WEBVTT - Oculus Rift: The Story So Far (Update)

0:00:03.360 --> 0:00:06.720
<v Speaker 1>Didn't touch with technology with tech Stuff from how stuff

0:00:06.760 --> 0:00:14.040
<v Speaker 1>Works dot Com. Hey there, and welcome to Tech Stuff.

0:00:14.120 --> 0:00:17.160
<v Speaker 1>I'm Jonathan Strickland and I'm Obama. And today we're going

0:00:17.200 --> 0:00:20.200
<v Speaker 1>to take another look back on an older episode. You see,

0:00:20.440 --> 0:00:23.160
<v Speaker 1>we got a lot of news about the Oculus Rift

0:00:23.239 --> 0:00:26.120
<v Speaker 1>that's been piling up since March of two thousand fourteen,

0:00:26.560 --> 0:00:29.760
<v Speaker 1>and we did an episode called the Oculus Rift Story

0:00:30.320 --> 0:00:34.239
<v Speaker 1>as the story so far, so there's enough information to

0:00:34.320 --> 0:00:36.760
<v Speaker 1>kind of update that, but not so much that we

0:00:36.800 --> 0:00:40.800
<v Speaker 1>can do a whole new episode. Right that original episode

0:00:40.800 --> 0:00:44.960
<v Speaker 1>published on August. If you want to, well, you don't

0:00:44.960 --> 0:00:46.680
<v Speaker 1>need to go looking for it, because we're about to

0:00:46.680 --> 0:00:50.040
<v Speaker 1>play it. We're about to play it, however, just to

0:00:50.040 --> 0:00:53.440
<v Speaker 1>give you an idea in the timeline of where this occurred. Yes,

0:00:53.760 --> 0:00:57.440
<v Speaker 1>so since August two thirteen, a lot has happened. So

0:00:57.800 --> 0:01:01.080
<v Speaker 1>once we have played through that episode, stick around. We

0:01:01.160 --> 0:01:03.760
<v Speaker 1>have a lot to say about what's been going on

0:01:03.960 --> 0:01:12.120
<v Speaker 1>since then. So, without further ado, here's the original episode. Today,

0:01:12.120 --> 0:01:15.640
<v Speaker 1>we wanted to talk about something that, uh technology that

0:01:15.720 --> 0:01:18.959
<v Speaker 1>really made a big splash in late two thousand twelves

0:01:19.000 --> 0:01:21.760
<v Speaker 1>and really in two thousand thirteen, something that got a

0:01:21.760 --> 0:01:24.480
<v Speaker 1>lot of people excited. I guess you could say it

0:01:24.800 --> 0:01:28.520
<v Speaker 1>kicks started the virtual reality craze again in the US.

0:01:28.840 --> 0:01:33.640
<v Speaker 1>Oh my goodness. The Oculus Rift. So yes, and as

0:01:33.640 --> 0:01:36.200
<v Speaker 1>of June they announced that they had just raised sixteen

0:01:36.240 --> 0:01:41.280
<v Speaker 1>million in private funding. Sixteen million dollars, which isn't shabby

0:01:41.360 --> 0:01:44.040
<v Speaker 1>for a company run by a twenty year old guy. Okay,

0:01:44.120 --> 0:01:47.640
<v Speaker 1>let's not focus on how young this guy is. Now,

0:01:47.760 --> 0:01:50.760
<v Speaker 1>that's amazing, that's that's this is a tinkerer, who is

0:01:50.880 --> 0:01:54.320
<v Speaker 1>who is of the people? And uh in eighteen years

0:01:54.360 --> 0:01:58.440
<v Speaker 1>younger than I am. Yeah, no, he really is. Though.

0:01:58.480 --> 0:02:01.800
<v Speaker 1>He's one of those guys who worked out of his garage,

0:02:02.480 --> 0:02:04.880
<v Speaker 1>messing with stuff that interested him and was able to

0:02:05.000 --> 0:02:08.840
<v Speaker 1>leverage that into something that is really taking at least

0:02:08.919 --> 0:02:11.840
<v Speaker 1>one section of the gaming world by storm. So we

0:02:11.840 --> 0:02:14.600
<v Speaker 1>were will be talking a lot about video games, but

0:02:14.680 --> 0:02:17.280
<v Speaker 1>in this case, it's a it's a peripheral for video games.

0:02:17.520 --> 0:02:20.000
<v Speaker 1>So all of you people out there who hate video

0:02:20.040 --> 0:02:23.960
<v Speaker 1>game topics, this is still cool. It's virtual reality. Now,

0:02:24.200 --> 0:02:28.000
<v Speaker 1>before we get into a discussion about Oculus Rift and particularly,

0:02:28.040 --> 0:02:31.360
<v Speaker 1>I wanted to mention just sort of a history of

0:02:31.440 --> 0:02:36.360
<v Speaker 1>virtual reality. Uh, kind of Jonathan's history of virtual reality.

0:02:36.400 --> 0:02:38.200
<v Speaker 1>So this isn't in our notes or anything. This is

0:02:38.400 --> 0:02:41.440
<v Speaker 1>from my own personal, completely unofficial. He is making it

0:02:41.520 --> 0:02:45.160
<v Speaker 1>up as he goes along. Dinosaurs will be involved, Okay,

0:02:45.160 --> 0:02:48.800
<v Speaker 1>well actually yes, well technically it's not a dinosaur. Pterodactyl

0:02:48.880 --> 0:02:53.200
<v Speaker 1>is not a dinosaur, but it's close. Um so virtual reality.

0:02:53.320 --> 0:02:56.000
<v Speaker 1>For those of you who were alive in the nineties

0:02:56.240 --> 0:02:59.080
<v Speaker 1>and remember this kind of stuff that it started to

0:02:59.160 --> 0:03:03.040
<v Speaker 1>really kind of get buzz in the early to mid nineties.

0:03:03.080 --> 0:03:06.080
<v Speaker 1>This was one of those terms that was promising to

0:03:06.160 --> 0:03:09.000
<v Speaker 1>turn computing on its head. It was changing the way

0:03:09.040 --> 0:03:11.920
<v Speaker 1>we thought about computers. It was gonna be immersive. You

0:03:11.919 --> 0:03:14.440
<v Speaker 1>were going to be surrounded by the computer data. You

0:03:14.440 --> 0:03:16.640
<v Speaker 1>would be part of this experience. It would no longer

0:03:17.040 --> 0:03:20.800
<v Speaker 1>be this separation that was created by a screen and

0:03:20.840 --> 0:03:23.120
<v Speaker 1>a keyboard and a mouse. And this was partially due

0:03:23.120 --> 0:03:26.720
<v Speaker 1>to science fiction. It was largely due to science fiction. Yeah,

0:03:26.880 --> 0:03:30.560
<v Speaker 1>because because the actual technology at the time was not

0:03:30.560 --> 0:03:33.480
<v Speaker 1>not up to part none, none, up to the expectations

0:03:33.520 --> 0:03:37.760
<v Speaker 1>that were generated as a result of both science fiction. Also,

0:03:37.840 --> 0:03:41.119
<v Speaker 1>I mean, obviously Hollywood had a big deal with how

0:03:41.160 --> 0:03:45.760
<v Speaker 1>this was portrayed and and it was never really realistic

0:03:45.840 --> 0:03:48.040
<v Speaker 1>in the Hollywood version. Also, if you watch any of

0:03:48.040 --> 0:03:50.760
<v Speaker 1>those movies that had a lot of virtual reality elements

0:03:50.800 --> 0:03:54.160
<v Speaker 1>to them, they look awful by today's standards. When you

0:03:54.200 --> 0:03:56.920
<v Speaker 1>talk about the graphics quality, well, there were showcases of

0:03:56.960 --> 0:04:01.160
<v Speaker 1>that early computer generated right, but it was still even

0:04:01.160 --> 0:04:03.640
<v Speaker 1>though they look horrible by today's standards, they still looked

0:04:03.640 --> 0:04:06.320
<v Speaker 1>amazing compared to what was capable what we were capable

0:04:06.320 --> 0:04:09.040
<v Speaker 1>of doing with virtual reality at that time. Also, it

0:04:09.120 --> 0:04:13.120
<v Speaker 1>was really expensive because this was all a technology that

0:04:13.160 --> 0:04:16.200
<v Speaker 1>had to be built from the ground up, specifically for

0:04:16.240 --> 0:04:20.040
<v Speaker 1>the purpose of virtual reality. Now here's a hard, cold

0:04:20.160 --> 0:04:25.000
<v Speaker 1>fact about technology. If you're designing something that is brand new,

0:04:25.360 --> 0:04:28.159
<v Speaker 1>as in no one has built this kind of stuff before,

0:04:28.920 --> 0:04:31.360
<v Speaker 1>there's a huge amount of money that goes into that

0:04:31.480 --> 0:04:36.240
<v Speaker 1>to to build them development enormous amount of money, and

0:04:36.360 --> 0:04:39.280
<v Speaker 1>virtual reality did not you know, it generated a lot

0:04:39.279 --> 0:04:41.200
<v Speaker 1>of buzz, which was good in the early days, but

0:04:41.279 --> 0:04:44.920
<v Speaker 1>then the reaction to what was actually possible was such

0:04:45.000 --> 0:04:46.720
<v Speaker 1>that a lot of that interest and a lot of

0:04:46.760 --> 0:04:50.480
<v Speaker 1>the support drained away very very quickly. So you're left

0:04:50.520 --> 0:04:53.240
<v Speaker 1>with these people who were doing valuable work in the

0:04:53.279 --> 0:04:57.320
<v Speaker 1>field of virtual reality. But because there was this bubble

0:04:57.400 --> 0:05:00.599
<v Speaker 1>that burst early on in the development of the technology

0:05:00.640 --> 0:05:03.800
<v Speaker 1>itself and the industry, they were left with very little

0:05:03.839 --> 0:05:07.560
<v Speaker 1>to work with once that bubble went away. So also,

0:05:07.600 --> 0:05:09.440
<v Speaker 1>I feel like at the time, people we were focused

0:05:09.440 --> 0:05:12.640
<v Speaker 1>on the entertainment issues of it and weren't really thinking

0:05:12.720 --> 0:05:17.919
<v Speaker 1>forward to UMU, to the possible medical purposing and and

0:05:18.120 --> 0:05:23.040
<v Speaker 1>therapy purposing. At least anyone outside the actual industry was

0:05:23.120 --> 0:05:25.400
<v Speaker 1>not seeing those that. You know, there were people who

0:05:25.440 --> 0:05:27.960
<v Speaker 1>were working in the industry who's actually saw some really

0:05:28.000 --> 0:05:30.960
<v Speaker 1>cool applications, some of which we have actually seen happen

0:05:31.120 --> 0:05:34.200
<v Speaker 1>over the course of the several years that have in

0:05:34.240 --> 0:05:38.479
<v Speaker 1>between when virtual reality was a buzzword and today. But

0:05:39.040 --> 0:05:41.479
<v Speaker 1>people who were looking at it from the outside, the

0:05:41.480 --> 0:05:44.719
<v Speaker 1>general consumer, they were looking at it as video games

0:05:45.839 --> 0:05:48.360
<v Speaker 1>or sometimes you know, I think it got pigeonholed, is

0:05:48.400 --> 0:05:51.200
<v Speaker 1>all I'm saying. Yeah, there were there was a smaller,

0:05:51.560 --> 0:05:55.280
<v Speaker 1>smaller segment who were thinking virtual sex and uh, but

0:05:55.320 --> 0:05:56.839
<v Speaker 1>I mean those were like the those were like the

0:05:56.839 --> 0:05:59.799
<v Speaker 1>two applications. It was either you were playing a game

0:06:00.120 --> 0:06:04.160
<v Speaker 1>or you were having some sort of weird virtual romantic

0:06:04.200 --> 0:06:07.719
<v Speaker 1>internal Yeah. Yeah, that that's scene in Demolition Man happened. Yeah,

0:06:07.839 --> 0:06:10.800
<v Speaker 1>that was a thing. Yeah, yes, it was a thing.

0:06:11.520 --> 0:06:13.360
<v Speaker 1>Uh if you if you haven't seen that, I don't

0:06:13.400 --> 0:06:20.000
<v Speaker 1>necessarily recommend it for for a snipe Sander Bullock picture.

0:06:20.320 --> 0:06:24.320
<v Speaker 1>You know it's it's it's fun. It's a fun film.

0:06:24.160 --> 0:06:29.080
<v Speaker 1>I'm not anyway. So anyway, getting getting back into virtual

0:06:29.160 --> 0:06:33.240
<v Speaker 1>reality so to speak. Uh So, as time went on,

0:06:33.760 --> 0:06:37.280
<v Speaker 1>the virtual reality community began to really like the people

0:06:37.320 --> 0:06:40.000
<v Speaker 1>who are really working on trying to develop things like

0:06:40.279 --> 0:06:46.279
<v Speaker 1>sophisticated head tracking technology, sophisticated display technology, and input various

0:06:46.400 --> 0:06:49.360
<v Speaker 1>user interfaces. Uh. What they began to do was they

0:06:49.360 --> 0:06:54.080
<v Speaker 1>began to appropriate stuff from other industries, mostly the video

0:06:54.120 --> 0:06:58.800
<v Speaker 1>game industry, because video games were progressing and they were

0:06:58.800 --> 0:07:01.960
<v Speaker 1>starting to introduce new types of controllers. So, for example,

0:07:01.960 --> 0:07:05.080
<v Speaker 1>when the Nintendo WE launched and they had the WE

0:07:05.360 --> 0:07:10.560
<v Speaker 1>control with the multiple access gyroscopes in it that allowed

0:07:10.600 --> 0:07:14.880
<v Speaker 1>for very specific kinds of interaction with the console, the

0:07:15.000 --> 0:07:18.400
<v Speaker 1>video or the virtual environment. By now it's called virtual

0:07:18.440 --> 0:07:20.960
<v Speaker 1>environment's not virtual reality. Because virtual reality had sort of

0:07:20.960 --> 0:07:24.480
<v Speaker 1>a stigma attached to it. The virtual environment. People were thinking,

0:07:24.960 --> 0:07:28.400
<v Speaker 1>why don't we take that, like literally, We'll go out

0:07:28.440 --> 0:07:31.640
<v Speaker 1>and buy a Nintendo WE and take apart the controller

0:07:31.720 --> 0:07:35.040
<v Speaker 1>and use the technology in the controller to help develop

0:07:35.080 --> 0:07:38.240
<v Speaker 1>our stuff because it's less expensive than developing one on

0:07:38.240 --> 0:07:41.640
<v Speaker 1>our own or buying one of these very specific types

0:07:41.680 --> 0:07:45.600
<v Speaker 1>of parts that are only made for virtual reality. So

0:07:45.640 --> 0:07:49.240
<v Speaker 1>that kind of sets the scene for what happens with

0:07:49.320 --> 0:07:54.440
<v Speaker 1>the Oculus Rift. So let's go and first we'll just

0:07:54.520 --> 0:07:56.440
<v Speaker 1>talk about what the Oculus Rift is. It is a

0:07:56.480 --> 0:08:00.320
<v Speaker 1>headset that has two screens in the headset, one screen

0:08:00.360 --> 0:08:05.160
<v Speaker 1>for each eye. The two screens both render a very

0:08:05.240 --> 0:08:09.480
<v Speaker 1>similar image from a from a game. Yeah, on casual glance,

0:08:09.600 --> 0:08:12.120
<v Speaker 1>you would think that it's the same picture, but they're

0:08:12.120 --> 0:08:14.920
<v Speaker 1>from very very slightly different angles, just like your eyes

0:08:14.960 --> 0:08:17.520
<v Speaker 1>are to right right to to give the illusion of

0:08:17.600 --> 0:08:20.080
<v Speaker 1>depth when your brain puts the two inches together. Yeah,

0:08:20.080 --> 0:08:22.280
<v Speaker 1>and we'll talk more about what's actually going on there

0:08:22.320 --> 0:08:24.320
<v Speaker 1>a little bit later in the podcast. So it's this

0:08:24.440 --> 0:08:28.640
<v Speaker 1>headset and it has motion tracking. Uh so essentially your

0:08:28.720 --> 0:08:33.600
<v Speaker 1>head's motions are interpreted by by hardware in this headset

0:08:34.080 --> 0:08:38.640
<v Speaker 1>sent to a computer that is taking that as input

0:08:39.200 --> 0:08:42.000
<v Speaker 1>and then processing it within a game engine of some

0:08:42.040 --> 0:08:46.040
<v Speaker 1>sort and sending back the response so that the images

0:08:46.080 --> 0:08:49.360
<v Speaker 1>you see are based upon the movements you're making. Right.

0:08:49.440 --> 0:08:53.720
<v Speaker 1>I mean that's basic head tracking technology. But it was,

0:08:54.240 --> 0:08:56.640
<v Speaker 1>and it's this is this is what's interesting to me.

0:08:57.120 --> 0:08:59.240
<v Speaker 1>This is not new, Like I said this, this started

0:08:59.280 --> 0:09:01.160
<v Speaker 1>way back in the nine needs, but a lot of

0:09:01.160 --> 0:09:05.760
<v Speaker 1>the software side was very primitive, and so the pictures

0:09:05.760 --> 0:09:08.719
<v Speaker 1>you would get would be very very basic. Like when

0:09:08.720 --> 0:09:11.120
<v Speaker 1>I said that whole pterodactyl thing. One of the early

0:09:11.200 --> 0:09:15.880
<v Speaker 1>games was your this blocky figure moving around a blocky

0:09:16.000 --> 0:09:20.000
<v Speaker 1>landscape being chased by a blocky pterodactyl and you had

0:09:20.040 --> 0:09:21.880
<v Speaker 1>to just kind of run around and try and shoot

0:09:21.960 --> 0:09:25.360
<v Speaker 1>other people using a blocky gun that fired get ready

0:09:25.360 --> 0:09:29.200
<v Speaker 1>for it. Blocks. Uh, it was not it was not

0:09:29.840 --> 0:09:32.000
<v Speaker 1>that immersive. I mean, it was interesting that your head

0:09:32.080 --> 0:09:35.040
<v Speaker 1>could move, you know you it did track your motions,

0:09:35.360 --> 0:09:37.320
<v Speaker 1>but it wasn't immersive in the sense that you felt

0:09:37.360 --> 0:09:40.320
<v Speaker 1>anything was realistic. And there was a latency issue. And

0:09:40.320 --> 0:09:43.320
<v Speaker 1>we'll talk about latency later. To latency is like the

0:09:43.400 --> 0:09:48.160
<v Speaker 1>death sentence for virtual reality systems. So, uh, it wasn't

0:09:48.160 --> 0:09:50.120
<v Speaker 1>a new idea, but this was a new way of

0:09:50.120 --> 0:09:52.640
<v Speaker 1>of approaching it, and it was all made possible by

0:09:52.880 --> 0:09:55.960
<v Speaker 1>other industries. It wasn't the fact that the virtual reality

0:09:56.040 --> 0:10:01.360
<v Speaker 1>industry had advanced to a huge degree. It was because

0:10:01.400 --> 0:10:06.160
<v Speaker 1>of things like smartphones and tablets. So let's talk about um,

0:10:06.240 --> 0:10:09.439
<v Speaker 1>kind of one of the most famous failures in virtual

0:10:09.480 --> 0:10:12.480
<v Speaker 1>reality first, because because this is one that uh the

0:10:12.520 --> 0:10:17.240
<v Speaker 1>founder of Oculus Palmer Lucky has mentioned before, which is

0:10:17.800 --> 0:10:20.880
<v Speaker 1>also from Nintendo. Yeah, the Virtual Boy. Back in nine.

