh, you know, 433 00:24:15,800 --> 00:24:19,320 Speaker 1: getting back to this idea of the developer kit one units, 434 00:24:19,359 --> 00:24:23,119 Speaker 1: what that reminds me of is Wozniak in jobs, because 435 00:24:23,160 --> 00:24:27,080 Speaker 1: the very first Apple computer was essentially the same sort 436 00:24:27,080 --> 00:24:29,760 Speaker 1: of thing, like we'll send you the parts, you build 437 00:24:29,760 --> 00:24:32,639 Speaker 1: a case, and you've got yourself a computer. That was 438 00:24:32,680 --> 00:24:35,840 Speaker 1: the Apple one. So that's exactly what Palm are Lucky was. 439 00:24:36,160 --> 00:24:37,919 Speaker 1: He that was kind of like that was He was like, 440 00:24:37,960 --> 00:24:40,239 Speaker 1: this is gonna be like a little side hobby for me. 441 00:24:40,280 --> 00:24:43,119 Speaker 1: I'm going to do this. And at this point where 442 00:24:43,240 --> 00:24:45,680 Speaker 1: the press gets a chance to see it and Karmack 443 00:24:46,400 --> 00:24:50,159 Speaker 1: he sees the potential for this well beyond a hobbyist 444 00:24:50,560 --> 00:24:54,240 Speaker 1: you know, tiny tiny project. He sees this has potential 445 00:24:54,600 --> 00:24:58,280 Speaker 1: to be a legitimate video game peripheral and this was 446 00:24:58,320 --> 00:25:00,760 Speaker 1: a goofy prototype. I mean there, you know it's I'm 447 00:25:00,760 --> 00:25:03,160 Speaker 1: I'm pretty sure that he was like duct taping straps 448 00:25:03,200 --> 00:25:05,320 Speaker 1: to it so that people could demo it at E three. 449 00:25:05,520 --> 00:25:08,960 Speaker 1: So right, this was a little jankie. I like to say, yes, 450 00:25:09,000 --> 00:25:12,000 Speaker 1: that is the technical professional term. So what was Lucky's 451 00:25:12,040 --> 00:25:16,360 Speaker 1: reaction to this sudden increase and interest and the possibility 452 00:25:16,359 --> 00:25:21,080 Speaker 1: of actually having a feasible company as a result. Um, 453 00:25:21,119 --> 00:25:24,520 Speaker 1: basically he dropped out of the journalism program at Cali 454 00:25:24,560 --> 00:25:27,919 Speaker 1: State University. Not a surprise. That's following in the footsteps 455 00:25:27,920 --> 00:25:31,320 Speaker 1: of so many giants in the technology industry. By the way, 456 00:25:31,320 --> 00:25:34,840 Speaker 1: staying school kids, not all of us can be Palmer Lucky, 457 00:25:35,080 --> 00:25:37,119 Speaker 1: right right. If you are Palmer Lucky, go ahead. But 458 00:25:37,160 --> 00:25:40,119 Speaker 1: I mean, if you have a genuinely terrific idea that 459 00:25:40,160 --> 00:25:43,080 Speaker 1: has gotten someone of the ilk of John Carmack interested 460 00:25:43,080 --> 00:25:49,800 Speaker 1: in you, that by all means with life's responsibilities like 461 00:25:49,840 --> 00:25:52,560 Speaker 1: I am. But but so from from this response at 462 00:25:52,560 --> 00:25:55,840 Speaker 1: E three, um, you know a lot of people in 463 00:25:55,840 --> 00:26:00,480 Speaker 1: the industry started getting into it, and um, and as 464 00:26:00,480 --> 00:26:04,520 Speaker 1: soon as they did, he started Lucky started taking prototypes 465 00:26:04,520 --> 00:26:07,040 Speaker 1: to other folks like like the people at Valve. Yeah, 466 00:26:07,119 --> 00:26:10,720 Speaker 1: Gabe Newell example, and uh and and got people like 467 00:26:10,760 --> 00:26:15,240 Speaker 1: Gabe Newell to participate in this new Kickstarter project that 468 00:26:15,280 --> 00:26:18,320 Speaker 1: he was putting together for what we know as the 469 00:26:18,359 --> 00:26:21,400 Speaker 1: Oculus Rift today. Yeah, so this is really the founding 470 00:26:21,560 --> 00:26:24,679 Speaker 1: of Oculus as a company. So Oculus is the company 471 00:26:24,680 --> 00:26:26,720 Speaker 1: that is creating the Oculus Rift. And in fact, you 472 00:26:26,720 --> 00:26:29,159 Speaker 1: can think of the Oculus Rift as being their first 473 00:26:29,200 --> 00:26:33,119 Speaker 1: product and um and so now the plan had changed. 474 00:26:33,119 --> 00:26:35,119 Speaker 1: It was no longer going to be let's offer up 475 00:26:35,160 --> 00:26:39,879 Speaker 1: one hundred dev kits that this one guy is personally 476 00:26:39,960 --> 00:26:42,879 Speaker 1: putting all the pieces together, putting them in a box 477 00:26:42,880 --> 00:26:45,200 Speaker 1: and shipping them off to the hundred or so people 478 00:26:45,280 --> 00:26:48,600 Speaker 1: that have backed it. Now it's let's put together a 479 00:26:48,600 --> 00:26:54,040 Speaker 1: plan to create a more um slightly not a consumer 480 00:26:54,160 --> 00:26:56,639 Speaker 1: level product, because it's still like if you take a 481 00:26:56,640 --> 00:26:59,200 Speaker 1: look at one of the Oculus Rifts headsets, it does 482 00:26:59,240 --> 00:27:01,840 Speaker 1: not look like like a finished product. Yeah it doesn't. 483 00:27:01,880 --> 00:27:05,040 Speaker 1: It's not sleek and sexy. It's exciting to use, but 484 00:27:05,240 --> 00:27:06,679 Speaker 1: when you look at your like, wow, it looks like 485 00:27:06,680 --> 00:27:09,040 Speaker 1: a black box that you strapped to your face. It 486 00:27:09,119 --> 00:27:11,400 Speaker 1: is because it is, Yeah, that's what it is it's 487 00:27:11,440 --> 00:27:13,639 Speaker 1: not it's not something that you would think, oh, this 488 00:27:13,720 --> 00:27:18,320 Speaker 1: is something that you could easily market beyond this niche audience. Right. 489 00:27:18,400 --> 00:27:22,479 Speaker 1: The Kickstart fund was for development kits, right. So the 490 00:27:22,480 --> 00:27:25,520 Speaker 1: goal of that Kickstart fund was about two was exactly 491 00:27:25,600 --> 00:27:29,480 Speaker 1: two D fifty thousand dollars, two hundred fifty dollars. So, Lauren, 492 00:27:29,520 --> 00:27:34,720 Speaker 1: tell me did they make it? They made it times ten, 493 00:27:34,920 --> 00:27:38,560 Speaker 1: approximately twenty four hours they had already made the god 494 00:27:39,160 --> 00:27:42,119 Speaker 1: and then went went on to raise precisely two million, 495 00:27:42,200 --> 00:27:46,399 Speaker 1: four D seven thousand, four hundred dollars. Yeah, it was 496 00:27:46,440 --> 00:27:49,240 Speaker 1: a lot of money they brought in and that yeah, 497 00:27:49,280 --> 00:27:53,240 Speaker 1: so's it makes it one of kickstars big success stories, 498 00:27:53,320 --> 00:27:55,320 Speaker 1: right right up there with some of the I mean 499 00:27:55,400 --> 00:27:57,679 Speaker 1: clearly not on the level of say the pebble, but 500 00:27:57,800 --> 00:28:01,200 Speaker 1: it's it's way up there. It's it's on the it's 501 00:28:01,200 --> 00:28:04,080 Speaker 1: on the Holy Cow, look at what's possible into the 502 00:28:04,119 --> 00:28:06,760 Speaker 1: spectrum as opposed to the ah. So that's what really 503 00:28:06,760 --> 00:28:10,680 Speaker 1: happens when you yes, yeah, they they wind up having 504 00:28:10,800 --> 00:28:15,440 Speaker 1: UM nine thousand two backers, over seven thousand of those 505 00:28:15,480 --> 00:28:18,480 Speaker 1: where development kit purchases. Right, So it was only at 506 00:28:18,520 --> 00:28:20,720 Speaker 1: certain levels or above that you would actually get a 507 00:28:20,760 --> 00:28:23,280 Speaker 1: developer receive a k R. Yeah, the first one hundred 508 00:28:23,359 --> 00:28:27,360 Speaker 1: people to pledge at the two level to understan five 509 00:28:27,359 --> 00:28:30,800 Speaker 1: dollar level would receive a developer kit at at a 510 00:28:30,840 --> 00:28:34,959 Speaker 1: discount because the developer kits in general go at three pop. Right, 511 00:28:34,960 --> 00:28:38,560 Speaker 1: that's how much they are currently selling for on on 512 00:28:38,600 --> 00:28:40,800 Speaker 1: their side. If you go to oculacy, you can, by 513 00:28:40,800 --> 00:28:43,200 Speaker 1: the way, if you want to, you can buy one 514 00:28:43,240 --> 00:28:45,000 Speaker 1: of these anyone, but you don't have to have some 515 00:28:45,080 --> 00:28:47,640 Speaker 1: kind of paperwork. You don't need to know that the 516 00:28:47,720 --> 00:28:50,000 Speaker 1: password is sword fish. You know, you don't need to 517 00:28:50,000 --> 00:28:52,880 Speaker 1: know what do you still recommend receiving a Rabies shot? Yeah, yeah, 518 00:28:53,120 --> 00:28:56,360 Speaker 1: I'm kidding. No, No, Rabies is associated with oculus raft 519 00:28:56,440 --> 00:28:59,840 Speaker 1: that I'm personally where so far when we get that 520 00:28:59,840 --> 00:29:03,240 Speaker 1: to the eight Days Later video game, you know they'll 521 00:29:03,240 --> 00:29:07,520 Speaker 1: be rage. But at any rate, Yeah, get some stuff 522 00:29:07,560 --> 00:29:10,640 Speaker 1: they don't want you to know in here, uh plug Yeah, 523 00:29:10,640 --> 00:29:13,840 Speaker 1: the three So you can actually buy one of these yourself. 524 00:29:13,920 --> 00:29:15,960 Speaker 1: But if you do that, you do that knowing that 525 00:29:16,760 --> 00:29:19,120 Speaker 1: your your actual use of it's going to be pretty 526 00:29:19,120 --> 00:29:21,320 Speaker 1: limited if you're not a developer. If you are a 527 00:29:21,360 --> 00:29:23,760 Speaker 1: developer and you want to practice, you know, try and 528 00:29:23,800 --> 00:29:27,440 Speaker 1: create stuff that works with the Oculus Rift. Clearly, that's 529 00:29:27,480 --> 00:29:30,000 Speaker 1: an investment that would make sense for you if you're 530 00:29:30,040 --> 00:29:33,959 Speaker 1: an average gamer, unless you are intending to play one 531 00:29:34,000 --> 00:29:37,640 Speaker 1: of the three titles that is currently compatible with the 532 00:29:37,680 --> 00:29:40,600 Speaker 1: Oculus Rift, it doesn't make sense because it's not, like 533 00:29:40,640 --> 00:29:43,680 Speaker 1: we said, it's not at consumer product level yet. This 534 00:29:43,720 --> 00:29:48,000 Speaker 1: is this is on the way to becoming a consumer product. Yeah, 535 00:29:48,040 --> 00:29:51,680 Speaker 1: so after after one d people could back at the 536 00:29:51,680 --> 00:29:54,600 Speaker 1: two level, that was it. It was sort of an 537 00:29:54,600 --> 00:29:57,280 Speaker 1: early bird special and if you weren't part of that, 538 00:29:57,360 --> 00:29:59,440 Speaker 1: then you had to go at three hundred dollars or 539 00:29:59,560 --> 00:30:02,720 Speaker 1: higher to get at least one headset. At the higher 540 00:30:02,760 --> 00:30:05,960 Speaker 1: levels you could actually get more than one headset at 541 00:30:05,960 --> 00:30:09,240 Speaker 1: a discount. So the solution here to to creating a 542 00:30:09,680 --> 00:30:13,959 Speaker 1: viable product is the partnership with developers, the partnership with 543 00:30:14,120 --> 00:30:17,960 Speaker 1: game companies, because this is kind of like a specialized 544 00:30:18,720 --> 00:30:22,440 Speaker 1: video display that only works with stuff that's been built 545 00:30:22,520 --> 00:30:25,200 Speaker 1: to work with it. So it's not again, it's not 546 00:30:25,240 --> 00:30:26,880 Speaker 1: like you can just plug it in and run any 547 00:30:26,960 --> 00:30:29,080 Speaker 1: kind of software and then you are in the middle 548 00:30:29,120 --> 00:30:31,840 Speaker 1: of it. It has to be optimized for it. And 549 00:30:31,880 --> 00:30:33,720 Speaker 1: we'll talk more about why when we get into how 550 00:30:33,720 --> 00:30:37,760 Speaker 1: it's actually working. But always important to remind people because 551 00:30:37,800 --> 00:30:39,440 Speaker 1: it is an exciting thing. But I don't want everyone 552 00:30:39,520 --> 00:30:42,000 Speaker 1: running out and dropping three dollars and then being disappointed 553 00:30:42,040 --> 00:30:45,840 Speaker 1: that they can't play you know, Super Mario and be 554 00:30:46,040 --> 00:30:49,160 Speaker 1: running through and knocking the blocks. Although that would be awesome, 555 00:30:49,200 --> 00:30:53,560 Speaker 1: That would be awesome. Uh So moving on, Uh, the 556 00:30:53,640 --> 00:30:57,200 Speaker 1: Kickstarter campaign was a success. We could say that, I 557 00:30:57,240 --> 00:30:59,040 Speaker 1: think that's safe to say, it's safe to call it that, 558 00:30:59,400 --> 00:31:03,800 Speaker 1: and he Lucky would continue to show this off at 559 00:31:03,920 --> 00:31:08,320 Speaker 1: various conferences and conventions. I first heard about this when 560 00:31:08,360 --> 00:31:11,480 Speaker 1: they showed it off at C E S. I might 561 00:31:11,520 --> 00:31:13,920 Speaker 1: have heard about it once or twice beforehand, but I 562 00:31:13,920 --> 00:31:16,720 Speaker 1: I knew that it was present at the showroom floor 563 00:31:17,240 --> 00:31:20,640 Speaker 1: at C Unfortunately I didn't get a chance to play 564 00:31:20,680 --> 00:31:23,400 Speaker 1: with it. Then. I didn't get a chance to play 565 00:31:23,440 --> 00:31:29,800 Speaker 1: with it until three played the heck out of it. Right. 