1 00:00:04,280 --> 00:00:07,560 Speaker 1: Get in touch with technology with tech stuff from stuff 2 00:00:07,840 --> 00:00:14,720 Speaker 1: dot com. Hey, they're and welcome to text stuff. I'm 3 00:00:14,800 --> 00:00:17,799 Speaker 1: Jonathan Strickland and I'm Lauren And today we wanted to 4 00:00:17,800 --> 00:00:21,439 Speaker 1: talk about something that, uh technology that really made a 5 00:00:21,480 --> 00:00:25,000 Speaker 1: big splash in late two thousand twelves and really in 6 00:00:25,120 --> 00:00:27,880 Speaker 1: two thousand thirteen, something that got a lot of people excited. 7 00:00:28,600 --> 00:00:31,520 Speaker 1: I guess you could say it kicks started the virtual 8 00:00:31,600 --> 00:00:35,320 Speaker 1: reality craze again in the US. Oh my goodness, the 9 00:00:35,360 --> 00:00:39,760 Speaker 1: Oculus Rift. So yes, and as of June they announced 10 00:00:39,760 --> 00:00:42,839 Speaker 1: that they had just raised sixteen million in private funding 11 00:00:42,960 --> 00:00:47,520 Speaker 1: steen million dollars, which isn't shabby for a company run 12 00:00:47,520 --> 00:00:50,639 Speaker 1: by a twenty year old guy. Okay, let's not focus 13 00:00:50,760 --> 00:00:53,840 Speaker 1: on how young this guy is. Now, that's amazing, that's 14 00:00:53,920 --> 00:00:56,760 Speaker 1: that's This is a tinkerer, who is who is of 15 00:00:56,800 --> 00:01:02,800 Speaker 1: the people and uh eighteen years younger than I am. Oi. Yeah, no, 16 00:01:02,920 --> 00:01:04,960 Speaker 1: he really is. Though. He's one of those guys who 17 00:01:05,360 --> 00:01:09,080 Speaker 1: worked out of his garage messing with stuff that interested 18 00:01:09,160 --> 00:01:11,840 Speaker 1: him and was able to leverage that into something that 19 00:01:11,959 --> 00:01:15,440 Speaker 1: is really taking at least one section of the gaming 20 00:01:15,480 --> 00:01:18,000 Speaker 1: world by storm. So we were will be talking a 21 00:01:18,080 --> 00:01:20,640 Speaker 1: lot about video games but in this case, it's a 22 00:01:20,720 --> 00:01:23,200 Speaker 1: it's a peripheral for video games. So all of you 23 00:01:23,280 --> 00:01:26,360 Speaker 1: people out there who hate video game topics, this is 24 00:01:26,400 --> 00:01:30,240 Speaker 1: still cool. It's virtual reality. Now, before we get into 25 00:01:30,280 --> 00:01:33,679 Speaker 1: a discussion about Oculus Rift and particularly, I wanted to 26 00:01:33,720 --> 00:01:38,279 Speaker 1: mention just sort of a history of virtual reality. Uh, 27 00:01:38,800 --> 00:01:42,080 Speaker 1: kind of Jonathan's history of virtual reality. So this isn't 28 00:01:42,080 --> 00:01:44,080 Speaker 1: in our notes or anything. This is from my own 29 00:01:44,080 --> 00:01:47,120 Speaker 1: personal experimpletely unofficial. He is making it up as he 30 00:01:47,120 --> 00:01:51,360 Speaker 1: goes along. Dinosaurs will be involved. Okay, well actually yes, 31 00:01:51,800 --> 00:01:54,840 Speaker 1: well technically it's not a dinosaur. Pterodactyl is not a dinosaur, 32 00:01:54,880 --> 00:01:58,920 Speaker 1: but it's close. Um, so virtual reality. For those of 33 00:01:59,200 --> 00:02:02,160 Speaker 1: you who were alive in the nineties and remember this 34 00:02:02,240 --> 00:02:05,160 Speaker 1: kind of stuff that it started to really kind of 35 00:02:05,320 --> 00:02:08,480 Speaker 1: get buzz in the early to mid nineties. This was 36 00:02:08,520 --> 00:02:12,360 Speaker 1: one of those terms that was promising to turn computing 37 00:02:12,400 --> 00:02:14,600 Speaker 1: on its head. It was changing the way we thought 38 00:02:14,760 --> 00:02:17,360 Speaker 1: about computers. It was gonna be immersive. You were going 39 00:02:17,400 --> 00:02:19,920 Speaker 1: to be surrounded by the computer data. You would be 40 00:02:20,000 --> 00:02:22,600 Speaker 1: part of this experience. It would no longer be this 41 00:02:22,760 --> 00:02:26,639 Speaker 1: separation that was created by a screen and a keyboard 42 00:02:26,639 --> 00:02:29,200 Speaker 1: and a mouse and this was partially due to science fiction. 43 00:02:29,800 --> 00:02:32,600 Speaker 1: It was largely due to science fiction. Yeah, because because 44 00:02:32,639 --> 00:02:36,080 Speaker 1: the actual technology at the time was not not up 45 00:02:36,120 --> 00:02:38,960 Speaker 1: to part none note up to the expectations that were 46 00:02:39,040 --> 00:02:43,280 Speaker 1: generated as a result of both science fiction. Also, I mean, 47 00:02:43,440 --> 00:02:46,640 Speaker 1: obviously Hollywood had a big deal with how this was 48 00:02:46,680 --> 00:02:51,200 Speaker 1: portrayed and and it was never really realistic in the 49 00:02:51,240 --> 00:02:53,840 Speaker 1: Hollywood version. Also, if you watch any of those movies 50 00:02:53,919 --> 00:02:56,400 Speaker 1: that had a lot of virtual reality elements to them, 51 00:02:56,639 --> 00:02:59,720 Speaker 1: they look awful by today's standards when you talk about 52 00:02:59,760 --> 00:03:02,480 Speaker 1: the ethics quality, Well, there were showcases of that early 53 00:03:02,600 --> 00:03:06,640 Speaker 1: computer generated right, but it was still even though they 54 00:03:06,720 --> 00:03:09,760 Speaker 1: look horrible by today's standards, they still looked amazing compared 55 00:03:09,800 --> 00:03:11,920 Speaker 1: to what was what we were capable of doing with 56 00:03:12,000 --> 00:03:15,440 Speaker 1: virtual reality at that time. Also, it was really expensive 57 00:03:15,760 --> 00:03:18,640 Speaker 1: because this was all a technology that had to be 58 00:03:18,680 --> 00:03:22,080 Speaker 1: built from the ground up, specifically for the purpose of 59 00:03:22,200 --> 00:03:27,400 Speaker 1: virtual reality. Now here's a hard, cold fact about technology. 60 00:03:27,440 --> 00:03:30,799 Speaker 1: If you're designing something that is brand new, as in 61 00:03:31,120 --> 00:03:34,320 Speaker 1: no one has built this kind of stuff before, there's 62 00:03:34,360 --> 00:03:37,000 Speaker 1: a huge amount of money that goes into that to 63 00:03:37,000 --> 00:03:42,480 Speaker 1: to build development enormous amount of money, and virtual reality 64 00:03:42,600 --> 00:03:44,760 Speaker 1: did not you know, it generated a lot of buzz 65 00:03:44,800 --> 00:03:46,760 Speaker 1: which was good in the early days, but then the 66 00:03:46,800 --> 00:03:50,520 Speaker 1: reaction to what was actually possible was such that a 67 00:03:50,560 --> 00:03:52,440 Speaker 1: lot of that interest and a lot of the support 68 00:03:52,560 --> 00:03:56,320 Speaker 1: drained away very very quickly. So you're left with these 69 00:03:56,360 --> 00:03:59,000 Speaker 1: people who were doing valuable work in the field of 70 00:03:59,080 --> 00:04:03,080 Speaker 1: virtual reality, but because there was this bubble that burst 71 00:04:03,400 --> 00:04:06,280 Speaker 1: early on in the development of the technology itself and 72 00:04:06,280 --> 00:04:09,400 Speaker 1: the industry, they were left with very little to work 73 00:04:09,400 --> 00:04:13,040 Speaker 1: with once that bubble went away. So also, I feel 74 00:04:13,040 --> 00:04:14,800 Speaker 1: like at the time, people we were focused on the 75 00:04:14,960 --> 00:04:18,479 Speaker 1: entertainment issues of it and weren't really thinking forward to 76 00:04:18,760 --> 00:04:24,240 Speaker 1: um um, to the possible medical purposing and and therapy purposing. 77 00:04:24,400 --> 00:04:28,920 Speaker 1: At least anyone outside the actual industry was not seeing 78 00:04:28,960 --> 00:04:30,960 Speaker 1: those that. You know, there were people who are working 79 00:04:31,000 --> 00:04:34,120 Speaker 1: in the industry who's actually saw some really cool applications, 80 00:04:34,400 --> 00:04:36,760 Speaker 1: some of which we have actually seen happen over the 81 00:04:36,800 --> 00:04:39,920 Speaker 1: course of the several years that have in between when 82 00:04:39,960 --> 00:04:44,719 Speaker 1: virtual reality was a buzzword and today. But people who 83 00:04:44,800 --> 00:04:47,480 Speaker 1: were looking at it from the outside the general consumer, 84 00:04:47,520 --> 00:04:51,760 Speaker 1: they were looking at it as video games or sometimes 85 00:04:52,080 --> 00:04:54,640 Speaker 1: you know, I think it got pigeonholed, is all I'm saying, yeah, 86 00:04:54,720 --> 00:04:57,920 Speaker 1: there were there was a smaller, smaller segment who were 87 00:04:57,920 --> 00:05:01,200 Speaker 1: thinking virtual sex, and but I mean those were like 88 00:05:01,240 --> 00:05:04,000 Speaker 1: the those were like the two applications. It was either 89 00:05:04,040 --> 00:05:06,320 Speaker 1: you were playing a game or you were having some 90 00:05:06,400 --> 00:05:10,719 Speaker 1: sort of weird virtual romantic internal Yeah. Yeah, that that's 91 00:05:10,720 --> 00:05:14,920 Speaker 1: scene in Demolition Man happened. Yeah that was a thing. Yeah, yes, 92 00:05:15,160 --> 00:05:17,960 Speaker 1: it was a thing. Uh if you if you haven't 93 00:05:17,960 --> 00:05:22,159 Speaker 1: seen that, I don't necessarily recommend it for for a 94 00:05:22,600 --> 00:05:27,600 Speaker 1: snipe standard book picture. You know, it's it's it's fun, 95 00:05:28,160 --> 00:05:33,080 Speaker 1: it's a fun film. I'm not anyway. So anyway, getting 96 00:05:33,160 --> 00:05:37,039 Speaker 1: getting back into virtual reality so to speak. Uh, So, 97 00:05:37,520 --> 00:05:41,159 Speaker 1: as time went on, the virtual reality community began to 98 00:05:41,400 --> 00:05:44,120 Speaker 1: really like the people who are really working on trying 99 00:05:44,160 --> 00:05:50,280 Speaker 1: to develop things like sophisticated head tracking technology, sophisticated display technology, 100 00:05:50,320 --> 00:05:54,000 Speaker 1: and input various user interfaces. Uh. What they began to 101 00:05:54,000 --> 00:05:57,839 Speaker 1: do was they began to appropriate stuff from other industries, 102 00:05:58,040 --> 00:06:03,200 Speaker 1: mostly the video game industry, because video games were progressing 103 00:06:03,400 --> 00:06:06,560 Speaker 1: and they were starting to introduce new types of controllers. So, 104 00:06:06,640 --> 00:06:09,560 Speaker 1: for example, when the Nintendo WE launched and they had 105 00:06:09,680 --> 00:06:14,640 Speaker 1: the WE control with the multiple access gyroscopes in it 106 00:06:15,040 --> 00:06:19,480 Speaker 1: that allowed for very specific kinds of interaction with the console, 107 00:06:19,960 --> 00:06:23,240 Speaker 1: the video, or the virtual environment. By now it's called 108 00:06:23,320 --> 00:06:26,080 Speaker 1: virtual environment's not virtual reality. Because virtual reality had sort 109 00:06:26,080 --> 00:06:28,840 Speaker 1: of a stigma attached to it. The virtual environment, people 110 00:06:28,839 --> 00:06:33,240 Speaker 1: were thinking, why don't we take that, like literally, we'll 111 00:06:33,240 --> 00:06:36,040 Speaker 1: go out and buy a Nintendo We and take apart 112 00:06:36,120 --> 00:06:39,000 Speaker 1: the controller and use the technology in the controller to 113 00:06:39,120 --> 00:06:43,080 Speaker 1: help develop our stuff, because it's less expensive than developing 114 00:06:43,120 --> 00:06:45,800 Speaker 1: one on our own or buying one of these very 115 00:06:45,839 --> 00:06:49,760 Speaker 1: specific types of parts that are only made for virtual reality. 116 00:06:50,600 --> 00:06:54,320 Speaker 1: So that kind of sets the scene for what happens 117 00:06:54,320 --> 00:06:59,480 Speaker 1: with the Oculus Rift. So let's go and first we'll 118 00:06:59,520 --> 00:07:01,479 Speaker 1: just talk about what the Oculus Rift is. It is 119 00:07:01,520 --> 00:07:05,120 Speaker 1: a headset that has two screens in the headset, one 120 00:07:05,160 --> 00:07:09,960 Speaker 1: screen for each eye. The two screens both render a 121 00:07:10,080 --> 00:07:13,520 Speaker 1: very similar image from a from a game. Yeah, on 122 00:07:13,720 --> 00:07:16,480 Speaker 1: casual glance, you would think that it's the same picture, 123 00:07:16,640 --> 00:07:19,440 Speaker 1: but but they're from very very slightly different angles, just 124 00:07:19,560 --> 00:07:21,880 Speaker 1: like your eyes are to right right to to give 125 00:07:21,880 --> 00:07:24,360 Speaker 1: the illusion of depth when your brain puts the two 126 00:07:24,360 --> 00:07:26,800 Speaker 1: inches together. Yeah, and we'll talk more about what's actually 127 00:07:26,840 --> 00:07:28,960 Speaker 1: going on there a little bit later in the podcast. 128 00:07:29,000 --> 00:07:32,560 Speaker 1: So it's this headset and it has motion tracking. Uh, 129 00:07:32,680 --> 00:07:37,720 Speaker 1: so essentially your head's motions are interpreted by by hardware 130 00:07:37,880 --> 00:07:42,800 Speaker 1: in this headset, sent to a computer that is taking 131 00:07:42,800 --> 00:07:46,480 Speaker 1: that as input and then processing it within a game 132 00:07:46,520 --> 00:07:50,320 Speaker 1: engine of some sort and sending back the response, so 133 00:07:50,400 --> 00:07:53,120 Speaker 1: that the images you see are based upon the movements 134 00:07:53,160 --> 00:07:58,240 Speaker 1: you're making, right, I mean that's basic head tracking technology. 