0:10:22.040 --> 0:10:25.880
<v Speaker 1>This was one that the little headset would display red

0:10:26.040 --> 0:10:30.800
<v Speaker 1>vector graphics. I think maybe not the first, but one

0:10:30.840 --> 0:10:33.880
<v Speaker 1>of the first games to feature Warrio was on the

0:10:33.960 --> 0:10:37.760
<v Speaker 1>Virtual Boy. Uh, so he was able to survive Virtual Boy,

0:10:37.920 --> 0:10:41.280
<v Speaker 1>even if the product itself did not survive very long.

0:10:41.559 --> 0:10:45.840
<v Speaker 1>Time magazine gave it a review that was not positive.

0:10:46.480 --> 0:10:50.880
<v Speaker 1>They actually said that, uh, that it was migrain inducing

0:10:51.440 --> 0:10:53.720
<v Speaker 1>and uh and so there was a lot of bad

0:10:53.840 --> 0:10:57.560
<v Speaker 1>press about the Virtual Boy and it didn't sell terribly well.

0:10:57.600 --> 0:11:00.640
<v Speaker 1>It was one of the tech's biggest flops. I remember

0:11:00.640 --> 0:11:03.440
<v Speaker 1>it being a blip on on on my radar and

0:11:03.440 --> 0:11:06.520
<v Speaker 1>then almost immediately disappearing right up there with the Nintendo

0:11:06.640 --> 0:11:09.439
<v Speaker 1>Power Glove. Oh yeah, if you had the Power Glove

0:11:09.480 --> 0:11:12.200
<v Speaker 1>and a Virtual Boy, you are a huge Nintendo fan.

0:11:12.760 --> 0:11:15.480
<v Speaker 1>You look like a cyborg, but you're probably throwing up

0:11:15.480 --> 0:11:17.880
<v Speaker 1>a lot and you maybe had two games to play. Yeah,

0:11:17.960 --> 0:11:23.160
<v Speaker 1>that's also true, so Palmer Lucky. He looks back on

0:11:23.200 --> 0:11:27.800
<v Speaker 1>this history of virtual reality and he is absolutely fascinated

0:11:27.840 --> 0:11:29.719
<v Speaker 1>by it and wants to get involved in it. But

0:11:29.800 --> 0:11:32.920
<v Speaker 1>let's learn a little bit more about who he is. First,

0:11:32.960 --> 0:11:36.640
<v Speaker 1>Like you said, Lauren, he's twenty years old right as

0:11:36.679 --> 0:11:39.400
<v Speaker 1>of right this very moment. Um He's uh, he's he's

0:11:39.400 --> 0:11:42.880
<v Speaker 1>from Irvine, California. Um, he self identifies as a hacker

0:11:42.960 --> 0:11:45.760
<v Speaker 1>maker both both at the same time. Probably. Um. He

0:11:45.800 --> 0:11:49.000
<v Speaker 1>was homeschooled. His dad's a car salesman, I believe. Okay,

0:11:49.720 --> 0:11:53.640
<v Speaker 1>he went to as you know, he for school for

0:11:53.640 --> 0:11:58.040
<v Speaker 1>for college. He was actually studying journalism. He in fact

0:11:58.080 --> 0:11:59.760
<v Speaker 1>said that one of the things he wanted to do.

0:11:59.800 --> 0:12:02.679
<v Speaker 1>He was always interested in taking things apart and learning

0:12:02.720 --> 0:12:04.600
<v Speaker 1>how they worked and then trying to put them back together.

0:12:05.000 --> 0:12:08.040
<v Speaker 1>And you know, he had kind of typical smart kids

0:12:08.080 --> 0:12:10.520
<v Speaker 1>success rate at things still working when they were put

0:12:10.559 --> 0:12:13.480
<v Speaker 1>back together after he had taken him apart. But he um,

0:12:13.520 --> 0:12:15.880
<v Speaker 1>he said that he wanted to go to journalism school

0:12:16.000 --> 0:12:18.640
<v Speaker 1>to learn to become a writer so that he could

0:12:19.120 --> 0:12:22.240
<v Speaker 1>tell people he could write articles, like really good articles

0:12:22.280 --> 0:12:29.320
<v Speaker 1>to explain how stuff works. He wanted my job, Palmer

0:12:29.440 --> 0:12:32.400
<v Speaker 1>Lucky wanted my job. Well, I'm really glad that he

0:12:32.440 --> 0:12:35.680
<v Speaker 1>took his own job instead of ours. Yeah, because we'd

0:12:35.679 --> 0:12:37.080
<v Speaker 1>be all of a job and neither of us would

0:12:37.120 --> 0:12:40.920
<v Speaker 1>have invented the oculus rift fact. Yeah, because he his

0:12:41.040 --> 0:12:44.640
<v Speaker 1>plan b ended up ended up being a lot more successful.

0:12:44.679 --> 0:12:48.400
<v Speaker 1>Being pretty okay, Um, but yeah, he was. He was.

0:12:48.440 --> 0:12:51.800
<v Speaker 1>He was into some some interesting pursuits as a child. Yeah,

0:12:52.280 --> 0:12:55.640
<v Speaker 1>originally it was all about blowing stuff up, shocking stuff

0:12:56.080 --> 0:12:58.880
<v Speaker 1>or setting it on fire, like like like Tesla coil guns.

0:12:58.960 --> 0:13:02.000
<v Speaker 1>I read about some way coil guns. He built coil

0:13:02.080 --> 0:13:04.480
<v Speaker 1>guns as a kid. He actually said at one in

0:13:04.480 --> 0:13:08.720
<v Speaker 1>one interviews, it's a miracle I am still alive because

0:13:08.800 --> 0:13:12.160
<v Speaker 1>he was building stuff like anything that would involve destruction

0:13:12.800 --> 0:13:16.880
<v Speaker 1>through electronics was really fascinating to him. Typical kids can't

0:13:16.920 --> 0:13:19.800
<v Speaker 1>can't blame him, you know, like probably like some little

0:13:20.320 --> 0:13:23.080
<v Speaker 1>I don't want to be an armchair psychologist. But in

0:13:23.120 --> 0:13:26.480
<v Speaker 1>general I notice that kids and I do not I

0:13:26.520 --> 0:13:31.120
<v Speaker 1>don't separate myself from here, have occasionally power fantasies because

0:13:31.160 --> 0:13:35.079
<v Speaker 1>so much of their life is Hell's determined by other

0:13:35.080 --> 0:13:38.640
<v Speaker 1>people exactly, So this is sort of a self determination,

0:13:38.720 --> 0:13:41.760
<v Speaker 1>self empowerment kind of things. Some of us focus on

0:13:41.840 --> 0:13:45.120
<v Speaker 1>dinosaurs because dinosaurs are bigger than our parents and therefore

0:13:45.120 --> 0:13:48.079
<v Speaker 1>are more powerful. Some of us focus on tesla coil

0:13:48.120 --> 0:13:50.360
<v Speaker 1>guns that can melt our parents faces off if we

0:13:50.440 --> 0:13:52.400
<v Speaker 1>ever had that desire, which, by the way, he did not.

0:13:53.120 --> 0:13:56.319
<v Speaker 1>Let's be clear, he was not. He was not planning

0:13:56.360 --> 0:14:00.679
<v Speaker 1>on on zapping people. He just wanted to build stuff anyway,

0:14:00.960 --> 0:14:03.960
<v Speaker 1>well as far as we know, but he did. He

0:14:03.960 --> 0:14:06.480
<v Speaker 1>did wind up doing something constructive as well. He uh,

0:14:06.520 --> 0:14:08.840
<v Speaker 1>he started up an iPhone repair business, didn't he. Yeah,

0:14:08.840 --> 0:14:12.000
<v Speaker 1>he sure did. As a teenager, he began to eat

0:14:12.080 --> 0:14:14.760
<v Speaker 1>when the iPhone came out, he was fascinated with that. Immediately,

0:14:14.760 --> 0:14:17.959
<v Speaker 1>he took one apart and learned really what made it work.

0:14:18.360 --> 0:14:22.320
<v Speaker 1>And so he because of his his practical knowledge of

0:14:22.360 --> 0:14:26.120
<v Speaker 1>electronics that was, you know, largely self taught, he ended

0:14:26.200 --> 0:14:31.360
<v Speaker 1>up having a successful iPhone repair business. He also would

0:14:31.440 --> 0:14:34.640
<v Speaker 1>jail break people's iPhones, so if they wanted to have

0:14:35.040 --> 0:14:37.600
<v Speaker 1>an iPhone that could run other types of stuff on

0:14:37.640 --> 0:14:39.880
<v Speaker 1>it that rather than just what Apple would allow you

0:14:39.920 --> 0:14:42.920
<v Speaker 1>to run a boot with whatever. Yeah, he would actually

0:14:43.080 --> 0:14:46.680
<v Speaker 1>do that for a fee, and apparently it was pretty successful.

0:14:47.360 --> 0:14:51.520
<v Speaker 1>So so successful that he might have made around thirty

0:14:51.640 --> 0:14:55.880
<v Speaker 1>six thousand dollars in a single year, which you know,

0:14:56.000 --> 0:15:00.120
<v Speaker 1>as a teenager is a pretty good many humans. It's

0:15:00.120 --> 0:15:02.880
<v Speaker 1>a pretty good salary for for for something like this

0:15:02.920 --> 0:15:05.240
<v Speaker 1>is this is his version of a lemonade stand. That's

0:15:05.240 --> 0:15:09.080
<v Speaker 1>a pretty successful lemonade stand. Yes, as of two thousand nine,

0:15:09.120 --> 0:15:11.280
<v Speaker 1>when he was sixteen, I believe that was when he

0:15:11.320 --> 0:15:15.000
<v Speaker 1>began looking into purchasing virtual reality equipment. That's when he

0:15:15.080 --> 0:15:17.360
<v Speaker 1>kind of had had had been online and had seen

0:15:17.400 --> 0:15:20.080
<v Speaker 1>some stuff and was getting interested in the subject, right

0:15:20.160 --> 0:15:22.960
<v Speaker 1>and and that was also he's done interviews where he's

0:15:22.960 --> 0:15:28.320
<v Speaker 1>talked about how the industry changed dramatically, Like back in

0:15:28.360 --> 0:15:31.360
<v Speaker 1>the early days. Besides things like Nintendo's Virtual Boy, which

0:15:31.400 --> 0:15:33.840
<v Speaker 1>were really the exception, those were the few. There were

0:15:33.840 --> 0:15:37.280
<v Speaker 1>only a few things that were ever consumer based technologies

0:15:37.280 --> 0:15:40.160
<v Speaker 1>that the average person was would be expected to purchase

0:15:40.400 --> 0:15:42.840
<v Speaker 1>right right, even today a few years later, the very

0:15:42.920 --> 0:15:46.240
<v Speaker 1>low end virtual reality equipment runs around a thousand bucks

0:15:46.240 --> 0:15:49.000
<v Speaker 1>of pop I think um and and a lot of

0:15:49.040 --> 0:15:51.920
<v Speaker 1>it um. A lot of the more professional gear was

0:15:52.000 --> 0:15:55.040
<v Speaker 1>running up near a hundred thousand bucks. In fact, one

0:15:55.080 --> 0:15:57.400
<v Speaker 1>of the things he found he found a piece of

0:15:57.520 --> 0:16:00.560
<v Speaker 1>virtual reality equipment that was pretty rare at the time

0:16:00.560 --> 0:16:04.840
<v Speaker 1>it was first produced cost ninety seven thousand dollars. He

0:16:04.880 --> 0:16:08.360
<v Speaker 1>bought it for eighty seven bucks because, again, the VR

0:16:08.720 --> 0:16:11.960
<v Speaker 1>industry just kind of out. Yeah, so he was really

0:16:12.000 --> 0:16:14.920
<v Speaker 1>interested to seeing, you know, in seeing how these things worked,

0:16:14.920 --> 0:16:18.200
<v Speaker 1>how did they track head head motion, how did they

0:16:18.240 --> 0:16:21.200
<v Speaker 1>feed video in? And a lot of these early early

0:16:21.280 --> 0:16:26.360
<v Speaker 1>VR equipment pieces are enormous, right, They require things like

0:16:26.560 --> 0:16:29.680
<v Speaker 1>some kind of rig exactly, they require a rig so

0:16:29.720 --> 0:16:32.480
<v Speaker 1>that their support because if you were to just wear

0:16:32.520 --> 0:16:35.080
<v Speaker 1>it yourself, it would be so heavy as to be uncomfortable.

0:16:35.440 --> 0:16:36.800
<v Speaker 1>Some of them would be too heavy for you to

0:16:36.960 --> 0:16:40.040
<v Speaker 1>even effectively move your head. So a lot of them

0:16:40.040 --> 0:16:42.200
<v Speaker 1>would have these rigs that would allow you to have

0:16:42.320 --> 0:16:46.520
<v Speaker 1>suspension from from like uh uh, not the ceiling, but

0:16:46.800 --> 0:16:49.080
<v Speaker 1>it would the rig itself would extend beyond where you

0:16:49.080 --> 0:16:52.560
<v Speaker 1>would stand, and there'd be chords that would help support

0:16:52.600 --> 0:16:54.720
<v Speaker 1>the weight of the helmet, so you wouldn't have full

0:16:54.800 --> 0:16:57.600
<v Speaker 1>three sixty degree motion either. If you were to try

0:16:57.640 --> 0:16:59.840
<v Speaker 1>and turn all the way around, eventually those those cords

0:16:59.840 --> 0:17:01.760
<v Speaker 1>are start to wrap up, yeah, and you'd have to

0:17:01.800 --> 0:17:05.399
<v Speaker 1>turn back the other way. So he was interested in

0:17:05.480 --> 0:17:08.159
<v Speaker 1>purchasing as many of these as possible to learn what

0:17:08.200 --> 0:17:10.359
<v Speaker 1>made him tick. Yeah, he he was thinking about creating

0:17:10.359 --> 0:17:14.440
<v Speaker 1>more immersive game interfaces and uh and and experiences and

0:17:14.520 --> 0:17:16.600
<v Speaker 1>but but none of this stuff was really what he

0:17:16.640 --> 0:17:18.639
<v Speaker 1>was looking for. He was he was kind of hoping

0:17:18.680 --> 0:17:22.960
<v Speaker 1>to to salvage something together for himself, honestly, and um,

0:17:22.960 --> 0:17:25.840
<v Speaker 1>and none of it was working, right, So, but he

0:17:26.320 --> 0:17:28.760
<v Speaker 1>learned a lot during this period, Yeah, and um. And

0:17:29.040 --> 0:17:31.640
<v Speaker 1>as of twenty eleven, he was working at the University

0:17:31.680 --> 0:17:35.000
<v Speaker 1>of Southern California's Institute for Creative Technologies, which I believe

0:17:35.080 --> 0:17:38.199
<v Speaker 1>is in military associated facility from a lot of the

0:17:38.200 --> 0:17:40.520
<v Speaker 1>stuff they did was for the military Specifically, he was

0:17:40.560 --> 0:17:44.600
<v Speaker 1>working in the Virtual Reality Exposure Therapy Program UM, sometimes

0:17:44.680 --> 0:17:49.560
<v Speaker 1>called virtual IRAQ, which helps veterans who have PTSD use

0:17:49.840 --> 0:17:55.080
<v Speaker 1>VR therapy to to get over their post traumatic stress disorder. Yeah.

0:17:55.080 --> 0:17:58.240
<v Speaker 1>In fact, this is one of the most fascinating uses

0:17:58.359 --> 0:18:00.920
<v Speaker 1>for virtual reality. And I've I've actually talked to there

0:18:01.000 --> 0:18:03.199
<v Speaker 1>was Um, there are people over at Emery, and there

0:18:03.200 --> 0:18:06.159
<v Speaker 1>are people over at Duke who run labs that use

0:18:06.240 --> 0:18:08.600
<v Speaker 1>this kind of approach, and I've talked about it for

0:18:08.760 --> 0:18:11.080
<v Speaker 1>use with PTSD have also talked about it for use

0:18:11.200 --> 0:18:15.000
<v Speaker 1>with things like phobias, and the idea is it's this

0:18:15.119 --> 0:18:20.000
<v Speaker 1>immersion therapy where you immerse a person into certain situations

0:18:20.040 --> 0:18:25.480
<v Speaker 1>that might trigger anxiety or stress, but they are they

0:18:25.600 --> 0:18:28.040
<v Speaker 1>know that they are in a safe environment. They know

0:18:28.200 --> 0:18:31.239
<v Speaker 1>ultimately deep down that they are perfectly safe, that they

0:18:31.280 --> 0:18:34.080
<v Speaker 1>are not really in that. But it's immersive enough for

0:18:34.160 --> 0:18:36.680
<v Speaker 1>people who have a severe fear of flying. I've heard

0:18:36.720 --> 0:18:39.840
<v Speaker 1>that it's extremely successful, something something along the lines of

0:18:39.920 --> 0:18:43.080
<v Speaker 1>you could do a virtual visit to an airport. And

0:18:43.640 --> 0:18:47.400
<v Speaker 1>the interesting thing here is that the scientists have discovered

0:18:47.400 --> 0:18:50.160
<v Speaker 1>that the graphics do not have to be photo realistic

0:18:50.200 --> 0:18:52.840
<v Speaker 1>at all. They don't have to be you know, to

0:18:52.920 --> 0:18:54.920
<v Speaker 1>the point where you would look at something and think

0:18:55.440 --> 0:19:00.360
<v Speaker 1>that's identifiable as Dullest International Airport, for example. You look

0:19:00.359 --> 0:19:02.520
<v Speaker 1>at and just say, there's a building and there's the

0:19:02.560 --> 0:19:04.960
<v Speaker 1>representation of a plane next to it, that's the airport.

0:19:05.440 --> 0:19:09.240
<v Speaker 1>And once you get into the immersive environment, which usually

0:19:09.280 --> 0:19:11.840
<v Speaker 1>takes around half a minute to a minute long for

0:19:11.880 --> 0:19:14.480
<v Speaker 1>you to really get acclimated, assuming that everything is working

0:19:14.520 --> 0:19:18.119
<v Speaker 1>properly on the technical end, then you start to have

0:19:18.240 --> 0:19:20.840
<v Speaker 1>the actual physical reactions you would if you were in

0:19:20.880 --> 0:19:24.200
<v Speaker 1>the real situation. So, for example, one about a fear

0:19:24.200 --> 0:19:27.439
<v Speaker 1>of heights. I remember specifically reading about this, actually talking

0:19:27.440 --> 0:19:29.000
<v Speaker 1>about this to some of the people at Duke and

0:19:29.040 --> 0:19:32.240
<v Speaker 1>Emory Um. You might have a simulation where you're on

0:19:32.320 --> 0:19:34.480
<v Speaker 1>the top of a tall building. The building does not

0:19:34.560 --> 0:19:36.880
<v Speaker 1>necessarily look like a real building. I mean, it might

0:19:36.920 --> 0:19:40.440
<v Speaker 1>look like almost a cartoonish example, but the person would

0:19:40.480 --> 0:19:43.600
<v Speaker 1>start to have that same physiological response as if they

0:19:43.600 --> 0:19:46.080
<v Speaker 1>were in the real situation. And it was part of

0:19:46.119 --> 0:19:49.680
<v Speaker 1>this this uh, this therapy to expose oneself to these

0:19:49.680 --> 0:19:52.960
<v Speaker 1>situations in a safe environment to get acclimated. It's the

0:19:53.000 --> 0:19:56.600
<v Speaker 1>psychological principle of facing your fears. Essentially. There's there's a

0:19:56.600 --> 0:19:59.199
<v Speaker 1>lot more technical terminology I won't go and there's a

0:19:59.240 --> 0:20:01.600
<v Speaker 1>lot of a lot of other elements to this therapy.

0:20:01.680 --> 0:20:04.800
<v Speaker 1>Obviously that you don't want it to just be cruel

0:20:04.840 --> 0:20:06.840
<v Speaker 1>and be like, hey, I heard you're scared of spiders.