566 00:31:29,880 --> 00:31:31,760 Speaker 1: Yeah that that that kick started campaign had run from 567 00:31:31,760 --> 00:31:34,720 Speaker 1: August to September. So yeah, so so moving up to 568 00:31:35,600 --> 00:31:38,480 Speaker 1: when um, they were they were just going like, we 569 00:31:38,600 --> 00:31:40,840 Speaker 1: have all the money, and we have all the support 570 00:31:41,040 --> 00:31:43,480 Speaker 1: and and let us let us and then they got 571 00:31:43,560 --> 00:31:46,680 Speaker 1: then they ended up getting that the additional private support, 572 00:31:46,840 --> 00:31:49,480 Speaker 1: as well as more orders that came in after the 573 00:31:49,520 --> 00:31:54,040 Speaker 1: Kickstarter was complete. Um atteen they beat out both the 574 00:31:54,080 --> 00:31:56,640 Speaker 1: PS four and the Xbox One for the Best Hardware 575 00:31:56,720 --> 00:32:00,480 Speaker 1: Peripheral Game Critics Award. Not surprising, it's it's got a 576 00:32:00,520 --> 00:32:04,920 Speaker 1: lot of potential, and beyond just the virtual reality realm, 577 00:32:04,960 --> 00:32:07,080 Speaker 1: there are a lot of people who are interested in 578 00:32:07,080 --> 00:32:10,440 Speaker 1: in appropriating some of the same sort of technologies that 579 00:32:10,960 --> 00:32:16,000 Speaker 1: Lucky used to create augmented reality headsets. So this would 580 00:32:16,000 --> 00:32:18,720 Speaker 1: be more like the what we hear about the potential 581 00:32:18,760 --> 00:32:23,320 Speaker 1: for Google Glass or other various glasses that are supposed 582 00:32:23,320 --> 00:32:27,600 Speaker 1: to incorporate augmented reality. At some point they're talking about 583 00:32:27,680 --> 00:32:30,800 Speaker 1: using something along the same lines as the technology used 584 00:32:30,840 --> 00:32:33,400 Speaker 1: for the Oculus Rift. Not clearly the way the Oculus 585 00:32:33,440 --> 00:32:36,520 Speaker 1: Rift is created with these these screens, the solid screens 586 00:32:36,520 --> 00:32:39,680 Speaker 1: in front of your face, that's not ideal for augmented 587 00:32:39,680 --> 00:32:41,560 Speaker 1: reality glasses. If you're gonna be moving around in the 588 00:32:41,560 --> 00:32:44,440 Speaker 1: real world, because you're not gonna see you're gonna see 589 00:32:45,200 --> 00:32:47,680 Speaker 1: a video representation of the real world directly in front 590 00:32:47,720 --> 00:32:51,040 Speaker 1: of you. I think most people would imagine that the 591 00:32:51,080 --> 00:32:55,880 Speaker 1: augmented reality version would include clear display that you could 592 00:32:55,880 --> 00:32:58,440 Speaker 1: see stuff printed on I could I could see a 593 00:32:58,520 --> 00:33:03,200 Speaker 1: very similar set of technologies going towards that kind of display. Um. 594 00:33:03,320 --> 00:33:06,320 Speaker 1: But but but we'll get into the factual technic stuff. 595 00:33:06,320 --> 00:33:10,480 Speaker 1: And just so some other interesting developments happened that one 596 00:33:10,520 --> 00:33:17,120 Speaker 1: of them absolutely tragic. That happened just before E three 597 00:33:17,520 --> 00:33:20,760 Speaker 1: June one. Yeah, that's when Andrew Rice, who was one 598 00:33:20,760 --> 00:33:23,360 Speaker 1: of the graphics engineers, one of the original team members 599 00:33:23,400 --> 00:33:27,160 Speaker 1: at Oculus, was involved in a car accident. He was 600 00:33:28,120 --> 00:33:31,760 Speaker 1: it was actually the car was fleeing a police chase 601 00:33:32,160 --> 00:33:35,000 Speaker 1: when it collided with him, and uh and he passed 602 00:33:35,040 --> 00:33:37,160 Speaker 1: away as a result of that accident. And I mean 603 00:33:37,640 --> 00:33:41,320 Speaker 1: that was obviously this was a very tight small development team, 604 00:33:41,720 --> 00:33:46,560 Speaker 1: right It's it's still, um I believe under thirty people. Yeah, 605 00:33:46,560 --> 00:33:50,160 Speaker 1: that's that's that's tiny. Or when you're talking about something 606 00:33:50,200 --> 00:33:52,760 Speaker 1: that has it's raising sixteen million dollars and has this 607 00:33:52,920 --> 00:33:55,840 Speaker 1: kind of reach, right exactly. So that obviously that was 608 00:33:55,880 --> 00:33:59,840 Speaker 1: felt deeply within their their own company and across the community. 609 00:33:59,840 --> 00:34:02,480 Speaker 1: And this was the other thing about Oculus, was that, 610 00:34:02,800 --> 00:34:06,280 Speaker 1: uh and and something they continued to do. They update regularly, 611 00:34:06,360 --> 00:34:09,799 Speaker 1: They blog about the development process, they blog about the 612 00:34:09,800 --> 00:34:13,440 Speaker 1: people involved, So there were backers who felt, you know, 613 00:34:13,520 --> 00:34:16,800 Speaker 1: personal connection, So that was that was a very tragic 614 00:34:16,880 --> 00:34:21,919 Speaker 1: moment um. They also on August seven, so not too 615 00:34:21,960 --> 00:34:24,799 Speaker 1: long before we record this podcast. We're recording this in 616 00:34:24,960 --> 00:34:28,480 Speaker 1: on August fifteen. Um. And uh, but on August seven, 617 00:34:28,600 --> 00:34:33,000 Speaker 1: John Carmack stopped becoming just an evangelist for the company 618 00:34:33,080 --> 00:34:36,239 Speaker 1: and started to work for the company as the chief 619 00:34:36,280 --> 00:34:40,120 Speaker 1: technology officer in fact, yep ct O. And uh he 620 00:34:40,880 --> 00:34:44,600 Speaker 1: also is uh still continuing his work with other companies 621 00:34:44,640 --> 00:34:46,840 Speaker 1: as well. It's not like he's quit everything just to 622 00:34:46,880 --> 00:34:50,239 Speaker 1: work exclusively for Oculus, but now he is on the 623 00:34:50,239 --> 00:34:53,880 Speaker 1: company payroll. And yeah, as of July, they had seventeen 624 00:34:54,000 --> 00:34:58,040 Speaker 1: thousand developer kits out, so they were actually delivering upon 625 00:34:58,239 --> 00:35:01,480 Speaker 1: the backing. That's thing else I should point out. Because 626 00:35:01,719 --> 00:35:06,040 Speaker 1: their Kickstarter Kickster has a little bit of a I 627 00:35:06,040 --> 00:35:08,480 Speaker 1: don't know if if you could say that Kickster has 628 00:35:08,520 --> 00:35:12,319 Speaker 1: a tarnished reputation, but certain the idea of having a 629 00:35:12,400 --> 00:35:15,200 Speaker 1: Kickstarter campaign has a little bit of a tarnished reputation 630 00:35:15,239 --> 00:35:19,200 Speaker 1: only because there have been cases, particularly when it comes 631 00:35:19,200 --> 00:35:22,919 Speaker 1: to something like promising a particular type of technology, where 632 00:35:23,000 --> 00:35:27,040 Speaker 1: the delivery has either been delayed or even canceled, and 633 00:35:27,200 --> 00:35:31,000 Speaker 1: it has caused, uh, people to kind of have a 634 00:35:31,040 --> 00:35:33,520 Speaker 1: negative reaction to Kickstarter in general. So this is actually 635 00:35:33,520 --> 00:35:36,800 Speaker 1: a positive story in the sense that here's a company 636 00:35:36,840 --> 00:35:40,400 Speaker 1: that held the Kickstarter campaign unless than a year later 637 00:35:42,400 --> 00:35:45,960 Speaker 1: according to their website, like yesterday. If if you buy 638 00:35:46,000 --> 00:35:49,240 Speaker 1: a dev kit right now, it'll be shipping sometime in September. 639 00:35:50,120 --> 00:35:52,960 Speaker 1: That's a pretty quick turnaround considering that this is still 640 00:35:53,000 --> 00:35:54,920 Speaker 1: I'm sure this is still one of those things that 641 00:35:55,000 --> 00:35:59,239 Speaker 1: doesn't have a truly seamless manufacturing process yet because it's 642 00:35:59,239 --> 00:36:01,879 Speaker 1: still in the developers um and and they are set 643 00:36:01,920 --> 00:36:04,960 Speaker 1: to open a Dallas office very soon. Ye possibly right now. 644 00:36:06,440 --> 00:36:09,839 Speaker 1: Go check you're in Dallas. Let's know if it's open yet. Yes. 645 00:36:10,080 --> 00:36:14,800 Speaker 1: So now let's talk about how this crazy thing works. 646 00:36:15,320 --> 00:36:17,800 Speaker 1: We mentioned a little bit about it already. Yeah. The 647 00:36:18,160 --> 00:36:21,279 Speaker 1: way that you see in three D vision with your 648 00:36:21,320 --> 00:36:24,040 Speaker 1: eyeballs is that is that you know they're they're slightly offset. 649 00:36:24,080 --> 00:36:26,200 Speaker 1: They are not in the exact same place on your face. 650 00:36:26,200 --> 00:36:29,080 Speaker 1: Because we can't be a cyclops. You could be if 651 00:36:29,120 --> 00:36:35,359 Speaker 1: you really tried, yeah, or film the misfortune befel you. Yes, Uh, 652 00:36:35,480 --> 00:36:38,640 Speaker 1: this this does happen to to to some people. There 653 00:36:38,640 --> 00:36:41,160 Speaker 1: there are many medical conditions in which you only have 654 00:36:41,200 --> 00:36:42,919 Speaker 1: the use of one eye, and and that is where 655 00:36:42,960 --> 00:36:47,160 Speaker 1: you do not get stereoscopic stereo. You know, in can 656 00:36:47,320 --> 00:36:49,920 Speaker 1: duel yes, um and uh and yes so so so 657 00:36:50,080 --> 00:36:53,200 Speaker 1: combining two images that are very slightly offset, your brain goes, 658 00:36:53,760 --> 00:36:55,799 Speaker 1: I can, I can see this in three dimensions. Right, 659 00:36:55,880 --> 00:36:58,760 Speaker 1: So instead of us both getting two sets of images, 660 00:36:58,840 --> 00:37:01,560 Speaker 1: that remain two sets of images in our brains, which 661 00:37:01,600 --> 00:37:04,960 Speaker 1: would be kind of an interesting experience, I'm sure, but 662 00:37:05,080 --> 00:37:09,000 Speaker 1: also maybe disorienting. Uh. This this two sets of data 663 00:37:09,080 --> 00:37:11,600 Speaker 1: get combined into one set, and that's what we think 664 00:37:11,680 --> 00:37:14,479 Speaker 1: of as the world around us as far as vision 665 00:37:14,560 --> 00:37:17,879 Speaker 1: is concerned. So this helps us judge things like how 666 00:37:18,000 --> 00:37:20,440 Speaker 1: close or far away an object is. There are other 667 00:37:20,480 --> 00:37:24,640 Speaker 1: things that helped to like like just just comparing the 668 00:37:24,920 --> 00:37:28,800 Speaker 1: size of something, Like I know that that Josh Clark 669 00:37:29,000 --> 00:37:31,480 Speaker 1: is taller than Lauren. So if I look and I 670 00:37:31,600 --> 00:37:34,040 Speaker 1: see that Lauren appears to be taller than Josh, I 671 00:37:34,120 --> 00:37:36,960 Speaker 1: know that Josh is approximately a mile away and Lauren's 672 00:37:36,960 --> 00:37:40,279 Speaker 1: probably in front of me. Uh, that's just la that's 673 00:37:40,280 --> 00:37:42,880 Speaker 1: a science fact. Actually, you make old jokes. I make 674 00:37:42,920 --> 00:37:46,640 Speaker 1: short jokes, uh um and and and this is also 675 00:37:46,719 --> 00:37:50,400 Speaker 1: how how a lot of special effects end up working 676 00:37:50,560 --> 00:37:53,320 Speaker 1: by by tricking your brain into into thinking of the 677 00:37:53,440 --> 00:37:56,480 Speaker 1: force perspective perspective. So Lord of the Rings in the Hobbit, 678 00:37:56,560 --> 00:37:58,960 Speaker 1: obviously those are ones that you would think about where 679 00:37:59,080 --> 00:38:02,880 Speaker 1: where because because the video itself is being shown to 680 00:38:02,960 --> 00:38:05,719 Speaker 1: you on a two dimensional well until we get to 681 00:38:05,840 --> 00:38:08,520 Speaker 1: the three D movies, and on a two dimensional surface, 682 00:38:09,200 --> 00:38:12,239 Speaker 1: you can trick people by having this forced perspective thing. 