135 00:07:58,280 --> 00:08:01,160 Speaker 1: But it was and it's this is this is what's 136 00:08:01,200 --> 00:08:03,960 Speaker 1: interesting to me. This is not new, Like I said this, 137 00:08:03,960 --> 00:08:06,240 Speaker 1: this started way back in the nineties, but a lot 138 00:08:06,240 --> 00:08:10,480 Speaker 1: of the software side was very primitive, and so the 139 00:08:10,480 --> 00:08:13,400 Speaker 1: pictures you would get would be very very basic. Like 140 00:08:13,640 --> 00:08:15,880 Speaker 1: and when I said that whole pterodactyl thing, one of 141 00:08:15,880 --> 00:08:19,920 Speaker 1: the early games was your this blocky figure moving around 142 00:08:20,040 --> 00:08:24,800 Speaker 1: a blocky landscape being chased by a blocky pterodactyl and 143 00:08:24,880 --> 00:08:26,560 Speaker 1: you had to just kind of run around and try 144 00:08:26,560 --> 00:08:29,760 Speaker 1: and shoot other people using a blocky gun that fired 145 00:08:30,040 --> 00:08:34,080 Speaker 1: get ready for it blocks. Uh, it was not it 146 00:08:34,120 --> 00:08:36,640 Speaker 1: was not that immersive. I mean, it was interesting that 147 00:08:36,720 --> 00:08:40,200 Speaker 1: your head could move, you know, it did track your motions, 148 00:08:40,520 --> 00:08:42,520 Speaker 1: but it wasn't immersive in the sense that you felt 149 00:08:42,520 --> 00:08:45,480 Speaker 1: anything was realistic. And there was a latency issue and 150 00:08:45,480 --> 00:08:48,480 Speaker 1: we'll talk about latency later. To latency is like the 151 00:08:48,559 --> 00:08:53,320 Speaker 1: death sentence for virtual reality systems. So, uh, it wasn't 152 00:08:53,360 --> 00:08:55,280 Speaker 1: a new idea, but this was a new way of 153 00:08:55,280 --> 00:08:57,800 Speaker 1: of approaching it, and it was all made possible by 154 00:08:58,040 --> 00:09:01,120 Speaker 1: other industries. It wasn't the fact at the virtual reality 155 00:09:01,200 --> 00:09:06,520 Speaker 1: industry had advanced to a huge degree. It was because 156 00:09:06,559 --> 00:09:11,079 Speaker 1: of things like smartphones and tablets. So let's talk about um, 157 00:09:11,400 --> 00:09:14,600 Speaker 1: kind of one of the most famous failures in virtual 158 00:09:14,679 --> 00:09:17,640 Speaker 1: reality first, because because this is one that uh, the 159 00:09:17,679 --> 00:09:22,400 Speaker 1: founder of Oculus, Palmer Lucky has mentioned before, which is 160 00:09:23,000 --> 00:09:26,040 Speaker 1: also from Nintendo. Yeah, the Virtual Boy back in nine. 161 00:09:27,200 --> 00:09:31,040 Speaker 1: This was one that the little headset would display red 162 00:09:31,200 --> 00:09:35,960 Speaker 1: vector graphics. I think maybe not the first, but one 163 00:09:36,000 --> 00:09:39,080 Speaker 1: of the first games to feature Warrio was on the 164 00:09:39,120 --> 00:09:42,240 Speaker 1: Virtual Boy. Uh. So he was able to survive the 165 00:09:42,320 --> 00:09:45,960 Speaker 1: Virtual Boy, even if the product itself did not survive 166 00:09:46,040 --> 00:09:48,840 Speaker 1: very long. Time magazine gave it a review that was 167 00:09:50,040 --> 00:09:54,200 Speaker 1: not positive. They actually said that, uh, that it was 168 00:09:54,600 --> 00:09:58,120 Speaker 1: migrain inducing and uh. And so there was a lot 169 00:09:58,160 --> 00:10:01,600 Speaker 1: of bad press about the Virtual Boy and it didn't 170 00:10:01,640 --> 00:10:05,000 Speaker 1: sell terribly well. It was one of the tech's biggest flops. 171 00:10:05,160 --> 00:10:08,080 Speaker 1: I remember it being a blip on on on my 172 00:10:08,200 --> 00:10:11,079 Speaker 1: radar and then almost immediately disappearing right up there with 173 00:10:11,120 --> 00:10:14,079 Speaker 1: the Nintendo Power Glove. Oh yeah, if you had the 174 00:10:14,080 --> 00:10:16,440 Speaker 1: power Glove and a virtual boy, you are a huge 175 00:10:16,600 --> 00:10:20,120 Speaker 1: Nintendo fan. You look like a cyborg, but you're probably 176 00:10:20,160 --> 00:10:22,439 Speaker 1: throwing up a lot, and you maybe had two games 177 00:10:22,440 --> 00:10:27,360 Speaker 1: to play. Yeah, it's also true. So Palmer Lucky, he 178 00:10:27,440 --> 00:10:31,200 Speaker 1: looks back on this history of virtual reality and he 179 00:10:31,400 --> 00:10:34,640 Speaker 1: is absolutely fascinated by it and wants to get involved 180 00:10:34,640 --> 00:10:36,480 Speaker 1: in it. But let's learn a little bit more about 181 00:10:36,640 --> 00:10:40,360 Speaker 1: who he is. First, Like you said, Lauren, he's twenty 182 00:10:40,480 --> 00:10:43,480 Speaker 1: years old right as of right this very moment. Um. 183 00:10:43,559 --> 00:10:46,880 Speaker 1: He's uh, he's he's from Irvine, California. Um, he self 184 00:10:46,880 --> 00:10:50,800 Speaker 1: identifies as a hacker maker both both at the same time. Probably. Um, 185 00:10:50,840 --> 00:10:54,160 Speaker 1: he was homeschooled. His dad's a car salesman. I believe. Okay, 186 00:10:54,880 --> 00:10:58,800 Speaker 1: he went to as you know, he for school for 187 00:10:58,800 --> 00:11:03,199 Speaker 1: for college. He was actually studying journalism. He in fact 188 00:11:03,280 --> 00:11:04,960 Speaker 1: said that one of the things he wanted to do. 189 00:11:05,000 --> 00:11:07,880 Speaker 1: He was always interested in taking things apart and learning 190 00:11:07,880 --> 00:11:09,800 Speaker 1: how they worked and then trying to put them back together. 191 00:11:10,160 --> 00:11:13,200 Speaker 1: And you know, he had kind of typical smart kids 192 00:11:13,240 --> 00:11:15,640 Speaker 1: success rate at things still working when they were put 193 00:11:15,720 --> 00:11:18,640 Speaker 1: back together after he had taken him apart. But he um. 194 00:11:18,679 --> 00:11:21,120 Speaker 1: He said that he wanted to go to journalism school 195 00:11:21,160 --> 00:11:23,800 Speaker 1: to learn to become a writer, so that he could 196 00:11:24,280 --> 00:11:27,400 Speaker 1: tell people he could write articles, like really good articles 197 00:11:27,440 --> 00:11:34,480 Speaker 1: to explain how stuff works. He wanted my job, Palmer 198 00:11:34,600 --> 00:11:37,559 Speaker 1: Lucky wanted my job. Well, I'm really glad that he 199 00:11:37,600 --> 00:11:40,840 Speaker 1: took his own job instead of ours. Yeah, because we'd 200 00:11:40,880 --> 00:11:42,280 Speaker 1: be all of a job and neither of us would 201 00:11:42,280 --> 00:11:45,000 Speaker 1: have in been a the Oculus rift. Fact. Yeah, because 202 00:11:45,200 --> 00:11:48,880 Speaker 1: he his plan b ended up ended up being a 203 00:11:48,920 --> 00:11:53,280 Speaker 1: lot more successful. Being pretty okay, Um, but yeah, he was. 204 00:11:53,360 --> 00:11:55,800 Speaker 1: He was. He was into some some interesting pursuits as 205 00:11:55,800 --> 00:11:59,280 Speaker 1: a child. Originally it was all about blowing stuff up, 206 00:12:00,040 --> 00:12:02,720 Speaker 1: shocking stuff or setting it on fire, like like like 207 00:12:02,880 --> 00:12:06,200 Speaker 1: Tesla coil guns. I read about some where oil guns. 208 00:12:06,200 --> 00:12:09,040 Speaker 1: He built coil guns as a kid. He actually said 209 00:12:09,080 --> 00:12:11,640 Speaker 1: at one in one interviews, it's a miracle I am 210 00:12:11,720 --> 00:12:15,480 Speaker 1: still alive because he was building stuff like anything that 211 00:12:15,520 --> 00:12:20,839 Speaker 1: would involve destruction through electronics was really fascinating to him. 212 00:12:21,080 --> 00:12:24,199 Speaker 1: Typical kids can't can't blame him, you know, like probably 213 00:12:24,240 --> 00:12:27,520 Speaker 1: like some little I don't want to be an armchair psychologist, 214 00:12:27,679 --> 00:12:31,120 Speaker 1: but in general I notice that kids and I do not. 215 00:12:31,559 --> 00:12:35,920 Speaker 1: I don't separate myself from here, have occasionally power fantasies 216 00:12:35,960 --> 00:12:40,040 Speaker 1: because so much of their life is held determined by 217 00:12:40,080 --> 00:12:43,800 Speaker 1: other people exactly. So this is sort of a self determination, 218 00:12:43,880 --> 00:12:46,920 Speaker 1: self empowerment kind of things. Some of us focus on 219 00:12:47,000 --> 00:12:50,280 Speaker 1: dinosaurs because dinosaurs are bigger than our parents and therefore 220 00:12:50,280 --> 00:12:53,280 Speaker 1: are more powerful. Some of us focus on tesla coil 221 00:12:53,280 --> 00:12:55,520 Speaker 1: guns that can melt our parents faces off if we 222 00:12:55,600 --> 00:12:57,560 Speaker 1: ever had that desire, which, by the way, he did not. 223 00:12:58,280 --> 00:13:01,480 Speaker 1: Let's be clear, he was not. He was not planning 224 00:13:01,520 --> 00:13:04,440 Speaker 1: on on zapping people. He just wanted to build stuff 225 00:13:04,480 --> 00:13:08,640 Speaker 1: hold us anyway, well as far as we know, but 226 00:13:08,720 --> 00:13:11,040 Speaker 1: he did. He did wind up doing something constructive as well. 227 00:13:11,200 --> 00:13:13,959 Speaker 1: He uh, he started up an iPhone repair business, didn't he. Yeah, 228 00:13:14,000 --> 00:13:17,400 Speaker 1: he sure did. As a teenager. He began to when 229 00:13:17,400 --> 00:13:19,920 Speaker 1: the iPhone came out. He was fascinated with that. Immediately 230 00:13:19,920 --> 00:13:23,120 Speaker 1: he took one apart and learned really what made it work. 231 00:13:23,520 --> 00:13:27,480 Speaker 1: And so he because of his his practical knowledge of 232 00:13:27,559 --> 00:13:31,280 Speaker 1: electronics that was you know, largely self taught, he ended 233 00:13:31,400 --> 00:13:36,520 Speaker 1: up having a successful iPhone repair business. He also would 234 00:13:36,600 --> 00:13:40,360 Speaker 1: jailbreak people's iPhones so if they wanted to have an 235 00:13:40,360 --> 00:13:42,920 Speaker 1: iPhone that could run other types of stuff on it 236 00:13:42,960 --> 00:13:45,160 Speaker 1: that rather than just what Apple would allow you to 237 00:13:45,200 --> 00:13:48,800 Speaker 1: run with whatever. Yeah, he would actually do that for 238 00:13:48,840 --> 00:13:54,080 Speaker 1: a fee, and apparently it was pretty successful, so so 239 00:13:54,160 --> 00:13:57,000 Speaker 1: successful that he might have made a round thirty six 240 00:13:57,040 --> 00:14:00,840 Speaker 1: thousand dollars in a single year like this, Wow, which 241 00:14:00,880 --> 00:14:03,400 Speaker 1: you know, as a teenager, it's a pretty good salary 242 00:14:03,600 --> 00:14:07,160 Speaker 1: consider many humans, that's a pretty good salary for for 243 00:14:07,160 --> 00:14:09,040 Speaker 1: for something like this is this is his version of 244 00:14:09,040 --> 00:14:12,480 Speaker 1: a lemonade stand. That's a pretty successful lemonade stand. Yes, 245 00:14:13,360 --> 00:14:15,440 Speaker 1: as of two thousand nine, when he was sixteen, I 246 00:14:15,480 --> 00:14:18,800 Speaker 1: believe that was when he began looking into purchasing virtual 247 00:14:18,840 --> 00:14:21,440 Speaker 1: reality equipment. That's when he kind of had had had 248 00:14:21,440 --> 00:14:23,680 Speaker 1: been online and had seen some stuff and was getting 249 00:14:23,720 --> 00:14:26,360 Speaker 1: interested in the subject, right, And and that was also 250 00:14:26,720 --> 00:14:31,080 Speaker 1: he's done interviews where he's talked about how the industry 251 00:14:31,160 --> 00:14:35,040 Speaker 1: changed dramatically, like back in the early days. Besides things 252 00:14:35,080 --> 00:14:38,000 Speaker 1: like Nintendo's Virtual Boy, which were really the exception, those 253 00:14:38,040 --> 00:14:39,760 Speaker 1: were the few. There were only a few things that 254 00:14:39,760 --> 00:14:43,840 Speaker 1: were ever consumer based technologies that the average person was 255 00:14:43,920 --> 00:14:46,520 Speaker 1: would be expected to purchase right right, even today a 256 00:14:46,520 --> 00:14:49,800 Speaker 1: few years later, the very low end virtual reality equipment 257 00:14:49,880 --> 00:14:52,880 Speaker 1: runs around a thousand bucks of pop I think um 258 00:14:52,960 --> 00:14:55,520 Speaker 1: and and a lot of it um. A lot of 259 00:14:55,520 --> 00:14:58,360 Speaker 1: the more professional gear was running up near a hundred 260 00:14:58,360 --> 00:15:01,360 Speaker 1: thousand bucks. In fact, one of the things he found, 261 00:15:01,480 --> 00:15:04,000 Speaker 1: he found a piece of virtual reality equipment that was 262 00:15:04,040 --> 00:15:06,680 Speaker 1: pretty rare and at the time it was first produced 263 00:15:06,720 --> 00:15:10,920 Speaker 1: cost ninety seven thousand dollars. He bought it for eighty 264 00:15:11,040 --> 00:15:14,960 Speaker 1: seven bucks because again, the VR industry just kind of 265 00:15:14,960 --> 00:15:18,000 Speaker 1: peter out. Yeah, so he was really interested to seeing, 266 00:15:18,240 --> 00:15:20,560 Speaker 1: you know, in seeing how these things worked, how did 267 00:15:20,600 --> 00:15:24,120 Speaker 1: they track head head motion, how did they feed video 268 00:15:24,240 --> 00:15:28,040 Speaker 1: in and a lot of these early early VR equipment 269 00:15:28,040 --> 00:15:32,160 Speaker 1: pieces are enormous, right, They require things like some kind 270 00:15:32,200 --> 00:15:35,320 Speaker 1: of rig Exactly, they require a rig so that their 271 00:15:35,440 --> 00:15:38,320 Speaker 1: support because if you were to just wear it yourself, 272 00:15:38,360 --> 00:15:40,720 Speaker 1: it would be so heavy as to be uncomfortable. Some 273 00:15:40,760 --> 00:15:42,400 Speaker 1: of them would be too heavy for you to even 274 00:15:42,440 --> 00:15:45,400 Speaker 1: effectively move your head. So a lot of them would 275 00:15:45,440 --> 00:15:48,120 Speaker 1: have these rigs that would allow you to have suspension 276 00:15:48,240 --> 00:15:52,040 Speaker 1: from from like uh uh, not the ceiling, but it 277 00:15:52,040 --> 00:15:54,840 Speaker 1: would the rig itself would extend beyond where you would stand, 278 00:15:55,040 --> 00:15:58,160 Speaker 1: and there'd be cords that would help support the weight 279 00:15:58,200 --> 00:16:00,480 Speaker 1: of the helmet, so you wouldn't have full three hundred 280 00:16:00,560 --> 00:16:02,880 Speaker 1: sixty degree motion either. If you were to try and 281 00:16:02,920 --> 00:16:05,400 Speaker 1: turn all the way around, eventually those those chords start 282 00:16:05,480 --> 00:16:07,400 Speaker 1: to wrap up. Yeah, and you'd have to turn back 283 00:16:07,440 --> 00:16:11,280 Speaker 1: the other way. So he was interested in purchasing as 284 00:16:11,320 --> 00:16:14,240 Speaker 1: many of these as possible to learn what made him tick. Yeah, 285 00:16:14,280 --> 00:16:16,800 Speaker 1: he was. He was thinking about creating more immersive game 286 00:16:16,800 --> 00:16:20,280 Speaker 1: interfaces and uh and inexperiences and but but none of 287 00:16:20,280 --> 00:16:22,880 Speaker 1: this stuff was really what he was looking for. He 288 00:16:22,960 --> 00:16:25,520 Speaker 1: was he was kind of hoping to salvage something together 289 00:16:25,920 --> 00:16:28,800 Speaker 1: for himself, honestly, and um, and none of it was 290 00:16:28,840 --> 00:16:33,440 Speaker 1: working right, So, but he learned a lot during this period, yeah, 291 00:16:33,480 --> 00:16:36,120 Speaker 1: and