0:20:06.960 --> 0:20:11.000
<v Speaker 1>Here's a big harry spider. That's not that's not therapy.

0:20:11.080 --> 0:20:14.520
<v Speaker 1>That's cruelty. It's it's extremely guided therapy and and there

0:20:14.560 --> 0:20:16.720
<v Speaker 1>are many parts of it and uh, but but but

0:20:16.840 --> 0:20:20.119
<v Speaker 1>it's excellent, really interesting work. Yeah, and so Lucky was

0:20:20.320 --> 0:20:22.680
<v Speaker 1>working on this. He was, this was part of the

0:20:23.200 --> 0:20:26.800
<v Speaker 1>stuff that that he was involved in. And he he

0:20:26.880 --> 0:20:28.439
<v Speaker 1>will be the first to tell you, by the way,

0:20:28.600 --> 0:20:31.320
<v Speaker 1>he's a hardware guy, he's not a software guy. And

0:20:31.359 --> 0:20:34.480
<v Speaker 1>in fact, there's some great interviews that he's done with

0:20:34.680 --> 0:20:39.200
<v Speaker 1>other members of the software community, of the video game

0:20:39.240 --> 0:20:43.919
<v Speaker 1>community where he says the success of the Oculus Rift,

0:20:44.200 --> 0:20:46.560
<v Speaker 1>the early success that has had before, it's not even

0:20:46.560 --> 0:20:49.400
<v Speaker 1>a consumer product yet as of the recording of this podcast.

0:20:50.680 --> 0:20:53.360
<v Speaker 1>It's there's developer kits that are out and that's about it. Yeah,

0:20:53.400 --> 0:20:56.199
<v Speaker 1>you cannot you cannot as a consumer by this and

0:20:56.280 --> 0:20:58.920
<v Speaker 1>expect to use it. With a ton of games there

0:20:59.000 --> 0:21:01.439
<v Speaker 1>right now, there are two games that are really I

0:21:01.440 --> 0:21:04.359
<v Speaker 1>think I think three as as of this podcast. Okay,

0:21:04.359 --> 0:21:06.800
<v Speaker 1>so the third one has has recently joined in the

0:21:06.840 --> 0:21:09.560
<v Speaker 1>past week. But it's not like you can't plug it

0:21:09.640 --> 0:21:12.680
<v Speaker 1>into your console either. This is PC only right now,

0:21:13.640 --> 0:21:16.359
<v Speaker 1>with the hope that maybe one day it'll it'll be

0:21:16.440 --> 0:21:21.000
<v Speaker 1>available for multiple platforms any rate. He he actually says, uh,

0:21:21.280 --> 0:21:23.840
<v Speaker 1>you know, point blank. He says, the success of this

0:21:23.880 --> 0:21:26.879
<v Speaker 1>would not exist without the software side. But that's not

0:21:26.960 --> 0:21:31.080
<v Speaker 1>my world. I can't program I can build this hardware.

0:21:31.560 --> 0:21:35.040
<v Speaker 1>So uh he he really was using that expertise while

0:21:35.080 --> 0:21:39.680
<v Speaker 1>working over at the Southern California's Institute for Creative Technology, right,

0:21:39.760 --> 0:21:41.960
<v Speaker 1>and he threw I think that he was a member

0:21:42.000 --> 0:21:43.399
<v Speaker 1>of a couple of forums, the names of which I

0:21:43.480 --> 0:21:46.080
<v Speaker 1>am completely forgetting. So somebody right in and tell me

0:21:47.000 --> 0:21:49.800
<v Speaker 1>correct my complete lack of a word to give you,

0:21:50.040 --> 0:21:52.720
<v Speaker 1>Mr Lucky. First of all, I object to have to

0:21:52.760 --> 0:21:55.200
<v Speaker 1>call you Mr. You're eighteen years younger than I am.

0:21:55.240 --> 0:21:57.679
<v Speaker 1>But if you're listening, just to just right in and

0:21:57.720 --> 0:22:00.879
<v Speaker 1>tell us what they were. Um. And he developed this

0:22:00.960 --> 0:22:04.480
<v Speaker 1>plan um too. You know, he really wanted to to

0:22:04.800 --> 0:22:08.840
<v Speaker 1>build a kind of kind of a personal hobbyist kit

0:22:09.320 --> 0:22:13.160
<v Speaker 1>of VR headsets and do it yourself. Yeah. Yeah, So

0:22:13.160 --> 0:22:17.240
<v Speaker 1>so he planned a Kickstarter to just create a hundred

0:22:17.560 --> 0:22:20.840
<v Speaker 1>enthusiast kits. Um you know that that you know, contributors

0:22:20.880 --> 0:22:24.160
<v Speaker 1>would would get the pieces of a virtual reality headset

0:22:24.320 --> 0:22:26.080
<v Speaker 1>and put it together themselves and be able to play

0:22:26.119 --> 0:22:28.960
<v Speaker 1>around with it. And um. But but this got the

0:22:28.960 --> 0:22:31.760
<v Speaker 1>attention of John Carmack. Yeah. And if you don't know

0:22:31.800 --> 0:22:33.760
<v Speaker 1>that name, then you haven't been playing a lot of

0:22:33.800 --> 0:22:37.200
<v Speaker 1>ID Softwares games. Yes, he's the co founder of ID Software.

0:22:37.240 --> 0:22:39.920
<v Speaker 1>He was the lead programmer on like Wolfenstein three D

0:22:40.040 --> 0:22:46.080
<v Speaker 1>and games Okay it was a series and was just

0:22:46.119 --> 0:22:48.639
<v Speaker 1>the first one. Wasn't a very good quake player. So like,

0:22:48.800 --> 0:22:52.240
<v Speaker 1>once multiplayer got into introduced and I realized that, hey,

0:22:52.400 --> 0:22:57.320
<v Speaker 1>people react very differently than computer controlled bad guys, my

0:22:57.680 --> 0:23:02.760
<v Speaker 1>my kill death ratio was out the window. Oh I'm not.

0:23:02.960 --> 0:23:04.800
<v Speaker 1>What I'm saying is I'm not good at these games,

0:23:05.080 --> 0:23:06.879
<v Speaker 1>and what and what and furthermore, that you don't like

0:23:06.960 --> 0:23:09.000
<v Speaker 1>games that you can't be better than other people at.

0:23:09.359 --> 0:23:12.520
<v Speaker 1>Oh I hate that. That's just in general. By the way,

0:23:12.560 --> 0:23:14.480
<v Speaker 1>if you ever have the opportunity to play a game

0:23:14.520 --> 0:23:17.840
<v Speaker 1>with me, just turn it down. Just and I'm including

0:23:17.960 --> 0:23:21.800
<v Speaker 1>like board games, card games, maybe a role playing game

0:23:22.560 --> 0:23:24.719
<v Speaker 1>that did I mean, if you're playing clue, do you

0:23:24.760 --> 0:23:26.920
<v Speaker 1>just flip the table at some point? Actually I'm very

0:23:26.920 --> 0:23:30.320
<v Speaker 1>good at Clue. I am really good at Clue. But

0:23:30.359 --> 0:23:32.760
<v Speaker 1>so he got the attention of John Krmack, um and

0:23:32.880 --> 0:23:35.680
<v Speaker 1>uh and and and and Karmack was kind of like, hey,

0:23:35.680 --> 0:23:37.639
<v Speaker 1>so this is pretty cool. Can I buy one of

0:23:37.680 --> 0:23:40.040
<v Speaker 1>these kids from you? And and Lucky was like, I

0:23:40.080 --> 0:23:43.959
<v Speaker 1>can give you one of those, no problem. Um so

0:23:43.960 --> 0:23:46.920
<v Speaker 1>so Lucky said him a prototype, and Karmac just ran

0:23:47.000 --> 0:23:49.600
<v Speaker 1>with it. He demoed it um with a Doom three

0:23:49.640 --> 0:23:54.199
<v Speaker 1>b f g at E three right, and that that

0:23:54.400 --> 0:23:59.480
<v Speaker 1>made everybody think, Wow, I have never experienced doom like this.

0:23:59.480 --> 0:24:04.000
<v Speaker 1>This is a really immersive first person shooter experience. The

0:24:04.240 --> 0:24:09.280
<v Speaker 1>VR is working. Uh, it is exciting. Where can I

0:24:09.320 --> 0:24:11.760
<v Speaker 1>get one of these? Right? It exploded and I mean

0:24:11.800 --> 0:24:15.320
<v Speaker 1>everyone was excited about it. Yeah. So uh, you know,

0:24:15.800 --> 0:24:19.320
<v Speaker 1>getting back to this idea of the developer kit one units,

0:24:19.359 --> 0:24:23.119
<v Speaker 1>what that reminds me of is Wozniak in jobs, because

0:24:23.160 --> 0:24:27.080
<v Speaker 1>the very first Apple computer was essentially the same sort

0:24:27.080 --> 0:24:29.760
<v Speaker 1>of thing, like we'll send you the parts, you build

0:24:29.760 --> 0:24:32.639
<v Speaker 1>a case, and you've got yourself a computer. That was

0:24:32.680 --> 0:24:35.840
<v Speaker 1>the Apple one. So that's exactly what Palm are Lucky was.

0:24:36.160 --> 0:24:37.919
<v Speaker 1>He that was kind of like that was He was like,

0:24:37.960 --> 0:24:40.239
<v Speaker 1>this is gonna be like a little side hobby for me.

0:24:40.280 --> 0:24:43.119
<v Speaker 1>I'm going to do this. And at this point where

0:24:43.240 --> 0:24:45.680
<v Speaker 1>the press gets a chance to see it and Karmack

0:24:46.400 --> 0:24:50.159
<v Speaker 1>he sees the potential for this well beyond a hobbyist

0:24:50.560 --> 0:24:54.240
<v Speaker 1>you know, tiny tiny project. He sees this has potential

0:24:54.600 --> 0:24:58.280
<v Speaker 1>to be a legitimate video game peripheral and this was

0:24:58.320 --> 0:25:00.760
<v Speaker 1>a goofy prototype. I mean there, you know it's I'm

0:25:00.760 --> 0:25:03.160
<v Speaker 1>I'm pretty sure that he was like duct taping straps

0:25:03.200 --> 0:25:05.320
<v Speaker 1>to it so that people could demo it at E three.

0:25:05.520 --> 0:25:08.960
<v Speaker 1>So right, this was a little jankie. I like to say, yes,

0:25:09.000 --> 0:25:12.000
<v Speaker 1>that is the technical professional term. So what was Lucky's

0:25:12.040 --> 0:25:16.360
<v Speaker 1>reaction to this sudden increase and interest and the possibility

0:25:16.359 --> 0:25:21.080
<v Speaker 1>of actually having a feasible company as a result. Um,

0:25:21.119 --> 0:25:24.520
<v Speaker 1>basically he dropped out of the journalism program at Cali

0:25:24.560 --> 0:25:27.919
<v Speaker 1>State University. Not a surprise. That's following in the footsteps

0:25:27.920 --> 0:25:31.320
<v Speaker 1>of so many giants in the technology industry. By the way,

0:25:31.320 --> 0:25:34.840
<v Speaker 1>staying school kids, not all of us can be Palmer Lucky,

0:25:35.080 --> 0:25:37.119
<v Speaker 1>right right. If you are Palmer Lucky, go ahead. But

0:25:37.160 --> 0:25:40.119
<v Speaker 1>I mean, if you have a genuinely terrific idea that

0:25:40.160 --> 0:25:43.080
<v Speaker 1>has gotten someone of the ilk of John Carmack interested

0:25:43.080 --> 0:25:49.800
<v Speaker 1>in you, that by all means with life's responsibilities like

0:25:49.840 --> 0:25:52.560
<v Speaker 1>I am. But but so from from this response at

0:25:52.560 --> 0:25:55.840
<v Speaker 1>E three, um, you know a lot of people in

0:25:55.840 --> 0:26:00.480
<v Speaker 1>the industry started getting into it, and um, and as

0:26:00.480 --> 0:26:04.520
<v Speaker 1>soon as they did, he started Lucky started taking prototypes

0:26:04.520 --> 0:26:07.040
<v Speaker 1>to other folks like like the people at Valve. Yeah,

0:26:07.119 --> 0:26:10.720
<v Speaker 1>Gabe Newell example, and uh and and got people like

0:26:10.760 --> 0:26:15.240
<v Speaker 1>Gabe Newell to participate in this new Kickstarter project that

0:26:15.280 --> 0:26:18.320
<v Speaker 1>he was putting together for what we know as the

0:26:18.359 --> 0:26:21.400
<v Speaker 1>Oculus Rift today. Yeah, so this is really the founding

0:26:21.560 --> 0:26:24.679
<v Speaker 1>of Oculus as a company. So Oculus is the company

0:26:24.680 --> 0:26:26.720
<v Speaker 1>that is creating the Oculus Rift. And in fact, you

0:26:26.720 --> 0:26:29.159
<v Speaker 1>can think of the Oculus Rift as being their first

0:26:29.200 --> 0:26:33.119
<v Speaker 1>product and um and so now the plan had changed.

0:26:33.119 --> 0:26:35.119
<v Speaker 1>It was no longer going to be let's offer up

0:26:35.160 --> 0:26:39.879
<v Speaker 1>one hundred dev kits that this one guy is personally

0:26:39.960 --> 0:26:42.879
<v Speaker 1>putting all the pieces together, putting them in a box

0:26:42.880 --> 0:26:45.200
<v Speaker 1>and shipping them off to the hundred or so people

0:26:45.280 --> 0:26:48.600
<v Speaker 1>that have backed it. Now it's let's put together a

0:26:48.600 --> 0:26:54.040
<v Speaker 1>plan to create a more um slightly not a consumer

0:26:54.160 --> 0:26:56.639
<v Speaker 1>level product, because it's still like if you take a

0:26:56.640 --> 0:26:59.200
<v Speaker 1>look at one of the Oculus Rifts headsets, it does

0:26:59.240 --> 0:27:01.840
<v Speaker 1>not look like like a finished product. Yeah it doesn't.

0:27:01.880 --> 0:27:05.040
<v Speaker 1>It's not sleek and sexy. It's exciting to use, but

0:27:05.240 --> 0:27:06.679
<v Speaker 1>when you look at your like, wow, it looks like

0:27:06.680 --> 0:27:09.040
<v Speaker 1>a black box that you strapped to your face. It

0:27:09.119 --> 0:27:11.400
<v Speaker 1>is because it is, Yeah, that's what it is it's

0:27:11.440 --> 0:27:13.639
<v Speaker 1>not it's not something that you would think, oh, this

0:27:13.720 --> 0:27:18.320
<v Speaker 1>is something that you could easily market beyond this niche audience. Right.

0:27:18.400 --> 0:27:22.479
<v Speaker 1>The Kickstart fund was for development kits, right. So the

0:27:22.480 --> 0:27:25.520
<v Speaker 1>goal of that Kickstart fund was about two was exactly

0:27:25.600 --> 0:27:29.480
<v Speaker 1>two D fifty thousand dollars, two hundred fifty dollars. So, Lauren,

0:27:29.520 --> 0:27:34.720
<v Speaker 1>tell me did they make it? They made it times ten,

0:27:34.920 --> 0:27:38.560
<v Speaker 1>approximately twenty four hours they had already made the god

0:27:39.160 --> 0:27:42.119
<v Speaker 1>and then went went on to raise precisely two million,

0:27:42.200 --> 0:27:46.399
<v Speaker 1>four D seven thousand, four hundred dollars. Yeah, it was

0:27:46.440 --> 0:27:49.240
<v Speaker 1>a lot of money they brought in and that yeah,

0:27:49.280 --> 0:27:53.240
<v Speaker 1>so's it makes it one of kickstars big success stories,

0:27:53.320 --> 0:27:55.320
<v Speaker 1>right right up there with some of the I mean

0:27:55.400 --> 0:27:57.679
<v Speaker 1>clearly not on the level of say the pebble, but

0:27:57.800 --> 0:28:01.200
<v Speaker 1>it's it's way up there. It's it's on the it's

0:28:01.200 --> 0:28:04.080
<v Speaker 1>on the Holy Cow, look at what's possible into the

0:28:04.119 --> 0:28:06.760
<v Speaker 1>spectrum as opposed to the ah. So that's what really

0:28:06.760 --> 0:28:10.680
<v Speaker 1>happens when you yes, yeah, they they wind up having

0:28:10.800 --> 0:28:15.440
<v Speaker 1>UM nine thousand two backers, over seven thousand of those

0:28:15.480 --> 0:28:18.480
<v Speaker 1>where development kit purchases. Right, So it was only at

0:28:18.520 --> 0:28:20.720
<v Speaker 1>certain levels or above that you would actually get a

0:28:20.760 --> 0:28:23.280
<v Speaker 1>developer receive a k R. Yeah, the first one hundred

0:28:23.359 --> 0:28:27.360
<v Speaker 1>people to pledge at the two level to understan five

0:28:27.359 --> 0:28:30.800
<v Speaker 1>dollar level would receive a developer kit at at a

0:28:30.840 --> 0:28:34.959
<v Speaker 1>discount because the developer kits in general go at three pop. Right,

0:28:34.960 --> 0:28:38.560
<v Speaker 1>that's how much they are currently selling for on on

0:28:38.600 --> 0:28:40.800
<v Speaker 1>their side. If you go to oculacy, you can, by

0:28:40.800 --> 0:28:43.200
<v Speaker 1>the way, if you want to, you can buy one

0:28:43.240 --> 0:28:45.000
<v Speaker 1>of these anyone, but you don't have to have some

0:28:45.080 --> 0:28:47.640
<v Speaker 1>kind of paperwork. You don't need to know that the

0:28:47.720 --> 0:28:50.000
<v Speaker 1>password is sword fish. You know, you don't need to

0:28:50.000 --> 0:28:52.880
<v Speaker 1>know what do you still recommend receiving a Rabies shot? Yeah, yeah,

0:28:53.120 --> 0:28:56.360
<v Speaker 1>I'm kidding. No, No, Rabies is associated with oculus raft

0:28:56.440 --> 0:28:59.840
<v Speaker 1>that I'm personally where so far when we get that

0:28:59.840 --> 0:29:03.240
<v Speaker 1>to the eight Days Later video game, you know they'll

0:29:03.240 --> 0:29:07.520
<v Speaker 1>be rage. But at any rate, Yeah, get some stuff

0:29:07.560 --> 0:29:10.640
<v Speaker 1>they don't want you to know in here, uh plug Yeah,

0:29:10.640 --> 0:29:13.840
<v Speaker 1>the three So you can actually buy one of these yourself.