683 00:38:12,680 --> 00:38:15,960 Speaker 1: But in in an actual world situation, because you've got 684 00:38:16,040 --> 00:38:20,239 Speaker 1: these converging lines of sight on objects, you can use 685 00:38:20,440 --> 00:38:23,560 Speaker 1: what is called parallax. That's the idea of these two 686 00:38:23,920 --> 00:38:27,400 Speaker 1: lines that eventually do converge onto something that give you 687 00:38:27,440 --> 00:38:29,759 Speaker 1: an idea. Yeah, and and that's your focal point that 688 00:38:29,800 --> 00:38:31,520 Speaker 1: gives you an idea of how how close or far 689 00:38:31,560 --> 00:38:34,640 Speaker 1: away something is. The further away an object gets, the 690 00:38:34,800 --> 00:38:38,400 Speaker 1: more parallel these two lines become, so that it becomes 691 00:38:38,600 --> 00:38:42,520 Speaker 1: less of a useful um tool for things that are 692 00:38:42,600 --> 00:38:44,960 Speaker 1: really far away. So if you're talking about two buildings 693 00:38:45,040 --> 00:38:46,880 Speaker 1: that are way off in the distance, you might not 694 00:38:46,960 --> 00:38:49,479 Speaker 1: be able to tell which one is larger just based 695 00:38:49,520 --> 00:38:52,480 Speaker 1: on that alone. Without you know, previous knowledge of building 696 00:38:52,560 --> 00:38:55,400 Speaker 1: A is twice the size of building B. But if 697 00:38:55,440 --> 00:38:59,279 Speaker 1: it's closer to you, parallax comes into play. So that's 698 00:38:59,320 --> 00:39:02,520 Speaker 1: the idea, right. Each screen gives a slightly different view 699 00:39:02,880 --> 00:39:05,080 Speaker 1: of whatever it is you're looking at in the realm 700 00:39:05,160 --> 00:39:07,560 Speaker 1: of the virtual environment, which in this case are games 701 00:39:08,440 --> 00:39:10,960 Speaker 1: and uh and that way, it gives you the illusion 702 00:39:11,120 --> 00:39:13,520 Speaker 1: that it's that you are right there and that the 703 00:39:13,840 --> 00:39:17,279 Speaker 1: world you are in actually has depth. Now, there's no 704 00:39:17,520 --> 00:39:21,879 Speaker 1: eye tracking software here, but there is head tracking hardware, right, 705 00:39:22,160 --> 00:39:24,520 Speaker 1: So it's not it's not keeping track of where your 706 00:39:24,560 --> 00:39:27,320 Speaker 1: eye motions are so you can look around. It's not 707 00:39:27,440 --> 00:39:30,480 Speaker 1: like if you're wearing just goggles. The goggles themselves aren't 708 00:39:30,520 --> 00:39:32,800 Speaker 1: tracking your eyes, but they will move as you know, 709 00:39:32,840 --> 00:39:34,520 Speaker 1: if you as you move the direction of your face, 710 00:39:35,120 --> 00:39:37,920 Speaker 1: same sort of thing. So it's using sensors to detect 711 00:39:38,120 --> 00:39:42,360 Speaker 1: that kind of motion, whether it's pitch, roll yaw, tilt, 712 00:39:42,560 --> 00:39:44,920 Speaker 1: all that kind of stuff. It's detecting all of that 713 00:39:45,280 --> 00:39:49,640 Speaker 1: as as input for changing the way the display appears 714 00:39:49,719 --> 00:39:53,080 Speaker 1: in front of you. This display being an LCD screen 715 00:39:53,160 --> 00:39:55,080 Speaker 1: in a plastic mask, it's it's about an inch away 716 00:39:55,120 --> 00:39:57,840 Speaker 1: from the user's eyes. And um and right that that 717 00:39:57,960 --> 00:40:00,520 Speaker 1: that screen is is divided by a small berry. It's 718 00:40:00,520 --> 00:40:02,000 Speaker 1: a pretty big screen. I think it's like a like 719 00:40:02,040 --> 00:40:05,600 Speaker 1: a hundred and ten degrees diagonally. We'll get into that 720 00:40:05,680 --> 00:40:08,520 Speaker 1: in a second. But it uses a few other tricks 721 00:40:08,600 --> 00:40:11,920 Speaker 1: to create realism as well, Like it warps slightly the 722 00:40:12,040 --> 00:40:14,920 Speaker 1: edges of the images and corrects that in the goggles 723 00:40:14,920 --> 00:40:18,120 Speaker 1: a little bit. So, uh, you know, the digital rendering 724 00:40:18,160 --> 00:40:20,000 Speaker 1: I'm saying is is warped a little bit at the edges, 725 00:40:20,000 --> 00:40:21,920 Speaker 1: and then the goggles correct for it, which is basically 726 00:40:21,960 --> 00:40:24,440 Speaker 1: how how your eyeballs work because they're curved, right. The 727 00:40:24,840 --> 00:40:26,880 Speaker 1: idea here being that you don't want it to just 728 00:40:27,040 --> 00:40:29,200 Speaker 1: look like you are, yeah, that you're looking at a 729 00:40:29,280 --> 00:40:32,760 Speaker 1: flat world that has depth behind it, but there's nothing 730 00:40:32,920 --> 00:40:37,160 Speaker 1: around you. It also packs the pixels more tightly directly 731 00:40:37,320 --> 00:40:40,520 Speaker 1: in front of your eyeball than around the edges, which, again, 732 00:40:40,600 --> 00:40:43,760 Speaker 1: because our eyeballs are curved, um, it gives a human 733 00:40:44,080 --> 00:40:46,759 Speaker 1: like round nous to an image. It also helps you know, 734 00:40:46,880 --> 00:40:50,399 Speaker 1: it keeps keeps you motivated to focus directly straight ahead 735 00:40:50,440 --> 00:40:52,560 Speaker 1: with your eyes as opposed to keeping your head still 736 00:40:52,600 --> 00:40:56,000 Speaker 1: and moving your eyes around because it's it's kind of 737 00:40:56,120 --> 00:40:59,880 Speaker 1: mimicking that sense of when I look ahead that whatever 738 00:41:00,120 --> 00:41:02,560 Speaker 1: clear whenever I'm looking at his folk is in focus, 739 00:41:02,680 --> 00:41:05,000 Speaker 1: and then everything else is kind of in peripheral vision, 740 00:41:05,040 --> 00:41:07,840 Speaker 1: petering out a little bit. Sure, Um, there there are 741 00:41:07,840 --> 00:41:10,239 Speaker 1: a few limitations that are currently being addressed. There's a 742 00:41:10,280 --> 00:41:14,320 Speaker 1: certain screen door effect which in which right now users 743 00:41:14,600 --> 00:41:17,360 Speaker 1: have been finding that they can see through the pixels 744 00:41:17,440 --> 00:41:20,399 Speaker 1: of the LCD screen because they're not there's not enough 745 00:41:20,480 --> 00:41:24,480 Speaker 1: of them. They need more needs higher resolution, yes, um 746 00:41:24,600 --> 00:41:27,560 Speaker 1: and uh and I think that they're trying to add 747 00:41:27,640 --> 00:41:30,319 Speaker 1: gays tracking, which would be really interesting. That would allow 748 00:41:30,400 --> 00:41:35,279 Speaker 1: you to actually uh dynamically change these elements we talked 749 00:41:35,320 --> 00:41:38,000 Speaker 1: about where you've got those pixels that are uh in 750 00:41:38,120 --> 00:41:41,479 Speaker 1: the that are concentrated right in front of the eyes. 751 00:41:41,880 --> 00:41:44,440 Speaker 1: If you could be able to move that dynamically so 752 00:41:44,640 --> 00:41:47,919 Speaker 1: that the you would have this effect where if I'm 753 00:41:48,040 --> 00:41:49,960 Speaker 1: I'm walking and I'm not turning my head, but I 754 00:41:50,040 --> 00:41:52,680 Speaker 1: dart my eyes to the left and it is able 755 00:41:52,760 --> 00:41:55,560 Speaker 1: to move in real time with that. Uh. And we'll 756 00:41:55,560 --> 00:41:57,600 Speaker 1: talk a little bit about prediction software in a bit 757 00:41:57,719 --> 00:42:00,560 Speaker 1: that kind of helps with that. Then that could make 758 00:42:00,600 --> 00:42:04,360 Speaker 1: it even more immersive and more and feel closer to 759 00:42:04,440 --> 00:42:07,200 Speaker 1: being natural in fact. And again, while it's hard to 760 00:42:07,239 --> 00:42:09,960 Speaker 1: say that being in a virtual environment is ever kind 761 00:42:09,960 --> 00:42:14,160 Speaker 1: of a natural thing, after that initial adjustment, you do 762 00:42:14,320 --> 00:42:18,080 Speaker 1: start to feel, you start to move within that virtual environment. 763 00:42:18,120 --> 00:42:22,359 Speaker 1: You don't really necessarily think about your real world surroundings 764 00:42:22,480 --> 00:42:26,200 Speaker 1: as much unless you know something changes that that diverts 765 00:42:26,239 --> 00:42:29,720 Speaker 1: your attention. Say that you have a anxious Jack Russell 766 00:42:29,840 --> 00:42:32,160 Speaker 1: terrier who jumps on your lap. That might you know, 767 00:42:32,320 --> 00:42:34,799 Speaker 1: unless that also has happened at the exact same time 768 00:42:34,840 --> 00:42:38,000 Speaker 1: in the video game that could pull your attention away, right, 769 00:42:38,160 --> 00:42:40,239 Speaker 1: Or let's say that you bang your knee into a 770 00:42:40,320 --> 00:42:42,840 Speaker 1: table because you were walking forward as your character in 771 00:42:42,920 --> 00:42:45,919 Speaker 1: the game Forward. And by the way, there are people 772 00:42:45,960 --> 00:42:50,279 Speaker 1: who are working on various setups that are not meant 773 00:42:50,320 --> 00:42:53,840 Speaker 1: for consumer use either, but they were interested in combining 774 00:42:53,920 --> 00:42:56,719 Speaker 1: the oculus rift with other things so that you would 775 00:42:56,719 --> 00:42:59,880 Speaker 1: have even more immersive control in various games like the 776 00:43:00,080 --> 00:43:03,120 Speaker 1: was the group that did the virtual paper Boy, where 777 00:43:03,360 --> 00:43:06,080 Speaker 1: they had it hooked up to a resistance bike training 778 00:43:06,160 --> 00:43:09,400 Speaker 1: bike where they by peddling the bike, they would propel 779 00:43:09,480 --> 00:43:11,839 Speaker 1: the video game character forward. They had a first person 780 00:43:11,960 --> 00:43:14,600 Speaker 1: perspective as if they were playing paper Boy, but from 781 00:43:14,640 --> 00:43:17,200 Speaker 1: the paper boys point of view, and then they had 782 00:43:17,680 --> 00:43:21,120 Speaker 1: a connect sensor protecting their arm motions to be when 783 00:43:21,200 --> 00:43:25,160 Speaker 1: you fling of newspaper. So what they did was they 784 00:43:25,200 --> 00:43:28,680 Speaker 1: hooked up the Oculus Rift to a an exercise bike, 785 00:43:28,920 --> 00:43:32,480 Speaker 1: resistance training bike, and by peddling the resistance training bike, 786 00:43:33,000 --> 00:43:35,319 Speaker 1: they propelled the virtual character forward. And then they had 787 00:43:35,320 --> 00:43:37,880 Speaker 1: a connect censor that would detect arm motions so that 788 00:43:37,920 --> 00:43:40,400 Speaker 1: when you throw the papers, yeah, that would be the control, 789 00:43:40,440 --> 00:43:42,560 Speaker 1: that would be the indicator for the game to throw 790 00:43:42,600 --> 00:43:44,359 Speaker 1: the papers. And you're seeing it all from the paper 791 00:43:44,400 --> 00:43:46,640 Speaker 1: boys perspective as opposed to that side view that you 792 00:43:46,719 --> 00:43:50,960 Speaker 1: had in the original Arcade game. So that's just one example. 793 00:43:51,000 --> 00:43:52,759 Speaker 1: There are other people who have kind of developed the 794 00:43:53,360 --> 00:43:57,560 Speaker 1: multidirectional treadmills so that you could walk on the treadmill 795 00:43:57,600 --> 00:44:00,200 Speaker 1: and this would propel you forward within a virtual environment. 