um. In As of twenty eleven, he was working 292 00:16:36,120 --> 00:16:39,600 Speaker 1: at the University of Southern California's Institute for Creative Technologies, 293 00:16:39,640 --> 00:16:43,320 Speaker 1: which I believe is in military associated facility at the 294 00:16:43,360 --> 00:16:45,680 Speaker 1: stuff they did was for the military. Specifically, he was 295 00:16:45,720 --> 00:16:49,800 Speaker 1: working in the Virtual Reality Exposure Therapy Program UM sometimes 296 00:16:49,840 --> 00:16:54,720 Speaker 1: called Virtual IRAQ, which helps veterans who have PTSD use 297 00:16:55,000 --> 00:17:00,240 Speaker 1: VR therapy to to get over their post traumatic stress disorder. Yeah. 298 00:17:00,280 --> 00:17:03,400 Speaker 1: In fact, this is one of the most fascinating uses 299 00:17:03,520 --> 00:17:06,080 Speaker 1: for virtual reality. And I've I've actually talked to there 300 00:17:06,160 --> 00:17:08,359 Speaker 1: was Um, there are people over at Emery, and there 301 00:17:08,359 --> 00:17:11,360 Speaker 1: are people over at Duke who run labs that use 302 00:17:11,440 --> 00:17:13,760 Speaker 1: this kind of approach, and I've talked about it for 303 00:17:13,960 --> 00:17:16,320 Speaker 1: use with PTSD. Have also talked about it for use 304 00:17:16,359 --> 00:17:20,200 Speaker 1: with things like phobias, and the idea is it's this 305 00:17:20,320 --> 00:17:25,160 Speaker 1: immersion therapy where you immerse a person into certain situations 306 00:17:25,200 --> 00:17:30,640 Speaker 1: that might trigger anxiety or stress, but they are they 307 00:17:30,760 --> 00:17:33,239 Speaker 1: know that they are in a safe environment. They know 308 00:17:33,359 --> 00:17:36,399 Speaker 1: ultimately deep down that they are perfectly safe, that they 309 00:17:36,440 --> 00:17:39,240 Speaker 1: are not really in that. But it's immersive enough for 310 00:17:39,320 --> 00:17:41,880 Speaker 1: people who have a severe fear of flying. I've heard 311 00:17:41,880 --> 00:17:45,000 Speaker 1: that it's extremely successful. Something something along the lines of 312 00:17:45,080 --> 00:17:48,240 Speaker 1: you could do a virtual visit to an airport. And 313 00:17:48,800 --> 00:17:52,560 Speaker 1: the interesting thing here is that the scientists have discovered 314 00:17:52,560 --> 00:17:55,320 Speaker 1: that the graphics do not have to be photo realistic 315 00:17:55,359 --> 00:17:58,040 Speaker 1: at all. They don't have to be you know, to 316 00:17:58,080 --> 00:18:00,000 Speaker 1: the point where you would look at something and things 317 00:18:00,600 --> 00:18:05,280 Speaker 1: that's identifiable as Dullest International Airport, for example, you might 318 00:18:05,320 --> 00:18:07,560 Speaker 1: look at and just say there's a building and there's 319 00:18:07,600 --> 00:18:10,120 Speaker 1: the representation of a plane next to it. That's the airport. 320 00:18:10,600 --> 00:18:14,400 Speaker 1: And once you get into the immersive environment, which usually 321 00:18:14,440 --> 00:18:17,000 Speaker 1: takes around half a minute to a minute long for 322 00:18:17,040 --> 00:18:19,639 Speaker 1: you to really get acclimated, assuming that everything is working 323 00:18:19,680 --> 00:18:23,280 Speaker 1: properly on the technical end, then you start to have 324 00:18:23,400 --> 00:18:26,000 Speaker 1: the actual physical reactions you would if you were in 325 00:18:26,040 --> 00:18:29,360 Speaker 1: the real situation. So, for example, one about a fear 326 00:18:29,359 --> 00:18:32,600 Speaker 1: of heights. I remember specifically reading about this, actually talking 327 00:18:32,640 --> 00:18:34,159 Speaker 1: about this to some of the people at Duke and 328 00:18:34,240 --> 00:18:37,439 Speaker 1: Emory Um. You might have a simulation where you're on 329 00:18:37,480 --> 00:18:39,639 Speaker 1: the top of a tall building. The building does not 330 00:18:39,720 --> 00:18:42,040 Speaker 1: necessarily look like a real building. I mean, it might 331 00:18:42,080 --> 00:18:45,600 Speaker 1: look like almost a cartoonish example, but the person would 332 00:18:45,640 --> 00:18:48,760 Speaker 1: start to have that same physiological response as if they 333 00:18:48,760 --> 00:18:51,240 Speaker 1: were in the real situation. And it was part of 334 00:18:51,280 --> 00:18:54,840 Speaker 1: this this uh this therapy to expose oneself to these 335 00:18:54,840 --> 00:18:58,119 Speaker 1: situations in a safe environment to get acclimated. It's the 336 00:18:58,160 --> 00:19:01,879 Speaker 1: psychological principle of facing fears. Essentially, there's there's a lot 337 00:19:01,960 --> 00:19:05,000 Speaker 1: more technical terminology and there's a lot of a lot 338 00:19:05,040 --> 00:19:09,040 Speaker 1: of other elements to this therapy. Obviously that you don't 339 00:19:09,040 --> 00:19:10,600 Speaker 1: want it to just be cruel and be like, hey, 340 00:19:10,760 --> 00:19:13,320 Speaker 1: I heard you're scared of spiders. Here's a big Harry spider. 341 00:19:15,000 --> 00:19:17,920 Speaker 1: That's not that's not therapy, that's cruelty. It's it's extremely 342 00:19:17,960 --> 00:19:20,639 Speaker 1: guided therapy. And and there are many parts of it 343 00:19:20,720 --> 00:19:24,160 Speaker 1: and uh, but but it's excellent, really interesting work. Yeah, 344 00:19:24,400 --> 00:19:27,199 Speaker 1: and so Lucky was working on this. He was this 345 00:19:27,280 --> 00:19:31,080 Speaker 1: was part of the stuff that that he was involved in. 346 00:19:31,400 --> 00:19:33,000 Speaker 1: And he he will be the first to tell you, 347 00:19:33,040 --> 00:19:35,399 Speaker 1: by the way, he's a hardware guy. He's not a 348 00:19:35,440 --> 00:19:38,800 Speaker 1: software guy. And in fact, there's some great interviews that 349 00:19:38,880 --> 00:19:43,600 Speaker 1: he's done with other members of the software community, of 350 00:19:43,640 --> 00:19:47,800 Speaker 1: the video game community where he says the success of 351 00:19:47,840 --> 00:19:51,040 Speaker 1: the Oculus Rift, the early success that has had before, 352 00:19:51,160 --> 00:19:53,480 Speaker 1: it's not even a consumer product yet as of the 353 00:19:53,520 --> 00:19:57,479 Speaker 1: recording of this podcast. It there's developer kits that are 354 00:19:57,480 --> 00:20:00,000 Speaker 1: out and that's about it. Yeah, you cannot, you cannot 355 00:20:00,000 --> 00:20:02,280 Speaker 1: as a consumer by this and expect to use it. 356 00:20:02,320 --> 00:20:04,840 Speaker 1: With a ton of games there right now, there are 357 00:20:04,840 --> 00:20:07,480 Speaker 1: two games that are really I think I think three 358 00:20:07,720 --> 00:20:10,280 Speaker 1: as as of this podcast. Okay, so the third one 359 00:20:10,400 --> 00:20:13,320 Speaker 1: has has recently joined in the past week, but it's 360 00:20:13,320 --> 00:20:16,240 Speaker 1: not like, you can't plug it into your console either. 361 00:20:16,359 --> 00:20:19,480 Speaker 1: This is PC only right now, with the hope that 362 00:20:19,560 --> 00:20:23,600 Speaker 1: maybe one day it'll it'll be available for multiple platforms 363 00:20:23,800 --> 00:20:26,639 Speaker 1: at any rate. He he actually says, uh, you know, 364 00:20:26,680 --> 00:20:29,359 Speaker 1: point blank, he says, the success of this would not 365 00:20:29,480 --> 00:20:33,000 Speaker 1: exist without the software side. But that's not my world. 366 00:20:32,800 --> 00:20:37,960 Speaker 1: I can't program, I can build this hardware, so uh 367 00:20:38,160 --> 00:20:41,280 Speaker 1: he he really was using that expertise while working over 368 00:20:41,400 --> 00:20:45,000 Speaker 1: at the Southern California's Institute for Creative Technology, right, and 369 00:20:45,119 --> 00:20:47,200 Speaker 1: he threw I think and he was a member of 370 00:20:47,240 --> 00:20:48,760 Speaker 1: a couple of forums, the names of which I am 371 00:20:48,760 --> 00:20:52,480 Speaker 1: completely forgetting. So somebody right in and tell me correct 372 00:20:52,560 --> 00:20:56,040 Speaker 1: my complete lack of a word to give you, Mr Lucky. 373 00:20:56,400 --> 00:20:58,760 Speaker 1: First of all, I object to have to call you Mr. 374 00:20:58,920 --> 00:21:01,479 Speaker 1: You're eighteen years younger than I am. But if you're listening, 375 00:21:01,560 --> 00:21:05,000 Speaker 1: just to just right in and tell us what they were. Um. 376 00:21:05,160 --> 00:21:08,440 Speaker 1: And he developed this plan um too. You know, he 377 00:21:08,880 --> 00:21:12,840 Speaker 1: really wanted to build a kind of kind of a 378 00:21:12,840 --> 00:21:18,120 Speaker 1: personal hobbyist kit of VR headsets and do it yourself. Yeah. Yeah, 379 00:21:18,160 --> 00:21:21,679 Speaker 1: So so he planned a Kickstarter to just create a 380 00:21:21,760 --> 00:21:25,280 Speaker 1: hundred enthusiast kits. Um. You know that that you know, 381 00:21:25,359 --> 00:21:28,880 Speaker 1: contributors would would get the pieces of a virtual reality 382 00:21:28,880 --> 00:21:31,040 Speaker 1: headset and put it together themselves and be able to 383 00:21:31,080 --> 00:21:34,000 Speaker 1: play around with it. And um but but this got 384 00:21:34,040 --> 00:21:36,800 Speaker 1: the attention of John Carmack. Yeah. And if you don't 385 00:21:36,800 --> 00:21:38,840 Speaker 1: know that name, then you haven't been playing a lot 386 00:21:38,880 --> 00:21:41,639 Speaker 1: of ID softwares games. Yes, he's the co founder of 387 00:21:41,680 --> 00:21:44,760 Speaker 1: ID Software. He was the lead programmer on like Wolfenstein 388 00:21:44,840 --> 00:21:50,040 Speaker 1: three D and quick game games. Okay it was the 389 00:21:50,480 --> 00:21:52,439 Speaker 1: series was just the first one wasn't a very good 390 00:21:52,480 --> 00:21:55,919 Speaker 1: Quake player. So like, once multiplayer got into introduced and 391 00:21:55,960 --> 00:21:59,720 Speaker 1: I realized that, hey, people react very differently than computer 392 00:22:00,080 --> 00:22:04,680 Speaker 1: controlled bad guys, my my kill death ratio was out 393 00:22:04,720 --> 00:22:09,080 Speaker 1: the window. I'm not. What I'm saying is I'm not 394 00:22:09,160 --> 00:22:11,520 Speaker 1: good at these games and what and what? And furthermore, 395 00:22:11,560 --> 00:22:13,320 Speaker 1: that you don't like games that you can't be better 396 00:22:13,320 --> 00:22:16,800 Speaker 1: than other people at Oh I hate that. That's just 397 00:22:16,840 --> 00:22:18,439 Speaker 1: in general. By the way, if you ever have the 398 00:22:18,440 --> 00:22:20,800 Speaker 1: opportunity to play a game with me, just turn it down. 399 00:22:21,080 --> 00:22:26,119 Speaker 1: Just and I'm including like board games, card games, maybe 400 00:22:26,119 --> 00:22:29,680 Speaker 1: a role playing game that I mean, if you're playing Clue, 401 00:22:29,680 --> 00:22:31,520 Speaker 1: do you just flip the table at some point? Actually, 402 00:22:31,560 --> 00:22:34,720 Speaker 1: I'm very good at clue. I am really good at clue. 403 00:22:35,400 --> 00:22:37,520 Speaker 1: But so he got the attention of John Carmack, um 404 00:22:37,640 --> 00:22:40,840 Speaker 1: and uh and and and Carmack was kind of like, hey, 405 00:22:40,880 --> 00:22:42,800 Speaker 1: so this is pretty cool. Can I buy one of 406 00:22:42,840 --> 00:22:45,199 Speaker 1: these kids from you? And and Lucky was like, I 407 00:22:45,240 --> 00:22:49,119 Speaker 1: can give you one of those, no problem. Um. So 408 00:22:49,119 --> 00:22:52,080 Speaker 1: so Lucky sent him a prototype and Karmac just ran 409 00:22:52,160 --> 00:22:54,840 Speaker 1: with it. He demoed it um with Doom three b 410 00:22:54,960 --> 00:22:59,840 Speaker 1: F G at E three right, and that that made 411 00:23:00,040 --> 00:23:04,679 Speaker 1: everybody think, Wow, I have never experienced Doom like this. 412 00:23:04,680 --> 00:23:09,159 Speaker 1: This is a really immersive first person shooter experience. The 413 00:23:09,400 --> 00:23:14,280 Speaker 1: VR is working. Uh, it is uh exciting. Where can 414 00:23:14,320 --> 00:23:16,760 Speaker 1: I get one of these? Right? It exploded and I 415 00:23:16,760 --> 00:23:20,479 Speaker 1: mean everyone was excited about it. Yeah. So uh, you know, 416 00:23:20,960 --> 00:23:24,480 Speaker 1: getting back to this idea of the developer Kit one units, 417 00:23:24,520 --> 00:23:28,280 Speaker 1: what that reminds me of is Wozniak in Jobs, because 418 00:23:28,320 --> 00:23:32,240 Speaker 1: the very first Apple computer was essentially the same sort 419 00:23:32,240 --> 00:23:34,920 Speaker 1: of thing, like we'll send you the parts, you build 420 00:23:34,920 --> 00:23:37,800 Speaker 1: a case, and you've got yourself a computer. That was 421 00:23:37,840 --> 00:23:41,000 Speaker 1: the Apple one. So that's exactly what palm Are Lucky was. 422 00:23:41,320 --> 00:23:43,080 Speaker 1: He that was kind of like that was he was like, 423 00:23:43,119 --> 00:23:45,399 Speaker 1: this is gonna be like a little side hobby for me. 424 00:23:45,440 --> 00:23:48,480 Speaker 1: I'm gonna do this. And at this point where the 425 00:23:48,560 --> 00:23:51,679 Speaker 1: press gets a chance to see it and Carmack he 426 00:23:51,760 --> 00:23:55,959 Speaker 1: sees the potential for this, well beyond a hobbyist you know, 427 00:23:56,240 --> 00:24:00,119 Speaker 1: tiny tiny project. He sees this has potential to be 428 00:24:00,359 --> 00:24:04,440 Speaker 1: a legitimate video game peripheral. And this was a goofy prototype. 429 00:24:04,480 --> 00:24:06,520 Speaker 1: I mean there, you know it's I'm I'm pretty sure 430 00:24:06,520 --> 00:24:08,760 Speaker 1: that he was like duct taping straps to it so 431 00:24:08,880 --> 00:24:11,360 Speaker 1: that people could demo it at e three. So right, 432 00:24:11,680 --> 00:24:14,120 Speaker 1: this was a little jankie. I'd like to say, yes, 433 00:24:14,160 --> 00:24:17,160 Speaker 1: that is the technical professional term. So what was Lucky's 434 00:24:17,200 --> 00:24:21,520 Speaker 1: reaction to this sudden increase and interest and the possibility 435 00:24:21,520 --> 00:24:26,840 Speaker 1: of actually having a feasible company as a result. Um, Basically, 436 00:24:27,000 --> 00:24:30,440 Speaker 1: he dropped out of the journalism program at Cali State University. 