0:29:13.920 --> 0:29:15.960
<v Speaker 1>But if you do that, you do that knowing that

0:29:16.760 --> 0:29:19.120
<v Speaker 1>your your actual use of it's going to be pretty

0:29:19.120 --> 0:29:21.320
<v Speaker 1>limited if you're not a developer. If you are a

0:29:21.360 --> 0:29:23.760
<v Speaker 1>developer and you want to practice, you know, try and

0:29:23.800 --> 0:29:27.440
<v Speaker 1>create stuff that works with the Oculus Rift. Clearly, that's

0:29:27.480 --> 0:29:30.000
<v Speaker 1>an investment that would make sense for you if you're

0:29:30.040 --> 0:29:33.959
<v Speaker 1>an average gamer, unless you are intending to play one

0:29:34.000 --> 0:29:37.640
<v Speaker 1>of the three titles that is currently compatible with the

0:29:37.680 --> 0:29:40.600
<v Speaker 1>Oculus Rift, it doesn't make sense because it's not, like

0:29:40.640 --> 0:29:43.680
<v Speaker 1>we said, it's not at consumer product level yet. This

0:29:43.720 --> 0:29:48.000
<v Speaker 1>is this is on the way to becoming a consumer product. Yeah,

0:29:48.040 --> 0:29:51.680
<v Speaker 1>so after after one d people could back at the

0:29:51.680 --> 0:29:54.600
<v Speaker 1>two level, that was it. It was sort of an

0:29:54.600 --> 0:29:57.280
<v Speaker 1>early bird special and if you weren't part of that,

0:29:57.360 --> 0:29:59.440
<v Speaker 1>then you had to go at three hundred dollars or

0:29:59.560 --> 0:30:02.720
<v Speaker 1>higher to get at least one headset. At the higher

0:30:02.760 --> 0:30:05.960
<v Speaker 1>levels you could actually get more than one headset at

0:30:05.960 --> 0:30:09.240
<v Speaker 1>a discount. So the solution here to to creating a

0:30:09.680 --> 0:30:13.959
<v Speaker 1>viable product is the partnership with developers, the partnership with

0:30:14.120 --> 0:30:17.960
<v Speaker 1>game companies, because this is kind of like a specialized

0:30:18.720 --> 0:30:22.440
<v Speaker 1>video display that only works with stuff that's been built

0:30:22.520 --> 0:30:25.200
<v Speaker 1>to work with it. So it's not again, it's not

0:30:25.240 --> 0:30:26.880
<v Speaker 1>like you can just plug it in and run any

0:30:26.960 --> 0:30:29.080
<v Speaker 1>kind of software and then you are in the middle

0:30:29.120 --> 0:30:31.840
<v Speaker 1>of it. It has to be optimized for it. And

0:30:31.880 --> 0:30:33.720
<v Speaker 1>we'll talk more about why when we get into how

0:30:33.720 --> 0:30:37.760
<v Speaker 1>it's actually working. But always important to remind people because

0:30:37.800 --> 0:30:39.440
<v Speaker 1>it is an exciting thing. But I don't want everyone

0:30:39.520 --> 0:30:42.000
<v Speaker 1>running out and dropping three dollars and then being disappointed

0:30:42.040 --> 0:30:45.840
<v Speaker 1>that they can't play you know, Super Mario and be

0:30:46.040 --> 0:30:49.160
<v Speaker 1>running through and knocking the blocks. Although that would be awesome,

0:30:49.200 --> 0:30:53.560
<v Speaker 1>That would be awesome. Uh So moving on, Uh, the

0:30:53.640 --> 0:30:57.200
<v Speaker 1>Kickstarter campaign was a success. We could say that, I

0:30:57.240 --> 0:30:59.040
<v Speaker 1>think that's safe to say, it's safe to call it that,

0:30:59.400 --> 0:31:03.800
<v Speaker 1>and he Lucky would continue to show this off at

0:31:03.920 --> 0:31:08.320
<v Speaker 1>various conferences and conventions. I first heard about this when

0:31:08.360 --> 0:31:11.480
<v Speaker 1>they showed it off at C E S. I might

0:31:11.520 --> 0:31:13.920
<v Speaker 1>have heard about it once or twice beforehand, but I

0:31:13.920 --> 0:31:16.720
<v Speaker 1>I knew that it was present at the showroom floor

0:31:17.240 --> 0:31:20.640
<v Speaker 1>at C Unfortunately I didn't get a chance to play

0:31:20.680 --> 0:31:23.400
<v Speaker 1>with it. Then. I didn't get a chance to play

0:31:23.440 --> 0:31:29.800
<v Speaker 1>with it until three played the heck out of it. Right.

0:31:29.880 --> 0:31:31.760
<v Speaker 1>Yeah that that that kick started campaign had run from

0:31:31.760 --> 0:31:34.720
<v Speaker 1>August to September. So yeah, so so moving up to

0:31:35.600 --> 0:31:38.480
<v Speaker 1>when um, they were they were just going like, we

0:31:38.600 --> 0:31:40.840
<v Speaker 1>have all the money, and we have all the support

0:31:41.040 --> 0:31:43.480
<v Speaker 1>and and let us let us and then they got

0:31:43.560 --> 0:31:46.680
<v Speaker 1>then they ended up getting that the additional private support,

0:31:46.840 --> 0:31:49.480
<v Speaker 1>as well as more orders that came in after the

0:31:49.520 --> 0:31:54.040
<v Speaker 1>Kickstarter was complete. Um atteen they beat out both the

0:31:54.080 --> 0:31:56.640
<v Speaker 1>PS four and the Xbox One for the Best Hardware

0:31:56.720 --> 0:32:00.480
<v Speaker 1>Peripheral Game Critics Award. Not surprising, it's it's got a

0:32:00.520 --> 0:32:04.920
<v Speaker 1>lot of potential, and beyond just the virtual reality realm,

0:32:04.960 --> 0:32:07.080
<v Speaker 1>there are a lot of people who are interested in

0:32:07.080 --> 0:32:10.440
<v Speaker 1>in appropriating some of the same sort of technologies that

0:32:10.960 --> 0:32:16.000
<v Speaker 1>Lucky used to create augmented reality headsets. So this would

0:32:16.000 --> 0:32:18.720
<v Speaker 1>be more like the what we hear about the potential

0:32:18.760 --> 0:32:23.320
<v Speaker 1>for Google Glass or other various glasses that are supposed

0:32:23.320 --> 0:32:27.600
<v Speaker 1>to incorporate augmented reality. At some point they're talking about

0:32:27.680 --> 0:32:30.800
<v Speaker 1>using something along the same lines as the technology used

0:32:30.840 --> 0:32:33.400
<v Speaker 1>for the Oculus Rift. Not clearly the way the Oculus

0:32:33.440 --> 0:32:36.520
<v Speaker 1>Rift is created with these these screens, the solid screens

0:32:36.520 --> 0:32:39.680
<v Speaker 1>in front of your face, that's not ideal for augmented

0:32:39.680 --> 0:32:41.560
<v Speaker 1>reality glasses. If you're gonna be moving around in the

0:32:41.560 --> 0:32:44.440
<v Speaker 1>real world, because you're not gonna see you're gonna see

0:32:45.200 --> 0:32:47.680
<v Speaker 1>a video representation of the real world directly in front

0:32:47.720 --> 0:32:51.040
<v Speaker 1>of you. I think most people would imagine that the

0:32:51.080 --> 0:32:55.880
<v Speaker 1>augmented reality version would include clear display that you could

0:32:55.880 --> 0:32:58.440
<v Speaker 1>see stuff printed on I could I could see a

0:32:58.520 --> 0:33:03.200
<v Speaker 1>very similar set of technologies going towards that kind of display. Um.

0:33:03.320 --> 0:33:06.320
<v Speaker 1>But but but we'll get into the factual technic stuff.

0:33:06.320 --> 0:33:10.480
<v Speaker 1>And just so some other interesting developments happened that one

0:33:10.520 --> 0:33:17.120
<v Speaker 1>of them absolutely tragic. That happened just before E three

0:33:17.520 --> 0:33:20.760
<v Speaker 1>June one. Yeah, that's when Andrew Rice, who was one

0:33:20.760 --> 0:33:23.360
<v Speaker 1>of the graphics engineers, one of the original team members

0:33:23.400 --> 0:33:27.160
<v Speaker 1>at Oculus, was involved in a car accident. He was

0:33:28.120 --> 0:33:31.760
<v Speaker 1>it was actually the car was fleeing a police chase

0:33:32.160 --> 0:33:35.000
<v Speaker 1>when it collided with him, and uh and he passed

0:33:35.040 --> 0:33:37.160
<v Speaker 1>away as a result of that accident. And I mean

0:33:37.640 --> 0:33:41.320
<v Speaker 1>that was obviously this was a very tight small development team,

0:33:41.720 --> 0:33:46.560
<v Speaker 1>right It's it's still, um I believe under thirty people. Yeah,

0:33:46.560 --> 0:33:50.160
<v Speaker 1>that's that's that's tiny. Or when you're talking about something

0:33:50.200 --> 0:33:52.760
<v Speaker 1>that has it's raising sixteen million dollars and has this

0:33:52.920 --> 0:33:55.840
<v Speaker 1>kind of reach, right exactly. So that obviously that was

0:33:55.880 --> 0:33:59.840
<v Speaker 1>felt deeply within their their own company and across the community.

0:33:59.840 --> 0:34:02.480
<v Speaker 1>And this was the other thing about Oculus, was that,

0:34:02.800 --> 0:34:06.280
<v Speaker 1>uh and and something they continued to do. They update regularly,

0:34:06.360 --> 0:34:09.799
<v Speaker 1>They blog about the development process, they blog about the

0:34:09.800 --> 0:34:13.440
<v Speaker 1>people involved, So there were backers who felt, you know,

0:34:13.520 --> 0:34:16.800
<v Speaker 1>personal connection, So that was that was a very tragic

0:34:16.880 --> 0:34:21.919
<v Speaker 1>moment um. They also on August seven, so not too

0:34:21.960 --> 0:34:24.799
<v Speaker 1>long before we record this podcast. We're recording this in

0:34:24.960 --> 0:34:28.480
<v Speaker 1>on August fifteen. Um. And uh, but on August seven,

0:34:28.600 --> 0:34:33.000
<v Speaker 1>John Carmack stopped becoming just an evangelist for the company

0:34:33.080 --> 0:34:36.239
<v Speaker 1>and started to work for the company as the chief

0:34:36.280 --> 0:34:40.120
<v Speaker 1>technology officer in fact, yep ct O. And uh he

0:34:40.880 --> 0:34:44.600
<v Speaker 1>also is uh still continuing his work with other companies

0:34:44.640 --> 0:34:46.840
<v Speaker 1>as well. It's not like he's quit everything just to

0:34:46.880 --> 0:34:50.239
<v Speaker 1>work exclusively for Oculus, but now he is on the

0:34:50.239 --> 0:34:53.880
<v Speaker 1>company payroll. And yeah, as of July, they had seventeen

0:34:54.000 --> 0:34:58.040
<v Speaker 1>thousand developer kits out, so they were actually delivering upon

0:34:58.239 --> 0:35:01.480
<v Speaker 1>the backing. That's thing else I should point out. Because

0:35:01.719 --> 0:35:06.040
<v Speaker 1>their Kickstarter Kickster has a little bit of a I

0:35:06.040 --> 0:35:08.480
<v Speaker 1>don't know if if you could say that Kickster has

0:35:08.520 --> 0:35:12.319
<v Speaker 1>a tarnished reputation, but certain the idea of having a

0:35:12.400 --> 0:35:15.200
<v Speaker 1>Kickstarter campaign has a little bit of a tarnished reputation

0:35:15.239 --> 0:35:19.200
<v Speaker 1>only because there have been cases, particularly when it comes

0:35:19.200 --> 0:35:22.919
<v Speaker 1>to something like promising a particular type of technology, where

0:35:23.000 --> 0:35:27.040
<v Speaker 1>the delivery has either been delayed or even canceled, and

0:35:27.200 --> 0:35:31.000
<v Speaker 1>it has caused, uh, people to kind of have a

0:35:31.040 --> 0:35:33.520
<v Speaker 1>negative reaction to Kickstarter in general. So this is actually

0:35:33.520 --> 0:35:36.800
<v Speaker 1>a positive story in the sense that here's a company

0:35:36.840 --> 0:35:40.400
<v Speaker 1>that held the Kickstarter campaign unless than a year later

0:35:42.400 --> 0:35:45.960
<v Speaker 1>according to their website, like yesterday. If if you buy

0:35:46.000 --> 0:35:49.240
<v Speaker 1>a dev kit right now, it'll be shipping sometime in September.

0:35:50.120 --> 0:35:52.960
<v Speaker 1>That's a pretty quick turnaround considering that this is still

0:35:53.000 --> 0:35:54.920
<v Speaker 1>I'm sure this is still one of those things that

0:35:55.000 --> 0:35:59.239
<v Speaker 1>doesn't have a truly seamless manufacturing process yet because it's

0:35:59.239 --> 0:36:01.879
<v Speaker 1>still in the developers um and and they are set

0:36:01.920 --> 0:36:04.960
<v Speaker 1>to open a Dallas office very soon. Ye possibly right now.

0:36:06.440 --> 0:36:09.839
<v Speaker 1>Go check you're in Dallas. Let's know if it's open yet. Yes.

0:36:10.080 --> 0:36:14.800
<v Speaker 1>So now let's talk about how this crazy thing works.

0:36:15.320 --> 0:36:17.800
<v Speaker 1>We mentioned a little bit about it already. Yeah. The

0:36:18.160 --> 0:36:21.279
<v Speaker 1>way that you see in three D vision with your

0:36:21.320 --> 0:36:24.040
<v Speaker 1>eyeballs is that is that you know they're they're slightly offset.

0:36:24.080 --> 0:36:26.200
<v Speaker 1>They are not in the exact same place on your face.

0:36:26.200 --> 0:36:29.080
<v Speaker 1>Because we can't be a cyclops. You could be if

0:36:29.120 --> 0:36:35.359
<v Speaker 1>you really tried, yeah, or film the misfortune befel you. Yes, Uh,

0:36:35.480 --> 0:36:38.640
<v Speaker 1>this this does happen to to to some people. There

0:36:38.640 --> 0:36:41.160
<v Speaker 1>there are many medical conditions in which you only have

0:36:41.200 --> 0:36:42.919
<v Speaker 1>the use of one eye, and and that is where

0:36:42.960 --> 0:36:47.160
<v Speaker 1>you do not get stereoscopic stereo. You know, in can

0:36:47.320 --> 0:36:49.920
<v Speaker 1>duel yes, um and uh and yes so so so

0:36:50.080 --> 0:36:53.200
<v Speaker 1>combining two images that are very slightly offset, your brain goes,

0:36:53.760 --> 0:36:55.799
<v Speaker 1>I can, I can see this in three dimensions. Right,

0:36:55.880 --> 0:36:58.760
<v Speaker 1>So instead of us both getting two sets of images,

0:36:58.840 --> 0:37:01.560
<v Speaker 1>that remain two sets of images in our brains, which

0:37:01.600 --> 0:37:04.960
<v Speaker 1>would be kind of an interesting experience, I'm sure, but

0:37:05.080 --> 0:37:09.000
<v Speaker 1>also maybe disorienting. Uh. This this two sets of data

0:37:09.080 --> 0:37:11.600
<v Speaker 1>get combined into one set, and that's what we think

0:37:11.680 --> 0:37:14.479
<v Speaker 1>of as the world around us as far as vision

0:37:14.560 --> 0:37:17.879
<v Speaker 1>is concerned. So this helps us judge things like how

0:37:18.000 --> 0:37:20.440
<v Speaker 1>close or far away an object is. There are other

0:37:20.480 --> 0:37:24.640
<v Speaker 1>things that helped to like like just just comparing the

0:37:24.920 --> 0:37:28.800
<v Speaker 1>size of something, Like I know that that Josh Clark

0:37:29.000 --> 0:37:31.480
<v Speaker 1>is taller than Lauren. So if I look and I

0:37:31.600 --> 0:37:34.040
<v Speaker 1>see that Lauren appears to be taller than Josh, I

0:37:34.120 --> 0:37:36.960
<v Speaker 1>know that Josh is approximately a mile away and Lauren's

0:37:36.960 --> 0:37:40.279
<v Speaker 1>probably in front of me. Uh, that's just la that's

0:37:40.280 --> 0:37:42.880
<v Speaker 1>a science fact. Actually, you make old jokes. I make

0:37:42.920 --> 0:37:46.640
<v Speaker 1>short jokes, uh um and and and this is also

0:37:46.719 --> 0:37:50.400
<v Speaker 1>how how a lot of special effects end up working

0:37:50.560 --> 0:37:53.320
<v Speaker 1>by by tricking your brain into into thinking of the

0:37:53.440 --> 0:37:56.480
<v Speaker 1>force perspective perspective. So Lord of the Rings in the Hobbit,

0:37:56.560 --> 0:37:58.960
<v Speaker 1>obviously those are ones that you would think about where

0:37:59.080 --> 0:38:02.880
<v Speaker 1>where because because the video itself is being shown to

0:38:02.960 --> 0:38:05.719
<v Speaker 1>you on a two dimensional well until we get to

0:38:05.840 --> 0:38:08.520
<v Speaker 1>the three D movies, and on a two dimensional surface,

0:38:09.200 --> 0:38:12.239
<v Speaker 1>you can trick people by having this forced perspective thing.

0:38:12.680 --> 0:38:15.960
<v Speaker 1>But in in an actual world situation, because you've got

0:38:16.040 --> 0:38:20.239
<v Speaker 1>these converging lines of sight on objects, you can use

0:38:20.440 --> 0:38:23.560
<v Speaker 1>what is called parallax. That's the idea of these two

0:38:23.920 --> 0:38:27.400
<v Speaker 1>lines that eventually do converge onto something that give you

0:38:27.440 --> 0:38:29.759
<v Speaker 1>an idea. Yeah, and and that's your focal point that

0:38:29.800 --> 0:38:31.520
<v Speaker 1>gives you an idea of how how close or far

0:38:31.560 --> 0:38:34.640
<v Speaker 1>away something is. The further away an object gets, the

0:38:34.800 --> 0:38:38.400
<v Speaker 1>more parallel these two lines become, so that it becomes

0:38:38.600 --> 0:38:42.520
<v Speaker 1>less of a useful um tool for things that are

0:38:42.600 --> 0:38:44.960
<v Speaker 1>really far away. So if you're talking about two buildings

0:38:45.040 --> 0:38:46.880
<v Speaker 1>that are way off in the distance, you might not

0:38:46.960 --> 0:38:49.479
<v Speaker 1>be able to tell which one is larger just based

0:38:49.520 --> 0:38:52.480
<v Speaker 1>on that alone. Without you know, previous knowledge of building

0:38:52.560 --> 0:38:55.400
<v Speaker 1>A is twice the size of building B. But if

0:38:55.440 --> 0:38:59.279
<v Speaker 1>it's closer to you, parallax comes into play. So that's

0:38:59.320 --> 0:39:02.520
<v Speaker 1>the idea, right. Each screen gives a slightly different view

0:39:02.880 --> 0:39:05.080
<v Speaker 1>of whatever it is you're looking at in the realm

0:39:05.160 --> 0:39:07.560
<v Speaker 1>of the virtual environment, which in this case are games

0:39:08.440 --> 0:39:10.960
<v Speaker 1>and uh and that way, it gives you the illusion

0:39:11.120 --> 0:39:13.520
<v Speaker 1>that it's that you are right there and that the

0:39:13.840 --> 0:39:17.279
<v Speaker 1>world you are in actually has depth. Now, there's no

0:39:17.520 --> 0:39:21.879
<v Speaker 1>eye tracking software here, but there is head tracking hardware, right,

0:39:22.160 --> 0:39:24.520
<v Speaker 1>So it's not it's not keeping track of where your

0:39:24.560 --> 0:39:27.320
<v Speaker 1>eye motions are so you can look around. It's not

0:39:27.440 --> 0:39:30.480
<v Speaker 1>like if you're wearing just goggles. The goggles themselves aren't

0:39:30.520 --> 0:39:32.800
<v Speaker 1>tracking your eyes, but they will move as you know,

0:39:32.840 --> 0:39:34.520
<v Speaker 1>if you as you move the direction of your face,

0:39:35.120 --> 0:39:37.920
<v Speaker 1>same sort of thing. So it's using sensors to detect

0:39:38.120 --> 0:39:42.360
<v Speaker 1>that kind of motion, whether it's pitch, roll yaw, tilt,

0:39:42.560 --> 0:39:44.920
<v Speaker 1>all that kind of stuff. It's detecting all of that

0:39:45.280 --> 0:39:49.640
<v Speaker 1>as as input for changing the way the display appears

0:39:49.719 --> 0:39:53.080
<v Speaker 1>in front of you. This display being an LCD screen

0:39:53.160 --> 0:39:55.080
<v Speaker 1>in a plastic mask, it's it's about an inch away

0:39:55.120 --> 0:39:57.840
<v Speaker 1>from the user's eyes. And um and right that that