796 00:44:00,600 --> 00:44:02,239 Speaker 1: So there's a lot of already, you know, a lot 797 00:44:02,239 --> 00:44:05,120 Speaker 1: of talk already about incorporating the Oculus Rift into other 798 00:44:05,320 --> 00:44:08,600 Speaker 1: types of setups of this nature. Now, granted, that goes 799 00:44:08,719 --> 00:44:12,719 Speaker 1: beyond what the average video game player would experience. Sure, 800 00:44:13,239 --> 00:44:15,480 Speaker 1: so we don't recommend you get up on your feet 801 00:44:15,520 --> 00:44:17,440 Speaker 1: and walk around while you're wearing one of these things, 802 00:44:17,480 --> 00:44:19,560 Speaker 1: because you're not going to see your actual environment, you're 803 00:44:19,560 --> 00:44:22,839 Speaker 1: seeing a virtual environment. I I've heard a few, a few, um, 804 00:44:23,239 --> 00:44:26,080 Speaker 1: you know, not sob stories, but but just stories of 805 00:44:26,239 --> 00:44:28,920 Speaker 1: of of like caution, you can totally knock over wine 806 00:44:29,000 --> 00:44:31,719 Speaker 1: glasses while you are flailing about with this thing. Kind 807 00:44:31,760 --> 00:44:33,960 Speaker 1: of similar to the to the warnings you would hear 808 00:44:34,080 --> 00:44:38,120 Speaker 1: from the original WE Remote. People were flinging them into 809 00:44:38,280 --> 00:44:40,400 Speaker 1: their television sets and you would see a picture of 810 00:44:40,440 --> 00:44:43,960 Speaker 1: a WE remote emerged from an old TV set and 811 00:44:44,000 --> 00:44:49,920 Speaker 1: you think mistake, Yeah, wrist strap. So um. But interestingly enough, 812 00:44:49,960 --> 00:44:52,120 Speaker 1: you can still use the oculus rift even if you 813 00:44:52,280 --> 00:44:55,640 Speaker 1: have poor or no vision in one eye. M yeah, 814 00:44:55,680 --> 00:44:58,480 Speaker 1: the screen will still work. Sure, Sure you won't again, 815 00:44:58,520 --> 00:45:01,399 Speaker 1: you won't get the stereoscopic three to national effect. Um. 816 00:45:01,960 --> 00:45:07,600 Speaker 1: But Richard Eisenbey's writing for Kotaku recently described what it's 817 00:45:07,680 --> 00:45:09,680 Speaker 1: like playing with a single eye because he had a 818 00:45:10,360 --> 00:45:16,600 Speaker 1: bad laser surgery experience. But um, yeah, the doctor's expectaful recovery. Um. 819 00:45:16,680 --> 00:45:18,280 Speaker 1: But he said that the three D effect was slightly 820 00:45:18,320 --> 00:45:21,080 Speaker 1: flattened and that his depth perception was off, like you 821 00:45:21,200 --> 00:45:23,560 Speaker 1: do when you only have one eye work, um, and 822 00:45:23,640 --> 00:45:25,600 Speaker 1: that motion blair was increased, but that it was still 823 00:45:25,680 --> 00:45:29,239 Speaker 1: very immersive and actually didn't cause any queasiness. Right. And 824 00:45:29,800 --> 00:45:32,439 Speaker 1: one of the big causes of queasiness is this idea 825 00:45:32,480 --> 00:45:36,400 Speaker 1: of latency which I mentioned earlier. Latency if if you know, 826 00:45:36,560 --> 00:45:38,640 Speaker 1: the name kind of gives it away. What latency is 827 00:45:38,880 --> 00:45:41,920 Speaker 1: is it's a delay between when you take an action 828 00:45:42,040 --> 00:45:44,840 Speaker 1: and when that action is displayed to you. Now, in 829 00:45:44,920 --> 00:45:47,400 Speaker 1: the case of head tracking software, that would mean that 830 00:45:47,560 --> 00:45:50,480 Speaker 1: if I turned my head to the right, the display 831 00:45:50,560 --> 00:45:53,640 Speaker 1: would reflect that turn on the screen. But if there's 832 00:45:53,640 --> 00:45:55,839 Speaker 1: a delay between when I turned my head and when 833 00:45:55,920 --> 00:45:59,280 Speaker 1: it happens on the screen, my brain thinks, woe, something 834 00:45:59,480 --> 00:46:02,919 Speaker 1: is mess up you. Right, Because it's it's actually better 835 00:46:03,000 --> 00:46:06,319 Speaker 1: than instantaneous when you're seeing it in in real life 836 00:46:06,560 --> 00:46:09,520 Speaker 1: because your your your your brain is filling in information 837 00:46:09,560 --> 00:46:12,160 Speaker 1: that it doesn't already have yet. Um, it's there's some 838 00:46:12,239 --> 00:46:14,719 Speaker 1: predictive stuff going on in your brain already. It's and 839 00:46:14,800 --> 00:46:16,800 Speaker 1: it's handling a lot of input from a lot of 840 00:46:16,880 --> 00:46:19,439 Speaker 1: different sources, everything from your inner ear to what's coming 841 00:46:19,440 --> 00:46:22,399 Speaker 1: into your eyes to what you're you're sensing like by touch. 842 00:46:23,080 --> 00:46:26,399 Speaker 1: So All of these things go into telling your brain 843 00:46:26,560 --> 00:46:28,319 Speaker 1: what is going on around you, and when those things 844 00:46:28,360 --> 00:46:30,799 Speaker 1: don't match up, your brain is like, something's not good. 845 00:46:31,239 --> 00:46:34,800 Speaker 1: Let's trigger the stomach to empty all of its contents 846 00:46:34,920 --> 00:46:37,800 Speaker 1: as rapidly as possible, or at least that seems to 847 00:46:37,880 --> 00:46:39,880 Speaker 1: be the case. It seems like a bad reflex. But 848 00:46:40,239 --> 00:46:42,560 Speaker 1: but if you've ever been, say on a boat, and 849 00:46:42,880 --> 00:46:45,719 Speaker 1: you have that sensation of you know, the ground you 850 00:46:45,800 --> 00:46:48,680 Speaker 1: are on is moving, but because you're moving with the ground, 851 00:46:48,840 --> 00:46:52,239 Speaker 1: your vision isn't reflecting that, right, You're not, Especially if 852 00:46:52,280 --> 00:46:54,239 Speaker 1: you're on the inside of a boat and you can't 853 00:46:54,280 --> 00:46:56,759 Speaker 1: see the outside at all. Your brain is just saying, 854 00:46:56,920 --> 00:47:00,360 Speaker 1: this is weird because everything it looks still from micro expected. 855 00:47:00,400 --> 00:47:02,520 Speaker 1: But I'm feeling like you're moving all over the place. 856 00:47:03,280 --> 00:47:07,000 Speaker 1: Let's turn on the vacate the stomach flip switch and 857 00:47:07,160 --> 00:47:09,880 Speaker 1: see maybe that will make it better, right, somehow that 858 00:47:09,920 --> 00:47:13,080 Speaker 1: will fix things. I don't understand the physiological part of this, 859 00:47:13,239 --> 00:47:16,120 Speaker 1: but this is what seems to happen. So that one 860 00:47:16,160 --> 00:47:19,160 Speaker 1: while we're plugging out shows Yeah, stuff to blow your mind. 861 00:47:19,360 --> 00:47:22,680 Speaker 1: Listen to it. It's awesome. But yeah, the this idea 862 00:47:22,800 --> 00:47:25,560 Speaker 1: of the mismatched data that comes into you. It often 863 00:47:25,640 --> 00:47:29,680 Speaker 1: ends up making you feel a dizzy, nauseous, you know 864 00:47:29,800 --> 00:47:32,680 Speaker 1: there's or nauseated I should say, I mean you might 865 00:47:32,719 --> 00:47:36,880 Speaker 1: be nauseous as well, but nauseated, um, then you you 866 00:47:37,320 --> 00:47:40,399 Speaker 1: you know it's it's unpleasant. And so latency is a big, 867 00:47:40,840 --> 00:47:43,600 Speaker 1: big contributor to that. So getting latency down where there 868 00:47:43,680 --> 00:47:47,120 Speaker 1: is as little delay as possible is a goal. Now. 869 00:47:47,680 --> 00:47:52,640 Speaker 1: Oculus says that they developed a reduced latency technology that 870 00:47:52,719 --> 00:47:56,200 Speaker 1: got it down to two milliseconds to send the information 871 00:47:56,560 --> 00:47:59,719 Speaker 1: from the headset to the software. Now that's a one 872 00:47:59,800 --> 00:48:02,239 Speaker 1: way trip there. Remember there's a round trip that we 873 00:48:02,320 --> 00:48:04,360 Speaker 1: have to take into account here. It's not just the 874 00:48:04,440 --> 00:48:07,560 Speaker 1: trip to the software. The software has to crunch the 875 00:48:07,680 --> 00:48:11,120 Speaker 1: numbers from whatever data it's receiving and send back the 876 00:48:11,320 --> 00:48:15,560 Speaker 1: appropriate response to the screen. So it takes longer than 877 00:48:15,600 --> 00:48:18,840 Speaker 1: two milliseconds for all that to happen. Oh and humans 878 00:48:18,880 --> 00:48:22,680 Speaker 1: can detect the latency of around fifty milliseconds, maybe even 879 00:48:22,880 --> 00:48:25,560 Speaker 1: fewer than fifty milliseconds. That's no time at all. I 880 00:48:25,600 --> 00:48:28,160 Speaker 1: mean we're talking a fraction of a second. Now. According 881 00:48:28,200 --> 00:48:30,440 Speaker 1: to Steve Lavelle, using the rift and playing a game 882 00:48:30,480 --> 00:48:34,480 Speaker 1: at sixty frames per second. Latency is right around thirty 883 00:48:34,560 --> 00:48:38,480 Speaker 1: to fifty milliseconds, so just right below or at that threshold. 884 00:48:39,000 --> 00:48:41,560 Speaker 1: So um, that includes the time it takes with the 885 00:48:41,600 --> 00:48:44,640 Speaker 1: sensors to pick up the motion, send that motion out 886 00:48:44,719 --> 00:48:47,880 Speaker 1: the port, go into the game engine as a command, 887 00:48:48,560 --> 00:48:52,279 Speaker 1: and then yeah, so I mean that's that's the full trip, 888 00:48:52,520 --> 00:48:55,000 Speaker 1: that's the whole round trip. And if it's able to 889 00:48:55,040 --> 00:48:58,080 Speaker 1: do that reliably at that speed, that's good. And we 890 00:48:58,400 --> 00:49:00,520 Speaker 1: you know, I expect that that's some thing that they're 891 00:49:00,520 --> 00:49:03,560 Speaker 1: going to work on improving to make sure that there 892 00:49:03,680 --> 00:49:07,480 Speaker 1: is as little latency issue there as possible, especially as 893 00:49:07,880 --> 00:49:10,319 Speaker 1: video games start to push that limit of sixty frame 894 00:49:10,520 --> 00:49:13,480 Speaker 1: sixty frames per second. Uh, if they are pushing to 895 00:49:13,560 --> 00:49:16,040 Speaker 1: make it even more frames per second, then clearly you 896 00:49:16,120 --> 00:49:18,399 Speaker 1: have to worry about that latency issue because that's more 897 00:49:18,480 --> 00:49:21,640 Speaker 1: data that's going through these ports. Like we said, the sensors, 898 00:49:21,680 --> 00:49:24,920 Speaker 1: the motion sensors detect yaw, pitch, and roll, and they 899 00:49:25,040 --> 00:49:28,000 Speaker 1: use what is called sensor fusion, which is not a 900 00:49:28,040 --> 00:49:30,640 Speaker 1: type of cuisine as I first thought, but it's actually 901 00:49:30,680 --> 00:49:33,359 Speaker 1: a technique to combine all the data that's gathered from 902 00:49:33,440 --> 00:49:38,600 Speaker 1: these various sensors into virtual virtual actions within the context 903 00:49:38,719 --> 00:49:40,719 Speaker 1: of the environment you're in, the game you are in 904 00:49:41,600 --> 00:49:45,200 Speaker 1: UM and then Steve Level also wrote an incredible blog 905 00:49:45,320 --> 00:49:48,120 Speaker 1: post that is really really technical if you are interested 906 00:49:48,200 --> 00:49:51,200 Speaker 1: on the software side of this and about how to 907 00:49:52,080 --> 00:49:56,360 Speaker 1: reduce latency to to the minimum levels. I highly recommend 908 00:49:56,400 --> 00:49:59,600 Speaker 1: it because it's it's fascinating, but it's way too technical 909 00:49:59,640 --> 00:50:01,919 Speaker 1: for us to go into here. But this is where 910 00:50:02,000 --> 00:50:07,120 Speaker 1: he was talking about predictive techniques. So prediction is exactly 911 00:50:07,160 --> 00:50:10,120 Speaker 1: what it sounds like. The game engine starts to predict 912 00:50:10,400 --> 00:50:12,560 Speaker 1: what you are going to do based upon what you 913 00:50:12,640 --> 00:50:15,080 Speaker 1: are doing right now, oh wow, and and so so 914 00:50:15,160 --> 00:50:17,719 Speaker 1: it starts to render out what you're going to need 915 00:50:17,840 --> 00:50:20,800 Speaker 1: to see next before you actually need it. And and 916 00:50:20,960 --> 00:50:23,759 Speaker 1: the goal of this is not to give you a 917 00:50:23,920 --> 00:50:27,440 Speaker 1: vision of the future, but rather to remove that latency, 918 00:50:27,600 --> 00:50:30,480 Speaker 1: to make it as small as possible. So if the 919 00:50:30,560 --> 00:50:33,560 Speaker 1: predictive techniques are good, then it means that you have 920 00:50:33,719 --> 00:50:37,600 Speaker 1: a very smooth experience, very little motion blur, no latency. 