WEBVTT - Oculus Rift: The Story So Far

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<v Speaker 1>Get in touch with technology with tech stuff from stuff

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<v Speaker 1>dot com. Hey, they're and welcome to text stuff. I'm

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<v Speaker 1>Jonathan Strickland and I'm Lauren And today we wanted to

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<v Speaker 1>talk about something that, uh technology that really made a

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<v Speaker 1>big splash in late two thousand twelves and really in

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<v Speaker 1>two thousand thirteen, something that got a lot of people excited.

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<v Speaker 1>I guess you could say it kicks started the virtual

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<v Speaker 1>reality craze again in the US. Oh my goodness, the

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<v Speaker 1>Oculus Rift. So yes, and as of June they announced

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<v Speaker 1>that they had just raised sixteen million in private funding

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<v Speaker 1>steen million dollars, which isn't shabby for a company run

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<v Speaker 1>by a twenty year old guy. Okay, let's not focus

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<v Speaker 1>on how young this guy is. Now, that's amazing, that's

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<v Speaker 1>that's This is a tinkerer, who is who is of

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<v Speaker 1>the people and uh eighteen years younger than I am. Oi. Yeah, no,

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<v Speaker 1>he really is. Though. He's one of those guys who

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<v Speaker 1>worked out of his garage messing with stuff that interested

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<v Speaker 1>him and was able to leverage that into something that

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<v Speaker 1>is really taking at least one section of the gaming

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<v Speaker 1>world by storm. So we were will be talking a

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<v Speaker 1>lot about video games but in this case, it's a

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<v Speaker 1>it's a peripheral for video games. So all of you

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<v Speaker 1>people out there who hate video game topics, this is

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<v Speaker 1>still cool. It's virtual reality. Now, before we get into

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<v Speaker 1>a discussion about Oculus Rift and particularly, I wanted to

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<v Speaker 1>mention just sort of a history of virtual reality. Uh,

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<v Speaker 1>kind of Jonathan's history of virtual reality. So this isn't

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<v Speaker 1>in our notes or anything. This is from my own

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<v Speaker 1>personal experimpletely unofficial. He is making it up as he

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<v Speaker 1>goes along. Dinosaurs will be involved. Okay, well actually yes,

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<v Speaker 1>well technically it's not a dinosaur. Pterodactyl is not a dinosaur,

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<v Speaker 1>but it's close. Um, so virtual reality. For those of

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<v Speaker 1>you who were alive in the nineties and remember this

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<v Speaker 1>kind of stuff that it started to really kind of

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<v Speaker 1>get buzz in the early to mid nineties. This was

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<v Speaker 1>one of those terms that was promising to turn computing

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<v Speaker 1>on its head. It was changing the way we thought

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<v Speaker 1>about computers. It was gonna be immersive. You were going

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<v Speaker 1>to be surrounded by the computer data. You would be

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<v Speaker 1>part of this experience. It would no longer be this

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<v Speaker 1>separation that was created by a screen and a keyboard

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<v Speaker 1>and a mouse and this was partially due to science fiction.

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<v Speaker 1>It was largely due to science fiction. Yeah, because because

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<v Speaker 1>the actual technology at the time was not not up

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<v Speaker 1>to part none note up to the expectations that were

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<v Speaker 1>generated as a result of both science fiction. Also, I mean,

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<v Speaker 1>obviously Hollywood had a big deal with how this was

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<v Speaker 1>portrayed and and it was never really realistic in the

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<v Speaker 1>Hollywood version. Also, if you watch any of those movies

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<v Speaker 1>that had a lot of virtual reality elements to them,

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<v Speaker 1>they look awful by today's standards when you talk about

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<v Speaker 1>the ethics quality, Well, there were showcases of that early

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<v Speaker 1>computer generated right, but it was still even though they

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<v Speaker 1>look horrible by today's standards, they still looked amazing compared

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<v Speaker 1>to what was what we were capable of doing with

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<v Speaker 1>virtual reality at that time. Also, it was really expensive

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<v Speaker 1>because this was all a technology that had to be

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<v Speaker 1>built from the ground up, specifically for the purpose of

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<v Speaker 1>virtual reality. Now here's a hard, cold fact about technology.

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<v Speaker 1>If you're designing something that is brand new, as in

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<v Speaker 1>no one has built this kind of stuff before, there's

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<v Speaker 1>a huge amount of money that goes into that to

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<v Speaker 1>to build development enormous amount of money, and virtual reality

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<v Speaker 1>did not you know, it generated a lot of buzz

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<v Speaker 1>which was good in the early days, but then the

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<v Speaker 1>reaction to what was actually possible was such that a

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<v Speaker 1>lot of that interest and a lot of the support

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<v Speaker 1>drained away very very quickly. So you're left with these

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<v Speaker 1>people who were doing valuable work in the field of

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<v Speaker 1>virtual reality, but because there was this bubble that burst

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<v Speaker 1>early on in the development of the technology itself and

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<v Speaker 1>the industry, they were left with very little to work

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<v Speaker 1>with once that bubble went away. So also, I feel

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<v Speaker 1>like at the time, people we were focused on the

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<v Speaker 1>entertainment issues of it and weren't really thinking forward to

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<v Speaker 1>um um, to the possible medical purposing and and therapy purposing.

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<v Speaker 1>At least anyone outside the actual industry was not seeing

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<v Speaker 1>those that. You know, there were people who are working

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<v Speaker 1>in the industry who's actually saw some really cool applications,

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<v Speaker 1>some of which we have actually seen happen over the

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<v Speaker 1>course of the several years that have in between when

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<v Speaker 1>virtual reality was a buzzword and today. But people who

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<v Speaker 1>were looking at it from the outside the general consumer,

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<v Speaker 1>they were looking at it as video games or sometimes

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<v Speaker 1>you know, I think it got pigeonholed, is all I'm saying, yeah,

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<v Speaker 1>there were there was a smaller, smaller segment who were

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<v Speaker 1>thinking virtual sex, and but I mean those were like

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<v Speaker 1>the those were like the two applications. It was either

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<v Speaker 1>you were playing a game or you were having some

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<v Speaker 1>sort of weird virtual romantic internal Yeah. Yeah, that that's

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<v Speaker 1>scene in Demolition Man happened. Yeah that was a thing. Yeah, yes,

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<v Speaker 1>it was a thing. Uh if you if you haven't

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<v Speaker 1>seen that, I don't necessarily recommend it for for a

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<v Speaker 1>snipe standard book picture. You know, it's it's it's fun,

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<v Speaker 1>it's a fun film. I'm not anyway. So anyway, getting

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<v Speaker 1>getting back into virtual reality so to speak. Uh, So,

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<v Speaker 1>as time went on, the virtual reality community began to

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<v Speaker 1>really like the people who are really working on trying

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<v Speaker 1>to develop things like sophisticated head tracking technology, sophisticated display technology,

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<v Speaker 1>and input various user interfaces. Uh. What they began to

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<v Speaker 1>do was they began to appropriate stuff from other industries,

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<v Speaker 1>mostly the video game industry, because video games were progressing

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<v Speaker 1>and they were starting to introduce new types of controllers. So,

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<v Speaker 1>for example, when the Nintendo WE launched and they had

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<v Speaker 1>the WE control with the multiple access gyroscopes in it

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<v Speaker 1>that allowed for very specific kinds of interaction with the console,

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<v Speaker 1>the video, or the virtual environment. By now it's called

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<v Speaker 1>virtual environment's not virtual reality. Because virtual reality had sort

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<v Speaker 1>of a stigma attached to it. The virtual environment, people

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<v Speaker 1>were thinking, why don't we take that, like literally, we'll

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<v Speaker 1>go out and buy a Nintendo We and take apart

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<v Speaker 1>the controller and use the technology in the controller to

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<v Speaker 1>help develop our stuff, because it's less expensive than developing

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<v Speaker 1>one on our own or buying one of these very

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<v Speaker 1>specific types of parts that are only made for virtual reality.

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<v Speaker 1>So that kind of sets the scene for what happens

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<v Speaker 1>with the Oculus Rift. So let's go and first we'll

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<v Speaker 1>just talk about what the Oculus Rift is. It is

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<v Speaker 1>a headset that has two screens in the headset, one

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<v Speaker 1>screen for each eye. The two screens both render a

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<v Speaker 1>very similar image from a from a game. Yeah, on

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<v Speaker 1>casual glance, you would think that it's the same picture,

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<v Speaker 1>but but they're from very very slightly different angles, just

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<v Speaker 1>like your eyes are to right right to to give

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<v Speaker 1>the illusion of depth when your brain puts the two

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<v Speaker 1>inches together. Yeah, and we'll talk more about what's actually

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<v Speaker 1>going on there a little bit later in the podcast.

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<v Speaker 1>So it's this headset and it has motion tracking. Uh,

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<v Speaker 1>so essentially your head's motions are interpreted by by hardware

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<v Speaker 1>in this headset, sent to a computer that is taking

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<v Speaker 1>that as input and then processing it within a game

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<v Speaker 1>engine of some sort and sending back the response, so

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<v Speaker 1>that the images you see are based upon the movements

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<v Speaker 1>you're making, right, I mean that's basic head tracking technology.