0:39:57.960 --> 0:40:00.520
<v Speaker 1>that screen is is divided by a small berry. It's

0:40:00.520 --> 0:40:02.000
<v Speaker 1>a pretty big screen. I think it's like a like

0:40:02.040 --> 0:40:05.600
<v Speaker 1>a hundred and ten degrees diagonally. We'll get into that

0:40:05.680 --> 0:40:08.520
<v Speaker 1>in a second. But it uses a few other tricks

0:40:08.600 --> 0:40:11.920
<v Speaker 1>to create realism as well, Like it warps slightly the

0:40:12.040 --> 0:40:14.920
<v Speaker 1>edges of the images and corrects that in the goggles

0:40:14.920 --> 0:40:18.120
<v Speaker 1>a little bit. So, uh, you know, the digital rendering

0:40:18.160 --> 0:40:20.000
<v Speaker 1>I'm saying is is warped a little bit at the edges,

0:40:20.000 --> 0:40:21.920
<v Speaker 1>and then the goggles correct for it, which is basically

0:40:21.960 --> 0:40:24.440
<v Speaker 1>how how your eyeballs work because they're curved, right. The

0:40:24.840 --> 0:40:26.880
<v Speaker 1>idea here being that you don't want it to just

0:40:27.040 --> 0:40:29.200
<v Speaker 1>look like you are, yeah, that you're looking at a

0:40:29.280 --> 0:40:32.760
<v Speaker 1>flat world that has depth behind it, but there's nothing

0:40:32.920 --> 0:40:37.160
<v Speaker 1>around you. It also packs the pixels more tightly directly

0:40:37.320 --> 0:40:40.520
<v Speaker 1>in front of your eyeball than around the edges, which, again,

0:40:40.600 --> 0:40:43.760
<v Speaker 1>because our eyeballs are curved, um, it gives a human

0:40:44.080 --> 0:40:46.759
<v Speaker 1>like round nous to an image. It also helps you know,

0:40:46.880 --> 0:40:50.399
<v Speaker 1>it keeps keeps you motivated to focus directly straight ahead

0:40:50.440 --> 0:40:52.560
<v Speaker 1>with your eyes as opposed to keeping your head still

0:40:52.600 --> 0:40:56.000
<v Speaker 1>and moving your eyes around because it's it's kind of

0:40:56.120 --> 0:40:59.880
<v Speaker 1>mimicking that sense of when I look ahead that whatever

0:41:00.120 --> 0:41:02.560
<v Speaker 1>clear whenever I'm looking at his folk is in focus,

0:41:02.680 --> 0:41:05.000
<v Speaker 1>and then everything else is kind of in peripheral vision,

0:41:05.040 --> 0:41:07.840
<v Speaker 1>petering out a little bit. Sure, Um, there there are

0:41:07.840 --> 0:41:10.239
<v Speaker 1>a few limitations that are currently being addressed. There's a

0:41:10.280 --> 0:41:14.320
<v Speaker 1>certain screen door effect which in which right now users

0:41:14.600 --> 0:41:17.360
<v Speaker 1>have been finding that they can see through the pixels

0:41:17.440 --> 0:41:20.399
<v Speaker 1>of the LCD screen because they're not there's not enough

0:41:20.480 --> 0:41:24.480
<v Speaker 1>of them. They need more needs higher resolution, yes, um

0:41:24.600 --> 0:41:27.560
<v Speaker 1>and uh and I think that they're trying to add

0:41:27.640 --> 0:41:30.319
<v Speaker 1>gays tracking, which would be really interesting. That would allow

0:41:30.400 --> 0:41:35.279
<v Speaker 1>you to actually uh dynamically change these elements we talked

0:41:35.320 --> 0:41:38.000
<v Speaker 1>about where you've got those pixels that are uh in

0:41:38.120 --> 0:41:41.479
<v Speaker 1>the that are concentrated right in front of the eyes.

0:41:41.880 --> 0:41:44.440
<v Speaker 1>If you could be able to move that dynamically so

0:41:44.640 --> 0:41:47.919
<v Speaker 1>that the you would have this effect where if I'm

0:41:48.040 --> 0:41:49.960
<v Speaker 1>I'm walking and I'm not turning my head, but I

0:41:50.040 --> 0:41:52.680
<v Speaker 1>dart my eyes to the left and it is able

0:41:52.760 --> 0:41:55.560
<v Speaker 1>to move in real time with that. Uh. And we'll

0:41:55.560 --> 0:41:57.600
<v Speaker 1>talk a little bit about prediction software in a bit

0:41:57.719 --> 0:42:00.560
<v Speaker 1>that kind of helps with that. Then that could make

0:42:00.600 --> 0:42:04.360
<v Speaker 1>it even more immersive and more and feel closer to

0:42:04.440 --> 0:42:07.200
<v Speaker 1>being natural in fact. And again, while it's hard to

0:42:07.239 --> 0:42:09.960
<v Speaker 1>say that being in a virtual environment is ever kind

0:42:09.960 --> 0:42:14.160
<v Speaker 1>of a natural thing, after that initial adjustment, you do

0:42:14.320 --> 0:42:18.080
<v Speaker 1>start to feel, you start to move within that virtual environment.

0:42:18.120 --> 0:42:22.359
<v Speaker 1>You don't really necessarily think about your real world surroundings

0:42:22.480 --> 0:42:26.200
<v Speaker 1>as much unless you know something changes that that diverts

0:42:26.239 --> 0:42:29.720
<v Speaker 1>your attention. Say that you have a anxious Jack Russell

0:42:29.840 --> 0:42:32.160
<v Speaker 1>terrier who jumps on your lap. That might you know,

0:42:32.320 --> 0:42:34.799
<v Speaker 1>unless that also has happened at the exact same time

0:42:34.840 --> 0:42:38.000
<v Speaker 1>in the video game that could pull your attention away, right,

0:42:38.160 --> 0:42:40.239
<v Speaker 1>Or let's say that you bang your knee into a

0:42:40.320 --> 0:42:42.840
<v Speaker 1>table because you were walking forward as your character in

0:42:42.920 --> 0:42:45.919
<v Speaker 1>the game Forward. And by the way, there are people

0:42:45.960 --> 0:42:50.279
<v Speaker 1>who are working on various setups that are not meant

0:42:50.320 --> 0:42:53.840
<v Speaker 1>for consumer use either, but they were interested in combining

0:42:53.920 --> 0:42:56.719
<v Speaker 1>the oculus rift with other things so that you would

0:42:56.719 --> 0:42:59.880
<v Speaker 1>have even more immersive control in various games like the

0:43:00.080 --> 0:43:03.120
<v Speaker 1>was the group that did the virtual paper Boy, where

0:43:03.360 --> 0:43:06.080
<v Speaker 1>they had it hooked up to a resistance bike training

0:43:06.160 --> 0:43:09.400
<v Speaker 1>bike where they by peddling the bike, they would propel

0:43:09.480 --> 0:43:11.839
<v Speaker 1>the video game character forward. They had a first person

0:43:11.960 --> 0:43:14.600
<v Speaker 1>perspective as if they were playing paper Boy, but from

0:43:14.640 --> 0:43:17.200
<v Speaker 1>the paper boys point of view, and then they had

0:43:17.680 --> 0:43:21.120
<v Speaker 1>a connect sensor protecting their arm motions to be when

0:43:21.200 --> 0:43:25.160
<v Speaker 1>you fling of newspaper. So what they did was they

0:43:25.200 --> 0:43:28.680
<v Speaker 1>hooked up the Oculus Rift to a an exercise bike,

0:43:28.920 --> 0:43:32.480
<v Speaker 1>resistance training bike, and by peddling the resistance training bike,

0:43:33.000 --> 0:43:35.319
<v Speaker 1>they propelled the virtual character forward. And then they had

0:43:35.320 --> 0:43:37.880
<v Speaker 1>a connect censor that would detect arm motions so that

0:43:37.920 --> 0:43:40.400
<v Speaker 1>when you throw the papers, yeah, that would be the control,

0:43:40.440 --> 0:43:42.560
<v Speaker 1>that would be the indicator for the game to throw

0:43:42.600 --> 0:43:44.359
<v Speaker 1>the papers. And you're seeing it all from the paper

0:43:44.400 --> 0:43:46.640
<v Speaker 1>boys perspective as opposed to that side view that you

0:43:46.719 --> 0:43:50.960
<v Speaker 1>had in the original Arcade game. So that's just one example.

0:43:51.000 --> 0:43:52.759
<v Speaker 1>There are other people who have kind of developed the

0:43:53.360 --> 0:43:57.560
<v Speaker 1>multidirectional treadmills so that you could walk on the treadmill

0:43:57.600 --> 0:44:00.200
<v Speaker 1>and this would propel you forward within a virtual environment.

0:44:00.600 --> 0:44:02.239
<v Speaker 1>So there's a lot of already, you know, a lot

0:44:02.239 --> 0:44:05.120
<v Speaker 1>of talk already about incorporating the Oculus Rift into other

0:44:05.320 --> 0:44:08.600
<v Speaker 1>types of setups of this nature. Now, granted, that goes

0:44:08.719 --> 0:44:12.719
<v Speaker 1>beyond what the average video game player would experience. Sure,

0:44:13.239 --> 0:44:15.480
<v Speaker 1>so we don't recommend you get up on your feet

0:44:15.520 --> 0:44:17.440
<v Speaker 1>and walk around while you're wearing one of these things,

0:44:17.480 --> 0:44:19.560
<v Speaker 1>because you're not going to see your actual environment, you're

0:44:19.560 --> 0:44:22.839
<v Speaker 1>seeing a virtual environment. I I've heard a few, a few, um,

0:44:23.239 --> 0:44:26.080
<v Speaker 1>you know, not sob stories, but but just stories of

0:44:26.239 --> 0:44:28.920
<v Speaker 1>of of like caution, you can totally knock over wine

0:44:29.000 --> 0:44:31.719
<v Speaker 1>glasses while you are flailing about with this thing. Kind

0:44:31.760 --> 0:44:33.960
<v Speaker 1>of similar to the to the warnings you would hear

0:44:34.080 --> 0:44:38.120
<v Speaker 1>from the original WE Remote. People were flinging them into

0:44:38.280 --> 0:44:40.400
<v Speaker 1>their television sets and you would see a picture of

0:44:40.440 --> 0:44:43.960
<v Speaker 1>a WE remote emerged from an old TV set and

0:44:44.000 --> 0:44:49.920
<v Speaker 1>you think mistake, Yeah, wrist strap. So um. But interestingly enough,

0:44:49.960 --> 0:44:52.120
<v Speaker 1>you can still use the oculus rift even if you

0:44:52.280 --> 0:44:55.640
<v Speaker 1>have poor or no vision in one eye. M yeah,

0:44:55.680 --> 0:44:58.480
<v Speaker 1>the screen will still work. Sure, Sure you won't again,

0:44:58.520 --> 0:45:01.399
<v Speaker 1>you won't get the stereoscopic three to national effect. Um.

0:45:01.960 --> 0:45:07.600
<v Speaker 1>But Richard Eisenbey's writing for Kotaku recently described what it's

0:45:07.680 --> 0:45:09.680
<v Speaker 1>like playing with a single eye because he had a

0:45:10.360 --> 0:45:16.600
<v Speaker 1>bad laser surgery experience. But um, yeah, the doctor's expectaful recovery. Um.

0:45:16.680 --> 0:45:18.280
<v Speaker 1>But he said that the three D effect was slightly

0:45:18.320 --> 0:45:21.080
<v Speaker 1>flattened and that his depth perception was off, like you

0:45:21.200 --> 0:45:23.560
<v Speaker 1>do when you only have one eye work, um, and

0:45:23.640 --> 0:45:25.600
<v Speaker 1>that motion blair was increased, but that it was still

0:45:25.680 --> 0:45:29.239
<v Speaker 1>very immersive and actually didn't cause any queasiness. Right. And

0:45:29.800 --> 0:45:32.439
<v Speaker 1>one of the big causes of queasiness is this idea

0:45:32.480 --> 0:45:36.400
<v Speaker 1>of latency which I mentioned earlier. Latency if if you know,

0:45:36.560 --> 0:45:38.640
<v Speaker 1>the name kind of gives it away. What latency is

0:45:38.880 --> 0:45:41.920
<v Speaker 1>is it's a delay between when you take an action

0:45:42.040 --> 0:45:44.840
<v Speaker 1>and when that action is displayed to you. Now, in

0:45:44.920 --> 0:45:47.400
<v Speaker 1>the case of head tracking software, that would mean that

0:45:47.560 --> 0:45:50.480
<v Speaker 1>if I turned my head to the right, the display

0:45:50.560 --> 0:45:53.640
<v Speaker 1>would reflect that turn on the screen. But if there's

0:45:53.640 --> 0:45:55.839
<v Speaker 1>a delay between when I turned my head and when

0:45:55.920 --> 0:45:59.280
<v Speaker 1>it happens on the screen, my brain thinks, woe, something

0:45:59.480 --> 0:46:02.919
<v Speaker 1>is mess up you. Right, Because it's it's actually better

0:46:03.000 --> 0:46:06.319
<v Speaker 1>than instantaneous when you're seeing it in in real life

0:46:06.560 --> 0:46:09.520
<v Speaker 1>because your your your your brain is filling in information

0:46:09.560 --> 0:46:12.160
<v Speaker 1>that it doesn't already have yet. Um, it's there's some

0:46:12.239 --> 0:46:14.719
<v Speaker 1>predictive stuff going on in your brain already. It's and

0:46:14.800 --> 0:46:16.800
<v Speaker 1>it's handling a lot of input from a lot of

0:46:16.880 --> 0:46:19.439
<v Speaker 1>different sources, everything from your inner ear to what's coming

0:46:19.440 --> 0:46:22.399
<v Speaker 1>into your eyes to what you're you're sensing like by touch.

0:46:23.080 --> 0:46:26.399
<v Speaker 1>So All of these things go into telling your brain

0:46:26.560 --> 0:46:28.319
<v Speaker 1>what is going on around you, and when those things

0:46:28.360 --> 0:46:30.799
<v Speaker 1>don't match up, your brain is like, something's not good.

0:46:31.239 --> 0:46:34.800
<v Speaker 1>Let's trigger the stomach to empty all of its contents

0:46:34.920 --> 0:46:37.800
<v Speaker 1>as rapidly as possible, or at least that seems to

0:46:37.880 --> 0:46:39.880
<v Speaker 1>be the case. It seems like a bad reflex. But

0:46:40.239 --> 0:46:42.560
<v Speaker 1>but if you've ever been, say on a boat, and

0:46:42.880 --> 0:46:45.719
<v Speaker 1>you have that sensation of you know, the ground you

0:46:45.800 --> 0:46:48.680
<v Speaker 1>are on is moving, but because you're moving with the ground,

0:46:48.840 --> 0:46:52.239
<v Speaker 1>your vision isn't reflecting that, right, You're not, Especially if

0:46:52.280 --> 0:46:54.239
<v Speaker 1>you're on the inside of a boat and you can't

0:46:54.280 --> 0:46:56.759
<v Speaker 1>see the outside at all. Your brain is just saying,

0:46:56.920 --> 0:47:00.360
<v Speaker 1>this is weird because everything it looks still from micro expected.

0:47:00.400 --> 0:47:02.520
<v Speaker 1>But I'm feeling like you're moving all over the place.

0:47:03.280 --> 0:47:07.000
<v Speaker 1>Let's turn on the vacate the stomach flip switch and

0:47:07.160 --> 0:47:09.880
<v Speaker 1>see maybe that will make it better, right, somehow that

0:47:09.920 --> 0:47:13.080
<v Speaker 1>will fix things. I don't understand the physiological part of this,

0:47:13.239 --> 0:47:16.120
<v Speaker 1>but this is what seems to happen. So that one

0:47:16.160 --> 0:47:19.160
<v Speaker 1>while we're plugging out shows Yeah, stuff to blow your mind.

0:47:19.360 --> 0:47:22.680
<v Speaker 1>Listen to it. It's awesome. But yeah, the this idea

0:47:22.800 --> 0:47:25.560
<v Speaker 1>of the mismatched data that comes into you. It often

0:47:25.640 --> 0:47:29.680
<v Speaker 1>ends up making you feel a dizzy, nauseous, you know

0:47:29.800 --> 0:47:32.680
<v Speaker 1>there's or nauseated I should say, I mean you might

0:47:32.719 --> 0:47:36.880
<v Speaker 1>be nauseous as well, but nauseated, um, then you you

0:47:37.320 --> 0:47:40.399
<v Speaker 1>you know it's it's unpleasant. And so latency is a big,

0:47:40.840 --> 0:47:43.600
<v Speaker 1>big contributor to that. So getting latency down where there

0:47:43.680 --> 0:47:47.120
<v Speaker 1>is as little delay as possible is a goal. Now.

0:47:47.680 --> 0:47:52.640
<v Speaker 1>Oculus says that they developed a reduced latency technology that

0:47:52.719 --> 0:47:56.200
<v Speaker 1>got it down to two milliseconds to send the information

0:47:56.560 --> 0:47:59.719
<v Speaker 1>from the headset to the software. Now that's a one

0:47:59.800 --> 0:48:02.239
<v Speaker 1>way trip there. Remember there's a round trip that we

0:48:02.320 --> 0:48:04.360
<v Speaker 1>have to take into account here. It's not just the

0:48:04.440 --> 0:48:07.560
<v Speaker 1>trip to the software. The software has to crunch the

0:48:07.680 --> 0:48:11.120
<v Speaker 1>numbers from whatever data it's receiving and send back the

0:48:11.320 --> 0:48:15.560
<v Speaker 1>appropriate response to the screen. So it takes longer than

0:48:15.600 --> 0:48:18.840
<v Speaker 1>two milliseconds for all that to happen. Oh and humans

0:48:18.880 --> 0:48:22.680
<v Speaker 1>can detect the latency of around fifty milliseconds, maybe even

0:48:22.880 --> 0:48:25.560
<v Speaker 1>fewer than fifty milliseconds. That's no time at all. I

0:48:25.600 --> 0:48:28.160
<v Speaker 1>mean we're talking a fraction of a second. Now. According

0:48:28.200 --> 0:48:30.440
<v Speaker 1>to Steve Lavelle, using the rift and playing a game

0:48:30.480 --> 0:48:34.480
<v Speaker 1>at sixty frames per second. Latency is right around thirty

0:48:34.560 --> 0:48:38.480
<v Speaker 1>to fifty milliseconds, so just right below or at that threshold.