921 00:50:38,000 --> 00:50:41,120 Speaker 1: If it's bad, it means that like if you suddenly 922 00:50:41,200 --> 00:50:43,160 Speaker 1: turn left, but it starts to go right because it 923 00:50:43,239 --> 00:50:45,160 Speaker 1: thought you were going to go right, then that's going 924 00:50:45,239 --> 00:50:48,000 Speaker 1: to just exacerbate the problem, so predictive technology has to 925 00:50:48,080 --> 00:50:51,680 Speaker 1: be really sophisticated for it to do more good than harm. 926 00:50:52,400 --> 00:50:55,680 Speaker 1: His blog post goes into great detail about how they 927 00:50:55,680 --> 00:51:00,880 Speaker 1: are using this to try and create a really immersive, 928 00:51:01,920 --> 00:51:05,879 Speaker 1: comfortable experience with the Oculus rift, and like I said, 929 00:51:05,960 --> 00:51:10,359 Speaker 1: it's really really great. The Oculus blogs in general fantastic read, 930 00:51:10,520 --> 00:51:14,640 Speaker 1: but they are very technical, so read at your own risk. 931 00:51:15,640 --> 00:51:17,920 Speaker 1: So let's talk about what the actual hardware has. So 932 00:51:18,480 --> 00:51:21,680 Speaker 1: the according to what's in the developer kit right now, 933 00:51:22,360 --> 00:51:24,600 Speaker 1: keeping in mind the consumer version is going to be 934 00:51:24,719 --> 00:51:27,040 Speaker 1: different from what is out there right now. It will 935 00:51:27,160 --> 00:51:31,480 Speaker 1: very likely change indeed. Uh so, um yeah, so so 936 00:51:31,520 --> 00:51:35,719 Speaker 1: we've got we've got six degrees of freedom that that yeah, 937 00:51:36,280 --> 00:51:40,560 Speaker 1: um for for the head tracking. Um that hundred degree 938 00:51:40,640 --> 00:51:43,600 Speaker 1: diagonal screen that we were talking about, which is um 939 00:51:44,320 --> 00:51:47,719 Speaker 1: nine degrees horizontal, ninety degrees horizontal field of view. So 940 00:51:48,120 --> 00:51:50,840 Speaker 1: you know those the screens are are Physically they're small, 941 00:51:50,960 --> 00:51:53,680 Speaker 1: but because of their proximity to your eyeballs, they look 942 00:51:53,760 --> 00:51:56,640 Speaker 1: pretty big. It builds your vision. Um. It's a d 943 00:51:56,760 --> 00:52:01,360 Speaker 1: v I video input Digital visual interface ACE input. So 944 00:52:02,680 --> 00:52:05,440 Speaker 1: this was that that INUT interface, by the way, was 945 00:52:05,560 --> 00:52:08,960 Speaker 1: originally developed by the Display Working Group. Uh. That's the 946 00:52:09,480 --> 00:52:12,120 Speaker 1: kind of interface that allows you to hook up a 947 00:52:12,239 --> 00:52:15,280 Speaker 1: display to a computer. So a lot of computer monitors 948 00:52:15,320 --> 00:52:20,279 Speaker 1: and displays have this. However, it does have HDMI adaptation. Yeah, 949 00:52:20,760 --> 00:52:22,920 Speaker 1: you can get an HDMI adapter to convert from d 950 00:52:23,000 --> 00:52:24,680 Speaker 1: v I to h d M I, but you do 951 00:52:24,800 --> 00:52:28,120 Speaker 1: need to have that adapter. Does not have natively does 952 00:52:28,200 --> 00:52:31,160 Speaker 1: not have an HDMI port to hook up, but you can. 953 00:52:31,480 --> 00:52:34,000 Speaker 1: That's one thing I expect the consumer version would have, 954 00:52:34,160 --> 00:52:36,239 Speaker 1: just because of the drive to move to h d 955 00:52:36,400 --> 00:52:40,759 Speaker 1: M I, especially since a lot of video game consoles 956 00:52:40,800 --> 00:52:43,640 Speaker 1: have that kind of thing. I expect that we will 957 00:52:43,719 --> 00:52:46,440 Speaker 1: see h d m I native support in whatever the 958 00:52:46,480 --> 00:52:49,239 Speaker 1: consumer version is. They haven't announced that, so don't take 959 00:52:49,320 --> 00:52:55,759 Speaker 1: that as you know gospel. That's just that's just my prediction. Um. Yeah, 960 00:52:55,840 --> 00:52:57,840 Speaker 1: so you need to have either HDMI or d v 961 00:52:57,960 --> 00:53:00,520 Speaker 1: I video out on your computer or in order to 962 00:53:00,600 --> 00:53:02,600 Speaker 1: run this. Yeah, if you were like, but my computer 963 00:53:02,719 --> 00:53:06,160 Speaker 1: only has FireWire, it is for PC only right now, 964 00:53:06,520 --> 00:53:09,200 Speaker 1: Um that they are again hoping to roll it out 965 00:53:09,320 --> 00:53:14,560 Speaker 1: to UM consoles and mobile platforms. They're also talking there 966 00:53:14,600 --> 00:53:17,480 Speaker 1: there's buzz anyway that they're talking about expanding it to 967 00:53:17,560 --> 00:53:21,680 Speaker 1: watching movies, serving the web, doing programming. Yeah, which in 968 00:53:21,760 --> 00:53:27,520 Speaker 1: the matrix, Yeah right, lawnmower man. Uh yeah, we just 969 00:53:27,600 --> 00:53:31,000 Speaker 1: shows our own frames of reference for virtual environments, doesn't it. 970 00:53:31,040 --> 00:53:35,399 Speaker 1: You say, matrix, I say a lawmore man like, um so, yeah, yeah, 971 00:53:35,520 --> 00:53:38,399 Speaker 1: I wonder about watching movies because again, at that point, 972 00:53:38,480 --> 00:53:40,640 Speaker 1: you're not really even talking about head tracking, right, There's 973 00:53:40,680 --> 00:53:42,959 Speaker 1: no purpose for head tracking if you're watching a film, 974 00:53:42,960 --> 00:53:45,879 Speaker 1: because the film is captured from a single point of view. 975 00:53:46,239 --> 00:53:49,640 Speaker 1: I mean, unless you're presenting only part of a movie screen, 976 00:53:49,719 --> 00:53:52,440 Speaker 1: which I can't imagine being a satisfying experience. You're really 977 00:53:52,520 --> 00:53:55,640 Speaker 1: just looking at something really close to your face. Unless 978 00:53:55,680 --> 00:53:57,760 Speaker 1: you eventually get to a point where you are able 979 00:53:57,840 --> 00:54:00,319 Speaker 1: to create a well, especially if if it's a three 980 00:54:00,400 --> 00:54:02,520 Speaker 1: D animated movie, then this would be much easier to do. 981 00:54:03,120 --> 00:54:06,560 Speaker 1: You could you could create a movie where you would 982 00:54:06,600 --> 00:54:10,440 Speaker 1: be able to change your perspective as opposed to relying 983 00:54:10,560 --> 00:54:14,120 Speaker 1: upon the camera to define what the perspective is. Sure, 984 00:54:14,400 --> 00:54:16,120 Speaker 1: just even even I think you know, if you've got 985 00:54:16,239 --> 00:54:20,680 Speaker 1: one of the digital three D stereoscopic films that you 986 00:54:20,800 --> 00:54:22,480 Speaker 1: just I mean, even without being able to move your 987 00:54:22,520 --> 00:54:24,440 Speaker 1: head around, it would be Yeah, I can see that. 988 00:54:24,480 --> 00:54:27,400 Speaker 1: Where you're talking about maybe watching movies that were designed 989 00:54:27,440 --> 00:54:28,799 Speaker 1: to be in three D in the first place, maybe 990 00:54:28,880 --> 00:54:31,000 Speaker 1: this would give a superior three D experience. I can 991 00:54:31,040 --> 00:54:33,759 Speaker 1: see that. And also it reduces eyestrain from looking at 992 00:54:33,800 --> 00:54:37,440 Speaker 1: a three D screen because the the way that the 993 00:54:37,480 --> 00:54:40,600 Speaker 1: way that these goggles work is, um, you're you're actually 994 00:54:40,719 --> 00:54:44,840 Speaker 1: focusing on your You're relaxing your eyes to a to 995 00:54:45,000 --> 00:54:47,880 Speaker 1: a distant point. You're looking. You're you're kind of looking 996 00:54:48,040 --> 00:54:51,040 Speaker 1: through the screen, which is the default for your eyes looking. 997 00:54:51,120 --> 00:54:53,000 Speaker 1: It's it's any any kind of eye strain that you get, 998 00:54:53,040 --> 00:54:54,840 Speaker 1: you would think, you know, it's an inchway from your 999 00:54:54,880 --> 00:54:56,840 Speaker 1: eye that's going to lead to terrible eyestrain, but but 1000 00:54:56,920 --> 00:54:59,800 Speaker 1: actually looking at your computer screen foot away from you 1001 00:55:00,120 --> 00:55:02,799 Speaker 1: causes a lot more eyes strain than these The idea 1002 00:55:02,880 --> 00:55:04,799 Speaker 1: being that this is like looking through a window as 1003 00:55:04,880 --> 00:55:07,680 Speaker 1: opposed to Yeah, but any it's kind of interesting. Um 1004 00:55:07,800 --> 00:55:13,360 Speaker 1: so the screen, Yeah, it's um currently eight hundred. But 1005 00:55:13,440 --> 00:55:17,160 Speaker 1: that's that's if you combine the two screens, right right, Uh, yeah, 1006 00:55:17,200 --> 00:55:20,920 Speaker 1: it's what what what's at six forty? Yeah? Yeah, the 1007 00:55:21,040 --> 00:55:23,520 Speaker 1: up six forty by hunder Prye, which is that's close 1008 00:55:23,600 --> 00:55:26,640 Speaker 1: to the resolution of seven, which is twelve eighty by 1009 00:55:26,719 --> 00:55:29,040 Speaker 1: seven twenty. But but again, this is a thing that 1010 00:55:29,080 --> 00:55:32,000 Speaker 1: could change for for consumers, right, And also, I mean, 1011 00:55:32,880 --> 00:55:37,040 Speaker 1: you know, obviously higher resolution means better pictures in general, 1012 00:55:37,200 --> 00:55:39,759 Speaker 1: but there's also something you need to consider that the 1013 00:55:39,880 --> 00:55:44,080 Speaker 1: closer you get to a screen, the less resolution matters. Right, 1014 00:55:44,280 --> 00:55:46,879 Speaker 1: So unless your screen is getting larger and larger and larger. 1015 00:55:46,920 --> 00:55:49,799 Speaker 1: So let's say you've got you stay with a Let's 1016 00:55:49,800 --> 00:55:53,160 Speaker 1: say that's your tvOS forty in Right, Depending upon how 1017 00:55:53,239 --> 00:55:56,200 Speaker 1: close you sit to that television, seven and ten ADP 1018 00:55:56,480 --> 00:56:00,600 Speaker 1: might not be that distinguishable. Now if you sit if 1019 00:56:00,640 --> 00:56:03,040 Speaker 1: you sit further closer and closer to it, then you're 1020 00:56:03,040 --> 00:56:05,920 Speaker 1: gonna notice. If you sit further away, you're those differences 1021 00:56:06,120 --> 00:56:08,880 Speaker 1: fade away into nothing. So if you could have a 1022 00:56:08,960 --> 00:56:12,440 Speaker 1: seven twenty P and a ten ADP set side by side, 1023 00:56:12,719 --> 00:56:15,439 Speaker 1: but if you're fifteen feet back, they look the same, 1024 00:56:15,840 --> 00:56:18,960 Speaker 1: assuming they've both been calibrated for that room and etcetera, etcetera. 1025 00:56:19,480 --> 00:56:22,839 Speaker 1: But if you're talking about an eight inch screen, first 1026 00:56:22,840 --> 00:56:25,359 Speaker 1: of all, invite me over because I want to watch 1027 00:56:25,480 --> 00:56:30,000 Speaker 1: movies and play Halo. But then it obviously will matter more, 1028 00:56:30,080 --> 00:56:32,359 Speaker 1: you've got more screen space. The resolution is spread out 1029 00:56:32,400 --> 00:56:36,320 Speaker 1: over a greater landscape area, so you've got to have 1030 00:56:36,560 --> 00:56:38,800 Speaker 1: higher resolution or else you will start to notice it 1031 00:56:38,920 --> 00:56:42,399 Speaker 1: at regular viewing distances. Was something that's one inch away 1032 00:56:42,440 --> 00:56:46,239 Speaker 1: from your eye. Uh. While they could probably increase the 1033 00:56:46,320 --> 00:56:49,200 Speaker 1: resolution and it would be maybe noticeable, I don't know 1034 00:56:49,320 --> 00:56:51,799 Speaker 1: that they have to stress it too much, all right, 1035 00:56:51,960 --> 00:56:54,520 Speaker 1: I think it's I think mostly the issue right now 1036 00:56:54,600 --> 00:56:57,359 Speaker 1: is that screen door effect that I was talking about. Um, 1037 00:56:57,680 --> 00:57:01,919 Speaker 1: the headset itself costs costs ways a little bit less 1038 00:57:02,120 --> 00:57:03,920 Speaker 1: than half a pound or a little bit less than 1039 00:57:03,960 --> 00:57:06,920 Speaker 1: a quarter of a kilogram. Nice, so it's not too 1040 00:57:07,040 --> 00:57:12,400 Speaker 1: terribly heavy. Another huge advance over older VR software hardware, 1041 00:57:12,640 --> 00:57:14,160 Speaker 1: anything that you're trapping to your head and nice to 1042 00:57:14,200 --> 00:57:16,480 Speaker 1: have it light. Yes, Um, and the dead kits right 1043 00:57:16,520 --> 00:57:20,400 Speaker 1: now cost three hundred bucks of pop, I've heard. I've 1044 00:57:20,480 --> 00:57:22,880 Speaker 1: heard that they're trying to keep it with the final 1045 00:57:22,920 --> 00:57:26,040 Speaker 1: commercial product within the three to five dollar range, which 1046 00:57:26,120 --> 00:57:28,960 Speaker 1: you know, when you're considering that most consoles cost around 1047 00:57:29,040 --> 00:57:31,160 Speaker 1: that much, makes sense. They don't want it to go 1048 00:57:31,320 --> 00:57:33,360 Speaker 1: higher than the console that it would sure, Sure, and 1049 00:57:33,440 --> 00:57:37,200 Speaker 1: it's still a significant improvement over Again, the thousand bucks 1050 00:57:37,320 --> 00:57:39,760 Speaker 1: or so a pop that that current or the hundred 1051 00:57:39,800 --> 00:57:42,760 Speaker 1: thousand dollars if you're talking about the the specifically made 1052 00:57:42,840 --> 00:57:47,560 Speaker 1: for the VR industry equipment that was back in the nineties. Yeah, 1053 00:57:47,600 --> 00:57:49,560 Speaker 1: so so it's not like it's it's not going to 1054 00:57:49,640 --> 00:57:52,880 Speaker 1: be inexpensive. It's going to be an expensive peripheral. Now 1055 00:57:52,920 --> 00:57:56,080 Speaker 1: if you're if you're used to either building or buying 1056 00:57:56,440 --> 00:58:00,200 Speaker 1: high end video game rigs, this is you know, two 1057 00:58:00,200 --> 00:58:05,520 Speaker 1: small dispense compared to what your ten thousand dollar rig was. Um. 1058 00:58:06,000 --> 00:58:09,760 Speaker 1: So this kit is not just the hardware. There's the 1059 00:58:09,840 --> 00:58:12,439 Speaker 1: software developer kit too, So this is the software side. 1060 00:58:12,440 --> 00:58:14,600 Speaker 1: And again remember Lucky is not a software guy, he's 1061 00:58:14,600 --> 00:58:19,480 Speaker 1: a hardware guy. Uh. The Software Developer Kit contains all 1062 00:58:19,560 --> 00:58:21,840 Speaker 1: the information you would need to be able to develop 1063 00:58:21,960 --> 00:58:26,160 Speaker 1: stuff specifically to display on an Oculus Rift and to 1064 00:58:26,280 --> 00:58:29,720 Speaker 1: work with this motion tracking hardware. And that contains all 1065 00:58:29,800 --> 00:58:33,040 Speaker 1: the libraries you need, the headers, the documentation, the samples 1066 00:58:33,080 --> 00:58:36,720 Speaker 1: for integrating the rift with games. It also includes two 1067 00:58:36,800 --> 00:58:40,320 Speaker 1: different game engines, the Unreal Engine and the Unity engines, 1068 00:58:40,920 --> 00:58:43,560 Speaker 1: and those are widely available game engines that a lot 1069 00:58:43,680 --> 00:58:47,440 Speaker 1: of companies use as the basis for the physics and 1070 00:58:47,800 --> 00:58:51,520 Speaker 1: uh and number crunching engine of whatever game they're running. 