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<v Speaker 1>But it was and it's this is this is what's

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<v Speaker 1>interesting to me. This is not new, Like I said this,

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<v Speaker 1>this started way back in the nineties, but a lot

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<v Speaker 1>of the software side was very primitive, and so the

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<v Speaker 1>pictures you would get would be very very basic. Like

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<v Speaker 1>and when I said that whole pterodactyl thing, one of

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<v Speaker 1>the early games was your this blocky figure moving around

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<v Speaker 1>a blocky landscape being chased by a blocky pterodactyl and

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<v Speaker 1>you had to just kind of run around and try

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<v Speaker 1>and shoot other people using a blocky gun that fired

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<v Speaker 1>get ready for it blocks. Uh, it was not it

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<v Speaker 1>was not that immersive. I mean, it was interesting that

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<v Speaker 1>your head could move, you know, it did track your motions,

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<v Speaker 1>but it wasn't immersive in the sense that you felt

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<v Speaker 1>anything was realistic. And there was a latency issue and

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<v Speaker 1>we'll talk about latency later. To latency is like the

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<v Speaker 1>death sentence for virtual reality systems. So, uh, it wasn't

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<v Speaker 1>a new idea, but this was a new way of

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<v Speaker 1>of approaching it, and it was all made possible by

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<v Speaker 1>other industries. It wasn't the fact at the virtual reality

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<v Speaker 1>industry had advanced to a huge degree. It was because

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<v Speaker 1>of things like smartphones and tablets. So let's talk about um,

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<v Speaker 1>kind of one of the most famous failures in virtual

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<v Speaker 1>reality first, because because this is one that uh, the

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<v Speaker 1>founder of Oculus, Palmer Lucky has mentioned before, which is

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<v Speaker 1>also from Nintendo. Yeah, the Virtual Boy back in nine.

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<v Speaker 1>This was one that the little headset would display red

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<v Speaker 1>vector graphics. I think maybe not the first, but one

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<v Speaker 1>of the first games to feature Warrio was on the

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<v Speaker 1>Virtual Boy. Uh. So he was able to survive the

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<v Speaker 1>Virtual Boy, even if the product itself did not survive

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<v Speaker 1>very long. Time magazine gave it a review that was

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<v Speaker 1>not positive. They actually said that, uh, that it was

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<v Speaker 1>migrain inducing and uh. And so there was a lot

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<v Speaker 1>of bad press about the Virtual Boy and it didn't

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<v Speaker 1>sell terribly well. It was one of the tech's biggest flops.

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<v Speaker 1>I remember it being a blip on on on my

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<v Speaker 1>radar and then almost immediately disappearing right up there with

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<v Speaker 1>the Nintendo Power Glove. Oh yeah, if you had the

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<v Speaker 1>power Glove and a virtual boy, you are a huge

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<v Speaker 1>Nintendo fan. You look like a cyborg, but you're probably

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<v Speaker 1>throwing up a lot, and you maybe had two games

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<v Speaker 1>to play. Yeah, it's also true. So Palmer Lucky, he

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<v Speaker 1>looks back on this history of virtual reality and he

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<v Speaker 1>is absolutely fascinated by it and wants to get involved

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<v Speaker 1>in it. But let's learn a little bit more about

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<v Speaker 1>who he is. First, Like you said, Lauren, he's twenty

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<v Speaker 1>years old right as of right this very moment. Um.

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<v Speaker 1>He's uh, he's he's from Irvine, California. Um, he self

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<v Speaker 1>identifies as a hacker maker both both at the same time. Probably. Um,

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<v Speaker 1>he was homeschooled. His dad's a car salesman. I believe. Okay,

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<v Speaker 1>he went to as you know, he for school for

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<v Speaker 1>for college. He was actually studying journalism. He in fact

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<v Speaker 1>said that one of the things he wanted to do.

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<v Speaker 1>He was always interested in taking things apart and learning

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<v Speaker 1>how they worked and then trying to put them back together.

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<v Speaker 1>And you know, he had kind of typical smart kids

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<v Speaker 1>success rate at things still working when they were put

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<v Speaker 1>back together after he had taken him apart. But he um.

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<v Speaker 1>He said that he wanted to go to journalism school

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<v Speaker 1>to learn to become a writer, so that he could

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<v Speaker 1>tell people he could write articles, like really good articles

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<v Speaker 1>to explain how stuff works. He wanted my job, Palmer

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<v Speaker 1>Lucky wanted my job. Well, I'm really glad that he

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<v Speaker 1>took his own job instead of ours. Yeah, because we'd

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<v Speaker 1>be all of a job and neither of us would

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<v Speaker 1>have in been a the Oculus rift. Fact. Yeah, because

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<v Speaker 1>he his plan b ended up ended up being a

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<v Speaker 1>lot more successful. Being pretty okay, Um, but yeah, he was.

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<v Speaker 1>He was. He was into some some interesting pursuits as

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<v Speaker 1>a child. Originally it was all about blowing stuff up,

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<v Speaker 1>shocking stuff or setting it on fire, like like like

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<v Speaker 1>Tesla coil guns. I read about some where oil guns.

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<v Speaker 1>He built coil guns as a kid. He actually said

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<v Speaker 1>at one in one interviews, it's a miracle I am

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<v Speaker 1>still alive because he was building stuff like anything that

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<v Speaker 1>would involve destruction through electronics was really fascinating to him.

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<v Speaker 1>Typical kids can't can't blame him, you know, like probably

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<v Speaker 1>like some little I don't want to be an armchair psychologist,

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<v Speaker 1>but in general I notice that kids and I do not.

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<v Speaker 1>I don't separate myself from here, have occasionally power fantasies

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<v Speaker 1>because so much of their life is held determined by

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<v Speaker 1>other people exactly. So this is sort of a self determination,

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<v Speaker 1>self empowerment kind of things. Some of us focus on

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<v Speaker 1>dinosaurs because dinosaurs are bigger than our parents and therefore

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<v Speaker 1>are more powerful. Some of us focus on tesla coil

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<v Speaker 1>guns that can melt our parents faces off if we

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<v Speaker 1>ever had that desire, which, by the way, he did not.

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<v Speaker 1>Let's be clear, he was not. He was not planning

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<v Speaker 1>on on zapping people. He just wanted to build stuff

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<v Speaker 1>hold us anyway, well as far as we know, but

0:13:08.720 --> 0:13:11.040
<v Speaker 1>he did. He did wind up doing something constructive as well.

0:13:11.200 --> 0:13:13.959
<v Speaker 1>He uh, he started up an iPhone repair business, didn't he. Yeah,

0:13:14.000 --> 0:13:17.400
<v Speaker 1>he sure did. As a teenager. He began to when

0:13:17.400 --> 0:13:19.920
<v Speaker 1>the iPhone came out. He was fascinated with that. Immediately

0:13:19.920 --> 0:13:23.120
<v Speaker 1>he took one apart and learned really what made it work.

0:13:23.520 --> 0:13:27.480
<v Speaker 1>And so he because of his his practical knowledge of

0:13:27.559 --> 0:13:31.280
<v Speaker 1>electronics that was you know, largely self taught, he ended

0:13:31.400 --> 0:13:36.520
<v Speaker 1>up having a successful iPhone repair business. He also would

0:13:36.600 --> 0:13:40.360
<v Speaker 1>jailbreak people's iPhones so if they wanted to have an

0:13:40.360 --> 0:13:42.920
<v Speaker 1>iPhone that could run other types of stuff on it

0:13:42.960 --> 0:13:45.160
<v Speaker 1>that rather than just what Apple would allow you to

0:13:45.200 --> 0:13:48.800
<v Speaker 1>run with whatever. Yeah, he would actually do that for

0:13:48.840 --> 0:13:54.080
<v Speaker 1>a fee, and apparently it was pretty successful, so so

0:13:54.160 --> 0:13:57.000
<v Speaker 1>successful that he might have made a round thirty six

0:13:57.040 --> 0:14:00.840
<v Speaker 1>thousand dollars in a single year like this, Wow, which

0:14:00.880 --> 0:14:03.400
<v Speaker 1>you know, as a teenager, it's a pretty good salary

0:14:03.600 --> 0:14:07.160
<v Speaker 1>consider many humans, that's a pretty good salary for for

0:14:07.160 --> 0:14:09.040
<v Speaker 1>for something like this is this is his version of

0:14:09.040 --> 0:14:12.480
<v Speaker 1>a lemonade stand. That's a pretty successful lemonade stand. Yes,

0:14:13.360 --> 0:14:15.440
<v Speaker 1>as of two thousand nine, when he was sixteen, I

0:14:15.480 --> 0:14:18.800
<v Speaker 1>believe that was when he began looking into purchasing virtual

0:14:18.840 --> 0:14:21.440
<v Speaker 1>reality equipment. That's when he kind of had had had

0:14:21.440 --> 0:14:23.680
<v Speaker 1>been online and had seen some stuff and was getting

0:14:23.720 --> 0:14:26.360
<v Speaker 1>interested in the subject, right, And and that was also