0:48:39.000 --> 0:48:41.560
<v Speaker 1>So um, that includes the time it takes with the

0:48:41.600 --> 0:48:44.640
<v Speaker 1>sensors to pick up the motion, send that motion out

0:48:44.719 --> 0:48:47.880
<v Speaker 1>the port, go into the game engine as a command,

0:48:48.560 --> 0:48:52.279
<v Speaker 1>and then yeah, so I mean that's that's the full trip,

0:48:52.520 --> 0:48:55.000
<v Speaker 1>that's the whole round trip. And if it's able to

0:48:55.040 --> 0:48:58.080
<v Speaker 1>do that reliably at that speed, that's good. And we

0:48:58.400 --> 0:49:00.520
<v Speaker 1>you know, I expect that that's some thing that they're

0:49:00.520 --> 0:49:03.560
<v Speaker 1>going to work on improving to make sure that there

0:49:03.680 --> 0:49:07.480
<v Speaker 1>is as little latency issue there as possible, especially as

0:49:07.880 --> 0:49:10.319
<v Speaker 1>video games start to push that limit of sixty frame

0:49:10.520 --> 0:49:13.480
<v Speaker 1>sixty frames per second. Uh, if they are pushing to

0:49:13.560 --> 0:49:16.040
<v Speaker 1>make it even more frames per second, then clearly you

0:49:16.120 --> 0:49:18.399
<v Speaker 1>have to worry about that latency issue because that's more

0:49:18.480 --> 0:49:21.640
<v Speaker 1>data that's going through these ports. Like we said, the sensors,

0:49:21.680 --> 0:49:24.920
<v Speaker 1>the motion sensors detect yaw, pitch, and roll, and they

0:49:25.040 --> 0:49:28.000
<v Speaker 1>use what is called sensor fusion, which is not a

0:49:28.040 --> 0:49:30.640
<v Speaker 1>type of cuisine as I first thought, but it's actually

0:49:30.680 --> 0:49:33.359
<v Speaker 1>a technique to combine all the data that's gathered from

0:49:33.440 --> 0:49:38.600
<v Speaker 1>these various sensors into virtual virtual actions within the context

0:49:38.719 --> 0:49:40.719
<v Speaker 1>of the environment you're in, the game you are in

0:49:41.600 --> 0:49:45.200
<v Speaker 1>UM and then Steve Level also wrote an incredible blog

0:49:45.320 --> 0:49:48.120
<v Speaker 1>post that is really really technical if you are interested

0:49:48.200 --> 0:49:51.200
<v Speaker 1>on the software side of this and about how to

0:49:52.080 --> 0:49:56.360
<v Speaker 1>reduce latency to to the minimum levels. I highly recommend

0:49:56.400 --> 0:49:59.600
<v Speaker 1>it because it's it's fascinating, but it's way too technical

0:49:59.640 --> 0:50:01.919
<v Speaker 1>for us to go into here. But this is where

0:50:02.000 --> 0:50:07.120
<v Speaker 1>he was talking about predictive techniques. So prediction is exactly

0:50:07.160 --> 0:50:10.120
<v Speaker 1>what it sounds like. The game engine starts to predict

0:50:10.400 --> 0:50:12.560
<v Speaker 1>what you are going to do based upon what you

0:50:12.640 --> 0:50:15.080
<v Speaker 1>are doing right now, oh wow, and and so so

0:50:15.160 --> 0:50:17.719
<v Speaker 1>it starts to render out what you're going to need

0:50:17.840 --> 0:50:20.800
<v Speaker 1>to see next before you actually need it. And and

0:50:20.960 --> 0:50:23.759
<v Speaker 1>the goal of this is not to give you a

0:50:23.920 --> 0:50:27.440
<v Speaker 1>vision of the future, but rather to remove that latency,

0:50:27.600 --> 0:50:30.480
<v Speaker 1>to make it as small as possible. So if the

0:50:30.560 --> 0:50:33.560
<v Speaker 1>predictive techniques are good, then it means that you have

0:50:33.719 --> 0:50:37.600
<v Speaker 1>a very smooth experience, very little motion blur, no latency.

0:50:38.000 --> 0:50:41.120
<v Speaker 1>If it's bad, it means that like if you suddenly

0:50:41.200 --> 0:50:43.160
<v Speaker 1>turn left, but it starts to go right because it

0:50:43.239 --> 0:50:45.160
<v Speaker 1>thought you were going to go right, then that's going

0:50:45.239 --> 0:50:48.000
<v Speaker 1>to just exacerbate the problem, so predictive technology has to

0:50:48.080 --> 0:50:51.680
<v Speaker 1>be really sophisticated for it to do more good than harm.

0:50:52.400 --> 0:50:55.680
<v Speaker 1>His blog post goes into great detail about how they

0:50:55.680 --> 0:51:00.880
<v Speaker 1>are using this to try and create a really immersive,

0:51:01.920 --> 0:51:05.879
<v Speaker 1>comfortable experience with the Oculus rift, and like I said,

0:51:05.960 --> 0:51:10.359
<v Speaker 1>it's really really great. The Oculus blogs in general fantastic read,

0:51:10.520 --> 0:51:14.640
<v Speaker 1>but they are very technical, so read at your own risk.

0:51:15.640 --> 0:51:17.920
<v Speaker 1>So let's talk about what the actual hardware has. So

0:51:18.480 --> 0:51:21.680
<v Speaker 1>the according to what's in the developer kit right now,

0:51:22.360 --> 0:51:24.600
<v Speaker 1>keeping in mind the consumer version is going to be

0:51:24.719 --> 0:51:27.040
<v Speaker 1>different from what is out there right now. It will

0:51:27.160 --> 0:51:31.480
<v Speaker 1>very likely change indeed. Uh so, um yeah, so so

0:51:31.520 --> 0:51:35.719
<v Speaker 1>we've got we've got six degrees of freedom that that yeah,

0:51:36.280 --> 0:51:40.560
<v Speaker 1>um for for the head tracking. Um that hundred degree

0:51:40.640 --> 0:51:43.600
<v Speaker 1>diagonal screen that we were talking about, which is um

0:51:44.320 --> 0:51:47.719
<v Speaker 1>nine degrees horizontal, ninety degrees horizontal field of view. So

0:51:48.120 --> 0:51:50.840
<v Speaker 1>you know those the screens are are Physically they're small,

0:51:50.960 --> 0:51:53.680
<v Speaker 1>but because of their proximity to your eyeballs, they look

0:51:53.760 --> 0:51:56.640
<v Speaker 1>pretty big. It builds your vision. Um. It's a d

0:51:56.760 --> 0:52:01.360
<v Speaker 1>v I video input Digital visual interface ACE input. So

0:52:02.680 --> 0:52:05.440
<v Speaker 1>this was that that INUT interface, by the way, was

0:52:05.560 --> 0:52:08.960
<v Speaker 1>originally developed by the Display Working Group. Uh. That's the

0:52:09.480 --> 0:52:12.120
<v Speaker 1>kind of interface that allows you to hook up a

0:52:12.239 --> 0:52:15.280
<v Speaker 1>display to a computer. So a lot of computer monitors

0:52:15.320 --> 0:52:20.279
<v Speaker 1>and displays have this. However, it does have HDMI adaptation. Yeah,

0:52:20.760 --> 0:52:22.920
<v Speaker 1>you can get an HDMI adapter to convert from d

0:52:23.000 --> 0:52:24.680
<v Speaker 1>v I to h d M I, but you do

0:52:24.800 --> 0:52:28.120
<v Speaker 1>need to have that adapter. Does not have natively does

0:52:28.200 --> 0:52:31.160
<v Speaker 1>not have an HDMI port to hook up, but you can.

0:52:31.480 --> 0:52:34.000
<v Speaker 1>That's one thing I expect the consumer version would have,

0:52:34.160 --> 0:52:36.239
<v Speaker 1>just because of the drive to move to h d

0:52:36.400 --> 0:52:40.759
<v Speaker 1>M I, especially since a lot of video game consoles

0:52:40.800 --> 0:52:43.640
<v Speaker 1>have that kind of thing. I expect that we will

0:52:43.719 --> 0:52:46.440
<v Speaker 1>see h d m I native support in whatever the

0:52:46.480 --> 0:52:49.239
<v Speaker 1>consumer version is. They haven't announced that, so don't take

0:52:49.320 --> 0:52:55.759
<v Speaker 1>that as you know gospel. That's just that's just my prediction. Um. Yeah,

0:52:55.840 --> 0:52:57.840
<v Speaker 1>so you need to have either HDMI or d v

0:52:57.960 --> 0:53:00.520
<v Speaker 1>I video out on your computer or in order to

0:53:00.600 --> 0:53:02.600
<v Speaker 1>run this. Yeah, if you were like, but my computer

0:53:02.719 --> 0:53:06.160
<v Speaker 1>only has FireWire, it is for PC only right now,

0:53:06.520 --> 0:53:09.200
<v Speaker 1>Um that they are again hoping to roll it out

0:53:09.320 --> 0:53:14.560
<v Speaker 1>to UM consoles and mobile platforms. They're also talking there

0:53:14.600 --> 0:53:17.480
<v Speaker 1>there's buzz anyway that they're talking about expanding it to

0:53:17.560 --> 0:53:21.680
<v Speaker 1>watching movies, serving the web, doing programming. Yeah, which in

0:53:21.760 --> 0:53:27.520
<v Speaker 1>the matrix, Yeah right, lawnmower man. Uh yeah, we just

0:53:27.600 --> 0:53:31.000
<v Speaker 1>shows our own frames of reference for virtual environments, doesn't it.

0:53:31.040 --> 0:53:35.399
<v Speaker 1>You say, matrix, I say a lawmore man like, um so, yeah, yeah,

0:53:35.520 --> 0:53:38.399
<v Speaker 1>I wonder about watching movies because again, at that point,

0:53:38.480 --> 0:53:40.640
<v Speaker 1>you're not really even talking about head tracking, right, There's

0:53:40.680 --> 0:53:42.959
<v Speaker 1>no purpose for head tracking if you're watching a film,

0:53:42.960 --> 0:53:45.879
<v Speaker 1>because the film is captured from a single point of view.

0:53:46.239 --> 0:53:49.640
<v Speaker 1>I mean, unless you're presenting only part of a movie screen,

0:53:49.719 --> 0:53:52.440
<v Speaker 1>which I can't imagine being a satisfying experience. You're really

0:53:52.520 --> 0:53:55.640
<v Speaker 1>just looking at something really close to your face. Unless

0:53:55.680 --> 0:53:57.760
<v Speaker 1>you eventually get to a point where you are able

0:53:57.840 --> 0:54:00.319
<v Speaker 1>to create a well, especially if if it's a three

0:54:00.400 --> 0:54:02.520
<v Speaker 1>D animated movie, then this would be much easier to do.

0:54:03.120 --> 0:54:06.560
<v Speaker 1>You could you could create a movie where you would

0:54:06.600 --> 0:54:10.440
<v Speaker 1>be able to change your perspective as opposed to relying

0:54:10.560 --> 0:54:14.120
<v Speaker 1>upon the camera to define what the perspective is. Sure,

0:54:14.400 --> 0:54:16.120
<v Speaker 1>just even even I think you know, if you've got

0:54:16.239 --> 0:54:20.680
<v Speaker 1>one of the digital three D stereoscopic films that you

0:54:20.800 --> 0:54:22.480
<v Speaker 1>just I mean, even without being able to move your

0:54:22.520 --> 0:54:24.440
<v Speaker 1>head around, it would be Yeah, I can see that.

0:54:24.480 --> 0:54:27.400
<v Speaker 1>Where you're talking about maybe watching movies that were designed

0:54:27.440 --> 0:54:28.799
<v Speaker 1>to be in three D in the first place, maybe

0:54:28.880 --> 0:54:31.000
<v Speaker 1>this would give a superior three D experience. I can

0:54:31.040 --> 0:54:33.759
<v Speaker 1>see that. And also it reduces eyestrain from looking at

0:54:33.800 --> 0:54:37.440
<v Speaker 1>a three D screen because the the way that the

0:54:37.480 --> 0:54:40.600
<v Speaker 1>way that these goggles work is, um, you're you're actually

0:54:40.719 --> 0:54:44.840
<v Speaker 1>focusing on your You're relaxing your eyes to a to

0:54:45.000 --> 0:54:47.880
<v Speaker 1>a distant point. You're looking. You're you're kind of looking

0:54:48.040 --> 0:54:51.040
<v Speaker 1>through the screen, which is the default for your eyes looking.

0:54:51.120 --> 0:54:53.000
<v Speaker 1>It's it's any any kind of eye strain that you get,

0:54:53.040 --> 0:54:54.840
<v Speaker 1>you would think, you know, it's an inchway from your

0:54:54.880 --> 0:54:56.840
<v Speaker 1>eye that's going to lead to terrible eyestrain, but but

0:54:56.920 --> 0:54:59.800
<v Speaker 1>actually looking at your computer screen foot away from you

0:55:00.120 --> 0:55:02.799
<v Speaker 1>causes a lot more eyes strain than these The idea

0:55:02.880 --> 0:55:04.799
<v Speaker 1>being that this is like looking through a window as

0:55:04.880 --> 0:55:07.680
<v Speaker 1>opposed to Yeah, but any it's kind of interesting. Um

0:55:07.800 --> 0:55:13.360
<v Speaker 1>so the screen, Yeah, it's um currently eight hundred. But

0:55:13.440 --> 0:55:17.160
<v Speaker 1>that's that's if you combine the two screens, right right, Uh, yeah,

0:55:17.200 --> 0:55:20.920
<v Speaker 1>it's what what what's at six forty? Yeah? Yeah, the

0:55:21.040 --> 0:55:23.520
<v Speaker 1>up six forty by hunder Prye, which is that's close

0:55:23.600 --> 0:55:26.640
<v Speaker 1>to the resolution of seven, which is twelve eighty by

0:55:26.719 --> 0:55:29.040
<v Speaker 1>seven twenty. But but again, this is a thing that

0:55:29.080 --> 0:55:32.000
<v Speaker 1>could change for for consumers, right, And also, I mean,

0:55:32.880 --> 0:55:37.040
<v Speaker 1>you know, obviously higher resolution means better pictures in general,

0:55:37.200 --> 0:55:39.759
<v Speaker 1>but there's also something you need to consider that the

0:55:39.880 --> 0:55:44.080
<v Speaker 1>closer you get to a screen, the less resolution matters. Right,

0:55:44.280 --> 0:55:46.879
<v Speaker 1>So unless your screen is getting larger and larger and larger.

0:55:46.920 --> 0:55:49.799
<v Speaker 1>So let's say you've got you stay with a Let's

0:55:49.800 --> 0:55:53.160
<v Speaker 1>say that's your tvOS forty in Right, Depending upon how

0:55:53.239 --> 0:55:56.200
<v Speaker 1>close you sit to that television, seven and ten ADP

0:55:56.480 --> 0:56:00.600
<v Speaker 1>might not be that distinguishable. Now if you sit if

0:56:00.640 --> 0:56:03.040
<v Speaker 1>you sit further closer and closer to it, then you're

0:56:03.040 --> 0:56:05.920
<v Speaker 1>gonna notice. If you sit further away, you're those differences

0:56:06.120 --> 0:56:08.880
<v Speaker 1>fade away into nothing. So if you could have a

0:56:08.960 --> 0:56:12.440
<v Speaker 1>seven twenty P and a ten ADP set side by side,

0:56:12.719 --> 0:56:15.439
<v Speaker 1>but if you're fifteen feet back, they look the same,

0:56:15.840 --> 0:56:18.960
<v Speaker 1>assuming they've both been calibrated for that room and etcetera, etcetera.

0:56:19.480 --> 0:56:22.839
<v Speaker 1>But if you're talking about an eight inch screen, first

0:56:22.840 --> 0:56:25.359
<v Speaker 1>of all, invite me over because I want to watch

0:56:25.480 --> 0:56:30.000
<v Speaker 1>movies and play Halo. But then it obviously will matter more,

0:56:30.080 --> 0:56:32.359
<v Speaker 1>you've got more screen space. The resolution is spread out

0:56:32.400 --> 0:56:36.320
<v Speaker 1>over a greater landscape area, so you've got to have

0:56:36.560 --> 0:56:38.800
<v Speaker 1>higher resolution or else you will start to notice it

0:56:38.920 --> 0:56:42.399
<v Speaker 1>at regular viewing distances. Was something that's one inch away

0:56:42.440 --> 0:56:46.239
<v Speaker 1>from your eye. Uh. While they could probably increase the

0:56:46.320 --> 0:56:49.200
<v Speaker 1>resolution and it would be maybe noticeable, I don't know

0:56:49.320 --> 0:56:51.799
<v Speaker 1>that they have to stress it too much, all right,

0:56:51.960 --> 0:56:54.520
<v Speaker 1>I think it's I think mostly the issue right now

0:56:54.600 --> 0:56:57.359
<v Speaker 1>is that screen door effect that I was talking about. Um,

0:56:57.680 --> 0:57:01.919
<v Speaker 1>the headset itself costs costs ways a little bit less

0:57:02.120 --> 0:57:03.920
<v Speaker 1>than half a pound or a little bit less than

0:57:03.960 --> 0:57:06.920
<v Speaker 1>a quarter of a kilogram. Nice, so it's not too

0:57:07.040 --> 0:57:12.400
<v Speaker 1>terribly heavy. Another huge advance over older VR software hardware,

0:57:12.640 --> 0:57:14.160
<v Speaker 1>anything that you're trapping to your head and nice to

0:57:14.200 --> 0:57:16.480
<v Speaker 1>have it light. Yes, Um, and the dead kits right

0:57:16.520 --> 0:57:20.400
<v Speaker 1>now cost three hundred bucks of pop, I've heard. I've

0:57:20.480 --> 0:57:22.880
<v Speaker 1>heard that they're trying to keep it with the final

0:57:22.920 --> 0:57:26.040
<v Speaker 1>commercial product within the three to five dollar range, which

0:57:26.120 --> 0:57:28.960
<v Speaker 1>you know, when you're considering that most consoles cost around

0:57:29.040 --> 0:57:31.160
<v Speaker 1>that much, makes sense. They don't want it to go

0:57:31.320 --> 0:57:33.360
<v Speaker 1>higher than the console that it would sure, Sure, and

0:57:33.440 --> 0:57:37.200
<v Speaker 1>it's still a significant improvement over Again, the thousand bucks

0:57:37.320 --> 0:57:39.760
<v Speaker 1>or so a pop that that current or the hundred

0:57:39.800 --> 0:57:42.760
<v Speaker 1>thousand dollars if you're talking about the the specifically made

0:57:42.840 --> 0:57:47.560
<v Speaker 1>for the VR industry equipment that was back in the nineties. Yeah,

0:57:47.600 --> 0:57:49.560
<v Speaker 1>so so it's not like it's it's not going to

0:57:49.640 --> 0:57:52.880
<v Speaker 1>be inexpensive. It's going to be an expensive peripheral. Now

0:57:52.920 --> 0:57:56.080
<v Speaker 1>if you're if you're used to either building or buying

0:57:56.440 --> 0:58:00.200
<v Speaker 1>high end video game rigs, this is you know, two

0:58:00.200 --> 0:58:05.520
<v Speaker 1>small dispense compared to what your ten thousand dollar rig was. Um.

0:58:06.000 --> 0:58:09.760
<v Speaker 1>So this kit is not just the hardware. There's the

0:58:09.840 --> 0:58:12.439
<v Speaker 1>software developer kit too, So this is the software side.

0:58:12.440 --> 0:58:14.600
<v Speaker 1>And again remember Lucky is not a software guy, he's

0:58:14.600 --> 0:58:19.480
<v Speaker 1>a hardware guy. Uh. The Software Developer Kit contains all

0:58:19.560 --> 0:58:21.840
<v Speaker 1>the information you would need to be able to develop

0:58:21.960 --> 0:58:26.160
<v Speaker 1>stuff specifically to display on an Oculus Rift and to

0:58:26.280 --> 0:58:29.720
<v Speaker 1>work with this motion tracking hardware. And that contains all

0:58:29.800 --> 0:58:33.040
<v Speaker 1>the libraries you need, the headers, the documentation, the samples

0:58:33.080 --> 0:58:36.720
<v Speaker 1>for integrating the rift with games. It also includes two

0:58:36.800 --> 0:58:40.320
<v Speaker 1>different game engines, the Unreal Engine and the Unity engines,

0:58:40.920 --> 0:58:43.560
<v Speaker 1>and those are widely available game engines that a lot

0:58:43.680 --> 0:58:47.440
<v Speaker 1>of companies use as the basis for the physics and

0:58:47.800 --> 0:58:51.520
<v Speaker 1>uh and number crunching engine of whatever game they're running.