1071 00:58:51,880 --> 00:58:54,880 Speaker 1: So there are currently three titles that are compatible with 1072 00:58:55,160 --> 00:58:57,600 Speaker 1: the Oculus Rift. One of them is Team Fortress Too, 1073 00:58:57,640 --> 00:58:59,880 Speaker 1: which is a squad based first person shooter game moves 1074 00:59:00,000 --> 00:59:04,400 Speaker 1: an incredibly frenetic pace. The other one that was originally 1075 00:59:05,120 --> 00:59:09,000 Speaker 1: announced as being compatible was Hawking, which is a multiplayer 1076 00:59:09,120 --> 00:59:13,280 Speaker 1: mech combat video game by Adhesive Games. The third that 1077 00:59:13,320 --> 00:59:16,080 Speaker 1: they just rolled out, um I think, I think in August, 1078 00:59:16,920 --> 00:59:19,600 Speaker 1: right before we right before we recorded this podcast, was 1079 00:59:19,680 --> 00:59:23,200 Speaker 1: Half Life Too, Half Life Too, because I really want 1080 00:59:23,360 --> 00:59:26,560 Speaker 1: I do not at all want actually the experience of 1081 00:59:26,640 --> 00:59:30,000 Speaker 1: having a head crab jump at my face. Don't having 1082 00:59:30,040 --> 00:59:32,760 Speaker 1: it be more realistic? Don't you want the experience of 1083 00:59:32,920 --> 00:59:35,760 Speaker 1: watching a gravity gun work right in front of your 1084 00:59:35,800 --> 00:59:39,920 Speaker 1: face and launching things at high velocity? Also, I mean 1085 00:59:40,160 --> 00:59:42,840 Speaker 1: that gives me hope that the next title will be Portal. 1086 00:59:43,200 --> 00:59:45,720 Speaker 1: Can you imagine Portal first person like you are in 1087 00:59:45,880 --> 00:59:48,959 Speaker 1: the world of Portal. That's what I'm waiting on because 1088 00:59:49,000 --> 00:59:52,960 Speaker 1: those two, those two universes are connected Aperture Science and 1089 00:59:53,440 --> 00:59:55,640 Speaker 1: and and Black Mason, Black Mesa. As we all know 1090 00:59:55,720 --> 00:59:59,280 Speaker 1: from the Jonathan Colton song. They are connected, completely connected. 1091 00:59:59,400 --> 01:00:02,080 Speaker 1: So come on, guys, let's get our Let's get our 1092 01:00:02,120 --> 01:00:05,200 Speaker 1: Oarculus riff version of Portal. I that sounds that sounds 1093 01:00:05,240 --> 01:00:07,480 Speaker 1: a little bit sickening, but wonderful. I would love it, 1094 01:00:07,720 --> 01:00:09,760 Speaker 1: can you. Yeah? I don't know what that would be 1095 01:00:09,840 --> 01:00:12,280 Speaker 1: like once you start moving at those in insane speeds 1096 01:00:12,280 --> 01:00:14,160 Speaker 1: where you do the vertical portals. I would need to 1097 01:00:14,200 --> 01:00:16,600 Speaker 1: get one of those psychologists to come to my house 1098 01:00:16,640 --> 01:00:18,400 Speaker 1: while I played, so that I could turn it into 1099 01:00:18,520 --> 01:00:21,840 Speaker 1: a height therapy related I can. I can imagine that. Yeah, 1100 01:00:21,920 --> 01:00:23,880 Speaker 1: maybe that game wouldn't work out on the long run. 1101 01:00:23,880 --> 01:00:25,840 Speaker 1: I'd be willing to play it until I started. No, no, no, 1102 01:00:25,960 --> 01:00:28,200 Speaker 1: I want that. I want that right now. But I'm terrified. 1103 01:00:28,360 --> 01:00:30,360 Speaker 1: But those are the titles available right now, not Portal, 1104 01:00:30,480 --> 01:00:33,520 Speaker 1: but Half Life to Team Fortress too and Hawking. So 1105 01:00:34,680 --> 01:00:38,120 Speaker 1: we'll see those expand obviously, but even so, like again, 1106 01:00:38,520 --> 01:00:40,400 Speaker 1: just to stress yet again, this is of course the 1107 01:00:40,480 --> 01:00:43,720 Speaker 1: developer side. Once this becomes a consumer product, you I 1108 01:00:43,720 --> 01:00:46,040 Speaker 1: would expect there to be support for at least twenty 1109 01:00:46,080 --> 01:00:49,040 Speaker 1: titles because if there's if there's not, then you know, 1110 01:00:49,120 --> 01:00:51,240 Speaker 1: it's hard to justify the expense in the mind of 1111 01:00:51,280 --> 01:00:53,400 Speaker 1: the game, or like I'm willing to pay three five 1112 01:00:53,760 --> 01:00:56,400 Speaker 1: dollars on this piece of technology and I can play 1113 01:00:56,760 --> 01:00:59,440 Speaker 1: twenty games on it and that's it, or not fewer 1114 01:00:59,520 --> 01:01:01,600 Speaker 1: than twenty, you are that would be if you can 1115 01:01:01,640 --> 01:01:03,760 Speaker 1: only do less than ten than that might be like 1116 01:01:03,880 --> 01:01:05,560 Speaker 1: why would I pay that much money for that thing? 1117 01:01:05,640 --> 01:01:07,400 Speaker 1: Although lots of people, lots of people have, lots of 1118 01:01:07,400 --> 01:01:09,440 Speaker 1: people are excited about it UM, there there is no 1119 01:01:09,560 --> 01:01:13,360 Speaker 1: official release date. Yeah. Yeah. The company's stance is it 1120 01:01:13,400 --> 01:01:15,919 Speaker 1: will be ready when it's ready, which is I think 1121 01:01:16,000 --> 01:01:18,840 Speaker 1: the most responsible way to go about it, because otherwise, 1122 01:01:18,920 --> 01:01:22,160 Speaker 1: what you'll do is you'll create a deadline that you 1123 01:01:22,240 --> 01:01:24,160 Speaker 1: know something will pop up that you could not have 1124 01:01:24,280 --> 01:01:27,440 Speaker 1: anticipated that will either cause you to miss the deadline, 1125 01:01:27,600 --> 01:01:31,480 Speaker 1: thus inviting the ire of all of the internets, or 1126 01:01:31,680 --> 01:01:34,720 Speaker 1: you will start to sacrifice things in order to make 1127 01:01:34,800 --> 01:01:37,480 Speaker 1: the original deadline, and the product will be less than 1128 01:01:37,560 --> 01:01:40,000 Speaker 1: what it could have been. So I think that taking 1129 01:01:40,080 --> 01:01:43,400 Speaker 1: this approach of we aren't announcing a date, We're getting 1130 01:01:43,440 --> 01:01:45,200 Speaker 1: it as soon as possible, but we want it to 1131 01:01:45,280 --> 01:01:48,360 Speaker 1: be good when it launches, I think that's the right choice, 1132 01:01:48,600 --> 01:01:51,560 Speaker 1: especially when you're talking about hardware UM, because I mean, 1133 01:01:51,600 --> 01:01:53,840 Speaker 1: you can't. It's it's harder to update that. I mean, 1134 01:01:53,920 --> 01:01:58,400 Speaker 1: you can do firmware updates obviously, but but in place 1135 01:01:59,360 --> 01:02:03,040 Speaker 1: it's harder. Yeah. Um and and yeah yeah, like like 1136 01:02:03,160 --> 01:02:05,920 Speaker 1: we said, there's no official price yet either. Um. You know, 1137 01:02:06,040 --> 01:02:08,120 Speaker 1: obviously they want to they want to keep it affordable, 1138 01:02:09,960 --> 01:02:12,600 Speaker 1: and we might see it being used in well, I'm 1139 01:02:12,680 --> 01:02:15,360 Speaker 1: sure we'll see it being used in virtual reality h 1140 01:02:15,760 --> 01:02:18,840 Speaker 1: fields beyond gaming. Yeah, yeah, you know the kind of 1141 01:02:18,840 --> 01:02:21,400 Speaker 1: stuff that they're talking about it being useful for, like 1142 01:02:21,520 --> 01:02:25,600 Speaker 1: like surgery training or um or or architecture and design, 1143 01:02:25,840 --> 01:02:27,800 Speaker 1: which is really kind of cool. That's this idea of 1144 01:02:27,840 --> 01:02:30,120 Speaker 1: being able to take a virtual tour of a building 1145 01:02:30,160 --> 01:02:33,560 Speaker 1: that hasn't even gone beyond the blueprint stage. That's kind 1146 01:02:33,600 --> 01:02:37,000 Speaker 1: of interesting. And of course the medical uh techniques that 1147 01:02:37,000 --> 01:02:40,400 Speaker 1: we've talked about already, this exposure technique. Um. And you know, 1148 01:02:40,800 --> 01:02:44,400 Speaker 1: the VR industry still exists, although they call it virtual environments. 1149 01:02:44,400 --> 01:02:46,440 Speaker 1: For the most part, it still exists. But they do 1150 01:02:47,520 --> 01:02:49,400 Speaker 1: go to the video game industry all the time for 1151 01:02:49,480 --> 01:02:55,920 Speaker 1: all the equipment, so I expect we'll see that continue. Alright. 1152 01:02:56,040 --> 01:02:58,560 Speaker 1: So that was the story as far as it had 1153 01:02:58,640 --> 01:03:02,240 Speaker 1: progressed in August of tooths thirteen. But back in March 1154 01:03:02,520 --> 01:03:06,840 Speaker 1: of two thousand fourteen, there was an event that really 1155 01:03:07,000 --> 01:03:12,040 Speaker 1: shook up the whole Oculus VR world news item. Yeah, 1156 01:03:12,120 --> 01:03:18,200 Speaker 1: it sent ripples throughout the force, like the destruction of danteen. 1157 01:03:18,560 --> 01:03:20,520 Speaker 1: Yeah it was Dantueen. No, no, it wasn't Datu was 1158 01:03:20,560 --> 01:03:22,880 Speaker 1: Aldan right, because the Dantueen was too far from an 1159 01:03:22,920 --> 01:03:26,919 Speaker 1: effective demonstration. But anyway, so, yes, there was this big event. 1160 01:03:27,120 --> 01:03:30,160 Speaker 1: That big event, of course, was when the company Facebook 1161 01:03:30,360 --> 01:03:34,600 Speaker 1: decided it wanted the Oculus VR company, and furthermore than 1162 01:03:34,680 --> 01:03:38,560 Speaker 1: it wanted it two billion dollars worth. And so they said, hey, 1163 01:03:39,080 --> 01:03:40,920 Speaker 1: I'll give you two billion dollars to come and join 1164 01:03:40,960 --> 01:03:44,200 Speaker 1: the dark side. And they said, sure, No, I'm just 1165 01:03:44,280 --> 01:03:47,400 Speaker 1: being silly. I don't think Facebook is the dark side necessarily. 1166 01:03:47,760 --> 01:03:53,200 Speaker 1: But this announcement was met with some pretty extreme responses 1167 01:03:53,240 --> 01:03:55,400 Speaker 1: on either side of the spectrum. Yeah, there was a 1168 01:03:55,440 --> 01:03:58,400 Speaker 1: lot of enthusiasm. Yeah, because it meant that Oculus rift 1169 01:03:58,880 --> 01:04:01,000 Speaker 1: now had an annoy or miss safety net, I mean 1170 01:04:01,600 --> 01:04:03,800 Speaker 1: all R and D money that they could possibly want 1171 01:04:03,880 --> 01:04:07,560 Speaker 1: a multibillion dollar company supporting them. So it wasn't like 1172 01:04:07,880 --> 01:04:12,840 Speaker 1: if let's say that their hardware implementation didn't work out 1173 01:04:12,920 --> 01:04:16,000 Speaker 1: the way they had planned. As a small company that 1174 01:04:16,240 --> 01:04:20,200 Speaker 1: was dependent upon investment, it might not have been able 1175 01:04:20,280 --> 01:04:22,400 Speaker 1: to bounce back from something like this. But with this 1176 01:04:22,520 --> 01:04:25,880 Speaker 1: big company, they can afford to take risks, right, So 1177 01:04:26,000 --> 01:04:28,640 Speaker 1: that's a big thing. However, there was also a certain 1178 01:04:28,680 --> 01:04:33,080 Speaker 1: amount of trepidation. Yeah, because let's face it, Facebook is 1179 01:04:33,160 --> 01:04:36,120 Speaker 1: in the business of collecting all of the data about you. 1180 01:04:37,000 --> 01:04:40,360 Speaker 1: I mean, we we the services free because we are 1181 01:04:40,440 --> 01:04:43,120 Speaker 1: the product. Exactly, if you are using Facebook, you are 1182 01:04:43,240 --> 01:04:45,760 Speaker 1: a product that is being sold. And I mean that's 1183 01:04:45,800 --> 01:04:48,480 Speaker 1: the way Facebook generates revenue. If it didn't do that, 1184 01:04:48,720 --> 01:04:51,920 Speaker 1: then Facebook couldn't stick around, so not without forcing us 1185 01:04:52,000 --> 01:04:54,720 Speaker 1: to to pay them. Yeah, so this, this is that's 1186 01:04:54,760 --> 01:04:57,600 Speaker 1: the other side of the coin, right. So some people 1187 01:04:57,760 --> 01:05:01,920 Speaker 1: like Minecraft creator Notch posted a tweet that said he 1188 01:05:01,960 --> 01:05:05,320 Speaker 1: would no longer want to develop a build for Minecraft 1189 01:05:05,760 --> 01:05:08,760 Speaker 1: for the Oculus Rift because he found Facebook to be creepy. 