0:14:26.720 --> 0:14:31.080
<v Speaker 1>he's done interviews where he's talked about how the industry

0:14:31.160 --> 0:14:35.040
<v Speaker 1>changed dramatically, like back in the early days. Besides things

0:14:35.080 --> 0:14:38.000
<v Speaker 1>like Nintendo's Virtual Boy, which were really the exception, those

0:14:38.040 --> 0:14:39.760
<v Speaker 1>were the few. There were only a few things that

0:14:39.760 --> 0:14:43.840
<v Speaker 1>were ever consumer based technologies that the average person was

0:14:43.920 --> 0:14:46.520
<v Speaker 1>would be expected to purchase right right, even today a

0:14:46.520 --> 0:14:49.800
<v Speaker 1>few years later, the very low end virtual reality equipment

0:14:49.880 --> 0:14:52.880
<v Speaker 1>runs around a thousand bucks of pop I think um

0:14:52.960 --> 0:14:55.520
<v Speaker 1>and and a lot of it um. A lot of

0:14:55.520 --> 0:14:58.360
<v Speaker 1>the more professional gear was running up near a hundred

0:14:58.360 --> 0:15:01.360
<v Speaker 1>thousand bucks. In fact, one of the things he found,

0:15:01.480 --> 0:15:04.000
<v Speaker 1>he found a piece of virtual reality equipment that was

0:15:04.040 --> 0:15:06.680
<v Speaker 1>pretty rare and at the time it was first produced

0:15:06.720 --> 0:15:10.920
<v Speaker 1>cost ninety seven thousand dollars. He bought it for eighty

0:15:11.040 --> 0:15:14.960
<v Speaker 1>seven bucks because again, the VR industry just kind of

0:15:14.960 --> 0:15:18.000
<v Speaker 1>peter out. Yeah, so he was really interested to seeing,

0:15:18.240 --> 0:15:20.560
<v Speaker 1>you know, in seeing how these things worked, how did

0:15:20.600 --> 0:15:24.120
<v Speaker 1>they track head head motion, how did they feed video

0:15:24.240 --> 0:15:28.040
<v Speaker 1>in and a lot of these early early VR equipment

0:15:28.040 --> 0:15:32.160
<v Speaker 1>pieces are enormous, right, They require things like some kind

0:15:32.200 --> 0:15:35.320
<v Speaker 1>of rig Exactly, they require a rig so that their

0:15:35.440 --> 0:15:38.320
<v Speaker 1>support because if you were to just wear it yourself,

0:15:38.360 --> 0:15:40.720
<v Speaker 1>it would be so heavy as to be uncomfortable. Some

0:15:40.760 --> 0:15:42.400
<v Speaker 1>of them would be too heavy for you to even

0:15:42.440 --> 0:15:45.400
<v Speaker 1>effectively move your head. So a lot of them would

0:15:45.440 --> 0:15:48.120
<v Speaker 1>have these rigs that would allow you to have suspension

0:15:48.240 --> 0:15:52.040
<v Speaker 1>from from like uh uh, not the ceiling, but it

0:15:52.040 --> 0:15:54.840
<v Speaker 1>would the rig itself would extend beyond where you would stand,

0:15:55.040 --> 0:15:58.160
<v Speaker 1>and there'd be cords that would help support the weight

0:15:58.200 --> 0:16:00.480
<v Speaker 1>of the helmet, so you wouldn't have full three hundred

0:16:00.560 --> 0:16:02.880
<v Speaker 1>sixty degree motion either. If you were to try and

0:16:02.920 --> 0:16:05.400
<v Speaker 1>turn all the way around, eventually those those chords start

0:16:05.480 --> 0:16:07.400
<v Speaker 1>to wrap up. Yeah, and you'd have to turn back

0:16:07.440 --> 0:16:11.280
<v Speaker 1>the other way. So he was interested in purchasing as

0:16:11.320 --> 0:16:14.240
<v Speaker 1>many of these as possible to learn what made him tick. Yeah,

0:16:14.280 --> 0:16:16.800
<v Speaker 1>he was. He was thinking about creating more immersive game

0:16:16.800 --> 0:16:20.280
<v Speaker 1>interfaces and uh and inexperiences and but but none of

0:16:20.280 --> 0:16:22.880
<v Speaker 1>this stuff was really what he was looking for. He

0:16:22.960 --> 0:16:25.520
<v Speaker 1>was he was kind of hoping to salvage something together

0:16:25.920 --> 0:16:28.800
<v Speaker 1>for himself, honestly, and um, and none of it was

0:16:28.840 --> 0:16:33.440
<v Speaker 1>working right, So, but he learned a lot during this period, yeah,

0:16:33.480 --> 0:16:36.120
<v Speaker 1>and um. In As of twenty eleven, he was working

0:16:36.120 --> 0:16:39.600
<v Speaker 1>at the University of Southern California's Institute for Creative Technologies,

0:16:39.640 --> 0:16:43.320
<v Speaker 1>which I believe is in military associated facility at the

0:16:43.360 --> 0:16:45.680
<v Speaker 1>stuff they did was for the military. Specifically, he was

0:16:45.720 --> 0:16:49.800
<v Speaker 1>working in the Virtual Reality Exposure Therapy Program UM sometimes

0:16:49.840 --> 0:16:54.720
<v Speaker 1>called Virtual IRAQ, which helps veterans who have PTSD use

0:16:55.000 --> 0:17:00.240
<v Speaker 1>VR therapy to to get over their post traumatic stress disorder. Yeah.

0:17:00.280 --> 0:17:03.400
<v Speaker 1>In fact, this is one of the most fascinating uses

0:17:03.520 --> 0:17:06.080
<v Speaker 1>for virtual reality. And I've I've actually talked to there

0:17:06.160 --> 0:17:08.359
<v Speaker 1>was Um, there are people over at Emery, and there

0:17:08.359 --> 0:17:11.360
<v Speaker 1>are people over at Duke who run labs that use

0:17:11.440 --> 0:17:13.760
<v Speaker 1>this kind of approach, and I've talked about it for

0:17:13.960 --> 0:17:16.320
<v Speaker 1>use with PTSD. Have also talked about it for use

0:17:16.359 --> 0:17:20.200
<v Speaker 1>with things like phobias, and the idea is it's this

0:17:20.320 --> 0:17:25.160
<v Speaker 1>immersion therapy where you immerse a person into certain situations

0:17:25.200 --> 0:17:30.640
<v Speaker 1>that might trigger anxiety or stress, but they are they

0:17:30.760 --> 0:17:33.239
<v Speaker 1>know that they are in a safe environment. They know

0:17:33.359 --> 0:17:36.399
<v Speaker 1>ultimately deep down that they are perfectly safe, that they

0:17:36.440 --> 0:17:39.240
<v Speaker 1>are not really in that. But it's immersive enough for

0:17:39.320 --> 0:17:41.880
<v Speaker 1>people who have a severe fear of flying. I've heard

0:17:41.880 --> 0:17:45.000
<v Speaker 1>that it's extremely successful. Something something along the lines of

0:17:45.080 --> 0:17:48.240
<v Speaker 1>you could do a virtual visit to an airport. And

0:17:48.800 --> 0:17:52.560
<v Speaker 1>the interesting thing here is that the scientists have discovered

0:17:52.560 --> 0:17:55.320
<v Speaker 1>that the graphics do not have to be photo realistic

0:17:55.359 --> 0:17:58.040
<v Speaker 1>at all. They don't have to be you know, to

0:17:58.080 --> 0:18:00.000
<v Speaker 1>the point where you would look at something and things

0:18:00.600 --> 0:18:05.280
<v Speaker 1>that's identifiable as Dullest International Airport, for example, you might

0:18:05.320 --> 0:18:07.560
<v Speaker 1>look at and just say there's a building and there's

0:18:07.600 --> 0:18:10.120
<v Speaker 1>the representation of a plane next to it. That's the airport.

0:18:10.600 --> 0:18:14.400
<v Speaker 1>And once you get into the immersive environment, which usually

0:18:14.440 --> 0:18:17.000
<v Speaker 1>takes around half a minute to a minute long for

0:18:17.040 --> 0:18:19.639
<v Speaker 1>you to really get acclimated, assuming that everything is working

0:18:19.680 --> 0:18:23.280
<v Speaker 1>properly on the technical end, then you start to have

0:18:23.400 --> 0:18:26.000
<v Speaker 1>the actual physical reactions you would if you were in

0:18:26.040 --> 0:18:29.360
<v Speaker 1>the real situation. So, for example, one about a fear

0:18:29.359 --> 0:18:32.600
<v Speaker 1>of heights. I remember specifically reading about this, actually talking

0:18:32.640 --> 0:18:34.159
<v Speaker 1>about this to some of the people at Duke and

0:18:34.240 --> 0:18:37.439
<v Speaker 1>Emory Um. You might have a simulation where you're on

0:18:37.480 --> 0:18:39.639
<v Speaker 1>the top of a tall building. The building does not

0:18:39.720 --> 0:18:42.040
<v Speaker 1>necessarily look like a real building. I mean, it might

0:18:42.080 --> 0:18:45.600
<v Speaker 1>look like almost a cartoonish example, but the person would

0:18:45.640 --> 0:18:48.760
<v Speaker 1>start to have that same physiological response as if they

0:18:48.760 --> 0:18:51.240
<v Speaker 1>were in the real situation. And it was part of

0:18:51.280 --> 0:18:54.840
<v Speaker 1>this this uh this therapy to expose oneself to these

0:18:54.840 --> 0:18:58.119
<v Speaker 1>situations in a safe environment to get acclimated. It's the

0:18:58.160 --> 0:19:01.879
<v Speaker 1>psychological principle of facing fears. Essentially, there's there's a lot

0:19:01.960 --> 0:19:05.000
<v Speaker 1>more technical terminology and there's a lot of a lot

0:19:05.040 --> 0:19:09.040
<v Speaker 1>of other elements to this therapy. Obviously that you don't

0:19:09.040 --> 0:19:10.600
<v Speaker 1>want it to just be cruel and be like, hey,

0:19:10.760 --> 0:19:13.320
<v Speaker 1>I heard you're scared of spiders. Here's a big Harry spider.