437 00:24:30,560 --> 00:24:33,560 Speaker 1: Not a surprise. That's following in the footsteps of so 438 00:24:33,600 --> 00:24:36,480 Speaker 1: many giants in the technology in the street. By the way, 439 00:24:36,480 --> 00:24:39,359 Speaker 1: stay in school kids, not all of us can be 440 00:24:39,400 --> 00:24:42,119 Speaker 1: Palmer Lucky. Right right, you are Palmer Lucky, go ahead, 441 00:24:42,160 --> 00:24:45,200 Speaker 1: But I mean, if you have a genuinely terrific idea 442 00:24:45,240 --> 00:24:47,720 Speaker 1: that has gotten someone of the ilk of John krmack 443 00:24:47,840 --> 00:24:54,880 Speaker 1: interested in you that by all means with life's responsibilities 444 00:24:54,880 --> 00:24:57,560 Speaker 1: like I am. But but so from from this response 445 00:24:57,600 --> 00:25:00,920 Speaker 1: at E three, UM, you know, a lot of people 446 00:25:00,920 --> 00:25:05,399 Speaker 1: in the industry started getting into it and UM and 447 00:25:05,440 --> 00:25:09,119 Speaker 1: as soon as they did, he started Lucky started taking 448 00:25:09,119 --> 00:25:12,200 Speaker 1: prototypes to other folks like like the people at Valve, Yeah, 449 00:25:12,280 --> 00:25:15,879 Speaker 1: Gabe Newell example, and uh and and got people like 450 00:25:15,920 --> 00:25:20,400 Speaker 1: Gabe Newell to participate in this new Kickstarter project that 451 00:25:20,440 --> 00:25:23,480 Speaker 1: he was putting together for what we know as the 452 00:25:23,520 --> 00:25:26,560 Speaker 1: Oculus Rift today. Yeah, so this is really the founding 453 00:25:26,720 --> 00:25:29,840 Speaker 1: of Oculus as a company. So Oculus is the company 454 00:25:29,840 --> 00:25:31,879 Speaker 1: that is creating the Oculus Rift. And in fact, you 455 00:25:31,920 --> 00:25:34,320 Speaker 1: can think of the Oculus Rift as being their first 456 00:25:34,359 --> 00:25:38,280 Speaker 1: product and um and so now the plan had changed. 457 00:25:38,320 --> 00:25:40,280 Speaker 1: It was no longer going to be let's offer up 458 00:25:40,320 --> 00:25:45,080 Speaker 1: one hundred dev kits that this one guy is personally 459 00:25:45,119 --> 00:25:48,040 Speaker 1: putting all the pieces together, putting them in a box 460 00:25:48,080 --> 00:25:50,399 Speaker 1: and shipping them off to the hundred or so people 461 00:25:50,440 --> 00:25:53,760 Speaker 1: that have backed it. Now it's let's put together a 462 00:25:53,800 --> 00:25:59,200 Speaker 1: plan to create a more um slightly not a consumer 463 00:25:59,320 --> 00:26:01,760 Speaker 1: level product, because it's still like if you take a 464 00:26:01,800 --> 00:26:04,400 Speaker 1: look at one of the Oculus rough headsets. It does 465 00:26:04,400 --> 00:26:07,000 Speaker 1: not look like like a finished product. Yeah it doesn't. 466 00:26:07,040 --> 00:26:10,199 Speaker 1: It's not sleek and sexy. It's exciting to use, but 467 00:26:10,440 --> 00:26:11,840 Speaker 1: when you look at your like, wow, it looks like 468 00:26:11,840 --> 00:26:14,199 Speaker 1: a black box that you strapped to your face. It 469 00:26:14,280 --> 00:26:16,560 Speaker 1: is because it is. Yeah, that's what it is. It's 470 00:26:16,600 --> 00:26:18,800 Speaker 1: not it's not something that you would think, oh, this 471 00:26:18,880 --> 00:26:23,520 Speaker 1: is something that you could easily market beyond this niche audience. Right. 472 00:26:23,560 --> 00:26:27,639 Speaker 1: The Kickstart fund was for development kits. Right, So the 473 00:26:27,640 --> 00:26:30,720 Speaker 1: goal of that Kickstart fund was about two was exactly 474 00:26:30,760 --> 00:26:34,639 Speaker 1: two hundred fifty thousand dollars, two hundred fifty dollars. So, Lauren, 475 00:26:34,680 --> 00:26:39,880 Speaker 1: tell me, did they make it? They made it times ten, 476 00:26:40,080 --> 00:26:44,359 Speaker 1: approximately four hours. They had already made the gold and 477 00:26:44,600 --> 00:26:47,520 Speaker 1: then went went on to raise precisely two million, four 478 00:26:47,600 --> 00:26:51,040 Speaker 1: hundred thirty seven thousand, four hundred and nine dollars. Yeah, 479 00:26:51,280 --> 00:26:53,760 Speaker 1: it was a lot of money that brought in. And 480 00:26:53,800 --> 00:26:57,600 Speaker 1: then yeah, so's it makes it one of Kickstar's big 481 00:26:57,640 --> 00:27:00,359 Speaker 1: success stories, right right up there with some the I 482 00:27:00,359 --> 00:27:02,359 Speaker 1: mean clearly not on the level of say the pebble, 483 00:27:02,760 --> 00:27:05,720 Speaker 1: but it's it's way up there. It's it's it's on 484 00:27:05,760 --> 00:27:08,880 Speaker 1: the it's on the Holy Cow. Look at what's possible 485 00:27:08,920 --> 00:27:11,480 Speaker 1: into the spectrum as opposed to the AH. So that's 486 00:27:11,480 --> 00:27:15,440 Speaker 1: what really happens when you yes, yeah, they they wind 487 00:27:15,520 --> 00:27:20,320 Speaker 1: up having um nine thousand two backers over seven thousand 488 00:27:20,320 --> 00:27:23,199 Speaker 1: of those where development kit purchases. Right, So it was 489 00:27:23,240 --> 00:27:25,639 Speaker 1: only at certain levels or above that you would actually 490 00:27:25,680 --> 00:27:28,960 Speaker 1: get a developer Yeah. The first one hundred people to 491 00:27:29,160 --> 00:27:32,800 Speaker 1: pledge at the two five level to understan five dollar 492 00:27:32,880 --> 00:27:36,480 Speaker 1: level would receive a developer kit at at a discount, 493 00:27:36,480 --> 00:27:40,119 Speaker 1: because the developer kits in general go at three pop. Right, 494 00:27:40,160 --> 00:27:44,160 Speaker 1: that's how much they are currently selling for on their side. 495 00:27:44,480 --> 00:27:46,359 Speaker 1: If you go to Occulcy, you can, by the way, 496 00:27:46,440 --> 00:27:49,040 Speaker 1: if you want to, you can buy one of these anyone. 497 00:27:49,400 --> 00:27:51,639 Speaker 1: You don't have to have some kind of paperwork. You 498 00:27:51,680 --> 00:27:54,160 Speaker 1: don't need to know that the password is sword fish. 499 00:27:54,359 --> 00:27:56,439 Speaker 1: You know, you don't need to know what recommend receiving 500 00:27:56,440 --> 00:27:59,800 Speaker 1: a Rabies shot. Yeah, yeah, I'm kidding. No, No, Rabies 501 00:27:59,880 --> 00:28:04,920 Speaker 1: is associated with Oculus raft so far. When we get 502 00:28:04,960 --> 00:28:08,400 Speaker 1: that twenty eight days later video game, you know they'll 503 00:28:08,440 --> 00:28:12,720 Speaker 1: be rage. But at any rate, you get some stuff 504 00:28:12,720 --> 00:28:15,760 Speaker 1: they don't want you to know. In here, uh plug, Yeah, 505 00:28:15,800 --> 00:28:19,000 Speaker 1: the three So you can actually buy one of these yourself. 506 00:28:19,080 --> 00:28:21,160 Speaker 1: But if you do that, you do that knowing that 507 00:28:21,920 --> 00:28:24,280 Speaker 1: your your actual use of it's going to be pretty 508 00:28:24,280 --> 00:28:26,480 Speaker 1: limited if you're not a developer. If you are a 509 00:28:26,520 --> 00:28:28,919 Speaker 1: developer and you want to practice, you know, try and 510 00:28:28,960 --> 00:28:32,600 Speaker 1: create stuff that works with the Oculus Rift, clearly that's 511 00:28:32,640 --> 00:28:35,160 Speaker 1: an investment that would make sense for you. If you're 512 00:28:35,200 --> 00:28:39,160 Speaker 1: an average gamer, unless you are intending to play one 513 00:28:39,160 --> 00:28:42,800 Speaker 1: of the three titles that is currently compatible with the 514 00:28:42,840 --> 00:28:45,800 Speaker 1: Oculus Rift, it doesn't make sense because it's not, like 515 00:28:45,800 --> 00:28:48,840 Speaker 1: we said, it's not at consumer product level yet. This 516 00:28:48,880 --> 00:28:53,160 Speaker 1: is this is on the way to becoming a consumer product. Yeah, 517 00:28:53,200 --> 00:28:58,360 Speaker 1: so after after one people could back at the two level, 518 00:28:58,440 --> 00:29:00,320 Speaker 1: that was it. It was sort of an early bird 519 00:29:00,400 --> 00:29:02,840 Speaker 1: special and if you weren't part of that, then you 520 00:29:02,880 --> 00:29:05,280 Speaker 1: had to go at three hundred dollars or higher to 521 00:29:05,360 --> 00:29:08,360 Speaker 1: get at least one headset. At the higher levels you 522 00:29:08,360 --> 00:29:11,920 Speaker 1: could actually get more than one headset at a discount. 523 00:29:11,960 --> 00:29:15,760 Speaker 1: So the solution here to to creating a viable product 524 00:29:16,240 --> 00:29:20,000 Speaker 1: is the partnership with developers, the partnership with game companies. 525 00:29:20,040 --> 00:29:25,280 Speaker 1: Because this is kind of like a specialized video display 526 00:29:25,320 --> 00:29:28,160 Speaker 1: that only works with stuff that's been built to work 527 00:29:28,200 --> 00:29:30,600 Speaker 1: with it, So it's not again, it's not like you 528 00:29:30,640 --> 00:29:32,400 Speaker 1: can just plug it in and run any kind of 529 00:29:32,440 --> 00:29:34,520 Speaker 1: software and then you are in the middle of it. 530 00:29:35,440 --> 00:29:37,400 Speaker 1: It has to be optimized for it, and we'll talk 531 00:29:37,440 --> 00:29:39,760 Speaker 1: more about why when we get into how it's actually working. 532 00:29:40,280 --> 00:29:43,320 Speaker 1: But always important to remind people because it is an 533 00:29:43,320 --> 00:29:45,120 Speaker 1: exciting thing. But I don't want everyone running out and 534 00:29:45,200 --> 00:29:47,400 Speaker 1: dropping three hundred dollars and then being disappointed that they 535 00:29:47,440 --> 00:29:51,800 Speaker 1: can't play, you know, Super Mario and be running through 536 00:29:51,800 --> 00:29:54,440 Speaker 1: and knocking the blocks. Although that would be awesome, That 537 00:29:54,480 --> 00:29:59,320 Speaker 1: would be awesome. Uh So moving on, uh the Kickstarter 538 00:29:59,480 --> 00:30:02,560 Speaker 1: campaign as a success, we could say that I think 539 00:30:02,560 --> 00:30:04,240 Speaker 1: that's safe to say, it's safe to call it that 540 00:30:04,600 --> 00:30:08,640 Speaker 1: and uh he Lucky would continue to show this off 541 00:30:08,800 --> 00:30:12,640 Speaker 1: at various conferences and conventions. I first heard about this 542 00:30:13,280 --> 00:30:16,360 Speaker 1: when they showed it off at C E S. I 543 00:30:16,480 --> 00:30:18,640 Speaker 1: might have heard about it once or twice beforehand, but 544 00:30:18,720 --> 00:30:21,520 Speaker 1: I I knew that it was present at the showroom 545 00:30:21,560 --> 00:30:25,320 Speaker 1: floor at C Unfortunately I didn't get a chance to 546 00:30:25,480 --> 00:30:28,240 Speaker 1: play with it. Then I didn't get a chance to 547 00:30:28,280 --> 00:30:35,240 Speaker 1: play with it until three played the heck out of it, right, Yeah, 548 00:30:35,240 --> 00:30:38,080 Speaker 1: that that that kickstarted campaign had run from August to September, 549 00:30:38,800 --> 00:30:41,760 Speaker 1: so yeah, so so moving up to when um they 550 00:30:41,760 --> 00:30:44,520 Speaker 1: were they were just going like, we have all the money, 551 00:30:44,720 --> 00:30:47,160 Speaker 1: and we have all the support and and let us, 552 00:30:47,240 --> 00:30:49,360 Speaker 1: let us and then they got then they ended up 553 00:30:49,400 --> 00:30:52,880 Speaker 1: getting that the additional private support as well as more 554 00:30:53,280 --> 00:30:58,240 Speaker 1: orders that came in after the kickstarter was um atteen 555 00:30:58,280 --> 00:31:00,960 Speaker 1: they beat out both the PS four Xbox One for 556 00:31:01,000 --> 00:31:05,040 Speaker 1: the Best Hardware Peripheral Game Critics Award. Not surprising, it's 557 00:31:05,120 --> 00:31:08,560 Speaker 1: it's got a lot of potential, and beyond just the 558 00:31:08,640 --> 00:31:11,080 Speaker 1: virtual reality realm, there are a lot of people who 559 00:31:11,120 --> 00:31:14,360 Speaker 1: are interested in in appropriating some of the same sort 560 00:31:14,360 --> 00:31:20,120 Speaker 1: of technologies that Lucky used to create augmented reality headsets. 561 00:31:20,440 --> 00:31:23,160 Speaker 1: So this would be more like the what we hear 562 00:31:23,160 --> 00:31:27,760 Speaker 1: about the potential for Google Glass or other various glasses 563 00:31:27,800 --> 00:31:31,360 Speaker 1: that are supposed to incorporate augmented reality. At some point, 564 00:31:32,040 --> 00:31:35,080 Speaker 1: they're talking about using something along the same lines as 565 00:31:35,120 --> 00:31:37,760 Speaker 1: the technology used for the Oculus Rift. Not clearly the 566 00:31:37,800 --> 00:31:40,760 Speaker 1: way the Oculus Rift is created with these these screens, 567 00:31:40,800 --> 00:31:43,280 Speaker 1: these solid screens in front of your face. That's not 568 00:31:43,400 --> 00:31:46,320 Speaker 1: ideal for augmented reality glasses. If you're gonna be moving 569 00:31:46,320 --> 00:31:48,720 Speaker 1: around in the real world, because you're not gonna see 570 00:31:48,920 --> 00:31:52,160 Speaker 1: you're gonna see a video representation of the real world 571 00:31:52,200 --> 00:31:55,440 Speaker 1: directly in front of you. I think most people would 572 00:31:55,480 --> 00:31:59,840 Speaker 1: imagine that the augmented reality version would include clear display, 573 00:32:00,280 --> 00:32:03,080 Speaker 1: right that you could see stuff printed on I could. 574 00:32:03,080 --> 00:32:06,200 Speaker 1: I could see a very similar set of technologies going 575 00:32:06,280 --> 00:32:09,160 Speaker 1: towards that kind of display. Um. But but but we'll 576 00:32:09,160 --> 00:32:13,840 Speaker 1: get into bactual technic stuff and just yeah, so some 577 00:32:13,880 --> 00:32:18,040 Speaker 1: other interesting developments happened that one of them absolutely tragic. 