1190 01:05:09,560 --> 01:05:13,000 Speaker 1: So that, Yeah, there's a lot of pushback, especially among 1191 01:05:13,080 --> 01:05:17,080 Speaker 1: I think the hardcore fans of the Rift. Yeah, and 1192 01:05:17,160 --> 01:05:19,920 Speaker 1: and remember you know, the Oculus Rift off also was 1193 01:05:21,560 --> 01:05:24,560 Speaker 1: just going to be a dedicated PC device computer device, 1194 01:05:24,640 --> 01:05:28,960 Speaker 1: not a console related device, So that raises a question, 1195 01:05:29,040 --> 01:05:32,120 Speaker 1: what does Facebook have planned for the oculus rift. Well, 1196 01:05:32,160 --> 01:05:35,360 Speaker 1: one thing that executives have said, and this is something 1197 01:05:35,400 --> 01:05:38,920 Speaker 1: that blows my mind. I mean it's it's hard for 1198 01:05:39,040 --> 01:05:41,480 Speaker 1: me to imagine what would be required to pull this off. 1199 01:05:41,520 --> 01:05:45,720 Speaker 1: But they envision a virtual world with one billion people 1200 01:05:45,800 --> 01:05:48,840 Speaker 1: in it, which which is essentially Facebook's user base. Yeah, 1201 01:05:49,240 --> 01:05:51,560 Speaker 1: and when they had a billion unique users or at 1202 01:05:51,600 --> 01:05:55,720 Speaker 1: least unique accounts. You don't know, necessarily significant difference, I suspect. 1203 01:05:55,840 --> 01:05:58,160 Speaker 1: I'm sure there are quite a few duplicate uh there 1204 01:05:58,200 --> 01:06:01,160 Speaker 1: are people who are using different ounce but anyway, a 1205 01:06:01,240 --> 01:06:05,800 Speaker 1: billion users, uh more or less, and then putting them 1206 01:06:05,840 --> 01:06:09,320 Speaker 1: in this virtual environment as some way of communicating and 1207 01:06:09,640 --> 01:06:13,760 Speaker 1: making a social uh social platform that is completely immersive. 1208 01:06:14,280 --> 01:06:17,920 Speaker 1: That's that's huge. It's hard to imagine. Yeah, yeah, I 1209 01:06:17,960 --> 01:06:22,120 Speaker 1: mean i I'm picturing something like was described in snow Crash. Yeah, 1210 01:06:22,600 --> 01:06:26,000 Speaker 1: I'm just picturing like a a busiest day ever at 1211 01:06:26,080 --> 01:06:29,640 Speaker 1: Disney World and you're just completely surrounded. I mean, obviously, 1212 01:06:29,760 --> 01:06:32,120 Speaker 1: if you're creating a virtual environment, you can create as 1213 01:06:32,200 --> 01:06:34,960 Speaker 1: much space or as little space as you want, so 1214 01:06:35,720 --> 01:06:38,480 Speaker 1: assuming you have the computer power to support it. But 1215 01:06:39,040 --> 01:06:41,080 Speaker 1: it does make me wonder when we would see such 1216 01:06:41,080 --> 01:06:43,520 Speaker 1: an implementation. Obviously, in order for it to be a 1217 01:06:43,560 --> 01:06:46,480 Speaker 1: billion users, you would also need to sell a billion 1218 01:06:46,720 --> 01:06:49,320 Speaker 1: units of Oculus Rift, and I don't think that's gonna happen. 1219 01:06:49,320 --> 01:06:52,320 Speaker 1: Oh yeah, that's that's a sky high dream. But still 1220 01:06:52,520 --> 01:06:55,000 Speaker 1: the idea you can have enough servers to Oh, yeah, 1221 01:06:55,040 --> 01:06:56,640 Speaker 1: there's there's a lot of issues that we need to 1222 01:06:56,640 --> 01:06:59,320 Speaker 1: work out there. There's some there's some steps between where 1223 01:06:59,360 --> 01:07:01,960 Speaker 1: we are and where they want to be. But there's 1224 01:07:02,000 --> 01:07:04,320 Speaker 1: some other issues that we have to mention too. After 1225 01:07:04,440 --> 01:07:08,600 Speaker 1: the acquisition announcement, a company called Zenomax Media, which used 1226 01:07:08,640 --> 01:07:11,840 Speaker 1: to be the employer of one Mr John Carmack, you know, 1227 01:07:12,360 --> 01:07:14,800 Speaker 1: because he was working for in Software. In Software is 1228 01:07:14,800 --> 01:07:17,720 Speaker 1: a subsidiary of Zenomax Media. Well, the company filed a 1229 01:07:17,800 --> 01:07:21,479 Speaker 1: lawsuit against Oculus VR, and they said that the Rift 1230 01:07:21,560 --> 01:07:24,120 Speaker 1: was based at least in part off of the VR 1231 01:07:24,160 --> 01:07:27,480 Speaker 1: work done within Zenomax, and it also relied upon the 1232 01:07:27,560 --> 01:07:31,800 Speaker 1: expertise of CarMax, including several systems that Carmack had designed 1233 01:07:32,120 --> 01:07:37,520 Speaker 1: for Zenomax projects during his time there. Yeah, and apparently, 1234 01:07:37,960 --> 01:07:41,240 Speaker 1: depending upon who you ask, they had some conversations about this. Yeah, 1235 01:07:41,320 --> 01:07:43,720 Speaker 1: Xenomax claims that it tried to work all of this 1236 01:07:43,960 --> 01:07:49,040 Speaker 1: proprietary stuff out with Oculus after oculus is big Kickstarter 1237 01:07:49,160 --> 01:07:51,600 Speaker 1: success proved that they would be actually bringing a device 1238 01:07:51,680 --> 01:07:56,320 Speaker 1: to market um, but that oculust first failed to respond 1239 01:07:56,640 --> 01:08:01,320 Speaker 1: then offered Zenomax what they considered an unfair equity share, 1240 01:08:01,840 --> 01:08:04,400 Speaker 1: only only three percent, which was one point two million 1241 01:08:04,440 --> 01:08:08,480 Speaker 1: at the time or some sixty million dollars after Facebook's purchase. 1242 01:08:08,480 --> 01:08:10,840 Speaker 1: About that they knew that that was going to happen um, 1243 01:08:11,520 --> 01:08:15,120 Speaker 1: which Zenomax claims that they countered, and for the more, 1244 01:08:15,200 --> 01:08:19,800 Speaker 1: claims that Oculus refused um, thereby pressing Zenomax into this 1245 01:08:19,920 --> 01:08:22,960 Speaker 1: lawsuit now Oculus VR. On their part, they said that 1246 01:08:23,320 --> 01:08:28,280 Speaker 1: one uh that Cenomax's demands were outrageous, that they were 1247 01:08:28,320 --> 01:08:31,320 Speaker 1: asking for way too much, and too said that there 1248 01:08:31,360 --> 01:08:35,200 Speaker 1: were there was there was no technology from Cinemax included 1249 01:08:35,240 --> 01:08:38,759 Speaker 1: in the Oculus rift at all. And they also implied 1250 01:08:38,840 --> 01:08:41,559 Speaker 1: that it was pretty convenient that the lawsuit only came 1251 01:08:41,600 --> 01:08:45,240 Speaker 1: out after Facebook acquired Oculus, in other words, after they 1252 01:08:45,320 --> 01:08:47,400 Speaker 1: had all the money. Yeah, this enormous cash flow went 1253 01:08:47,479 --> 01:08:50,080 Speaker 1: into the company. So to be fair, there is some 1254 01:08:50,320 --> 01:08:54,200 Speaker 1: potential evidence available even to the public. For example a 1255 01:08:54,280 --> 01:08:58,320 Speaker 1: tweet from John Carmack in April which said, and I 1256 01:08:58,439 --> 01:09:00,640 Speaker 1: quote when you are in a worry and you know 1257 01:09:00,800 --> 01:09:03,839 Speaker 1: you wrote the exact needed code well at a previous 1258 01:09:03,960 --> 01:09:08,960 Speaker 1: job re implementation. Greats. Yeah. But on the other hand, 1259 01:09:09,160 --> 01:09:11,840 Speaker 1: they also point out that the Oculus Rift SDK was 1260 01:09:11,920 --> 01:09:14,799 Speaker 1: publicly available and doesn't have a single line of Cinemax 1261 01:09:14,920 --> 01:09:18,120 Speaker 1: code in it, so you know, there's a there's a 1262 01:09:18,160 --> 01:09:22,360 Speaker 1: lot of conflicting information. The lawsuit is currently being considered, 1263 01:09:22,439 --> 01:09:26,320 Speaker 1: so we don't have any any results for that, certainly 1264 01:09:26,360 --> 01:09:29,960 Speaker 1: not yet. We we will not rerun this episode again, 1265 01:09:30,040 --> 01:09:32,479 Speaker 1: but we all tried to update you guys. When that 1266 01:09:32,600 --> 01:09:34,800 Speaker 1: comes to ahead, maybe we'll just do an episode where hey, 1267 01:09:34,920 --> 01:09:37,000 Speaker 1: guess what, it's just a bunch of updates on a 1268 01:09:37,120 --> 01:09:41,120 Speaker 1: bunch of unrelated things. Here are fifty topics we've talked 1269 01:09:41,160 --> 01:09:44,240 Speaker 1: about in the past, and two sentences updating on each 1270 01:09:44,280 --> 01:09:46,240 Speaker 1: of them. Oh why did you that's a terrible number 1271 01:09:46,880 --> 01:09:49,240 Speaker 1: never talked about. It would be a pretty awful episode. 1272 01:09:50,520 --> 01:09:53,040 Speaker 1: It would be the most non sequitary, field filled episode 1273 01:09:53,080 --> 01:09:55,800 Speaker 1: we've ever done, and we've done some doozies. But also 1274 01:09:56,120 --> 01:09:59,840 Speaker 1: back in March two thousand fourteen, another thing happened that 1275 01:10:00,080 --> 01:10:03,960 Speaker 1: that excited folks. Oculus unveiled the d K two Developer headset. 1276 01:10:04,600 --> 01:10:07,080 Speaker 1: So keep in mind, all the headsets the Oculus Rift 1277 01:10:07,120 --> 01:10:10,040 Speaker 1: has produced so far have been for developers who want 1278 01:10:10,080 --> 01:10:13,960 Speaker 1: to create games or other applications using the headset. There 1279 01:10:14,000 --> 01:10:17,760 Speaker 1: are no consumer versions of the hardware on the market yet, 1280 01:10:18,360 --> 01:10:21,479 Speaker 1: but this one increased the resolution of the two screens 1281 01:10:21,520 --> 01:10:25,280 Speaker 1: inside the headset to nine sixty by ten eighty. They 1282 01:10:25,320 --> 01:10:27,799 Speaker 1: are O lead screens and they are supposed to reduce 1283 01:10:27,920 --> 01:10:32,000 Speaker 1: motion blur and also increase clarity, color, and contrast the 1284 01:10:32,160 --> 01:10:36,720 Speaker 1: three big cs that you want with your your screens. UH. 1285 01:10:36,880 --> 01:10:41,200 Speaker 1: It also includes a a external camera which is designed 1286 01:10:41,360 --> 01:10:45,240 Speaker 1: to help the headset track your your head movements, giving 1287 01:10:45,240 --> 01:10:47,599 Speaker 1: the wearer the ability to like look out over a ledge, 1288 01:10:47,720 --> 01:10:51,000 Speaker 1: or around a corner, yeah, or underneath a table. So 1289 01:10:51,360 --> 01:10:55,920 Speaker 1: because the external camera can track the the orientation of 1290 01:10:56,000 --> 01:10:59,680 Speaker 1: the user's head in relation to their real world environment, 1291 01:11:00,200 --> 01:11:03,800 Speaker 1: it can translate into the perspective you would need in 1292 01:11:03,880 --> 01:11:07,640 Speaker 1: the virtual environment to UH to mimic that motion. So 1293 01:11:08,040 --> 01:11:11,280 Speaker 1: if I were to walk up to a table in 1294 01:11:11,360 --> 01:11:13,080 Speaker 1: a game and I wanted to look underneath it, to 1295 01:11:13,080 --> 01:11:15,840 Speaker 1: see if there were any clues. I could actually squat down, 1296 01:11:16,000 --> 01:11:19,160 Speaker 1: been my head over and the because the external camera 1297 01:11:19,280 --> 01:11:22,519 Speaker 1: could track how my head was changing in orientation in 1298 01:11:22,600 --> 01:11:25,160 Speaker 1: respect to my real environment. I get that reflected in 1299 01:11:25,240 --> 01:11:29,639 Speaker 1: the virtual one. Pretty awesome, and there was some talk 1300 01:11:29,760 --> 01:11:32,439 Speaker 1: for a while about whether or not the the d 1301 01:11:32,600 --> 01:11:35,040 Speaker 1: K two would incorporate this. They showed it off at 1302 01:11:35,080 --> 01:11:39,360 Speaker 1: c e S and there wasn't any guarantee that the 1303 01:11:39,479 --> 01:11:41,600 Speaker 1: d K two would have it. There's still not a 1304 01:11:41,640 --> 01:11:44,200 Speaker 1: guarantee that the consumer model, once it comes out, we'll 1305 01:11:44,280 --> 01:11:46,519 Speaker 1: have it, but there's a lot of hope because it 1306 01:11:46,600 --> 01:11:50,720 Speaker 1: does add to the significantly improved the experience exactly. Now, 1307 01:11:50,840 --> 01:11:54,160 Speaker 1: other companies have also announced since the time we we 1308 01:11:54,280 --> 01:11:56,680 Speaker 1: did that podcast that they are going to launch their 1309 01:11:56,680 --> 01:11:59,880 Speaker 1: own competing headsets. The two big ones would be Sony, 1310 01:12:00,160 --> 01:12:03,839 Speaker 1: which has the device called the Morpheus in development. Obviously 1311 01:12:03,920 --> 01:12:06,880 Speaker 1: that would be important because again the Oculus rift is 1312 01:12:06,880 --> 01:12:08,960 Speaker 1: meant for PCs. If you wanted to have something that 1313 01:12:09,040 --> 01:12:11,080 Speaker 1: had a console experience, you would have to go somewhere else, 1314 01:12:11,120 --> 01:12:14,439 Speaker 1: and so Sony Sony's approach is the Morpheus. Then you 1315 01:12:14,520 --> 01:12:17,479 Speaker 1: also have Samsung getting into this. They have produced a 1316 01:12:17,560 --> 01:12:21,280 Speaker 1: prototype headset, and they have not, at least as far 1317 01:12:21,320 --> 01:12:23,000 Speaker 1: as I can tell, there's been no release of an 1318 01:12:23,000 --> 01:12:26,000 Speaker 1: actual name for the prototype. They do hope to bring 1319 01:12:26,080 --> 01:12:31,000 Speaker 1: it out to market before either Morpheus or Oculus Rift 1320 01:12:31,040 --> 01:12:34,320 Speaker 1: go to the consumer market, so they're they're really fast 1321 01:12:34,360 --> 01:12:36,479 Speaker 1: tracking this to try and beat them to the punch. 