0:19:15.000 --> 0:19:17.920
<v Speaker 1>That's not that's not therapy, that's cruelty. It's it's extremely

0:19:17.960 --> 0:19:20.639
<v Speaker 1>guided therapy. And and there are many parts of it

0:19:20.720 --> 0:19:24.160
<v Speaker 1>and uh, but but it's excellent, really interesting work. Yeah,

0:19:24.400 --> 0:19:27.199
<v Speaker 1>and so Lucky was working on this. He was this

0:19:27.280 --> 0:19:31.080
<v Speaker 1>was part of the stuff that that he was involved in.

0:19:31.400 --> 0:19:33.000
<v Speaker 1>And he he will be the first to tell you,

0:19:33.040 --> 0:19:35.399
<v Speaker 1>by the way, he's a hardware guy. He's not a

0:19:35.440 --> 0:19:38.800
<v Speaker 1>software guy. And in fact, there's some great interviews that

0:19:38.880 --> 0:19:43.600
<v Speaker 1>he's done with other members of the software community, of

0:19:43.640 --> 0:19:47.800
<v Speaker 1>the video game community where he says the success of

0:19:47.840 --> 0:19:51.040
<v Speaker 1>the Oculus Rift, the early success that has had before,

0:19:51.160 --> 0:19:53.480
<v Speaker 1>it's not even a consumer product yet as of the

0:19:53.520 --> 0:19:57.479
<v Speaker 1>recording of this podcast. It there's developer kits that are

0:19:57.480 --> 0:20:00.000
<v Speaker 1>out and that's about it. Yeah, you cannot, you cannot

0:20:00.000 --> 0:20:02.280
<v Speaker 1>as a consumer by this and expect to use it.

0:20:02.320 --> 0:20:04.840
<v Speaker 1>With a ton of games there right now, there are

0:20:04.840 --> 0:20:07.480
<v Speaker 1>two games that are really I think I think three

0:20:07.720 --> 0:20:10.280
<v Speaker 1>as as of this podcast. Okay, so the third one

0:20:10.400 --> 0:20:13.320
<v Speaker 1>has has recently joined in the past week, but it's

0:20:13.320 --> 0:20:16.240
<v Speaker 1>not like, you can't plug it into your console either.

0:20:16.359 --> 0:20:19.480
<v Speaker 1>This is PC only right now, with the hope that

0:20:19.560 --> 0:20:23.600
<v Speaker 1>maybe one day it'll it'll be available for multiple platforms

0:20:23.800 --> 0:20:26.639
<v Speaker 1>at any rate. He he actually says, uh, you know,

0:20:26.680 --> 0:20:29.359
<v Speaker 1>point blank, he says, the success of this would not

0:20:29.480 --> 0:20:33.000
<v Speaker 1>exist without the software side. But that's not my world.

0:20:32.800 --> 0:20:37.960
<v Speaker 1>I can't program, I can build this hardware, so uh

0:20:38.160 --> 0:20:41.280
<v Speaker 1>he he really was using that expertise while working over

0:20:41.400 --> 0:20:45.000
<v Speaker 1>at the Southern California's Institute for Creative Technology, right, and

0:20:45.119 --> 0:20:47.200
<v Speaker 1>he threw I think and he was a member of

0:20:47.240 --> 0:20:48.760
<v Speaker 1>a couple of forums, the names of which I am

0:20:48.760 --> 0:20:52.480
<v Speaker 1>completely forgetting. So somebody right in and tell me correct

0:20:52.560 --> 0:20:56.040
<v Speaker 1>my complete lack of a word to give you, Mr Lucky.

0:20:56.400 --> 0:20:58.760
<v Speaker 1>First of all, I object to have to call you Mr.

0:20:58.920 --> 0:21:01.479
<v Speaker 1>You're eighteen years younger than I am. But if you're listening,

0:21:01.560 --> 0:21:05.000
<v Speaker 1>just to just right in and tell us what they were. Um.

0:21:05.160 --> 0:21:08.440
<v Speaker 1>And he developed this plan um too. You know, he

0:21:08.880 --> 0:21:12.840
<v Speaker 1>really wanted to build a kind of kind of a

0:21:12.840 --> 0:21:18.120
<v Speaker 1>personal hobbyist kit of VR headsets and do it yourself. Yeah. Yeah,

0:21:18.160 --> 0:21:21.679
<v Speaker 1>So so he planned a Kickstarter to just create a

0:21:21.760 --> 0:21:25.280
<v Speaker 1>hundred enthusiast kits. Um. You know that that you know,

0:21:25.359 --> 0:21:28.880
<v Speaker 1>contributors would would get the pieces of a virtual reality

0:21:28.880 --> 0:21:31.040
<v Speaker 1>headset and put it together themselves and be able to

0:21:31.080 --> 0:21:34.000
<v Speaker 1>play around with it. And um but but this got

0:21:34.040 --> 0:21:36.800
<v Speaker 1>the attention of John Carmack. Yeah. And if you don't

0:21:36.800 --> 0:21:38.840
<v Speaker 1>know that name, then you haven't been playing a lot

0:21:38.880 --> 0:21:41.639
<v Speaker 1>of ID softwares games. Yes, he's the co founder of

0:21:41.680 --> 0:21:44.760
<v Speaker 1>ID Software. He was the lead programmer on like Wolfenstein

0:21:44.840 --> 0:21:50.040
<v Speaker 1>three D and quick game games. Okay it was the

0:21:50.480 --> 0:21:52.439
<v Speaker 1>series was just the first one wasn't a very good

0:21:52.480 --> 0:21:55.919
<v Speaker 1>Quake player. So like, once multiplayer got into introduced and

0:21:55.960 --> 0:21:59.720
<v Speaker 1>I realized that, hey, people react very differently than computer

0:22:00.080 --> 0:22:04.680
<v Speaker 1>controlled bad guys, my my kill death ratio was out

0:22:04.720 --> 0:22:09.080
<v Speaker 1>the window. I'm not. What I'm saying is I'm not

0:22:09.160 --> 0:22:11.520
<v Speaker 1>good at these games and what and what? And furthermore,

0:22:11.560 --> 0:22:13.320
<v Speaker 1>that you don't like games that you can't be better

0:22:13.320 --> 0:22:16.800
<v Speaker 1>than other people at Oh I hate that. That's just

0:22:16.840 --> 0:22:18.439
<v Speaker 1>in general. By the way, if you ever have the

0:22:18.440 --> 0:22:20.800
<v Speaker 1>opportunity to play a game with me, just turn it down.

0:22:21.080 --> 0:22:26.119
<v Speaker 1>Just and I'm including like board games, card games, maybe

0:22:26.119 --> 0:22:29.680
<v Speaker 1>a role playing game that I mean, if you're playing Clue,

0:22:29.680 --> 0:22:31.520
<v Speaker 1>do you just flip the table at some point? Actually,

0:22:31.560 --> 0:22:34.720
<v Speaker 1>I'm very good at clue. I am really good at clue.

0:22:35.400 --> 0:22:37.520
<v Speaker 1>But so he got the attention of John Carmack, um

0:22:37.640 --> 0:22:40.840
<v Speaker 1>and uh and and and Carmack was kind of like, hey,

0:22:40.880 --> 0:22:42.800
<v Speaker 1>so this is pretty cool. Can I buy one of

0:22:42.840 --> 0:22:45.199
<v Speaker 1>these kids from you? And and Lucky was like, I

0:22:45.240 --> 0:22:49.119
<v Speaker 1>can give you one of those, no problem. Um. So

0:22:49.119 --> 0:22:52.080
<v Speaker 1>so Lucky sent him a prototype and Karmac just ran

0:22:52.160 --> 0:22:54.840
<v Speaker 1>with it. He demoed it um with Doom three b

0:22:54.960 --> 0:22:59.840
<v Speaker 1>F G at E three right, and that that made

0:23:00.040 --> 0:23:04.679
<v Speaker 1>everybody think, Wow, I have never experienced Doom like this.