0:58:51.880 --> 0:58:54.880
<v Speaker 1>So there are currently three titles that are compatible with

0:58:55.160 --> 0:58:57.600
<v Speaker 1>the Oculus Rift. One of them is Team Fortress Too,

0:58:57.640 --> 0:58:59.880
<v Speaker 1>which is a squad based first person shooter game moves

0:59:00.000 --> 0:59:04.400
<v Speaker 1>an incredibly frenetic pace. The other one that was originally

0:59:05.120 --> 0:59:09.000
<v Speaker 1>announced as being compatible was Hawking, which is a multiplayer

0:59:09.120 --> 0:59:13.280
<v Speaker 1>mech combat video game by Adhesive Games. The third that

0:59:13.320 --> 0:59:16.080
<v Speaker 1>they just rolled out, um I think, I think in August,

0:59:16.920 --> 0:59:19.600
<v Speaker 1>right before we right before we recorded this podcast, was

0:59:19.680 --> 0:59:23.200
<v Speaker 1>Half Life Too, Half Life Too, because I really want

0:59:23.360 --> 0:59:26.560
<v Speaker 1>I do not at all want actually the experience of

0:59:26.640 --> 0:59:30.000
<v Speaker 1>having a head crab jump at my face. Don't having

0:59:30.040 --> 0:59:32.760
<v Speaker 1>it be more realistic? Don't you want the experience of

0:59:32.920 --> 0:59:35.760
<v Speaker 1>watching a gravity gun work right in front of your

0:59:35.800 --> 0:59:39.920
<v Speaker 1>face and launching things at high velocity? Also, I mean

0:59:40.160 --> 0:59:42.840
<v Speaker 1>that gives me hope that the next title will be Portal.

0:59:43.200 --> 0:59:45.720
<v Speaker 1>Can you imagine Portal first person like you are in

0:59:45.880 --> 0:59:48.959
<v Speaker 1>the world of Portal. That's what I'm waiting on because

0:59:49.000 --> 0:59:52.960
<v Speaker 1>those two, those two universes are connected Aperture Science and

0:59:53.440 --> 0:59:55.640
<v Speaker 1>and and Black Mason, Black Mesa. As we all know

0:59:55.720 --> 0:59:59.280
<v Speaker 1>from the Jonathan Colton song. They are connected, completely connected.

0:59:59.400 --> 1:00:02.080
<v Speaker 1>So come on, guys, let's get our Let's get our

1:00:02.120 --> 1:00:05.200
<v Speaker 1>Oarculus riff version of Portal. I that sounds that sounds

1:00:05.240 --> 1:00:07.480
<v Speaker 1>a little bit sickening, but wonderful. I would love it,

1:00:07.720 --> 1:00:09.760
<v Speaker 1>can you. Yeah? I don't know what that would be

1:00:09.840 --> 1:00:12.280
<v Speaker 1>like once you start moving at those in insane speeds

1:00:12.280 --> 1:00:14.160
<v Speaker 1>where you do the vertical portals. I would need to

1:00:14.200 --> 1:00:16.600
<v Speaker 1>get one of those psychologists to come to my house

1:00:16.640 --> 1:00:18.400
<v Speaker 1>while I played, so that I could turn it into

1:00:18.520 --> 1:00:21.840
<v Speaker 1>a height therapy related I can. I can imagine that. Yeah,

1:00:21.920 --> 1:00:23.880
<v Speaker 1>maybe that game wouldn't work out on the long run.

1:00:23.880 --> 1:00:25.840
<v Speaker 1>I'd be willing to play it until I started. No, no, no,

1:00:25.960 --> 1:00:28.200
<v Speaker 1>I want that. I want that right now. But I'm terrified.

1:00:28.360 --> 1:00:30.360
<v Speaker 1>But those are the titles available right now, not Portal,

1:00:30.480 --> 1:00:33.520
<v Speaker 1>but Half Life to Team Fortress too and Hawking. So

1:00:34.680 --> 1:00:38.120
<v Speaker 1>we'll see those expand obviously, but even so, like again,

1:00:38.520 --> 1:00:40.400
<v Speaker 1>just to stress yet again, this is of course the

1:00:40.480 --> 1:00:43.720
<v Speaker 1>developer side. Once this becomes a consumer product, you I

1:00:43.720 --> 1:00:46.040
<v Speaker 1>would expect there to be support for at least twenty

1:00:46.080 --> 1:00:49.040
<v Speaker 1>titles because if there's if there's not, then you know,

1:00:49.120 --> 1:00:51.240
<v Speaker 1>it's hard to justify the expense in the mind of

1:00:51.280 --> 1:00:53.400
<v Speaker 1>the game, or like I'm willing to pay three five

1:00:53.760 --> 1:00:56.400
<v Speaker 1>dollars on this piece of technology and I can play

1:00:56.760 --> 1:00:59.440
<v Speaker 1>twenty games on it and that's it, or not fewer

1:00:59.520 --> 1:01:01.600
<v Speaker 1>than twenty, you are that would be if you can

1:01:01.640 --> 1:01:03.760
<v Speaker 1>only do less than ten than that might be like

1:01:03.880 --> 1:01:05.560
<v Speaker 1>why would I pay that much money for that thing?

1:01:05.640 --> 1:01:07.400
<v Speaker 1>Although lots of people, lots of people have, lots of

1:01:07.400 --> 1:01:09.440
<v Speaker 1>people are excited about it UM, there there is no

1:01:09.560 --> 1:01:13.360
<v Speaker 1>official release date. Yeah. Yeah. The company's stance is it

1:01:13.400 --> 1:01:15.919
<v Speaker 1>will be ready when it's ready, which is I think

1:01:16.000 --> 1:01:18.840
<v Speaker 1>the most responsible way to go about it, because otherwise,

1:01:18.920 --> 1:01:22.160
<v Speaker 1>what you'll do is you'll create a deadline that you

1:01:22.240 --> 1:01:24.160
<v Speaker 1>know something will pop up that you could not have

1:01:24.280 --> 1:01:27.440
<v Speaker 1>anticipated that will either cause you to miss the deadline,

1:01:27.600 --> 1:01:31.480
<v Speaker 1>thus inviting the ire of all of the internets, or

1:01:31.680 --> 1:01:34.720
<v Speaker 1>you will start to sacrifice things in order to make

1:01:34.800 --> 1:01:37.480
<v Speaker 1>the original deadline, and the product will be less than

1:01:37.560 --> 1:01:40.000
<v Speaker 1>what it could have been. So I think that taking

1:01:40.080 --> 1:01:43.400
<v Speaker 1>this approach of we aren't announcing a date, We're getting

1:01:43.440 --> 1:01:45.200
<v Speaker 1>it as soon as possible, but we want it to

1:01:45.280 --> 1:01:48.360
<v Speaker 1>be good when it launches, I think that's the right choice,

1:01:48.600 --> 1:01:51.560
<v Speaker 1>especially when you're talking about hardware UM, because I mean,

1:01:51.600 --> 1:01:53.840
<v Speaker 1>you can't. It's it's harder to update that. I mean,

1:01:53.920 --> 1:01:58.400
<v Speaker 1>you can do firmware updates obviously, but but in place

1:01:59.360 --> 1:02:03.040
<v Speaker 1>it's harder. Yeah. Um and and yeah yeah, like like

1:02:03.160 --> 1:02:05.920
<v Speaker 1>we said, there's no official price yet either. Um. You know,

1:02:06.040 --> 1:02:08.120
<v Speaker 1>obviously they want to they want to keep it affordable,

1:02:09.960 --> 1:02:12.600
<v Speaker 1>and we might see it being used in well, I'm

1:02:12.680 --> 1:02:15.360
<v Speaker 1>sure we'll see it being used in virtual reality h

1:02:15.760 --> 1:02:18.840
<v Speaker 1>fields beyond gaming. Yeah, yeah, you know the kind of

1:02:18.840 --> 1:02:21.400
<v Speaker 1>stuff that they're talking about it being useful for, like

1:02:21.520 --> 1:02:25.600
<v Speaker 1>like surgery training or um or or architecture and design,

1:02:25.840 --> 1:02:27.800
<v Speaker 1>which is really kind of cool. That's this idea of

1:02:27.840 --> 1:02:30.120
<v Speaker 1>being able to take a virtual tour of a building

1:02:30.160 --> 1:02:33.560
<v Speaker 1>that hasn't even gone beyond the blueprint stage. That's kind

1:02:33.600 --> 1:02:37.000
<v Speaker 1>of interesting. And of course the medical uh techniques that

1:02:37.000 --> 1:02:40.400
<v Speaker 1>we've talked about already, this exposure technique. Um. And you know,

1:02:40.800 --> 1:02:44.400
<v Speaker 1>the VR industry still exists, although they call it virtual environments.

1:02:44.400 --> 1:02:46.440
<v Speaker 1>For the most part, it still exists. But they do

1:02:47.520 --> 1:02:49.400
<v Speaker 1>go to the video game industry all the time for

1:02:49.480 --> 1:02:55.920
<v Speaker 1>all the equipment, so I expect we'll see that continue. Alright.

1:02:56.040 --> 1:02:58.560
<v Speaker 1>So that was the story as far as it had

1:02:58.640 --> 1:03:02.240
<v Speaker 1>progressed in August of tooths thirteen. But back in March

1:03:02.520 --> 1:03:06.840
<v Speaker 1>of two thousand fourteen, there was an event that really

1:03:07.000 --> 1:03:12.040
<v Speaker 1>shook up the whole Oculus VR world news item. Yeah,

1:03:12.120 --> 1:03:18.200
<v Speaker 1>it sent ripples throughout the force, like the destruction of danteen.

1:03:18.560 --> 1:03:20.520
<v Speaker 1>Yeah it was Dantueen. No, no, it wasn't Datu was

1:03:20.560 --> 1:03:22.880
<v Speaker 1>Aldan right, because the Dantueen was too far from an

1:03:22.920 --> 1:03:26.919
<v Speaker 1>effective demonstration. But anyway, so, yes, there was this big event.

1:03:27.120 --> 1:03:30.160
<v Speaker 1>That big event, of course, was when the company Facebook

1:03:30.360 --> 1:03:34.600
<v Speaker 1>decided it wanted the Oculus VR company, and furthermore than

1:03:34.680 --> 1:03:38.560
<v Speaker 1>it wanted it two billion dollars worth. And so they said, hey,

1:03:39.080 --> 1:03:40.920
<v Speaker 1>I'll give you two billion dollars to come and join

1:03:40.960 --> 1:03:44.200
<v Speaker 1>the dark side. And they said, sure, No, I'm just

1:03:44.280 --> 1:03:47.400
<v Speaker 1>being silly. I don't think Facebook is the dark side necessarily.

1:03:47.760 --> 1:03:53.200
<v Speaker 1>But this announcement was met with some pretty extreme responses

1:03:53.240 --> 1:03:55.400
<v Speaker 1>on either side of the spectrum. Yeah, there was a

1:03:55.440 --> 1:03:58.400
<v Speaker 1>lot of enthusiasm. Yeah, because it meant that Oculus rift

1:03:58.880 --> 1:04:01.000
<v Speaker 1>now had an annoy or miss safety net, I mean

1:04:01.600 --> 1:04:03.800
<v Speaker 1>all R and D money that they could possibly want

1:04:03.880 --> 1:04:07.560
<v Speaker 1>a multibillion dollar company supporting them. So it wasn't like

1:04:07.880 --> 1:04:12.840
<v Speaker 1>if let's say that their hardware implementation didn't work out

1:04:12.920 --> 1:04:16.000
<v Speaker 1>the way they had planned. As a small company that

1:04:16.240 --> 1:04:20.200
<v Speaker 1>was dependent upon investment, it might not have been able

1:04:20.280 --> 1:04:22.400
<v Speaker 1>to bounce back from something like this. But with this

1:04:22.520 --> 1:04:25.880
<v Speaker 1>big company, they can afford to take risks, right, So

1:04:26.000 --> 1:04:28.640
<v Speaker 1>that's a big thing. However, there was also a certain

1:04:28.680 --> 1:04:33.080
<v Speaker 1>amount of trepidation. Yeah, because let's face it, Facebook is

1:04:33.160 --> 1:04:36.120
<v Speaker 1>in the business of collecting all of the data about you.

1:04:37.000 --> 1:04:40.360
<v Speaker 1>I mean, we we the services free because we are

1:04:40.440 --> 1:04:43.120
<v Speaker 1>the product. Exactly, if you are using Facebook, you are

1:04:43.240 --> 1:04:45.760
<v Speaker 1>a product that is being sold. And I mean that's

1:04:45.800 --> 1:04:48.480
<v Speaker 1>the way Facebook generates revenue. If it didn't do that,

1:04:48.720 --> 1:04:51.920
<v Speaker 1>then Facebook couldn't stick around, so not without forcing us

1:04:52.000 --> 1:04:54.720
<v Speaker 1>to to pay them. Yeah, so this, this is that's

1:04:54.760 --> 1:04:57.600
<v Speaker 1>the other side of the coin, right. So some people

1:04:57.760 --> 1:05:01.920
<v Speaker 1>like Minecraft creator Notch posted a tweet that said he

1:05:01.960 --> 1:05:05.320
<v Speaker 1>would no longer want to develop a build for Minecraft

1:05:05.760 --> 1:05:08.760
<v Speaker 1>for the Oculus Rift because he found Facebook to be creepy.

1:05:09.560 --> 1:05:13.000
<v Speaker 1>So that, Yeah, there's a lot of pushback, especially among

1:05:13.080 --> 1:05:17.080
<v Speaker 1>I think the hardcore fans of the Rift. Yeah, and

1:05:17.160 --> 1:05:19.920
<v Speaker 1>and remember you know, the Oculus Rift off also was

1:05:21.560 --> 1:05:24.560
<v Speaker 1>just going to be a dedicated PC device computer device,

1:05:24.640 --> 1:05:28.960
<v Speaker 1>not a console related device, So that raises a question,

1:05:29.040 --> 1:05:32.120
<v Speaker 1>what does Facebook have planned for the oculus rift. Well,

1:05:32.160 --> 1:05:35.360
<v Speaker 1>one thing that executives have said, and this is something

1:05:35.400 --> 1:05:38.920
<v Speaker 1>that blows my mind. I mean it's it's hard for

1:05:39.040 --> 1:05:41.480
<v Speaker 1>me to imagine what would be required to pull this off.

1:05:41.520 --> 1:05:45.720
<v Speaker 1>But they envision a virtual world with one billion people

1:05:45.800 --> 1:05:48.840
<v Speaker 1>in it, which which is essentially Facebook's user base. Yeah,

1:05:49.240 --> 1:05:51.560
<v Speaker 1>and when they had a billion unique users or at

1:05:51.600 --> 1:05:55.720
<v Speaker 1>least unique accounts. You don't know, necessarily significant difference, I suspect.

1:05:55.840 --> 1:05:58.160
<v Speaker 1>I'm sure there are quite a few duplicate uh there

1:05:58.200 --> 1:06:01.160
<v Speaker 1>are people who are using different ounce but anyway, a

1:06:01.240 --> 1:06:05.800
<v Speaker 1>billion users, uh more or less, and then putting them

1:06:05.840 --> 1:06:09.320
<v Speaker 1>in this virtual environment as some way of communicating and

1:06:09.640 --> 1:06:13.760
<v Speaker 1>making a social uh social platform that is completely immersive.

1:06:14.280 --> 1:06:17.920
<v Speaker 1>That's that's huge. It's hard to imagine. Yeah, yeah, I

1:06:17.960 --> 1:06:22.120
<v Speaker 1>mean i I'm picturing something like was described in snow Crash. Yeah,

1:06:22.600 --> 1:06:26.000
<v Speaker 1>I'm just picturing like a a busiest day ever at

1:06:26.080 --> 1:06:29.640
<v Speaker 1>Disney World and you're just completely surrounded. I mean, obviously,

1:06:29.760 --> 1:06:32.120
<v Speaker 1>if you're creating a virtual environment, you can create as

1:06:32.200 --> 1:06:34.960
<v Speaker 1>much space or as little space as you want, so

1:06:35.720 --> 1:06:38.480
<v Speaker 1>assuming you have the computer power to support it. But

1:06:39.040 --> 1:06:41.080
<v Speaker 1>it does make me wonder when we would see such

1:06:41.080 --> 1:06:43.520
<v Speaker 1>an implementation. Obviously, in order for it to be a

1:06:43.560 --> 1:06:46.480
<v Speaker 1>billion users, you would also need to sell a billion

1:06:46.720 --> 1:06:49.320
<v Speaker 1>units of Oculus Rift, and I don't think that's gonna happen.

1:06:49.320 --> 1:06:52.320
<v Speaker 1>Oh yeah, that's that's a sky high dream. But still

1:06:52.520 --> 1:06:55.000
<v Speaker 1>the idea you can have enough servers to Oh, yeah,

1:06:55.040 --> 1:06:56.640
<v Speaker 1>there's there's a lot of issues that we need to

1:06:56.640 --> 1:06:59.320
<v Speaker 1>work out there. There's some there's some steps between where

1:06:59.360 --> 1:07:01.960
<v Speaker 1>we are and where they want to be. But there's

1:07:02.000 --> 1:07:04.320
<v Speaker 1>some other issues that we have to mention too. After

1:07:04.440 --> 1:07:08.600
<v Speaker 1>the acquisition announcement, a company called Zenomax Media, which used

1:07:08.640 --> 1:07:11.840
<v Speaker 1>to be the employer of one Mr John Carmack, you know,

1:07:12.360 --> 1:07:14.800
<v Speaker 1>because he was working for in Software. In Software is

1:07:14.800 --> 1:07:17.720
<v Speaker 1>a subsidiary of Zenomax Media. Well, the company filed a

1:07:17.800 --> 1:07:21.479
<v Speaker 1>lawsuit against Oculus VR, and they said that the Rift

1:07:21.560 --> 1:07:24.120
<v Speaker 1>was based at least in part off of the VR

1:07:24.160 --> 1:07:27.480
<v Speaker 1>work done within Zenomax, and it also relied upon the

1:07:27.560 --> 1:07:31.800
<v Speaker 1>expertise of CarMax, including several systems that Carmack had designed

1:07:32.120 --> 1:07:37.520
<v Speaker 1>for Zenomax projects during his time there. Yeah, and apparently,

1:07:37.960 --> 1:07:41.240
<v Speaker 1>depending upon who you ask, they had some conversations about this. Yeah,

1:07:41.320 --> 1:07:43.720
<v Speaker 1>Xenomax claims that it tried to work all of this

1:07:43.960 --> 1:07:49.040
<v Speaker 1>proprietary stuff out with Oculus after oculus is big Kickstarter

1:07:49.160 --> 1:07:51.600
<v Speaker 1>success proved that they would be actually bringing a device

1:07:51.680 --> 1:07:56.320
<v Speaker 1>to market um, but that oculust first failed to respond

1:07:56.640 --> 1:08:01.320
<v Speaker 1>then offered Zenomax what they considered an unfair equity share,

1:08:01.840 --> 1:08:04.400
<v Speaker 1>only only three percent, which was one point two million

1:08:04.440 --> 1:08:08.480
<v Speaker 1>at the time or some sixty million dollars after Facebook's purchase.