1322 01:12:37,360 --> 01:12:40,599 Speaker 1: So I'll be exciting to see what happens. Yeah, definitely. Meanwhile, 1323 01:12:40,800 --> 01:12:44,760 Speaker 1: there are some more serious applications of this technology. Yeah, 1324 01:12:44,840 --> 01:12:48,080 Speaker 1: we're talking military applications. And uh so here in the 1325 01:12:48,160 --> 01:12:51,280 Speaker 1: United States, darpas using the Oculus Rift to help train 1326 01:12:51,439 --> 01:12:55,519 Speaker 1: soldiers in new techniques to fight cyber warfare. I read 1327 01:12:55,600 --> 01:12:59,679 Speaker 1: the story three times from Wired uh and uh called 1328 01:13:00,000 --> 01:13:03,040 Speaker 1: arepas using Oculus Rift to prep for cyber war and 1329 01:13:03,840 --> 01:13:07,679 Speaker 1: I don't get it. The idea is that they would 1330 01:13:07,680 --> 01:13:11,559 Speaker 1: actually be able to visualize things like a cyber attack 1331 01:13:11,680 --> 01:13:15,479 Speaker 1: on a network. So if you remember, like any movie 1332 01:13:15,520 --> 01:13:17,680 Speaker 1: from the nineteen eighties where you have a hacker try 1333 01:13:17,720 --> 01:13:20,040 Speaker 1: to hack a system, half the time it would show 1334 01:13:20,240 --> 01:13:22,840 Speaker 1: a like a three D first person shooter kind of 1335 01:13:22,920 --> 01:13:25,280 Speaker 1: model where you're going through a maze and then you 1336 01:13:25,320 --> 01:13:27,720 Speaker 1: see a skull and crossbones, Like, oh, you don't want 1337 01:13:27,720 --> 01:13:30,439 Speaker 1: to go through their hacker take the door to the right, 1338 01:13:30,520 --> 01:13:33,600 Speaker 1: which for some reason isn't protected, and that's how you 1339 01:13:33,680 --> 01:13:36,920 Speaker 1: hack into the system. Because Hollywood wanted to have and 1340 01:13:37,080 --> 01:13:41,479 Speaker 1: a visually entertaining way to represent this this process. Never 1341 01:13:41,600 --> 01:13:45,760 Speaker 1: mind the fact that hacking doesn't involve wandering through three 1342 01:13:45,800 --> 01:13:49,040 Speaker 1: person our first person shooter kind of environments, except now 1343 01:13:49,160 --> 01:13:53,559 Speaker 1: I totally could, which is weird. So it's making all 1344 01:13:53,640 --> 01:13:57,519 Speaker 1: of our nineteen eight streams come true. Yeah, well most 1345 01:13:57,600 --> 01:13:59,360 Speaker 1: of them. I've got a couple that you know, I 1346 01:13:59,400 --> 01:14:03,040 Speaker 1: still don't. They don't have my DeLorean. But anyway, pretty awesome, 1347 01:14:03,600 --> 01:14:06,439 Speaker 1: interesting implementation. Have no idea if it's ever going to 1348 01:14:06,960 --> 01:14:09,720 Speaker 1: catch on, but it is an interesting approach. Then you 1349 01:14:09,840 --> 01:14:14,000 Speaker 1: also have another one. This is the Norwegian Army looking 1350 01:14:14,040 --> 01:14:17,000 Speaker 1: into using the Oculus riff to improve, uh, the the 1351 01:14:17,240 --> 01:14:21,120 Speaker 1: situational awareness of people who are inside tanks. Now, as 1352 01:14:21,160 --> 01:14:24,280 Speaker 1: you can imagine operating inside a tank which is designed 1353 01:14:24,320 --> 01:14:27,200 Speaker 1: to protect the crew as much as possible, it doesn't 1354 01:14:27,200 --> 01:14:29,200 Speaker 1: have a whole lot of windows. Yeah, I don't. You 1355 01:14:29,280 --> 01:14:31,760 Speaker 1: don't want a lot of views to the outside world 1356 01:14:31,840 --> 01:14:34,280 Speaker 1: in a heavily armored vehicle. It tends to be a 1357 01:14:34,400 --> 01:14:37,840 Speaker 1: point of vulnerability. So what the way some of these 1358 01:14:38,000 --> 01:14:40,720 Speaker 1: UH tanks work is that they have cameras mounted on 1359 01:14:40,800 --> 01:14:43,280 Speaker 1: the outside and usually what you would have to do 1360 01:14:43,960 --> 01:14:46,559 Speaker 1: is you have a monitor and you would switch between 1361 01:14:46,680 --> 01:14:49,280 Speaker 1: camera feeds to see what was going on around the 1362 01:14:49,320 --> 01:14:51,560 Speaker 1: perimeter of the tank. Now, this is important for you 1363 01:14:51,680 --> 01:14:55,040 Speaker 1: to be able to assess the situation, see if there 1364 01:14:55,040 --> 01:14:58,360 Speaker 1: are any enemies or even friendlies near you, because obviously 1365 01:14:58,520 --> 01:15:02,240 Speaker 1: you know you're an enormous vehicle. You have to be careful. Well, 1366 01:15:02,760 --> 01:15:05,639 Speaker 1: what they're looking at is using the cameras that these 1367 01:15:05,680 --> 01:15:07,720 Speaker 1: four cameras that would be mounted to the outside of 1368 01:15:07,800 --> 01:15:12,040 Speaker 1: tanks and digitally stitching together all the camera feeds because 1369 01:15:12,680 --> 01:15:14,680 Speaker 1: when you when you add all of them together, you 1370 01:15:14,760 --> 01:15:17,519 Speaker 1: get a full three D sixty degree field of view 1371 01:15:17,760 --> 01:15:20,519 Speaker 1: around the tank. So if you digitally stitched them together 1372 01:15:20,600 --> 01:15:24,799 Speaker 1: and then feed that through the headset by by sitting 1373 01:15:24,840 --> 01:15:28,240 Speaker 1: down and facing forward in respect to the tank, so 1374 01:15:28,360 --> 01:15:30,240 Speaker 1: you're facing the front of the tank, you would be 1375 01:15:30,360 --> 01:15:32,240 Speaker 1: looking forward. If you turn your head to the right, 1376 01:15:32,560 --> 01:15:34,720 Speaker 1: it would start to pan your view over to the 1377 01:15:34,800 --> 01:15:37,200 Speaker 1: feed that's coming from the right side. And you could 1378 01:15:37,200 --> 01:15:39,880 Speaker 1: do that in three hundred sixty degrees create creating a 1379 01:15:39,960 --> 01:15:43,840 Speaker 1: hypothetically real time digital world that's actually the real world 1380 01:15:43,960 --> 01:15:46,439 Speaker 1: surrounding you. Yeah, so it's really it's really more of 1381 01:15:46,479 --> 01:15:49,680 Speaker 1: a video feed than a than a virtual representation. So 1382 01:15:49,760 --> 01:15:53,200 Speaker 1: you're actually seeing that what's really out there, but you're 1383 01:15:53,200 --> 01:15:55,800 Speaker 1: doing it as if there isn't an enormous tank all 1384 01:15:55,840 --> 01:15:58,720 Speaker 1: the way around you, which is kind of interesting. It did. 1385 01:15:58,800 --> 01:16:02,200 Speaker 1: I think that would also take some getting used to, because, uh, 1386 01:16:02,400 --> 01:16:04,960 Speaker 1: your perspective would be that you are the size of 1387 01:16:05,000 --> 01:16:07,640 Speaker 1: a tank, because when you look around, like the thing 1388 01:16:07,720 --> 01:16:09,479 Speaker 1: that's in front of you and the thing that's behind you, 1389 01:16:09,920 --> 01:16:13,120 Speaker 1: obviously that would be separated by the length of the tank. 1390 01:16:13,640 --> 01:16:17,000 Speaker 1: That's that's got to cause some cognitive dissonance. There's probably 1391 01:16:17,040 --> 01:16:19,000 Speaker 1: some some training you have to do in order to 1392 01:16:19,040 --> 01:16:22,720 Speaker 1: really get good at it. But that's super cool use 1393 01:16:22,800 --> 01:16:25,400 Speaker 1: of this technology too. I mean, obviously I want to 1394 01:16:25,439 --> 01:16:29,559 Speaker 1: see uses that don't necessarily involve warfare that would also 1395 01:16:29,680 --> 01:16:34,240 Speaker 1: be cool. But anything that can can improve people's ability 1396 01:16:34,320 --> 01:16:39,280 Speaker 1: to have situational awareness in various types of scenarios, to me, 1397 01:16:39,439 --> 01:16:42,120 Speaker 1: is an interesting application of something that's meant to be 1398 01:16:42,520 --> 01:16:45,599 Speaker 1: for playing games. Um, this is something we see over 1399 01:16:45,640 --> 01:16:49,360 Speaker 1: and over with virtual environment technology. In general, we see 1400 01:16:49,360 --> 01:16:52,200 Speaker 1: a lot of repurposing. Either we see it repurposed from 1401 01:16:52,320 --> 01:16:54,960 Speaker 1: some other field to be in virtual environments, or we 1402 01:16:55,040 --> 01:16:58,880 Speaker 1: see virtual environment technology repurposed for some other industry. Now sure, 1403 01:16:58,880 --> 01:17:02,800 Speaker 1: and hey, since military funding does frequently um jump start 1404 01:17:03,560 --> 01:17:06,679 Speaker 1: given technology, maybe it's good that these kind of projects 1405 01:17:06,720 --> 01:17:09,080 Speaker 1: are going on right now. That's true, all right, So 1406 01:17:09,200 --> 01:17:12,559 Speaker 1: that wraps up this update to the Oculus Rift. If 1407 01:17:12,600 --> 01:17:15,960 Speaker 1: you guys have any suggestions for future episodes, let us know, 1408 01:17:16,200 --> 01:17:19,040 Speaker 1: send us a message our email addresses tech Stuff at 1409 01:17:19,120 --> 01:17:21,559 Speaker 1: how stuff works dot com, or drop us a line 1410 01:17:21,600 --> 01:17:24,960 Speaker 1: on Facebook, Tumbler or Twitter. Our handles tech Stuff hs W. 1411 01:17:25,479 --> 01:17:28,960 Speaker 1: When we come back, we will be running new episodes. Uh. 1412 01:17:29,040 --> 01:17:32,479 Speaker 1: This for interest of full disclosure. If you were wondering 1413 01:17:33,360 --> 01:17:36,120 Speaker 1: why are you doing updates, well two reasons. One, we 1414 01:17:36,240 --> 01:17:38,960 Speaker 1: wanted to update these episodes. They really did seem like 1415 01:17:39,160 --> 01:17:41,320 Speaker 1: interesting news stories that we wanted to tell you guys about. 1416 01:17:41,520 --> 01:17:43,680 Speaker 1: And too, uh I was, I was, I was not 1417 01:17:43,760 --> 01:17:46,000 Speaker 1: in the office, so we had to we had to 1418 01:17:46,040 --> 01:17:47,960 Speaker 1: do something since I wouldn't be able to record. Yes, 1419 01:17:48,080 --> 01:17:51,559 Speaker 1: podcast hosts our humans too, um, I mean I mean 1420 01:17:51,640 --> 01:17:54,479 Speaker 1: most Okay, I'm gonna quote most of the time. Right, Yeah, no, 1421 01:17:54,640 --> 01:17:57,960 Speaker 1: there there are times where I doubt my own humanity, 1422 01:17:58,120 --> 01:18:00,000 Speaker 1: not to mention the humanity of some of our coworkers, 1423 01:18:00,520 --> 01:18:04,120 Speaker 1: but we do in fact enjoy taking vacations, and then 1424 01:18:04,800 --> 01:18:08,040 Speaker 1: at least the taking part the preparing for could be 1425 01:18:08,160 --> 01:18:11,320 Speaker 1: somewhat of a toil, but no, we of course love 1426 01:18:11,360 --> 01:18:13,679 Speaker 1: all you guys, so let us know what you want 1427 01:18:13,720 --> 01:18:16,719 Speaker 1: to hear and we will talk to you again. Released 1428 01:18:19,520 --> 01:18:21,920 Speaker 1: for more on this and thousands of other topics because 1429 01:18:21,960 --> 01:18:23,200 Speaker 1: it how staff works. Dot com