0:23:04.680 --> 0:23:09.159
<v Speaker 1>This is a really immersive first person shooter experience. The

0:23:09.400 --> 0:23:14.280
<v Speaker 1>VR is working. Uh, it is uh exciting. Where can

0:23:14.320 --> 0:23:16.760
<v Speaker 1>I get one of these? Right? It exploded and I

0:23:16.760 --> 0:23:20.479
<v Speaker 1>mean everyone was excited about it. Yeah. So uh, you know,

0:23:20.960 --> 0:23:24.480
<v Speaker 1>getting back to this idea of the developer Kit one units,

0:23:24.520 --> 0:23:28.280
<v Speaker 1>what that reminds me of is Wozniak in Jobs, because

0:23:28.320 --> 0:23:32.240
<v Speaker 1>the very first Apple computer was essentially the same sort

0:23:32.240 --> 0:23:34.920
<v Speaker 1>of thing, like we'll send you the parts, you build

0:23:34.920 --> 0:23:37.800
<v Speaker 1>a case, and you've got yourself a computer. That was

0:23:37.840 --> 0:23:41.000
<v Speaker 1>the Apple one. So that's exactly what palm Are Lucky was.

0:23:41.320 --> 0:23:43.080
<v Speaker 1>He that was kind of like that was he was like,

0:23:43.119 --> 0:23:45.399
<v Speaker 1>this is gonna be like a little side hobby for me.

0:23:45.440 --> 0:23:48.480
<v Speaker 1>I'm gonna do this. And at this point where the

0:23:48.560 --> 0:23:51.679
<v Speaker 1>press gets a chance to see it and Carmack he

0:23:51.760 --> 0:23:55.959
<v Speaker 1>sees the potential for this, well beyond a hobbyist you know,

0:23:56.240 --> 0:24:00.119
<v Speaker 1>tiny tiny project. He sees this has potential to be

0:24:00.359 --> 0:24:04.440
<v Speaker 1>a legitimate video game peripheral. And this was a goofy prototype.

0:24:04.480 --> 0:24:06.520
<v Speaker 1>I mean there, you know it's I'm I'm pretty sure

0:24:06.520 --> 0:24:08.760
<v Speaker 1>that he was like duct taping straps to it so

0:24:08.880 --> 0:24:11.360
<v Speaker 1>that people could demo it at e three. So right,

0:24:11.680 --> 0:24:14.120
<v Speaker 1>this was a little jankie. I'd like to say, yes,

0:24:14.160 --> 0:24:17.160
<v Speaker 1>that is the technical professional term. So what was Lucky's

0:24:17.200 --> 0:24:21.520
<v Speaker 1>reaction to this sudden increase and interest and the possibility

0:24:21.520 --> 0:24:26.840
<v Speaker 1>of actually having a feasible company as a result. Um, Basically,

0:24:27.000 --> 0:24:30.440
<v Speaker 1>he dropped out of the journalism program at Cali State University.

0:24:30.560 --> 0:24:33.560
<v Speaker 1>Not a surprise. That's following in the footsteps of so

0:24:33.600 --> 0:24:36.480
<v Speaker 1>many giants in the technology in the street. By the way,

0:24:36.480 --> 0:24:39.359
<v Speaker 1>stay in school kids, not all of us can be

0:24:39.400 --> 0:24:42.119
<v Speaker 1>Palmer Lucky. Right right, you are Palmer Lucky, go ahead,

0:24:42.160 --> 0:24:45.200
<v Speaker 1>But I mean, if you have a genuinely terrific idea

0:24:45.240 --> 0:24:47.720
<v Speaker 1>that has gotten someone of the ilk of John krmack

0:24:47.840 --> 0:24:54.880
<v Speaker 1>interested in you that by all means with life's responsibilities

0:24:54.880 --> 0:24:57.560
<v Speaker 1>like I am. But but so from from this response

0:24:57.600 --> 0:25:00.920
<v Speaker 1>at E three, UM, you know, a lot of people

0:25:00.920 --> 0:25:05.399
<v Speaker 1>in the industry started getting into it and UM and

0:25:05.440 --> 0:25:09.119
<v Speaker 1>as soon as they did, he started Lucky started taking

0:25:09.119 --> 0:25:12.200
<v Speaker 1>prototypes to other folks like like the people at Valve, Yeah,

0:25:12.280 --> 0:25:15.879
<v Speaker 1>Gabe Newell example, and uh and and got people like

0:25:15.920 --> 0:25:20.400
<v Speaker 1>Gabe Newell to participate in this new Kickstarter project that

0:25:20.440 --> 0:25:23.480
<v Speaker 1>he was putting together for what we know as the

0:25:23.520 --> 0:25:26.560
<v Speaker 1>Oculus Rift today. Yeah, so this is really the founding

0:25:26.720 --> 0:25:29.840
<v Speaker 1>of Oculus as a company. So Oculus is the company

0:25:29.840 --> 0:25:31.879
<v Speaker 1>that is creating the Oculus Rift. And in fact, you

0:25:31.920 --> 0:25:34.320
<v Speaker 1>can think of the Oculus Rift as being their first

0:25:34.359 --> 0:25:38.280
<v Speaker 1>product and um and so now the plan had changed.

0:25:38.320 --> 0:25:40.280
<v Speaker 1>It was no longer going to be let's offer up

0:25:40.320 --> 0:25:45.080
<v Speaker 1>one hundred dev kits that this one guy is personally

0:25:45.119 --> 0:25:48.040
<v Speaker 1>putting all the pieces together, putting them in a box

0:25:48.080 --> 0:25:50.399
<v Speaker 1>and shipping them off to the hundred or so people

0:25:50.440 --> 0:25:53.760
<v Speaker 1>that have backed it. Now it's let's put together a

0:25:53.800 --> 0:25:59.200
<v Speaker 1>plan to create a more um slightly not a consumer

0:25:59.320 --> 0:26:01.760
<v Speaker 1>level product, because it's still like if you take a

0:26:01.800 --> 0:26:04.400
<v Speaker 1>look at one of the Oculus rough headsets. It does

0:26:04.400 --> 0:26:07.000
<v Speaker 1>not look like like a finished product. Yeah it doesn't.

0:26:07.040 --> 0:26:10.199
<v Speaker 1>It's not sleek and sexy. It's exciting to use, but

0:26:10.440 --> 0:26:11.840
<v Speaker 1>when you look at your like, wow, it looks like

0:26:11.840 --> 0:26:14.199
<v Speaker 1>a black box that you strapped to your face. It

0:26:14.280 --> 0:26:16.560
<v Speaker 1>is because it is. Yeah, that's what it is. It's

0:26:16.600 --> 0:26:18.800
<v Speaker 1>not it's not something that you would think, oh, this

0:26:18.880 --> 0:26:23.520
<v Speaker 1>is something that you could easily market beyond this niche audience. Right.

0:26:23.560 --> 0:26:27.639
<v Speaker 1>The Kickstart fund was for development kits. Right, So the

0:26:27.640 --> 0:26:30.720
<v Speaker 1>goal of that Kickstart fund was about two was exactly

0:26:30.760 --> 0:26:34.639
<v Speaker 1>two hundred fifty thousand dollars, two hundred fifty dollars. So, Lauren,

0:26:34.680 --> 0:26:39.880
<v Speaker 1>tell me, did they make it? They made it times ten,

0:26:40.080 --> 0:26:44.359
<v Speaker 1>approximately four hours. They had already made the gold and

0:26:44.600 --> 0:26:47.520
<v Speaker 1>then went went on to raise precisely two million, four

0:26:47.600 --> 0:26:51.040
<v Speaker 1>hundred thirty seven thousand, four hundred and nine dollars. Yeah,

0:26:51.280 --> 0:26:53.760
<v Speaker 1>it was a lot of money that brought in. And

0:26:53.800 --> 0:26:57.600
<v Speaker 1>then yeah, so's it makes it one of Kickstar's big

0:26:57.640 --> 0:27:00.359
<v Speaker 1>success stories, right right up there with some the I

0:27:00.359 --> 0:27:02.359
<v Speaker 1>mean clearly not on the level of say the pebble,

0:27:02.760 --> 0:27:05.720
<v Speaker 1>but it's it's way up there. It's it's it's on

0:27:05.760 --> 0:27:08.880
<v Speaker 1>the it's on the Holy Cow. Look at what's possible

0:27:08.920 --> 0:27:11.480
<v Speaker 1>into the spectrum as opposed to the AH. So that's

0:27:11.480 --> 0:27:15.440
<v Speaker 1>what really happens when you yes, yeah, they they wind

0:27:15.520 --> 0:27:20.320
<v Speaker 1>up having um nine thousand two backers over seven thousand

0:27:20.320 --> 0:27:23.199
<v Speaker 1>of those where development kit purchases. Right, So it was

0:27:23.240 --> 0:27:25.639
<v Speaker 1>only at certain levels or above that you would actually

0:27:25.680 --> 0:27:28.960
<v Speaker 1>get a developer Yeah. The first one hundred people to

0:27:29.160 --> 0:27:32.800
<v Speaker 1>pledge at the two five level to understan five dollar

0:27:32.880 --> 0:27:36.480
<v Speaker 1>level would receive a developer kit at at a discount,

0:27:36.480 --> 0:27:40.119
<v Speaker 1>because the developer kits in general go at three pop. Right,

0:27:40.160 --> 0:27:44.160
<v Speaker 1>that's how much they are currently selling for on their side.