578 00:32:18,600 --> 00:32:23,920 Speaker 1: That happened just before E three June one. Yeah, that's 579 00:32:23,920 --> 00:32:27,000 Speaker 1: when Andrew Rice, who was one of the graphics engineers, 580 00:32:27,040 --> 00:32:30,680 Speaker 1: one of the original team members that Oculus, was involved 581 00:32:30,680 --> 00:32:34,280 Speaker 1: in a car accident. He was it was actually the 582 00:32:34,400 --> 00:32:38,560 Speaker 1: car was fleeing a police chase when it collided with him, 583 00:32:38,960 --> 00:32:41,200 Speaker 1: and uh, and he passed away as a result of 584 00:32:41,240 --> 00:32:44,200 Speaker 1: that accident. And I mean that was obviously this was 585 00:32:44,240 --> 00:32:48,640 Speaker 1: a very tight small development team, right right, It's it's still, um, 586 00:32:48,680 --> 00:32:53,160 Speaker 1: I believe under thirty people. Yeah, that's that's that's tiny. 587 00:32:53,680 --> 00:32:56,280 Speaker 1: Or when you're talking about something that has it's raising 588 00:32:56,320 --> 00:32:59,840 Speaker 1: sixteen million dollars and has this kind of reach right exactly. 589 00:33:00,000 --> 00:33:03,400 Speaker 1: So obviously that was felt deeply within their their own 590 00:33:03,440 --> 00:33:06,160 Speaker 1: company and across the community. I mean, this was the 591 00:33:06,200 --> 00:33:08,880 Speaker 1: other thing about Oculus was that, uh and and something 592 00:33:08,880 --> 00:33:12,560 Speaker 1: they continued to do. They update regularly, they blog about 593 00:33:12,640 --> 00:33:16,240 Speaker 1: the development process, they blog about the people involved. So 594 00:33:16,720 --> 00:33:20,440 Speaker 1: there were backers who felt you know, personal connections. So 595 00:33:20,480 --> 00:33:23,800 Speaker 1: that was that was a very tragic moment. Um. They 596 00:33:23,960 --> 00:33:28,040 Speaker 1: also on August seven, so not too long before we 597 00:33:28,120 --> 00:33:31,080 Speaker 1: record this podcast. We're recording this in on August fifteen. 598 00:33:31,680 --> 00:33:35,160 Speaker 1: Um and uh, but on August seven, John Carmack stopped 599 00:33:35,200 --> 00:33:38,880 Speaker 1: becoming just an evangelist for the company and started to 600 00:33:38,880 --> 00:33:42,640 Speaker 1: work for the company as the chief technology officer in fact, 601 00:33:42,760 --> 00:33:48,520 Speaker 1: yep CTO and uh he also is uh still continuing 602 00:33:48,560 --> 00:33:50,600 Speaker 1: his work with other companies as well. It's not like 603 00:33:50,640 --> 00:33:54,280 Speaker 1: he's quit everything just to work exclusively for Oculus, but 604 00:33:54,400 --> 00:33:57,280 Speaker 1: now he is on the company payroll. And yeah, as 605 00:33:57,280 --> 00:34:00,600 Speaker 1: of July, they had seventeen thousand developed are Kids out 606 00:34:01,200 --> 00:34:05,280 Speaker 1: so they were actually delivering upon the backing. That's something 607 00:34:05,320 --> 00:34:09,960 Speaker 1: else I should point out. Because their kickstarter kickster has 608 00:34:10,000 --> 00:34:12,120 Speaker 1: a little bit of a I don't know if if 609 00:34:12,160 --> 00:34:15,160 Speaker 1: you could say that Kickster has a tarnished reputation, but 610 00:34:15,320 --> 00:34:18,920 Speaker 1: certain the idea of having a Kickstarter campaign has a 611 00:34:18,960 --> 00:34:21,799 Speaker 1: little bit of a tarnished reputation only because there have 612 00:34:22,040 --> 00:34:25,920 Speaker 1: been cases, particularly when it comes to something like promising 613 00:34:25,920 --> 00:34:29,479 Speaker 1: a particular type of technology, where the delivery has either 614 00:34:29,600 --> 00:34:34,520 Speaker 1: been delayed or even canceled, and it has caused uh 615 00:34:34,760 --> 00:34:37,360 Speaker 1: people to kind of have a negative reaction to Kickstarter 616 00:34:37,400 --> 00:34:39,799 Speaker 1: in general. So this is actually a positive story in 617 00:34:39,840 --> 00:34:43,080 Speaker 1: the sense that here's a company that held the Kickstarter 618 00:34:43,680 --> 00:34:48,920 Speaker 1: campaign unless than a year later according to their website, 619 00:34:48,960 --> 00:34:52,319 Speaker 1: like yesterday. If if you buy a dev kit right now, 620 00:34:52,680 --> 00:34:56,000 Speaker 1: it'll be shipping sometime in September. That's a pretty quick 621 00:34:56,040 --> 00:34:58,960 Speaker 1: turnaround considering that this is still I'm sure this is 622 00:34:59,000 --> 00:35:01,920 Speaker 1: still one of those things that doesn't have a truly 623 00:35:02,040 --> 00:35:05,360 Speaker 1: seamless manufacturing process yet because it's still in the developers 624 00:35:06,000 --> 00:35:07,880 Speaker 1: um and and they are set to open a Dallas 625 00:35:07,960 --> 00:35:12,160 Speaker 1: office very soon. Yea, possibly right now. Yeah, go check 626 00:35:12,680 --> 00:35:15,400 Speaker 1: you're in Dallas. Let's know if it's open yet. All right, 627 00:35:15,520 --> 00:35:18,160 Speaker 1: So that sets us up. We're gonna take a quick 628 00:35:18,239 --> 00:35:20,680 Speaker 1: break and when we come back, we'll talk a little 629 00:35:20,680 --> 00:35:23,640 Speaker 1: bit more about actually how this thing works, what it's 630 00:35:23,680 --> 00:35:26,879 Speaker 1: doing to create the images you see, and and how 631 00:35:26,920 --> 00:35:29,160 Speaker 1: it tracks your movements. But before we get into all 632 00:35:29,200 --> 00:35:31,960 Speaker 1: those technical details, we're gonna take a quick break and 633 00:35:32,000 --> 00:35:36,799 Speaker 1: thank our sponsor. So now let's talk about how this 634 00:35:37,000 --> 00:35:41,280 Speaker 1: crazy thing works. We mentioned a little bit about it already. Yeah, 635 00:35:41,360 --> 00:35:44,719 Speaker 1: the way that you see in three D vision with 636 00:35:44,760 --> 00:35:46,839 Speaker 1: your eyeballs is that is that you know they're they're 637 00:35:46,840 --> 00:35:49,280 Speaker 1: slightly offset. They are not in the exact same place 638 00:35:49,320 --> 00:35:52,120 Speaker 1: on your face, because we can't be a cyclops you 639 00:35:52,160 --> 00:35:57,160 Speaker 1: could be if you really tried, yeah, or film misfortune 640 00:35:57,160 --> 00:36:00,920 Speaker 1: befel you. Yes, uh, this this has happened to to 641 00:36:01,080 --> 00:36:03,759 Speaker 1: to some people. There there are many medical conditions in 642 00:36:03,920 --> 00:36:05,640 Speaker 1: which you only have the use of one eye, and 643 00:36:05,840 --> 00:36:08,680 Speaker 1: and that is where you do not get stereoscopic stereo. 644 00:36:08,960 --> 00:36:12,719 Speaker 1: You know, into you can duel yes, um and uh 645 00:36:12,719 --> 00:36:15,279 Speaker 1: and yes so so so combining two images that are 646 00:36:15,360 --> 00:36:18,040 Speaker 1: very slightly offset, your brain goes, I can I can 647 00:36:18,040 --> 00:36:20,319 Speaker 1: see this in three dimensions? Right, So instead of us 648 00:36:20,360 --> 00:36:23,439 Speaker 1: both getting two sets of images, that remain two sets 649 00:36:23,480 --> 00:36:26,160 Speaker 1: of images in our brains, which would be kind of 650 00:36:26,200 --> 00:36:30,880 Speaker 1: an interesting experience, I'm sure, But also maybe disorienting. Uh. 651 00:36:30,920 --> 00:36:34,200 Speaker 1: This this two sets of data get combined into one set, 652 00:36:34,239 --> 00:36:36,840 Speaker 1: and that's what we think of as the world around 653 00:36:36,960 --> 00:36:40,400 Speaker 1: us as far as vision is concerned. So this helps 654 00:36:40,440 --> 00:36:42,719 Speaker 1: us judge things like how close or far away an 655 00:36:42,719 --> 00:36:45,800 Speaker 1: object is. There are other things that helped to like 656 00:36:45,800 --> 00:36:50,359 Speaker 1: like just just comparing the size of something, like I 657 00:36:50,440 --> 00:36:54,200 Speaker 1: know that that Josh Clark is taller than Lauren. So 658 00:36:54,239 --> 00:36:56,600 Speaker 1: if I look and I see that Lauren appears to 659 00:36:56,640 --> 00:36:59,000 Speaker 1: be taller than Josh, I know that Josh is approximately 660 00:36:59,040 --> 00:37:02,120 Speaker 1: a mile away and Lawrence probably in front of me. Uh, 661 00:37:02,160 --> 00:37:06,240 Speaker 1: that's just that's a science fact. Actually, you make old jokes, 662 00:37:06,239 --> 00:37:09,960 Speaker 1: I make short jokes. Uh. Um and and this is 663 00:37:10,000 --> 00:37:13,680 Speaker 1: also how how a lot of special effects end up 664 00:37:13,719 --> 00:37:16,880 Speaker 1: working by by tricking your brain into into thinking of 665 00:37:16,880 --> 00:37:19,600 Speaker 1: the force perspective. For perspective Lord of the rings in 666 00:37:19,640 --> 00:37:21,680 Speaker 1: the Hobbit, Obviously, those are ones that you would think 667 00:37:21,680 --> 00:37:26,080 Speaker 1: about where where because because the video itself is being 668 00:37:26,080 --> 00:37:29,040 Speaker 1: shown to you on a two dimensional well until we 669 00:37:29,080 --> 00:37:31,040 Speaker 1: get to the three D movies and on a two 670 00:37:31,040 --> 00:37:35,040 Speaker 1: dimensional surface, you can trick people by having this force 671 00:37:35,120 --> 00:37:39,240 Speaker 1: perspective thing, but in in an actual world situation, because 672 00:37:39,239 --> 00:37:43,279 Speaker 1: you've got these converging lines of sight on objects, you 673 00:37:43,320 --> 00:37:46,719 Speaker 1: can use what is called parallax. That's the idea of 674 00:37:46,719 --> 00:37:50,680 Speaker 1: these two lines that eventually do converge onto something to 675 00:37:50,800 --> 00:37:52,960 Speaker 1: give you an idea. Yeah, and and that's your focal 676 00:37:52,960 --> 00:37:54,839 Speaker 1: point that gives you an idea of how how close 677 00:37:54,920 --> 00:37:58,160 Speaker 1: or far away something is. The further away an object gets, 678 00:37:58,200 --> 00:38:01,359 Speaker 1: the more parallel these two line have become, so that 679 00:38:01,520 --> 00:38:05,839 Speaker 1: it becomes less of a useful um tool for things 680 00:38:05,920 --> 00:38:07,680 Speaker 1: that are really far away. So if you're talking about 681 00:38:07,840 --> 00:38:10,160 Speaker 1: two buildings that are way off in the distance, you 682 00:38:10,239 --> 00:38:12,400 Speaker 1: might not be able to tell which one is larger 683 00:38:12,600 --> 00:38:15,480 Speaker 1: just based on that alone, without you know, previous knowledge 684 00:38:15,480 --> 00:38:17,960 Speaker 1: of building A is twice the size of building B. 685 00:38:18,719 --> 00:38:22,200 Speaker 1: But if it's closer to you, parallax comes into play. 686 00:38:22,280 --> 00:38:25,360 Speaker 1: So that's the idea, right. Each screen gives a slightly 687 00:38:25,440 --> 00:38:28,120 Speaker 1: different view of whatever it is you're looking at in 688 00:38:28,160 --> 00:38:30,600 Speaker 1: the realm of the virtual environment, which in this case 689 00:38:30,600 --> 00:38:33,920 Speaker 1: are games and uh, and that way, it gives you 690 00:38:33,960 --> 00:38:36,759 Speaker 1: the illusion that it's that you are right there and 691 00:38:36,800 --> 00:38:40,520 Speaker 1: that the world you are in actually has depth. Now, 692 00:38:40,520 --> 00:38:43,600 Speaker 1: there's no eye tracking software here, but there is head 693 00:38:43,600 --> 00:38:47,600 Speaker 1: tracking hardware, right, So it's not it's not keeping track 694 00:38:47,640 --> 00:38:50,680 Speaker 1: of where your eye motions are so you can look around. 695 00:38:50,680 --> 00:38:53,400 Speaker 1: It's not like if you're wearing just goggles. The goggles 696 00:38:53,400 --> 00:38:56,080 Speaker 1: themselves aren't tracking your eyes, but they will move as 697 00:38:56,280 --> 00:38:57,719 Speaker 1: you know, if you as you move the direction of 698 00:38:57,719 --> 00:39:00,920 Speaker 1: your face, same sort of thing. So it's using sensors 699 00:39:00,960 --> 00:39:05,960 Speaker 1: to detect that kind of motion, whether it's pitch, roll yaw, tilt, 700 00:39:06,160 --> 00:39:08,640 Speaker 1: all that kind of stuff. It's detecting all of that 701 00:39:08,840 --> 00:39:13,240 Speaker 1: as as input for changing the way the display appears 702 00:39:13,280 --> 00:39:16,680 Speaker 1: in front of you. This display being an LCD screen 703 00:39:16,760 --> 00:39:18,640 Speaker 1: in a plastic mask. It's it's about an inch away 704 00:39:18,680 --> 00:39:21,480 Speaker 1: from the user's eyes and um and right that that 705 00:39:21,560 --> 00:39:24,120 Speaker 1: that screen is is divided by a small barriers. It's 706 00:39:24,120 --> 00:39:25,640 Speaker 1: a pretty big screen. I think it's like a like 707 00:39:25,640 --> 00:39:29,200 Speaker 1: a hundred and ten degrees diagonally. We'll get into that 708 00:39:29,239 --> 00:39:32,120 Speaker 1: in a second. But it uses a few other tricks 709 00:39:32,160 --> 00:39:35,560 Speaker 1: to create realism as well, Like it warps slightly the 710 00:39:35,640 --> 00:39:38,480 Speaker 1: edges of the images and corrects that in the goggles 711 00:39:38,520 --> 00:39:41,720 Speaker 1: a little bit. So, uh, you know, the digital rendering 712 00:39:41,760 --> 00:39:43,560 Speaker 1: I'm saying is is warped a little bit at the edges, 713 00:39:43,600 --> 00:39:45,520 Speaker 1: and then the goggles correct for it, which is basically 714 00:39:45,560 --> 00:39:48,239 Speaker 1: how how your eyeballs work because they're curved, right. The 715 00:39:48,400 --> 00:39:50,560 Speaker 1: idea here being that you don't want it to just 716 00:39:50,640 --> 00:39:52,840 Speaker 1: look like you are, yeah, that you're looking at a 717 00:39:52,880 --> 00:39:56,400 Speaker 1: flat world that has depth behind it, but there's nothing 718 00:39:56,520 --> 00:40:00,760 Speaker 1: around you. It also packs the pixels more tightly directly 719 00:40:00,880 --> 00:40:04,120 Speaker 1: in front of your eyeball than around the edges, which, again, 720 00:40:04,160 --> 00:40:07,360 Speaker 1: because our eyeballs are curved, Um, it gives a human 721 00:40:07,640 --> 00:40:10,400 Speaker 1: like roundness to an image. It also helps you know, 722 00:40:10,440 --> 00:40:14,000 Speaker 1: it keeps keeps you motivated to focus directly straight ahead 723 00:40:14,040 --> 00:40:16,160 Speaker 1: with your eyes as opposed to keeping your head still 724 00:40:16,200 --> 00:40:19,640 Speaker 1: and moving your eyes around, because it's it's kind of 725 00:40:19,719 --> 00:40:23,480 Speaker 1: mimicking that sense of when I look ahead, the whatever 726 00:40:23,520 --> 00:40:26,200 Speaker 1: I'm clear whenever I'm looking at his fol is in focus, 727 00:40:26,239 --> 00:40:28,600 Speaker 1: and then everything else is kind of in peripheral vision 728 00:40:28,640 --> 00:40:31,440 Speaker 1: petering out a little