1:08:08.480 --> 1:08:10.840
<v Speaker 1>About that they knew that that was going to happen um,

1:08:11.520 --> 1:08:15.120
<v Speaker 1>which Zenomax claims that they countered, and for the more,

1:08:15.200 --> 1:08:19.800
<v Speaker 1>claims that Oculus refused um, thereby pressing Zenomax into this

1:08:19.920 --> 1:08:22.960
<v Speaker 1>lawsuit now Oculus VR. On their part, they said that

1:08:23.320 --> 1:08:28.280
<v Speaker 1>one uh that Cenomax's demands were outrageous, that they were

1:08:28.320 --> 1:08:31.320
<v Speaker 1>asking for way too much, and too said that there

1:08:31.360 --> 1:08:35.200
<v Speaker 1>were there was there was no technology from Cinemax included

1:08:35.240 --> 1:08:38.759
<v Speaker 1>in the Oculus rift at all. And they also implied

1:08:38.840 --> 1:08:41.559
<v Speaker 1>that it was pretty convenient that the lawsuit only came

1:08:41.600 --> 1:08:45.240
<v Speaker 1>out after Facebook acquired Oculus, in other words, after they

1:08:45.320 --> 1:08:47.400
<v Speaker 1>had all the money. Yeah, this enormous cash flow went

1:08:47.479 --> 1:08:50.080
<v Speaker 1>into the company. So to be fair, there is some

1:08:50.320 --> 1:08:54.200
<v Speaker 1>potential evidence available even to the public. For example a

1:08:54.280 --> 1:08:58.320
<v Speaker 1>tweet from John Carmack in April which said, and I

1:08:58.439 --> 1:09:00.640
<v Speaker 1>quote when you are in a worry and you know

1:09:00.800 --> 1:09:03.839
<v Speaker 1>you wrote the exact needed code well at a previous

1:09:03.960 --> 1:09:08.960
<v Speaker 1>job re implementation. Greats. Yeah. But on the other hand,

1:09:09.160 --> 1:09:11.840
<v Speaker 1>they also point out that the Oculus Rift SDK was

1:09:11.920 --> 1:09:14.799
<v Speaker 1>publicly available and doesn't have a single line of Cinemax

1:09:14.920 --> 1:09:18.120
<v Speaker 1>code in it, so you know, there's a there's a

1:09:18.160 --> 1:09:22.360
<v Speaker 1>lot of conflicting information. The lawsuit is currently being considered,

1:09:22.439 --> 1:09:26.320
<v Speaker 1>so we don't have any any results for that, certainly

1:09:26.360 --> 1:09:29.960
<v Speaker 1>not yet. We we will not rerun this episode again,

1:09:30.040 --> 1:09:32.479
<v Speaker 1>but we all tried to update you guys. When that

1:09:32.600 --> 1:09:34.800
<v Speaker 1>comes to ahead, maybe we'll just do an episode where hey,

1:09:34.920 --> 1:09:37.000
<v Speaker 1>guess what, it's just a bunch of updates on a

1:09:37.120 --> 1:09:41.120
<v Speaker 1>bunch of unrelated things. Here are fifty topics we've talked

1:09:41.160 --> 1:09:44.240
<v Speaker 1>about in the past, and two sentences updating on each

1:09:44.280 --> 1:09:46.240
<v Speaker 1>of them. Oh why did you that's a terrible number

1:09:46.880 --> 1:09:49.240
<v Speaker 1>never talked about. It would be a pretty awful episode.

1:09:50.520 --> 1:09:53.040
<v Speaker 1>It would be the most non sequitary, field filled episode

1:09:53.080 --> 1:09:55.800
<v Speaker 1>we've ever done, and we've done some doozies. But also

1:09:56.120 --> 1:09:59.840
<v Speaker 1>back in March two thousand fourteen, another thing happened that

1:10:00.080 --> 1:10:03.960
<v Speaker 1>that excited folks. Oculus unveiled the d K two Developer headset.

1:10:04.600 --> 1:10:07.080
<v Speaker 1>So keep in mind, all the headsets the Oculus Rift

1:10:07.120 --> 1:10:10.040
<v Speaker 1>has produced so far have been for developers who want

1:10:10.080 --> 1:10:13.960
<v Speaker 1>to create games or other applications using the headset. There

1:10:14.000 --> 1:10:17.760
<v Speaker 1>are no consumer versions of the hardware on the market yet,

1:10:18.360 --> 1:10:21.479
<v Speaker 1>but this one increased the resolution of the two screens

1:10:21.520 --> 1:10:25.280
<v Speaker 1>inside the headset to nine sixty by ten eighty. They

1:10:25.320 --> 1:10:27.799
<v Speaker 1>are O lead screens and they are supposed to reduce

1:10:27.920 --> 1:10:32.000
<v Speaker 1>motion blur and also increase clarity, color, and contrast the

1:10:32.160 --> 1:10:36.720
<v Speaker 1>three big cs that you want with your your screens. UH.

1:10:36.880 --> 1:10:41.200
<v Speaker 1>It also includes a a external camera which is designed

1:10:41.360 --> 1:10:45.240
<v Speaker 1>to help the headset track your your head movements, giving

1:10:45.240 --> 1:10:47.599
<v Speaker 1>the wearer the ability to like look out over a ledge,

1:10:47.720 --> 1:10:51.000
<v Speaker 1>or around a corner, yeah, or underneath a table. So

1:10:51.360 --> 1:10:55.920
<v Speaker 1>because the external camera can track the the orientation of

1:10:56.000 --> 1:10:59.680
<v Speaker 1>the user's head in relation to their real world environment,

1:11:00.200 --> 1:11:03.800
<v Speaker 1>it can translate into the perspective you would need in

1:11:03.880 --> 1:11:07.640
<v Speaker 1>the virtual environment to UH to mimic that motion. So

1:11:08.040 --> 1:11:11.280
<v Speaker 1>if I were to walk up to a table in

1:11:11.360 --> 1:11:13.080
<v Speaker 1>a game and I wanted to look underneath it, to

1:11:13.080 --> 1:11:15.840
<v Speaker 1>see if there were any clues. I could actually squat down,

1:11:16.000 --> 1:11:19.160
<v Speaker 1>been my head over and the because the external camera

1:11:19.280 --> 1:11:22.519
<v Speaker 1>could track how my head was changing in orientation in

1:11:22.600 --> 1:11:25.160
<v Speaker 1>respect to my real environment. I get that reflected in

1:11:25.240 --> 1:11:29.639
<v Speaker 1>the virtual one. Pretty awesome, and there was some talk

1:11:29.760 --> 1:11:32.439
<v Speaker 1>for a while about whether or not the the d

1:11:32.600 --> 1:11:35.040
<v Speaker 1>K two would incorporate this. They showed it off at

1:11:35.080 --> 1:11:39.360
<v Speaker 1>c e S and there wasn't any guarantee that the

1:11:39.479 --> 1:11:41.600
<v Speaker 1>d K two would have it. There's still not a

1:11:41.640 --> 1:11:44.200
<v Speaker 1>guarantee that the consumer model, once it comes out, we'll

1:11:44.280 --> 1:11:46.519
<v Speaker 1>have it, but there's a lot of hope because it

1:11:46.600 --> 1:11:50.720
<v Speaker 1>does add to the significantly improved the experience exactly. Now,

1:11:50.840 --> 1:11:54.160
<v Speaker 1>other companies have also announced since the time we we

1:11:54.280 --> 1:11:56.680
<v Speaker 1>did that podcast that they are going to launch their

1:11:56.680 --> 1:11:59.880
<v Speaker 1>own competing headsets. The two big ones would be Sony,

1:12:00.160 --> 1:12:03.839
<v Speaker 1>which has the device called the Morpheus in development. Obviously

1:12:03.920 --> 1:12:06.880
<v Speaker 1>that would be important because again the Oculus rift is

1:12:06.880 --> 1:12:08.960
<v Speaker 1>meant for PCs. If you wanted to have something that

1:12:09.040 --> 1:12:11.080
<v Speaker 1>had a console experience, you would have to go somewhere else,

1:12:11.120 --> 1:12:14.439
<v Speaker 1>and so Sony Sony's approach is the Morpheus. Then you

1:12:14.520 --> 1:12:17.479
<v Speaker 1>also have Samsung getting into this. They have produced a

1:12:17.560 --> 1:12:21.280
<v Speaker 1>prototype headset, and they have not, at least as far

1:12:21.320 --> 1:12:23.000
<v Speaker 1>as I can tell, there's been no release of an

1:12:23.000 --> 1:12:26.000
<v Speaker 1>actual name for the prototype. They do hope to bring

1:12:26.080 --> 1:12:31.000
<v Speaker 1>it out to market before either Morpheus or Oculus Rift

1:12:31.040 --> 1:12:34.320
<v Speaker 1>go to the consumer market, so they're they're really fast

1:12:34.360 --> 1:12:36.479
<v Speaker 1>tracking this to try and beat them to the punch.

1:12:37.360 --> 1:12:40.599
<v Speaker 1>So I'll be exciting to see what happens. Yeah, definitely. Meanwhile,

1:12:40.800 --> 1:12:44.760
<v Speaker 1>there are some more serious applications of this technology. Yeah,

1:12:44.840 --> 1:12:48.080
<v Speaker 1>we're talking military applications. And uh so here in the

1:12:48.160 --> 1:12:51.280
<v Speaker 1>United States, darpas using the Oculus Rift to help train

1:12:51.439 --> 1:12:55.519
<v Speaker 1>soldiers in new techniques to fight cyber warfare. I read

1:12:55.600 --> 1:12:59.679
<v Speaker 1>the story three times from Wired uh and uh called

1:13:00.000 --> 1:13:03.040
<v Speaker 1>arepas using Oculus Rift to prep for cyber war and

1:13:03.840 --> 1:13:07.679
<v Speaker 1>I don't get it. The idea is that they would

1:13:07.680 --> 1:13:11.559
<v Speaker 1>actually be able to visualize things like a cyber attack

1:13:11.680 --> 1:13:15.479
<v Speaker 1>on a network. So if you remember, like any movie

1:13:15.520 --> 1:13:17.680
<v Speaker 1>from the nineteen eighties where you have a hacker try

1:13:17.720 --> 1:13:20.040
<v Speaker 1>to hack a system, half the time it would show

1:13:20.240 --> 1:13:22.840
<v Speaker 1>a like a three D first person shooter kind of

1:13:22.920 --> 1:13:25.280
<v Speaker 1>model where you're going through a maze and then you

1:13:25.320 --> 1:13:27.720
<v Speaker 1>see a skull and crossbones, Like, oh, you don't want

1:13:27.720 --> 1:13:30.439
<v Speaker 1>to go through their hacker take the door to the right,

1:13:30.520 --> 1:13:33.600
<v Speaker 1>which for some reason isn't protected, and that's how you

1:13:33.680 --> 1:13:36.920
<v Speaker 1>hack into the system. Because Hollywood wanted to have and

1:13:37.080 --> 1:13:41.479
<v Speaker 1>a visually entertaining way to represent this this process. Never

1:13:41.600 --> 1:13:45.760
<v Speaker 1>mind the fact that hacking doesn't involve wandering through three

1:13:45.800 --> 1:13:49.040
<v Speaker 1>person our first person shooter kind of environments, except now

1:13:49.160 --> 1:13:53.559
<v Speaker 1>I totally could, which is weird. So it's making all

1:13:53.640 --> 1:13:57.519
<v Speaker 1>of our nineteen eight streams come true. Yeah, well most

1:13:57.600 --> 1:13:59.360
<v Speaker 1>of them. I've got a couple that you know, I

1:13:59.400 --> 1:14:03.040
<v Speaker 1>still don't. They don't have my DeLorean. But anyway, pretty awesome,

1:14:03.600 --> 1:14:06.439
<v Speaker 1>interesting implementation. Have no idea if it's ever going to

1:14:06.960 --> 1:14:09.720
<v Speaker 1>catch on, but it is an interesting approach. Then you

1:14:09.840 --> 1:14:14.000
<v Speaker 1>also have another one. This is the Norwegian Army looking

1:14:14.040 --> 1:14:17.000
<v Speaker 1>into using the Oculus riff to improve, uh, the the

1:14:17.240 --> 1:14:21.120
<v Speaker 1>situational awareness of people who are inside tanks. Now, as

1:14:21.160 --> 1:14:24.280
<v Speaker 1>you can imagine operating inside a tank which is designed

1:14:24.320 --> 1:14:27.200
<v Speaker 1>to protect the crew as much as possible, it doesn't

1:14:27.200 --> 1:14:29.200
<v Speaker 1>have a whole lot of windows. Yeah, I don't. You

1:14:29.280 --> 1:14:31.760
<v Speaker 1>don't want a lot of views to the outside world

1:14:31.840 --> 1:14:34.280
<v Speaker 1>in a heavily armored vehicle. It tends to be a

1:14:34.400 --> 1:14:37.840
<v Speaker 1>point of vulnerability. So what the way some of these

1:14:38.000 --> 1:14:40.720
<v Speaker 1>UH tanks work is that they have cameras mounted on

1:14:40.800 --> 1:14:43.280
<v Speaker 1>the outside and usually what you would have to do

1:14:43.960 --> 1:14:46.559
<v Speaker 1>is you have a monitor and you would switch between

1:14:46.680 --> 1:14:49.280
<v Speaker 1>camera feeds to see what was going on around the

1:14:49.320 --> 1:14:51.560
<v Speaker 1>perimeter of the tank. Now, this is important for you

1:14:51.680 --> 1:14:55.040
<v Speaker 1>to be able to assess the situation, see if there

1:14:55.040 --> 1:14:58.360
<v Speaker 1>are any enemies or even friendlies near you, because obviously

1:14:58.520 --> 1:15:02.240
<v Speaker 1>you know you're an enormous vehicle. You have to be careful. Well,

1:15:02.760 --> 1:15:05.639
<v Speaker 1>what they're looking at is using the cameras that these

1:15:05.680 --> 1:15:07.720
<v Speaker 1>four cameras that would be mounted to the outside of

1:15:07.800 --> 1:15:12.040
<v Speaker 1>tanks and digitally stitching together all the camera feeds because

1:15:12.680 --> 1:15:14.680
<v Speaker 1>when you when you add all of them together, you

1:15:14.760 --> 1:15:17.519
<v Speaker 1>get a full three D sixty degree field of view

1:15:17.760 --> 1:15:20.519
<v Speaker 1>around the tank. So if you digitally stitched them together

1:15:20.600 --> 1:15:24.799
<v Speaker 1>and then feed that through the headset by by sitting

1:15:24.840 --> 1:15:28.240
<v Speaker 1>down and facing forward in respect to the tank, so

1:15:28.360 --> 1:15:30.240
<v Speaker 1>you're facing the front of the tank, you would be

1:15:30.360 --> 1:15:32.240
<v Speaker 1>looking forward. If you turn your head to the right,

1:15:32.560 --> 1:15:34.720
<v Speaker 1>it would start to pan your view over to the

1:15:34.800 --> 1:15:37.200
<v Speaker 1>feed that's coming from the right side. And you could

1:15:37.200 --> 1:15:39.880
<v Speaker 1>do that in three hundred sixty degrees create creating a

1:15:39.960 --> 1:15:43.840
<v Speaker 1>hypothetically real time digital world that's actually the real world

1:15:43.960 --> 1:15:46.439
<v Speaker 1>surrounding you. Yeah, so it's really it's really more of

1:15:46.479 --> 1:15:49.680
<v Speaker 1>a video feed than a than a virtual representation. So

1:15:49.760 --> 1:15:53.200
<v Speaker 1>you're actually seeing that what's really out there, but you're

1:15:53.200 --> 1:15:55.800
<v Speaker 1>doing it as if there isn't an enormous tank all

1:15:55.840 --> 1:15:58.720
<v Speaker 1>the way around you, which is kind of interesting. It did.

1:15:58.800 --> 1:16:02.200
<v Speaker 1>I think that would also take some getting used to, because, uh,

1:16:02.400 --> 1:16:04.960
<v Speaker 1>your perspective would be that you are the size of

1:16:05.000 --> 1:16:07.640
<v Speaker 1>a tank, because when you look around, like the thing

1:16:07.720 --> 1:16:09.479
<v Speaker 1>that's in front of you and the thing that's behind you,

1:16:09.920 --> 1:16:13.120
<v Speaker 1>obviously that would be separated by the length of the tank.

1:16:13.640 --> 1:16:17.000
<v Speaker 1>That's that's got to cause some cognitive dissonance. There's probably

1:16:17.040 --> 1:16:19.000
<v Speaker 1>some some training you have to do in order to

1:16:19.040 --> 1:16:22.720
<v Speaker 1>really get good at it. But that's super cool use

1:16:22.800 --> 1:16:25.400
<v Speaker 1>of this technology too. I mean, obviously I want to

1:16:25.439 --> 1:16:29.559
<v Speaker 1>see uses that don't necessarily involve warfare that would also

1:16:29.680 --> 1:16:34.240
<v Speaker 1>be cool. But anything that can can improve people's ability

1:16:34.320 --> 1:16:39.280
<v Speaker 1>to have situational awareness in various types of scenarios, to me,

1:16:39.439 --> 1:16:42.120
<v Speaker 1>is an interesting application of something that's meant to be

1:16:42.520 --> 1:16:45.599
<v Speaker 1>for playing games. Um, this is something we see over

1:16:45.640 --> 1:16:49.360
<v Speaker 1>and over with virtual environment technology. In general, we see

1:16:49.360 --> 1:16:52.200
<v Speaker 1>a lot of repurposing. Either we see it repurposed from

1:16:52.320 --> 1:16:54.960
<v Speaker 1>some other field to be in virtual environments, or we

1:16:55.040 --> 1:16:58.880
<v Speaker 1>see virtual environment technology repurposed for some other industry. Now sure,

1:16:58.880 --> 1:17:02.800
<v Speaker 1>and hey, since military funding does frequently um jump start

1:17:03.560 --> 1:17:06.679
<v Speaker 1>given technology, maybe it's good that these kind of projects

1:17:06.720 --> 1:17:09.080
<v Speaker 1>are going on right now. That's true, all right, So

1:17:09.200 --> 1:17:12.559
<v Speaker 1>that wraps up this update to the Oculus Rift. If

1:17:12.600 --> 1:17:15.960
<v Speaker 1>you guys have any suggestions for future episodes, let us know,

1:17:16.200 --> 1:17:19.040
<v Speaker 1>send us a message our email addresses tech Stuff at

1:17:19.120 --> 1:17:21.559
<v Speaker 1>how stuff works dot com, or drop us a line

1:17:21.600 --> 1:17:24.960
<v Speaker 1>on Facebook, Tumbler or Twitter. Our handles tech Stuff hs W.

1:17:25.479 --> 1:17:28.960
<v Speaker 1>When we come back, we will be running new episodes. Uh.

1:17:29.040 --> 1:17:32.479
<v Speaker 1>This for interest of full disclosure. If you were wondering

1:17:33.360 --> 1:17:36.120
<v Speaker 1>why are you doing updates, well two reasons. One, we

1:17:36.240 --> 1:17:38.960
<v Speaker 1>wanted to update these episodes. They really did seem like

1:17:39.160 --> 1:17:41.320
<v Speaker 1>interesting news stories that we wanted to tell you guys about.

1:17:41.520 --> 1:17:43.680
<v Speaker 1>And too, uh I was, I was, I was not

1:17:43.760 --> 1:17:46.000
<v Speaker 1>in the office, so we had to we had to

1:17:46.040 --> 1:17:47.960
<v Speaker 1>do something since I wouldn't be able to record. Yes,

1:17:48.080 --> 1:17:51.559
<v Speaker 1>podcast hosts our humans too, um, I mean I mean

1:17:51.640 --> 1:17:54.479
<v Speaker 1>most Okay, I'm gonna quote most of the time. Right, Yeah, no,

1:17:54.640 --> 1:17:57.960
<v Speaker 1>there there are times where I doubt my own humanity,

1:17:58.120 --> 1:18:00.000
<v Speaker 1>not to mention the humanity of some of our coworkers,

1:18:00.520 --> 1:18:04.120
<v Speaker 1>but we do in fact enjoy taking vacations, and then

1:18:04.800 --> 1:18:08.040
<v Speaker 1>at least the taking part the preparing for could be

1:18:08.160 --> 1:18:11.320
<v Speaker 1>somewhat of a toil, but no, we of course love

1:18:11.360 --> 1:18:13.679
<v Speaker 1>all you guys, so let us know what you want

1:18:13.720 --> 1:18:16.719
<v Speaker 1>to hear and we will talk to you again. Released

1:18:19.520 --> 1:18:21.920
<v Speaker 1>for more on this and thousands of other topics because

1:18:21.960 --> 1:18:23.200
<v Speaker 1>it how staff works. Dot com