0:27:44.480 --> 0:27:46.359
<v Speaker 1>If you go to Occulcy, you can, by the way,

0:27:46.440 --> 0:27:49.040
<v Speaker 1>if you want to, you can buy one of these anyone.

0:27:49.400 --> 0:27:51.639
<v Speaker 1>You don't have to have some kind of paperwork. You

0:27:51.680 --> 0:27:54.160
<v Speaker 1>don't need to know that the password is sword fish.

0:27:54.359 --> 0:27:56.439
<v Speaker 1>You know, you don't need to know what recommend receiving

0:27:56.440 --> 0:27:59.800
<v Speaker 1>a Rabies shot. Yeah, yeah, I'm kidding. No, No, Rabies

0:27:59.880 --> 0:28:04.920
<v Speaker 1>is associated with Oculus raft so far. When we get

0:28:04.960 --> 0:28:08.400
<v Speaker 1>that twenty eight days later video game, you know they'll

0:28:08.440 --> 0:28:12.720
<v Speaker 1>be rage. But at any rate, you get some stuff

0:28:12.720 --> 0:28:15.760
<v Speaker 1>they don't want you to know. In here, uh plug, Yeah,

0:28:15.800 --> 0:28:19.000
<v Speaker 1>the three So you can actually buy one of these yourself.

0:28:19.080 --> 0:28:21.160
<v Speaker 1>But if you do that, you do that knowing that

0:28:21.920 --> 0:28:24.280
<v Speaker 1>your your actual use of it's going to be pretty

0:28:24.280 --> 0:28:26.480
<v Speaker 1>limited if you're not a developer. If you are a

0:28:26.520 --> 0:28:28.919
<v Speaker 1>developer and you want to practice, you know, try and

0:28:28.960 --> 0:28:32.600
<v Speaker 1>create stuff that works with the Oculus Rift, clearly that's

0:28:32.640 --> 0:28:35.160
<v Speaker 1>an investment that would make sense for you. If you're

0:28:35.200 --> 0:28:39.160
<v Speaker 1>an average gamer, unless you are intending to play one

0:28:39.160 --> 0:28:42.800
<v Speaker 1>of the three titles that is currently compatible with the

0:28:42.840 --> 0:28:45.800
<v Speaker 1>Oculus Rift, it doesn't make sense because it's not, like

0:28:45.800 --> 0:28:48.840
<v Speaker 1>we said, it's not at consumer product level yet. This

0:28:48.880 --> 0:28:53.160
<v Speaker 1>is this is on the way to becoming a consumer product. Yeah,

0:28:53.200 --> 0:28:58.360
<v Speaker 1>so after after one people could back at the two level,

0:28:58.440 --> 0:29:00.320
<v Speaker 1>that was it. It was sort of an early bird

0:29:00.400 --> 0:29:02.840
<v Speaker 1>special and if you weren't part of that, then you

0:29:02.880 --> 0:29:05.280
<v Speaker 1>had to go at three hundred dollars or higher to

0:29:05.360 --> 0:29:08.360
<v Speaker 1>get at least one headset. At the higher levels you

0:29:08.360 --> 0:29:11.920
<v Speaker 1>could actually get more than one headset at a discount.

0:29:11.960 --> 0:29:15.760
<v Speaker 1>So the solution here to to creating a viable product

0:29:16.240 --> 0:29:20.000
<v Speaker 1>is the partnership with developers, the partnership with game companies.

0:29:20.040 --> 0:29:25.280
<v Speaker 1>Because this is kind of like a specialized video display

0:29:25.320 --> 0:29:28.160
<v Speaker 1>that only works with stuff that's been built to work

0:29:28.200 --> 0:29:30.600
<v Speaker 1>with it, So it's not again, it's not like you

0:29:30.640 --> 0:29:32.400
<v Speaker 1>can just plug it in and run any kind of

0:29:32.440 --> 0:29:34.520
<v Speaker 1>software and then you are in the middle of it.

0:29:35.440 --> 0:29:37.400
<v Speaker 1>It has to be optimized for it, and we'll talk

0:29:37.440 --> 0:29:39.760
<v Speaker 1>more about why when we get into how it's actually working.

0:29:40.280 --> 0:29:43.320
<v Speaker 1>But always important to remind people because it is an

0:29:43.320 --> 0:29:45.120
<v Speaker 1>exciting thing. But I don't want everyone running out and

0:29:45.200 --> 0:29:47.400
<v Speaker 1>dropping three hundred dollars and then being disappointed that they

0:29:47.440 --> 0:29:51.800
<v Speaker 1>can't play, you know, Super Mario and be running through

0:29:51.800 --> 0:29:54.440
<v Speaker 1>and knocking the blocks. Although that would be awesome, That

0:29:54.480 --> 0:29:59.320
<v Speaker 1>would be awesome. Uh So moving on, uh the Kickstarter

0:29:59.480 --> 0:30:02.560
<v Speaker 1>campaign as a success, we could say that I think

0:30:02.560 --> 0:30:04.240
<v Speaker 1>that's safe to say, it's safe to call it that

0:30:04.600 --> 0:30:08.640
<v Speaker 1>and uh he Lucky would continue to show this off

0:30:08.800 --> 0:30:12.640
<v Speaker 1>at various conferences and conventions. I first heard about this

0:30:13.280 --> 0:30:16.360
<v Speaker 1>when they showed it off at C E S. I

0:30:16.480 --> 0:30:18.640
<v Speaker 1>might have heard about it once or twice beforehand, but

0:30:18.720 --> 0:30:21.520
<v Speaker 1>I I knew that it was present at the showroom

0:30:21.560 --> 0:30:25.320
<v Speaker 1>floor at C Unfortunately I didn't get a chance to

0:30:25.480 --> 0:30:28.240
<v Speaker 1>play with it. Then I didn't get a chance to

0:30:28.280 --> 0:30:35.240
<v Speaker 1>play with it until three played the heck out of it, right, Yeah,

0:30:35.240 --> 0:30:38.080
<v Speaker 1>that that that kickstarted campaign had run from August to September,

0:30:38.800 --> 0:30:41.760
<v Speaker 1>so yeah, so so moving up to when um they

0:30:41.760 --> 0:30:44.520
<v Speaker 1>were they were just going like, we have all the money,

0:30:44.720 --> 0:30:47.160
<v Speaker 1>and we have all the support and and let us,

0:30:47.240 --> 0:30:49.360
<v Speaker 1>let us and then they got then they ended up

0:30:49.400 --> 0:30:52.880
<v Speaker 1>getting that the additional private support as well as more

0:30:53.280 --> 0:30:58.240
<v Speaker 1>orders that came in after the kickstarter was um atteen

0:30:58.280 --> 0:31:00.960
<v Speaker 1>they beat out both the PS four Xbox One for

0:31:01.000 --> 0:31:05.040
<v Speaker 1>the Best Hardware Peripheral Game Critics Award. Not surprising, it's

0:31:05.120 --> 0:31:08.560
<v Speaker 1>it's got a lot of potential, and beyond just the

0:31:08.640 --> 0:31:11.080
<v Speaker 1>virtual reality realm, there are a lot of people who

0:31:11.120 --> 0:31:14.360
<v Speaker 1>are interested in in appropriating some of the same sort

0:31:14.360 --> 0:31:20.120
<v Speaker 1>of technologies that Lucky used to create augmented reality headsets.

0:31:20.440 --> 0:31:23.160
<v Speaker 1>So this would be more like the what we hear

0:31:23.160 --> 0:31:27.760
<v Speaker 1>about the potential for Google Glass or other various glasses

0:31:27.800 --> 0:31:31.360
<v Speaker 1>that are supposed to incorporate augmented reality. At some point,

0:31:32.040 --> 0:31:35.080
<v Speaker 1>they're talking about using something along the same lines as

0:31:35.120 --> 0:31:37.760
<v Speaker 1>the technology used for the Oculus Rift. Not clearly the

0:31:37.800 --> 0:31:40.760
<v Speaker 1>way the Oculus Rift is created with these these screens,

0:31:40.800 --> 0:31:43.280
<v Speaker 1>these solid screens in front of your face. That's not

0:31:43.400 --> 0:31:46.320
<v Speaker 1>ideal for augmented reality glasses. If you're gonna be moving

0:31:46.320 --> 0:31:48.720
<v Speaker 1>around in the real world, because you're not gonna see

0:31:48.920 --> 0:31:52.160
<v Speaker 1>you're gonna see a video representation of the real world

0:31:52.200 --> 0:31:55.440
<v Speaker 1>directly in front of you. I think most people would

0:31:55.480 --> 0:31:59.840
<v Speaker 1>imagine that the augmented reality version would include clear display,

0:32:00.280 --> 0:32:03.080
<v Speaker 1>right that you could see stuff printed on I could.