bit. Sure, Um, there there are 729 00:40:31,480 --> 00:40:33,880 Speaker 1: a few limitations that are currently being addressed. There's a 730 00:40:33,880 --> 00:40:37,960 Speaker 1: certain screen door effect which in which right now users 731 00:40:38,200 --> 00:40:41,000 Speaker 1: have been finding that they can see through the pixels 732 00:40:41,000 --> 00:40:44,040 Speaker 1: of the LCD screen because they're not there's not enough 733 00:40:44,040 --> 00:40:48,120 Speaker 1: of them. They need more needs higher resolution. Yes, um 734 00:40:48,160 --> 00:40:51,160 Speaker 1: and uh, and I think that they're trying to add 735 00:40:51,200 --> 00:40:53,960 Speaker 1: gays tracking, which would be really interesting. That would allow 736 00:40:53,960 --> 00:40:58,879 Speaker 1: you to actually uh dynamically change these elements we talked 737 00:40:58,880 --> 00:41:01,600 Speaker 1: about where you've got those pixels that are uh and 738 00:41:01,680 --> 00:41:05,080 Speaker 1: the that are concentrated right in front of the eyes. 739 00:41:05,440 --> 00:41:08,160 Speaker 1: If you could be able to move that dynamically so 740 00:41:08,239 --> 00:41:11,760 Speaker 1: that the you would have this effect where if I'm 741 00:41:11,600 --> 00:41:13,560 Speaker 1: I'm walking and I'm not turning my head, but I 742 00:41:13,640 --> 00:41:16,320 Speaker 1: dart my eyes to the left, and it is able 743 00:41:16,360 --> 00:41:19,160 Speaker 1: to move in real time with that uh. And we'll 744 00:41:19,160 --> 00:41:21,239 Speaker 1: talk a little bit about prediction software in a bit 745 00:41:21,320 --> 00:41:24,160 Speaker 1: that kind of helps with that. Then that could make 746 00:41:24,200 --> 00:41:27,960 Speaker 1: it even more immersive and more and feel closer to 747 00:41:28,000 --> 00:41:30,799 Speaker 1: being natural in fact. And again, while it's hard to 748 00:41:30,840 --> 00:41:33,560 Speaker 1: say that being in a virtual environment is ever kind 749 00:41:33,560 --> 00:41:37,759 Speaker 1: of a natural thing, after that initial adjustment, you do 750 00:41:37,920 --> 00:41:41,720 Speaker 1: start to feel, you start to move within that virtual environment. 751 00:41:41,719 --> 00:41:46,040 Speaker 1: You don't really necessarily think about your real world surroundings 752 00:41:46,080 --> 00:41:49,800 Speaker 1: as much unless you know something changes that that diverts 753 00:41:49,800 --> 00:41:52,960 Speaker 1: your attention, or say that you have a anxious Jack 754 00:41:53,000 --> 00:41:55,799 Speaker 1: Russell terrier who jumps on your lap. That might you know, 755 00:41:55,920 --> 00:41:58,399 Speaker 1: unless that also has happened at the exact same time 756 00:41:58,400 --> 00:42:01,600 Speaker 1: in the video game that could pull your attention away right, 757 00:42:01,719 --> 00:42:03,840 Speaker 1: or let's say that you bang your knee into a 758 00:42:03,880 --> 00:42:06,440 Speaker 1: table because you were walking forward as your character in 759 00:42:06,480 --> 00:42:09,200 Speaker 1: the game walked forward. And by the way, there are 760 00:42:09,239 --> 00:42:13,520 Speaker 1: people who are working on various setups that are not 761 00:42:13,640 --> 00:42:16,680 Speaker 1: meant for consumer use either, but they were interested in 762 00:42:16,880 --> 00:42:20,040 Speaker 1: combining the oculus rift with other things so that you 763 00:42:20,080 --> 00:42:23,440 Speaker 1: would have even more immersive control in various games. Like 764 00:42:23,480 --> 00:42:26,480 Speaker 1: there was the group that did the virtual paper Boy 765 00:42:26,480 --> 00:42:28,920 Speaker 1: where they had it hooked up to a resistance bike 766 00:42:29,280 --> 00:42:32,680 Speaker 1: training bike, where they by peddling the bike, they would 767 00:42:32,680 --> 00:42:35,200 Speaker 1: propel the video game character forward. They had a first 768 00:42:35,200 --> 00:42:37,920 Speaker 1: person perspective as if they were playing paper Boy, but 769 00:42:38,040 --> 00:42:40,560 Speaker 1: from the paper boys point of view, and then they 770 00:42:40,600 --> 00:42:44,520 Speaker 1: had a connect sensor protecting their arm motions to be 771 00:42:44,560 --> 00:42:48,759 Speaker 1: when you flame newspaper. So what they did was they 772 00:42:48,800 --> 00:42:52,279 Speaker 1: hooked up the Oculus Rift to a an exercise bike 773 00:42:52,480 --> 00:42:56,080 Speaker 1: resistance training bike, and by peddling the resistance training bike, 774 00:42:56,600 --> 00:42:58,880 Speaker 1: they propelled the virtual character forward. And then they had 775 00:42:58,920 --> 00:43:01,480 Speaker 1: a connect sensor that would tech arm motions so that 776 00:43:01,480 --> 00:43:03,680 Speaker 1: when you throw the papers, yeah, that would be the 777 00:43:03,680 --> 00:43:05,920 Speaker 1: control that would be the indicator for the game. To 778 00:43:05,960 --> 00:43:07,680 Speaker 1: throw the papers, and you're seeing it all from the 779 00:43:07,680 --> 00:43:10,120 Speaker 1: paper boys perspective as opposed to that side view that 780 00:43:10,160 --> 00:43:14,080 Speaker 1: you had in the original arcade game. So that's just 781 00:43:14,120 --> 00:43:15,799 Speaker 1: one example. There are other people who have kind of 782 00:43:15,840 --> 00:43:20,560 Speaker 1: developed the multidirectional treadmills so that you could walk on 783 00:43:20,600 --> 00:43:22,880 Speaker 1: the treadmill and this would propel you forward within a 784 00:43:22,960 --> 00:43:25,560 Speaker 1: virtual environment. So there's a lot of already, you know, 785 00:43:25,600 --> 00:43:28,120 Speaker 1: a lot of talk already about incorporating the oculus rift 786 00:43:28,160 --> 00:43:31,600 Speaker 1: into other types of setups of this nature. Now, granted, 787 00:43:31,840 --> 00:43:36,360 Speaker 1: that goes beyond what the average video game player would experience. Sure, 788 00:43:36,800 --> 00:43:39,080 Speaker 1: so we don't recommend you get up on your feet 789 00:43:39,120 --> 00:43:41,040 Speaker 1: and walk around while you're wearing one of these things, 790 00:43:41,080 --> 00:43:43,120 Speaker 1: because you're not going to see your actual environment. You're 791 00:43:43,120 --> 00:43:46,800 Speaker 1: seeing a virtual environment. I I've heard a few a few, um, 792 00:43:46,840 --> 00:43:49,799 Speaker 1: you know, not sob stories, but but just stories of 793 00:43:49,800 --> 00:43:52,520 Speaker 1: of of like caution, you can totally knock over wine 794 00:43:52,560 --> 00:43:55,319 Speaker 1: glasses while you are flailing about with this thing. Kind 795 00:43:55,320 --> 00:43:57,600 Speaker 1: of similar to the to the warnings you would hear 796 00:43:57,640 --> 00:44:01,800 Speaker 1: from the original we Remote. People were flinging them into 797 00:44:01,840 --> 00:44:04,000 Speaker 1: their television sets and you would see a picture of 798 00:44:04,040 --> 00:44:07,560 Speaker 1: a WEE remote emerged from an old TV set and 799 00:44:07,560 --> 00:44:13,520 Speaker 1: you think mistake. Yeah, wrist strap so um. But interestingly enough, 800 00:44:13,560 --> 00:44:15,799 Speaker 1: you can still use the oculus rift even if you 801 00:44:15,880 --> 00:44:19,239 Speaker 1: have poor or no vision in one eye. Um. Yeah, 802 00:44:19,239 --> 00:44:22,080 Speaker 1: the screen will still work. Sure, Sure you won't again, 803 00:44:22,080 --> 00:44:25,719 Speaker 1: you won't get the stereoscopic three dimensional effect. Um. But 804 00:44:27,520 --> 00:44:31,400 Speaker 1: Richard Eisenbey's writing for Kotaku recently described what it's like 805 00:44:31,680 --> 00:44:34,200 Speaker 1: playing with a single eye because he had a bad 806 00:44:34,280 --> 00:44:40,239 Speaker 1: lazic surgery experience. But um, yeah, the doctor's expectful recovery. Um. 807 00:44:40,239 --> 00:44:41,880 Speaker 1: But he said that the three D effect was slightly 808 00:44:41,920 --> 00:44:44,719 Speaker 1: flattened and that his depth perception was off like you 809 00:44:44,760 --> 00:44:47,200 Speaker 1: do when you only have one eye working. Um, And 810 00:44:47,200 --> 00:44:49,200 Speaker 1: that motion blur was increased, but that it was still 811 00:44:49,280 --> 00:44:53,000 Speaker 1: very immersive and actually didn't cause any queaziness. Right. And 812 00:44:53,360 --> 00:44:56,040 Speaker 1: one of the big causes of queaziness is this idea 813 00:44:56,080 --> 00:45:00,520 Speaker 1: of latency, which I mentioned latency if if the name 814 00:45:00,600 --> 00:45:02,719 Speaker 1: kind of gives it away, what latency is is it's 815 00:45:02,719 --> 00:45:05,919 Speaker 1: a delay between when you take an action and when 816 00:45:05,920 --> 00:45:08,880 Speaker 1: that action is displayed to you. Now, in the case 817 00:45:08,880 --> 00:45:11,480 Speaker 1: of head tracking software, that would mean that if I 818 00:45:11,520 --> 00:45:15,000 Speaker 1: turned my head to the right, the display would reflect 819 00:45:15,080 --> 00:45:17,680 Speaker 1: that turn on the screen. But if there's a delay 820 00:45:17,760 --> 00:45:20,000 Speaker 1: between when I turned my head and when it happens 821 00:45:20,000 --> 00:45:23,680 Speaker 1: on the screen, my brain thinks, woe, something is messed 822 00:45:23,800 --> 00:45:27,439 Speaker 1: up you, right, because it's it's actually better than instantaneous 823 00:45:27,440 --> 00:45:30,759 Speaker 1: when you're seeing it in in real life because your 824 00:45:31,000 --> 00:45:33,279 Speaker 1: your your your brain is filling in information that it 825 00:45:33,320 --> 00:45:36,560 Speaker 1: doesn't already have yet. Um, it's there's some predictive stuff 826 00:45:36,600 --> 00:45:39,000 Speaker 1: going on in your brain already, it's and it's handling 827 00:45:39,000 --> 00:45:41,120 Speaker 1: a lot of input from a lot of different sources, 828 00:45:41,160 --> 00:45:43,640 Speaker 1: everything from your inner ear to what's coming into your eyes, 829 00:45:43,719 --> 00:45:47,560 Speaker 1: to what you're you're sensing, like by touch. So all 830 00:45:47,560 --> 00:45:50,520 Speaker 1: of these things go into telling your brain what is 831 00:45:50,520 --> 00:45:52,560 Speaker 1: going on around you. And when those things don't match up, 832 00:45:52,560 --> 00:45:56,120 Speaker 1: your brain is like, something's not good. Let's trigger the 833 00:45:56,160 --> 00:45:59,920 Speaker 1: stomach to empty all of its contents as rapidly as possible. 834 00:46:00,320 --> 00:46:02,120 Speaker 1: Or at least that seems to be the case. It 835 00:46:02,120 --> 00:46:04,640 Speaker 1: seems like a bad reflex. But but if you've ever been, 836 00:46:04,760 --> 00:46:08,200 Speaker 1: say on a boat, and you have that sensation of 837 00:46:08,320 --> 00:46:10,600 Speaker 1: you know, the ground you are on is moving, but 838 00:46:10,680 --> 00:46:14,719 Speaker 1: because you're moving with the ground, your vision isn't reflecting that. Right, 839 00:46:14,760 --> 00:46:16,759 Speaker 1: You're not, especially if you're on the inside of a 840 00:46:16,760 --> 00:46:19,399 Speaker 1: boat and you can't see the outside at all. Your 841 00:46:19,440 --> 00:46:22,279 Speaker 1: brain is just saying, this is weird because everything it 842 00:46:22,440 --> 00:46:25,000 Speaker 1: looks still from my perspective, but I'm feeling like you're 843 00:46:25,040 --> 00:46:28,880 Speaker 1: moving all over the place. Let's turn on the vacate 844 00:46:28,920 --> 00:46:31,839 Speaker 1: the stomach flip switch and see maybe maybe that will 845 00:46:31,840 --> 00:46:34,759 Speaker 1: make it better, right, somehow that will fix things. I 846 00:46:34,760 --> 00:46:37,359 Speaker 1: don't understand the physiological part of this, but this is 847 00:46:37,400 --> 00:46:42,080 Speaker 1: what seems to happen. So while we're shows, yeah, stuff 848 00:46:42,120 --> 00:46:44,719 Speaker 1: to blow your mind, listen to it. It's awesome. But yeah, 849 00:46:44,800 --> 00:46:48,640 Speaker 1: the this idea of the mismatched data that comes into you, 850 00:46:48,680 --> 00:46:52,720 Speaker 1: it often ends up making you feel a dizzy, nauseous, 851 00:46:53,120 --> 00:46:56,000 Speaker 1: you know, there's or nauseated I should say, I mean 852 00:46:56,040 --> 00:47:00,160 Speaker 1: you might be nauseous as well, but nauseated, um, then 853 00:47:00,200 --> 00:47:03,520 Speaker 1: you you you know, it's it's unpleasant. And so latency 854 00:47:03,600 --> 00:47:06,560 Speaker 1: is a big, big contributor to that. So getting latency 855 00:47:06,600 --> 00:47:09,719 Speaker 1: down where there is as little delay as possible is 856 00:47:09,760 --> 00:47:14,440 Speaker 1: a goal. Now. Oculus says that they developed UH reduced 857 00:47:14,520 --> 00:47:18,400 Speaker 1: latency technology that got it down to two milliseconds to 858 00:47:18,520 --> 00:47:22,839 Speaker 1: send the information from the headset to the software Now 859 00:47:22,880 --> 00:47:25,320 Speaker 1: that's a one way trip there. Remember there's a round 860 00:47:25,320 --> 00:47:27,359 Speaker 1: trip that we have to take into account here. It's 861 00:47:27,400 --> 00:47:30,200 Speaker 1: not just the trip to the software. The software has 862 00:47:30,239 --> 00:47:33,839 Speaker 1: to crunch the numbers from whatever data it's receiving and 863 00:47:33,920 --> 00:47:38,440 Speaker 1: send back the appropriate response to the screen. So it 864 00:47:38,480 --> 00:47:41,640 Speaker 1: takes longer than two milliseconds for all that to happen. Now, 865 00:47:41,800 --> 00:47:45,240 Speaker 1: and humans can detect the latency of around fifty milliseconds, 866 00:47:45,600 --> 00:47:49,080 Speaker 1: maybe even fewer than fifty milliseconds, that's no time at all. 867 00:47:49,120 --> 00:47:51,360 Speaker 1: I mean we're talking a fraction of a second. Now. 868 00:47:51,400 --> 00:47:53,799 Speaker 1: According to Steve Lavelle, using the rift and playing a 869 00:47:53,840 --> 00:47:57,600 Speaker 1: game at sixty frames per second, latency is right around 870 00:47:57,719 --> 00:48:01,279 Speaker 1: thirty to fifty milliseconds, so just right below or at 871 00:48:01,320 --> 00:48:05,000 Speaker 1: that threshold. So um, that includes the time it takes 872 00:48:05,000 --> 00:48:07,279 Speaker 1: with the sensors to