0:32:03.080 --> 0:32:06.200
<v Speaker 1>I could see a very similar set of technologies going

0:32:06.280 --> 0:32:09.160
<v Speaker 1>towards that kind of display. Um. But but but we'll

0:32:09.160 --> 0:32:13.840
<v Speaker 1>get into bactual technic stuff and just yeah, so some

0:32:13.880 --> 0:32:18.040
<v Speaker 1>other interesting developments happened that one of them absolutely tragic.

0:32:18.600 --> 0:32:23.920
<v Speaker 1>That happened just before E three June one. Yeah, that's

0:32:23.920 --> 0:32:27.000
<v Speaker 1>when Andrew Rice, who was one of the graphics engineers,

0:32:27.040 --> 0:32:30.680
<v Speaker 1>one of the original team members that Oculus, was involved

0:32:30.680 --> 0:32:34.280
<v Speaker 1>in a car accident. He was it was actually the

0:32:34.400 --> 0:32:38.560
<v Speaker 1>car was fleeing a police chase when it collided with him,

0:32:38.960 --> 0:32:41.200
<v Speaker 1>and uh, and he passed away as a result of

0:32:41.240 --> 0:32:44.200
<v Speaker 1>that accident. And I mean that was obviously this was

0:32:44.240 --> 0:32:48.640
<v Speaker 1>a very tight small development team, right right, It's it's still, um,

0:32:48.680 --> 0:32:53.160
<v Speaker 1>I believe under thirty people. Yeah, that's that's that's tiny.

0:32:53.680 --> 0:32:56.280
<v Speaker 1>Or when you're talking about something that has it's raising

0:32:56.320 --> 0:32:59.840
<v Speaker 1>sixteen million dollars and has this kind of reach right exactly.

0:33:00.000 --> 0:33:03.400
<v Speaker 1>So obviously that was felt deeply within their their own

0:33:03.440 --> 0:33:06.160
<v Speaker 1>company and across the community. I mean, this was the

0:33:06.200 --> 0:33:08.880
<v Speaker 1>other thing about Oculus was that, uh and and something

0:33:08.880 --> 0:33:12.560
<v Speaker 1>they continued to do. They update regularly, they blog about

0:33:12.640 --> 0:33:16.240
<v Speaker 1>the development process, they blog about the people involved. So

0:33:16.720 --> 0:33:20.440
<v Speaker 1>there were backers who felt you know, personal connections. So

0:33:20.480 --> 0:33:23.800
<v Speaker 1>that was that was a very tragic moment. Um. They

0:33:23.960 --> 0:33:28.040
<v Speaker 1>also on August seven, so not too long before we

0:33:28.120 --> 0:33:31.080
<v Speaker 1>record this podcast. We're recording this in on August fifteen.

0:33:31.680 --> 0:33:35.160
<v Speaker 1>Um and uh, but on August seven, John Carmack stopped

0:33:35.200 --> 0:33:38.880
<v Speaker 1>becoming just an evangelist for the company and started to

0:33:38.880 --> 0:33:42.640
<v Speaker 1>work for the company as the chief technology officer in fact,

0:33:42.760 --> 0:33:48.520
<v Speaker 1>yep CTO and uh he also is uh still continuing

0:33:48.560 --> 0:33:50.600
<v Speaker 1>his work with other companies as well. It's not like

0:33:50.640 --> 0:33:54.280
<v Speaker 1>he's quit everything just to work exclusively for Oculus, but

0:33:54.400 --> 0:33:57.280
<v Speaker 1>now he is on the company payroll. And yeah, as

0:33:57.280 --> 0:34:00.600
<v Speaker 1>of July, they had seventeen thousand developed are Kids out

0:34:01.200 --> 0:34:05.280
<v Speaker 1>so they were actually delivering upon the backing. That's something

0:34:05.320 --> 0:34:09.960
<v Speaker 1>else I should point out. Because their kickstarter kickster has

0:34:10.000 --> 0:34:12.120
<v Speaker 1>a little bit of a I don't know if if

0:34:12.160 --> 0:34:15.160
<v Speaker 1>you could say that Kickster has a tarnished reputation, but

0:34:15.320 --> 0:34:18.920
<v Speaker 1>certain the idea of having a Kickstarter campaign has a

0:34:18.960 --> 0:34:21.799
<v Speaker 1>little bit of a tarnished reputation only because there have

0:34:22.040 --> 0:34:25.920
<v Speaker 1>been cases, particularly when it comes to something like promising

0:34:25.920 --> 0:34:29.479
<v Speaker 1>a particular type of technology, where the delivery has either

0:34:29.600 --> 0:34:34.520
<v Speaker 1>been delayed or even canceled, and it has caused uh

0:34:34.760 --> 0:34:37.360
<v Speaker 1>people to kind of have a negative reaction to Kickstarter

0:34:37.400 --> 0:34:39.799
<v Speaker 1>in general. So this is actually a positive story in

0:34:39.840 --> 0:34:43.080
<v Speaker 1>the sense that here's a company that held the Kickstarter

0:34:43.680 --> 0:34:48.920
<v Speaker 1>campaign unless than a year later according to their website,

0:34:48.960 --> 0:34:52.319
<v Speaker 1>like yesterday. If if you buy a dev kit right now,

0:34:52.680 --> 0:34:56.000
<v Speaker 1>it'll be shipping sometime in September. That's a pretty quick

0:34:56.040 --> 0:34:58.960
<v Speaker 1>turnaround considering that this is still I'm sure this is

0:34:59.000 --> 0:35:01.920
<v Speaker 1>still one of those things that doesn't have a truly

0:35:02.040 --> 0:35:05.360
<v Speaker 1>seamless manufacturing process yet because it's still in the developers

0:35:06.000 --> 0:35:07.880
<v Speaker 1>um and and they are set to open a Dallas

0:35:07.960 --> 0:35:12.160
<v Speaker 1>office very soon. Yea, possibly right now. Yeah, go check

0:35:12.680 --> 0:35:15.400
<v Speaker 1>you're in Dallas. Let's know if it's open yet. All right,

0:35:15.520 --> 0:35:18.160
<v Speaker 1>So that sets us up. We're gonna take a quick

0:35:18.239 --> 0:35:20.680
<v Speaker 1>break and when we come back, we'll talk a little

0:35:20.680 --> 0:35:23.640
<v Speaker 1>bit more about actually how this thing works, what it's

0:35:23.680 --> 0:35:26.879
<v Speaker 1>doing to create the images you see, and and how

0:35:26.920 --> 0:35:29.160
<v Speaker 1>it tracks your movements. But before we get into all

0:35:29.200 --> 0:35:31.960
<v Speaker 1>those technical details, we're gonna take a quick break and

0:35:32.000 --> 0:35:36.799
<v Speaker 1>thank our sponsor. So now let's talk about how this

0:35:37.000 --> 0:35:41.280
<v Speaker 1>crazy thing works. We mentioned a little bit about it already. Yeah,

0:35:41.360 --> 0:35:44.719
<v Speaker 1>the way that you see in three D vision with

0:35:44.760 --> 0:35:46.839
<v Speaker 1>your eyeballs is that is that you know they're they're

0:35:46.840 --> 0:35:49.280
<v Speaker 1>slightly offset. They are not in the exact same place

0:35:49.320 --> 0:35:52.120
<v Speaker 1>on your face, because we can't be a cyclops you

0:35:52.160 --> 0:35:57.160
<v Speaker 1>could be if you really tried, yeah, or film misfortune

0:35:57.160 --> 0:36:00.920
<v Speaker 1>befel you. Yes, uh, this this has happened to to

0:36:01.080 --> 0:36:03.759
<v Speaker 1>to some people. There there are many medical conditions in

0:36:03.920 --> 0:36:05.640
<v Speaker 1>which you only have the use of one eye, and

0:36:05.840 --> 0:36:08.680
<v Speaker 1>and that is where you do not get stereoscopic stereo.

0:36:08.960 --> 0:36:12.719
<v Speaker 1>You know, into you can duel yes, um and uh

0:36:12.719 --> 0:36:15.279
<v Speaker 1>and yes so so so combining two images that are

0:36:15.360 --> 0:36:18.040
<v Speaker 1>very slightly offset, your brain goes, I can I can

0:36:18.040 --> 0:36:20.319
<v Speaker 1>see this in three dimensions? Right, So instead of us

0:36:20.360 --> 0:36:23.439
<v Speaker 1>both getting two sets of images, that remain two sets

0:36:23.480 --> 0:36:26.160
<v Speaker 1>of images in our brains, which would be kind of

0:36:26.200 --> 0:36:30.880
<v Speaker 1>an interesting experience, I'm sure, But also maybe disorienting. Uh.