pick up the motion, send that 873 00:48:07,360 --> 00:48:11,000 Speaker 1: motion out the port, go into the game engine as 874 00:48:11,000 --> 00:48:14,520 Speaker 1: a command, and then come back. Yeah. So I mean 875 00:48:14,520 --> 00:48:17,160 Speaker 1: that's that's the full trip, that's the whole round trip. 876 00:48:17,640 --> 00:48:20,840 Speaker 1: And if it's able to do that reliably at that speed, 877 00:48:20,920 --> 00:48:23,319 Speaker 1: that's good and we you know, I expect that that's 878 00:48:23,360 --> 00:48:26,520 Speaker 1: something that they're going to work on improving to make 879 00:48:26,520 --> 00:48:30,360 Speaker 1: sure that there's as little latency issue there as possible, 880 00:48:30,440 --> 00:48:33,200 Speaker 1: especially as video games start to push that limit of 881 00:48:33,239 --> 00:48:36,640 Speaker 1: sixty frame sixty frames per swond uh. If they are 882 00:48:36,680 --> 00:48:39,239 Speaker 1: pushing to make it even more frames per second, then 883 00:48:39,239 --> 00:48:41,600 Speaker 1: clearly you have to worry about that latency issue because 884 00:48:41,640 --> 00:48:44,719 Speaker 1: that's more data that's going through these ports. Like we said, 885 00:48:44,760 --> 00:48:47,759 Speaker 1: the sensors, the motion sensors detect jaw, pitch, and roll, 886 00:48:48,239 --> 00:48:51,400 Speaker 1: and they use what is called sensor fusion, which is 887 00:48:51,400 --> 00:48:53,640 Speaker 1: not a type of cuisine as I first thought, but 888 00:48:53,719 --> 00:48:56,359 Speaker 1: it's actually a technique to combine all the data that's 889 00:48:56,360 --> 00:49:01,359 Speaker 1: gathered from these various sensors into virtually actual actions within 890 00:49:01,480 --> 00:49:04,080 Speaker 1: the context of the environment you're in, the game you 891 00:49:04,080 --> 00:49:07,680 Speaker 1: are in UM and then Steve Level also wrote an 892 00:49:07,719 --> 00:49:11,080 Speaker 1: incredible blog post that is really really technical if you 893 00:49:11,080 --> 00:49:14,280 Speaker 1: are interested on the software side of this and about 894 00:49:14,400 --> 00:49:19,120 Speaker 1: how to reduce latency to to the minimum levels. I 895 00:49:19,200 --> 00:49:22,600 Speaker 1: highly recommend it because it's it's fascinating, but it's way 896 00:49:22,600 --> 00:49:25,160 Speaker 1: too technical for us to go into here. But this 897 00:49:25,239 --> 00:49:29,200 Speaker 1: is where he was talking about predictive techniques. So prediction 898 00:49:30,120 --> 00:49:33,000 Speaker 1: is exactly what it sounds like. The game engine starts 899 00:49:33,040 --> 00:49:35,879 Speaker 1: to predict what you are going to do based upon 900 00:49:35,920 --> 00:49:38,359 Speaker 1: what you are doing right now, oh wow, and and 901 00:49:38,400 --> 00:49:40,879 Speaker 1: so so it starts to render out what you're going 902 00:49:40,920 --> 00:49:44,000 Speaker 1: to need to see next before you actually need it. 903 00:49:44,120 --> 00:49:47,120 Speaker 1: And and the goal of this is not to give 904 00:49:47,160 --> 00:49:50,280 Speaker 1: you a vision of the future, but rather to remove 905 00:49:50,360 --> 00:49:53,120 Speaker 1: that latency, to make it as as small as possible. 906 00:49:53,200 --> 00:49:56,680 Speaker 1: So if the predictive techniques are good, then it means 907 00:49:56,719 --> 00:50:00,319 Speaker 1: that you have a very smooth experience, very little motion, blur, 908 00:50:00,520 --> 00:50:04,040 Speaker 1: no latency. If it's bad, it means that like if 909 00:50:04,080 --> 00:50:06,400 Speaker 1: you suddenly turn left, but it starts to go right 910 00:50:06,440 --> 00:50:08,439 Speaker 1: because it thought you were going to go right, then 911 00:50:08,440 --> 00:50:11,360 Speaker 1: that's going to just exacerbate the problem. So predictive technology 912 00:50:11,400 --> 00:50:14,120 Speaker 1: has to be really sophisticated for it to do more 913 00:50:14,400 --> 00:50:17,840 Speaker 1: good than harm. His blog post goes into great detail 914 00:50:18,560 --> 00:50:21,960 Speaker 1: about how they are using this to try and create 915 00:50:22,400 --> 00:50:28,759 Speaker 1: a really immersive, comfortable experience with the Oculus Rift, and 916 00:50:29,000 --> 00:50:31,960 Speaker 1: like I said, it's really really great. The Oculus blogs 917 00:50:31,960 --> 00:50:36,319 Speaker 1: in general fantastic read, but they are very technical, so 918 00:50:37,320 --> 00:50:40,040 Speaker 1: read at your own risk. So let's talk about what 919 00:50:40,080 --> 00:50:43,400 Speaker 1: the actual hardware has. So the according to what's in 920 00:50:43,480 --> 00:50:47,120 Speaker 1: the developer kit right now, keeping in mind the consumer 921 00:50:47,239 --> 00:50:49,440 Speaker 1: version is going to be different from what is out 922 00:50:49,440 --> 00:50:53,080 Speaker 1: there right now. It will very likely change indeed. Uh 923 00:50:53,280 --> 00:50:55,920 Speaker 1: so um yeah, so so we've got we've got six 924 00:50:55,960 --> 00:51:01,160 Speaker 1: degrees of freedom that yeah for for the head tracking. 925 00:51:01,400 --> 00:51:06,080 Speaker 1: UM that hudd t degree diagonal screen that we were 926 00:51:06,080 --> 00:51:09,680 Speaker 1: talking about, which is UM nine d degrees horizontal ninety 927 00:51:09,719 --> 00:51:12,279 Speaker 1: degrees horizontal field of view. So you know those the 928 00:51:12,360 --> 00:51:15,239 Speaker 1: screens are are Physically they're small, but because of their 929 00:51:15,280 --> 00:51:18,480 Speaker 1: proximity to your eyeballs, they look pretty big. It builds 930 00:51:18,520 --> 00:51:21,640 Speaker 1: your vision. Um. It's a d v I video input 931 00:51:22,120 --> 00:51:28,520 Speaker 1: digital visual interface input. So this was that that input interface, 932 00:51:28,560 --> 00:51:32,120 Speaker 1: by the way, was originally developed by the Display Working Group. Uh. 933 00:51:32,160 --> 00:51:35,359 Speaker 1: That's the kind of interface that allows you to hook 934 00:51:35,480 --> 00:51:37,880 Speaker 1: up a display to a computer. So a lot of 935 00:51:37,920 --> 00:51:41,719 Speaker 1: computer monitors and displays have this. However, it does have 936 00:51:42,200 --> 00:51:45,320 Speaker 1: hd m I adaptation. Yeah, you can get an HDMI 937 00:51:45,360 --> 00:51:47,440 Speaker 1: adapter to convert from d v I to h d 938 00:51:47,560 --> 00:51:49,320 Speaker 1: m I, but you do need to have that adapter. 939 00:51:49,520 --> 00:51:53,080 Speaker 1: Does not have natively does not have an HDMI port 940 00:51:53,280 --> 00:51:55,920 Speaker 1: to hook up, but you can. That's one thing I 941 00:51:55,960 --> 00:51:58,360 Speaker 1: expect the consumer version would have, just because of the 942 00:51:58,480 --> 00:52:02,360 Speaker 1: drive to move to hd M my, especially since a 943 00:52:02,480 --> 00:52:05,200 Speaker 1: lot of video game consoles have that kind of thing. 944 00:52:05,920 --> 00:52:09,240 Speaker 1: I expect that we will see HDM MY native support 945 00:52:09,400 --> 00:52:11,920 Speaker 1: in whatever the consumer version is. They haven't announced that, 946 00:52:12,080 --> 00:52:15,759 Speaker 1: so don't take that as you know, gospel. That's just 947 00:52:15,960 --> 00:52:19,960 Speaker 1: that's just my prediction. Um. Yeah, so you need to 948 00:52:20,040 --> 00:52:22,000 Speaker 1: have either h g MY or d v I video 949 00:52:22,080 --> 00:52:24,919 Speaker 1: out on your computer in order to run this. Yeah, 950 00:52:24,920 --> 00:52:27,239 Speaker 1: if you were like, but my computer only has FireWire, 951 00:52:27,600 --> 00:52:30,719 Speaker 1: it is for PC only right now? Um that they 952 00:52:30,760 --> 00:52:34,359 Speaker 1: are again hoping to roll it out to um consoles 953 00:52:34,480 --> 00:52:39,560 Speaker 1: and mobile platforms. They're also talking, there's buzz anyway that 954 00:52:39,600 --> 00:52:42,560 Speaker 1: they're talking about expanding it to watching movies, serving the web, 955 00:52:42,920 --> 00:52:47,319 Speaker 1: doing programming. Yeah, which in the matrix. Yeah all right, 956 00:52:47,520 --> 00:52:52,080 Speaker 1: lawnmower Man. Uh yeah, we're just shows our own frames 957 00:52:52,080 --> 00:52:55,360 Speaker 1: of reference for virtual environments, doesn't it. You say matrix, 958 00:52:55,360 --> 00:52:59,200 Speaker 1: I say, lawnmore Man like, um, so yeah, yeah, I 959 00:52:59,520 --> 00:53:02,200 Speaker 1: wonder if watching movies because again, at that point, you're 960 00:53:02,239 --> 00:53:04,359 Speaker 1: not really even talking about head tracking, right, there's no 961 00:53:04,440 --> 00:53:06,799 Speaker 1: purpose for head tracking if you're watching a film because 962 00:53:06,800 --> 00:53:09,520 Speaker 1: the film is captured from a single point of view. 963 00:53:09,840 --> 00:53:13,280 Speaker 1: I mean, unless you're presenting only part of a movie. Screen, 964 00:53:13,280 --> 00:53:16,080 Speaker 1: which I can't imagine being a satisfying experience. You're really 965 00:53:16,120 --> 00:53:19,240 Speaker 1: just looking at something really close to your face. Unless 966 00:53:19,280 --> 00:53:21,360 Speaker 1: you eventually get to a point where you are able 967 00:53:21,440 --> 00:53:23,879 Speaker 1: to create a well, especially if if it's a three 968 00:53:23,960 --> 00:53:26,200 Speaker 1: D animated movie, then this would be much easier to do. 969 00:53:26,680 --> 00:53:30,120 Speaker 1: You could you could create a movie where you would 970 00:53:30,160 --> 00:53:34,040 Speaker 1: be able to change your perspective as opposed to relying 971 00:53:34,120 --> 00:53:37,680 Speaker 1: upon the camera to define what the perspective is. Sure, 972 00:53:37,760 --> 00:53:39,560 Speaker 1: or just even even I think you know, if you've 973 00:53:39,600 --> 00:53:44,200 Speaker 1: got one of the digital three D stereoscopic films that 974 00:53:44,239 --> 00:53:45,960 Speaker 1: you just I mean, even without being able to move 975 00:53:45,960 --> 00:53:47,960 Speaker 1: your head around, it would be Yeah, I can see 976 00:53:47,960 --> 00:53:50,640 Speaker 1: that where you're talking about maybe watching movies that were 977 00:53:50,640 --> 00:53:52,160 Speaker 1: designed to be in three D in the first place, 978 00:53:52,160 --> 00:53:54,440 Speaker 1: maybe this would give a superior three D experience. I 979 00:53:54,440 --> 00:53:57,160 Speaker 1: can see that. And also it reduces eyestrain from looking 980 00:53:57,200 --> 00:54:00,799 Speaker 1: at a three D screen because the of the way 981 00:54:00,840 --> 00:54:03,640 Speaker 1: that the way that these goggles work is um You're 982 00:54:03,719 --> 00:54:07,759 Speaker 1: you're actually focusing on your You're relaxing your eyes to 983 00:54:08,080 --> 00:54:11,000 Speaker 1: a to a distant point you're looking You're you're kind 984 00:54:11,040 --> 00:54:13,840 Speaker 1: of looking through the screen, which is the default for 985 00:54:13,880 --> 00:54:16,200 Speaker 1: your eyes looking it's it's any any kind of eyestrain 986 00:54:16,239 --> 00:54:17,839 Speaker 1: that you get. You would think, you know, it's an 987 00:54:17,840 --> 00:54:20,080 Speaker 1: inchway from your eye, that's going to lead to terrible eyestrain. 988 00:54:20,120 --> 00:54:23,200 Speaker 1: But but actually looking at your computer screen foot away 989 00:54:23,200 --> 00:54:26,359 Speaker 1: from you causes a lot more eyestrain than these idea 990 00:54:26,440 --> 00:54:28,440 Speaker 1: being that this is like looking through a window as 991 00:54:28,480 --> 00:54:34,160 Speaker 1: opposed to Yeah, but anyway, interesting, Um So the screen, Yeah, 992 00:54:34,360 --> 00:54:37,600 Speaker 1: it's um currently eighty eight hundred. But that's that's if 993 00:54:37,640 --> 00:54:40,960 Speaker 1: you combine the two screens, right, right, Uh, yeah, it's 994 00:54:41,040 --> 00:54:44,759 Speaker 1: what what what's at six forty? Yeah? Yeah, the up 995 00:54:44,760 --> 00:54:47,319 Speaker 1: six forty by h brye, which is that's close to 996 00:54:47,440 --> 00:54:51,400 Speaker 1: the resolution of seven which is twelve eighty by seven twenty. Okay, 997 00:54:51,440 --> 00:54:53,200 Speaker 1: but but again this is the thing that could change 998 00:54:53,200 --> 00:54:56,719 Speaker 1: for for consumers, right, And also I mean, you know, 999 00:54:56,760 --> 00:55:00,880 Speaker 1: obviously higher resolution means better picture as in general, but 1000 00:55:01,360 --> 00:55:03,880 Speaker 1: there's also something you need to consider that the closer 1001 00:55:03,960 --> 00:55:07,800 Speaker 1: you get to a screen, the less resolution matters. Right, 1002 00:55:07,880 --> 00:55:10,480 Speaker 1: So unless your screen is getting larger and larger and larger. 1003 00:55:10,520 --> 00:55:13,359 Speaker 1: So let's say you've got you stay with a let's 1004 00:55:13,360 --> 00:55:16,799 Speaker 1: say that's your tvous forty inches, right, depending upon how 1005 00:55:16,800 --> 00:55:19,880 Speaker 1: close you sit to that television. Seven and ten ADP 1006 00:55:20,040 --> 00:55:24,160 Speaker 1: might not be that distinguishable. Now if you sit, if 1007 00:55:24,200 --> 00:55:26,600 Speaker 1: you sit further closer and closer to it, then you're 1008 00:55:26,640 --> 00:55:29,520 Speaker 1: gonna notice. If you sit further away, you're those differences 1009 00:55:29,719 --> 00:55:32,480 Speaker 1: fade away into nothing. So if you could have a 1010 00:55:32,560 --> 00:55:36,080 Speaker 1: seven twenty P and a ten ADP set side by side, 1011 00:55:36,320 --> 00:55:39,040 Speaker 1: but if you're fifteen feet back, they look the same, 1012 00:55:39,200 --> 00:55:42,600 Speaker 1: assuming they've both been calibrated for that room and etcetera, etcetera. 1013 00:55:43,040 --> 00:55:46,439 Speaker 1: But if you're talking about an eight inch screen, first 1014 00:55:46,440 --> 00:55:49,000 Speaker 1: of all, invite me over because I want to watch 1015 00:55:49,040 --> 00:55:53,600 Speaker 1: movies and play Halo. But then obviously will matter more. 1016 00:55:53,640 --> 00:55:55,960 Speaker 1: You've got more screen space, the resolution is spread out 1017 00:55:55,960 --> 00:55:59,920 Speaker 1: over a greater landscape area, so you've got to how 1018 00:56:00,200 --> 00:56:02,440 Speaker 1: higher resolution or else you will start to notice it 1019 00:56:02,480 --> 00:56:06,040 Speaker 1: at regular viewing distances. Was something that's one inch away 1020 00:56:06,040 --> 00:56:09,880 Speaker 1: from your eye. Uh. While they could probably increase the 1021 00:56:09,880 --> 00:56:12,839 Speaker 1: resolution and it would be maybe noticeable, I don't know 1022 00:56:12,880 --> 00:56:15,440 Speaker 1: that they have to stress it too much, all right, 1023 00:56:15,560 --> 00:56:18,160 Speaker 1: I think it's I think mostly the issue right now 1024 00:56:18,200 --> 00:56:21,160 Speaker 1: is that screen door effect that I was talking about. Um, 1025 00:56:21,280 --> 00:56:25,640 Speaker 1: the headset itself costs costs ways a little bit less 1026 00:56:25,719 --> 00:56:27,520 Speaker 1: than half a pound or a little bit less than 1027 00:56:27,520 --> 00:56:30,480 Speaker 1: a quarter of a kilogram. Nice, so it's not too 1028 00:56:30,600 --> 00:56:36,000 Speaker 1: terribly heavy. Another huge advance over older VR software hardware, 1029 00:56:36,239 --> 00:56:37,799 Speaker 1: anything that you're strapping to your head and nice to 1030 00:56:37,800 --> 00:56:40,080 Speaker 1: have it light. Yes, um, and the dev kits right 1031 00:56:40,120 --> 00:56:44,040 Speaker 1: now cost three hundred bucks of pop, I've heard. I've 1032 00:56:44,040 --> 00:56:46,480 Speaker 1: heard that they're trying to keep it with the final 1033 00:56:46,520 --> 00:56:49,680 Speaker 1: commercial product within the three to five dollar range, which 1034 00:56:49,719 --> 00:56:52,600 Speaker 1: you know, when you're considering that most consoles cost around 1035 00:56:52,640 --> 00:56:54,799 Speaker 1: that much, makes sense. They don't want it to go 1036 00:56:54,920 --> 00:56:57,000 Speaker 1: higher than the console that it would. Sure, Sure, and 1037 00:56:57,000 --> 00:57:00,520 Speaker 1: it's still a significant improvement over again, the the thousand 1038 00:57:00,560 --> 00:57:02,960 Speaker 1: bucks or so a pop that that current or the 1039 00:57:03,040 --> 00:57:06,000 Speaker 1: hundred thousand dollars if you're talking about the the specifically 1040 00:57:06,120 --> 00:57:09,839 Speaker 1: made for the VR industry, uh equipment that was back 1041 00:57:09,880 --> 00:57:12,560 Speaker 1: in the nineties. Yeah. So so it's not like it's 1042 00:57:12,600 --> 00:57:16,120 Speaker 1: it's not gonna be inexpensive. It's gonna be an expensive peripheral. 1043 00:57:16,360 --> 00:57:19,240 Speaker 1: Now if you're if you're used to either building or 1044 00:57:19,320 --> 00:57:23,000 Speaker 1: buying high end video game rigs, this is you know, 1045 00:57:23,480 --> 00:57:27,240 Speaker 1: just a small dispense compared to what your ten thousand 1046 00:57:27,280 --> 00:57:31,560 Speaker 1: dollar rig was. Um, so this kit is not just 1047 00:57:32,360 --> 00:57:35,120 Speaker 1: the hardware, there's the software developer Kit too, So this 1048 00:57:35,200 --> 00:57:37,280 Speaker 1: is the software site. And again remember Lucky is not 1049 00:57:37,360 --> 00:57:41,160 Speaker 1: a software guy, he's a hardware guy. Uh. The Software 1050 00:57:41,200 --> 00:57:44,320 Speaker 1: Developer Kit contains all the information you would need to 1051 00:57:44,320 --> 00:57:48,480 Speaker 1: be able to develop stuff specifically to display on an 1052 00:57:48,480 --> 00:57:51,960 Speaker 1: Oculus Rift and to work with this motion tracking hardware. 1053 00:57:52,280 --> 00:57:55,120 Speaker 1: And that contains all the libraries you need, the headers, 1054 00:57:55,160 --> 00:57:58,440 Speaker 1: the documentation, the samples for integrating the Rift with games, 1055 00:57:58,920 --> 00:58:02,320 Speaker 1: and also includes two different game engines, the Unreal Engine 1056 00:58:02,360 --> 00:58:06,280 Speaker 1: and the Unity Engines, and those are widely available game 1057 00:58:06,320 --> 00:58:09,160 Speaker 1: engines that a lot of companies use as the basis 1058 00:58:09,440 --> 00:58:13,760 Speaker 1: for the physics and uh and number crunching engine of 1059 00:58:13,840 --> 00:58:17,360 Speaker 1: whatever game they're running. So there are currently three titles 1060 00:58:17,400 --> 00:58:20,240 Speaker 1: that are compatible with the Oculus Rift. One of them 1061 00:58:20,320 --> 00:58:22,520 Speaker 1: is Team Fortress two, which is a squad based first 1062 00:58:22,520 --> 00:58:26,400 Speaker 1: person shooter game moves an incredibly frenetic pace. The other 1063 00:58:26,520 --> 00:58:31,360 Speaker 1: one that was originally announced as being compatible was Hawkin, 1064 00:58:31,520 --> 00:58:35,520 Speaker 1: which is a multiplayer mech combat video game by Adhesive Games. 1065 00:58:36,400 --> 00:58:39,000 Speaker 1: The third that they just rolled out, um, I think 1066 00:58:39,040 --> 00:58:41,760 Speaker 1: I think in August, right before we right before we 1067 00:58:41,840 --> 00:58:45,320 Speaker 1: recorded this podcast, was Half Life two Half life too, 1068 00:58:45,640 --> 00:58:48,240 Speaker 1: because I really want I do not at all want 1069 00:58:48,280 --> 00:58:52,640 Speaker 1: actually the experience of having a head crab jump at 1070 00:58:52,680 --> 00:58:55,240 Speaker 1: my face. Don't having it be more realistic? Don't you 1071 00:58:55,280 --> 00:58:58,760 Speaker 1: want the experience of watching a gravity gun work right 1072 00:58:58,800 --> 00:59:03,240 Speaker 1: in front of your face and launching things at high velocity? Also, 1073 00:59:03,320 --> 00:59:05,480 Speaker 1: I mean that gives me hope that the next title 1074 00:59:05,520 --> 00:59:08,800 Speaker 1: will be Portal. Can you imagine Portal first person? Like 1075 00:59:08,880 --> 00:59:11,760 Speaker 1: you are in the world of Portal. That's what I'm 1076 00:59:11,800 --> 00:59:14,720 Speaker 1: waiting on because those two, those two universes are connected 1077 00:59:15,240 --> 00:59:18,880 Speaker 1: Aperture science and and and Black Mason, Black Mesa. As 1078 00:59:18,920 --> 00:59:21,960 Speaker 1: we all know from the Jonathan Coulton song, they are connected, 1079 00:59:22,000 --> 00:59:25,439 Speaker 1: completely connected. So come on, guys, let's get our let's 1080 00:59:25,440 --> 00:59:28,440 Speaker 1: get our oculus riff version of Portal. I that sounds 1081 00:59:28,480 --> 00:59:30,760 Speaker 1: that sounds a little bit sickening, but wonderful. I would 1082 00:59:30,840 --> 00:59:33,080 Speaker 1: love it, can you. Yeah? I don't know what that 1083 00:59:33,080 --> 00:59:35,000 Speaker 1: would be like once you start moving at those in 1084 00:59:35,000 --> 00:59:37,560 Speaker 1: insane speeds where you do the vertical portals. I would 1085 00:59:37,600 --> 00:59:39,840 Speaker 1: need to get one of those psychologists to come to 1086 00:59:39,880 --> 00:59:41,600 Speaker 1: my house while I played so that I could turn 1087 00:59:41,640 --> 00:59:44,720 Speaker 1: it into a height therapy related I can. I can 1088 00:59:44,760 --> 00:59:47,040 Speaker 1: imagine that? Yeah, maybe that game wouldn't work out on 1089 00:59:47,040 --> 00:59:48,640 Speaker 1: the long run. I'd be willing to play it until 1090 00:59:48,640 --> 00:59:50,200 Speaker 1: I started. No, no, no, I want that. I want 1091 00:59:50,240 --> 00:59:52,360 Speaker 1: that right now, but I'm terrified. But those are the 1092 00:59:52,400 --> 00:59:54,680 Speaker 1: titles available right now, not Portal, but Half Life to 1093 00:59:54,840 --> 00:59:59,720 Speaker 1: Team Fortress too and Hawken. So we'll see those expand obviously, 1094 00:59:59,720 --> 01:00:03,320 Speaker 1: but even so, like again, just to stress yet again, 1095 01:00:03,360 --> 01:00:06,240 Speaker 1: this is of course the developers side. Once this becomes 1096 01:00:06,240 --> 01:00:08,160 Speaker 1: a consumer product, you I would expect there to be 1097 01:00:08,200 --> 01:00:11,960 Speaker 1: support for at least twenty titles, because if there's not, 1098 01:00:12,080 --> 01:00:14,400 Speaker 1: then you know, it's hard to justify the expense in 1099 01:00:14,440 --> 01:00:15,880 Speaker 1: the mind of the game, or like, I'm willing to 1100 01:00:15,880 --> 01:00:19,520 Speaker 1: pay three dollars on this piece of technology and I 1101 01:00:19,560 --> 01:00:22,560 Speaker 1: can play twenty games on it and that's it or not. 1102 01:00:22,640 --> 01:00:25,240 Speaker 1: If youwer than twenty, that would be if you can 1103 01:00:25,240 --> 01:00:27,440 Speaker 1: only do less than ten than that might be like 1104 01:00:27,480 --> 01:00:29,200 Speaker 1: why would I pay that much money for that thing? 1105 01:00:29,200 --> 01:00:30,960 Speaker 1: Although lots of people, lots of people have, lots of 1106 01:00:31,000 --> 01:00:33,080 Speaker 1: people are excited about it, um there there is no 1107 01:00:33,120 --> 01:00:36,960 Speaker 1: official release date. Yeah. Yeah. The company's stance is it 1108 01:00:37,000 --> 01:00:39,520 Speaker 1: will be ready when it's ready, which is I think 1109 01:00:39,560 --> 01:00:42,480 Speaker 1: the most responsible way to go about it, because otherwise 1110 01:00:42,480 --> 01:00:45,800 Speaker 1: what you'll do is you'll create a deadline that you 1111 01:00:45,800 --> 01:00:47,760 Speaker 1: know something will pop up that you could not have 1112 01:00:47,840 --> 01:00:51,040 Speaker 1: anticipated that will either cause you to miss the deadline, 1113 01:00:51,160 --> 01:00:55,080 Speaker 1: thus inviting the ire of all of the internets, or 1114 01:00:55,280 --> 01:00:58,360 Speaker 1: you will start to sacrifice things in order to make 1115 01:00:58,400 --> 01:01:01,080 Speaker 1: the original deadline, and the product will be less than 1116 01:01:01,120 --> 01:01:03,640 Speaker 1: what it could have been. So I think that taking 1117 01:01:03,640 --> 01:01:07,000 Speaker 1: this approach of we aren't announcing a date, we're getting 1118 01:01:07,000 --> 01:01:08,800 Speaker 1: it as soon as possible, but we want it to 1119 01:01:08,880 --> 01:01:12,000 Speaker 1: be good when it launches, I think that's the right choice, 1120 01:01:12,200 --> 01:01:15,200 Speaker 1: especially when you're talking about hardware, um, because I mean 1121 01:01:15,200 --> 01:01:17,480 Speaker 1: you can't it's it's harder to update that. I mean 1122 01:01:17,480 --> 01:01:20,720 Speaker 1: you can do firmware updates obviously, but but you want 1123 01:01:21,560 --> 01:01:26,400 Speaker 1: in place, Yeah, it's harder. Yeah, um and and yeah yeah, 1124 01:01:26,440 --> 01:01:29,320 Speaker 1: Like like we said, there's no official price yet either. Um. 1125 01:01:29,360 --> 01:01:31,000 Speaker 1: You know, obviously they want to they want to keep 1126 01:01:31,040 --> 01:01:35,960 Speaker 1: it affordable, and we might see it being used in well, 1127 01:01:36,040 --> 01:01:38,520 Speaker 1: I'm sure we'll see it being used in virtual reality 1128 01:01:38,920 --> 01:01:42,000 Speaker 1: h fields beyond gaming it yeah, yeah, you know the 1129 01:01:42,240 --> 01:01:44,840 Speaker 1: kind of stuff that they're talking about it being useful for, 1130 01:01:44,920 --> 01:01:49,240 Speaker 1: like like surgery training or um or or architecture and design, 1131 01:01:49,400 --> 01:01:51,440 Speaker 1: which is really kind of cool. That's this idea of 1132 01:01:51,440 --> 01:01:53,720 Speaker 1: being able to take a virtual tour of a building 1133 01:01:53,760 --> 01:01:57,160 Speaker 1: that hasn't even gone beyond the blueprint stage. That's kind 1134 01:01:57,160 --> 01:02:00,600 Speaker 1: of interesting. And of course the medical uh techniques that 1135 01:02:00,600 --> 01:02:04,080 Speaker 1: we've talked about already, this exposure technique. UM. And you know, 1136 01:02:04,400 --> 01:02:07,439 Speaker 1: the VR industry still exists, although they call it virtual 1137 01:02:07,520 --> 01:02:09,920 Speaker 1: environments for the most part, it still exists. But they 1138 01:02:10,000 --> 01:02:12,919 Speaker 1: do go to the video game industry all the time 1139 01:02:12,960 --> 01:02:16,560 Speaker 1: for all the equipment. So I expect we'll see that continue. Yeah, 1140 01:02:16,680 --> 01:02:19,920 Speaker 1: it's exciting stuff. I got a chance to play with 1141 01:02:19,920 --> 01:02:22,000 Speaker 1: it in person at E three and I thought it 1142 01:02:22,040 --> 01:02:26,120 Speaker 1: was a really interesting experience. Um. I played an independently 1143 01:02:26,240 --> 01:02:28,840 Speaker 1: developed game that was not one of the ones we mentioned. 1144 01:02:28,880 --> 01:02:32,120 Speaker 1: It was something that was specifically kind of a thought 1145 01:02:32,120 --> 01:02:35,960 Speaker 1: experiment for three. Really, I think, yeah, it was great. 1146 01:02:36,240 --> 01:02:38,480 Speaker 1: I can't wait to have a chance to work with 1147 01:02:38,480 --> 01:02:41,880 Speaker 1: this when there are more titles that I can play. 1148 01:02:41,960 --> 01:02:44,960 Speaker 1: All right, So guys, that wraps up this discussion about 1149 01:02:45,000 --> 01:02:48,240 Speaker 1: the Oculus Rift. If you have any suggestions for technology, 1150 01:02:48,280 --> 01:02:50,400 Speaker 1: we should cover companies that you want to hear more about, 1151 01:02:50,680 --> 01:02:53,520 Speaker 1: innovators that have always excited you we've done an episode 1152 01:02:53,520 --> 01:02:55,520 Speaker 1: coming up, or we're gonna actually turn back the clock 1153 01:02:55,520 --> 01:02:58,200 Speaker 1: and look at the technology that was installed in eighteen 1154 01:02:58,280 --> 01:03:01,080 Speaker 1: fifty two. Do you want to hear stuff like that? 1155 01:03:01,240 --> 01:03:03,880 Speaker 1: Let us know righte us. Tell us our address is 1156 01:03:03,960 --> 01:03:06,560 Speaker 1: tech stuff at Discovery dot com, or drop us a 1157 01:03:06,560 --> 01:03:09,000 Speaker 1: line on Facebook or Twitter. You can find us there. 1158 01:03:09,120 --> 01:03:12,040 Speaker 1: We have the handle tech stuff h s W and 1159 01:03:12,080 --> 01:03:17,520 Speaker 1: we will talk to you again really soon for more 1160 01:03:17,560 --> 01:03:19,880 Speaker 1: on this and thousands of other topics. Is it how 1161 01:03:19,920 --> 01:03:27,200 Speaker 1: staff works dot com