0:36:30.920 --> 0:36:34.200
<v Speaker 1>This this two sets of data get combined into one set,

0:36:34.239 --> 0:36:36.840
<v Speaker 1>and that's what we think of as the world around

0:36:36.960 --> 0:36:40.400
<v Speaker 1>us as far as vision is concerned. So this helps

0:36:40.440 --> 0:36:42.719
<v Speaker 1>us judge things like how close or far away an

0:36:42.719 --> 0:36:45.800
<v Speaker 1>object is. There are other things that helped to like

0:36:45.800 --> 0:36:50.359
<v Speaker 1>like just just comparing the size of something, like I

0:36:50.440 --> 0:36:54.200
<v Speaker 1>know that that Josh Clark is taller than Lauren. So

0:36:54.239 --> 0:36:56.600
<v Speaker 1>if I look and I see that Lauren appears to

0:36:56.640 --> 0:36:59.000
<v Speaker 1>be taller than Josh, I know that Josh is approximately

0:36:59.040 --> 0:37:02.120
<v Speaker 1>a mile away and Lawrence probably in front of me. Uh,

0:37:02.160 --> 0:37:06.240
<v Speaker 1>that's just that's a science fact. Actually, you make old jokes,

0:37:06.239 --> 0:37:09.960
<v Speaker 1>I make short jokes. Uh. Um and and this is

0:37:10.000 --> 0:37:13.680
<v Speaker 1>also how how a lot of special effects end up

0:37:13.719 --> 0:37:16.880
<v Speaker 1>working by by tricking your brain into into thinking of

0:37:16.880 --> 0:37:19.600
<v Speaker 1>the force perspective. For perspective Lord of the rings in

0:37:19.640 --> 0:37:21.680
<v Speaker 1>the Hobbit, Obviously, those are ones that you would think

0:37:21.680 --> 0:37:26.080
<v Speaker 1>about where where because because the video itself is being

0:37:26.080 --> 0:37:29.040
<v Speaker 1>shown to you on a two dimensional well until we

0:37:29.080 --> 0:37:31.040
<v Speaker 1>get to the three D movies and on a two

0:37:31.040 --> 0:37:35.040
<v Speaker 1>dimensional surface, you can trick people by having this force

0:37:35.120 --> 0:37:39.240
<v Speaker 1>perspective thing, but in in an actual world situation, because

0:37:39.239 --> 0:37:43.279
<v Speaker 1>you've got these converging lines of sight on objects, you

0:37:43.320 --> 0:37:46.719
<v Speaker 1>can use what is called parallax. That's the idea of

0:37:46.719 --> 0:37:50.680
<v Speaker 1>these two lines that eventually do converge onto something to

0:37:50.800 --> 0:37:52.960
<v Speaker 1>give you an idea. Yeah, and and that's your focal

0:37:52.960 --> 0:37:54.839
<v Speaker 1>point that gives you an idea of how how close

0:37:54.920 --> 0:37:58.160
<v Speaker 1>or far away something is. The further away an object gets,

0:37:58.200 --> 0:38:01.359
<v Speaker 1>the more parallel these two line have become, so that

0:38:01.520 --> 0:38:05.839
<v Speaker 1>it becomes less of a useful um tool for things

0:38:05.920 --> 0:38:07.680
<v Speaker 1>that are really far away. So if you're talking about

0:38:07.840 --> 0:38:10.160
<v Speaker 1>two buildings that are way off in the distance, you

0:38:10.239 --> 0:38:12.400
<v Speaker 1>might not be able to tell which one is larger

0:38:12.600 --> 0:38:15.480
<v Speaker 1>just based on that alone, without you know, previous knowledge

0:38:15.480 --> 0:38:17.960
<v Speaker 1>of building A is twice the size of building B.

0:38:18.719 --> 0:38:22.200
<v Speaker 1>But if it's closer to you, parallax comes into play.

0:38:22.280 --> 0:38:25.360
<v Speaker 1>So that's the idea, right. Each screen gives a slightly

0:38:25.440 --> 0:38:28.120
<v Speaker 1>different view of whatever it is you're looking at in

0:38:28.160 --> 0:38:30.600
<v Speaker 1>the realm of the virtual environment, which in this case

0:38:30.600 --> 0:38:33.920
<v Speaker 1>are games and uh, and that way, it gives you

0:38:33.960 --> 0:38:36.759
<v Speaker 1>the illusion that it's that you are right there and

0:38:36.800 --> 0:38:40.520
<v Speaker 1>that the world you are in actually has depth. Now,

0:38:40.520 --> 0:38:43.600
<v Speaker 1>there's no eye tracking software here, but there is head

0:38:43.600 --> 0:38:47.600
<v Speaker 1>tracking hardware, right, So it's not it's not keeping track

0:38:47.640 --> 0:38:50.680
<v Speaker 1>of where your eye motions are so you can look around.

0:38:50.680 --> 0:38:53.400
<v Speaker 1>It's not like if you're wearing just goggles. The goggles

0:38:53.400 --> 0:38:56.080
<v Speaker 1>themselves aren't tracking your eyes, but they will move as

0:38:56.280 --> 0:38:57.719
<v Speaker 1>you know, if you as you move the direction of

0:38:57.719 --> 0:39:00.920
<v Speaker 1>your face, same sort of thing. So it's using sensors

0:39:00.960 --> 0:39:05.960
<v Speaker 1>to detect that kind of motion, whether it's pitch, roll yaw, tilt,

0:39:06.160 --> 0:39:08.640
<v Speaker 1>all that kind of stuff. It's detecting all of that

0:39:08.840 --> 0:39:13.240
<v Speaker 1>as as input for changing the way the display appears

0:39:13.280 --> 0:39:16.680
<v Speaker 1>in front of you. This display being an LCD screen

0:39:16.760 --> 0:39:18.640
<v Speaker 1>in a plastic mask. It's it's about an inch away

0:39:18.680 --> 0:39:21.480
<v Speaker 1>from the user's eyes and um and right that that

0:39:21.560 --> 0:39:24.120
<v Speaker 1>that screen is is divided by a small barriers. It's

0:39:24.120 --> 0:39:25.640
<v Speaker 1>a pretty big screen. I think it's like a like

0:39:25.640 --> 0:39:29.200
<v Speaker 1>a hundred and ten degrees diagonally. We'll get into that

0:39:29.239 --> 0:39:32.120
<v Speaker 1>in a second. But it uses a few other tricks

0:39:32.160 --> 0:39:35.560
<v Speaker 1>to create realism as well, Like it warps slightly the

0:39:35.640 --> 0:39:38.480
<v Speaker 1>edges of the images and corrects that in the goggles

0:39:38.520 --> 0:39:41.720
<v Speaker 1>a little bit. So, uh, you know, the digital rendering

0:39:41.760 --> 0:39:43.560
<v Speaker 1>I'm saying is is warped a little bit at the edges,

0:39:43.600 --> 0:39:45.520
<v Speaker 1>and then the goggles correct for it, which is basically

0:39:45.560 --> 0:39:48.239
<v Speaker 1>how how your eyeballs work because they're curved, right. The

0:39:48.400 --> 0:39:50.560
<v Speaker 1>idea here being that you don't want it to just

0:39:50.640 --> 0:39:52.840
<v Speaker 1>look like you are, yeah, that you're looking at a

0:39:52.880 --> 0:39:56.400
<v Speaker 1>flat world that has depth behind it, but there's nothing

0:39:56.520 --> 0:40:00.760
<v Speaker 1>around you. It also packs the pixels more tightly directly

0:40:00.880 --> 0:40:04.120
<v Speaker 1>in front of your eyeball than around the edges, which, again,

0:40:04.160 --> 0:40:07.360
<v Speaker 1>because our eyeballs are curved, Um, it gives a human

0:40:07.640 --> 0:40:10.400
<v Speaker 1>like roundness to an image. It also helps you know,

0:40:10.440 --> 0:40:14.000
<v Speaker 1>it keeps keeps you motivated to focus directly straight ahead

0:40:14.040 --> 0:40:16.160
<v Speaker 1>with your eyes as opposed to keeping your head still

0:40:16.200 --> 0:40:19.640
<v Speaker 1>and moving your eyes around, because it's it's kind of

0:40:19.719 --> 0:40:23.480
<v Speaker 1>mimicking that sense of when I look ahead, the whatever

0:40:23.520 --> 0:40:26.200
<v Speaker 1>I'm clear whenever I'm looking at his fol is in focus,

0:40:26.239 --> 0:40:28.600
<v Speaker 1>and then everything else is kind of in peripheral vision

0:40:28.640 --> 0:40:31.440
<v Speaker 1>petering out a little bit. Sure, Um, there there are

0:40:31.480 --> 0:40:33.880
<v Speaker 1>a few limitations that are currently being addressed. There's a

0:40:33.880 --> 0:40:37.960
<v Speaker 1>certain screen door effect which in which right now users

0:40:38.200 --> 0:40:41.000
<v Speaker 1>have been finding that they can see through the pixels

0:40:41.000 --> 0:40:44.040
<v Speaker 1>of the LCD screen because they're not there's not enough

0:40:44.040 --> 0:40:48.120
<v Speaker 1>of them. They need more needs higher resolution. Yes, um

0:40:48.160 --> 0:40:51.160
<v Speaker 1>and uh, and I think that they're trying to add

0:40:51.200 --> 0:40:53.960
<v Speaker 1>gays tracking, which would be really interesting. That would allow

0:40:53.960 --> 0:40:58.879
<v Speaker 1>you to actually uh dynamically change these elements we talked

0:40:58.880 --> 0:41:01.600
<v Speaker 1>about where you've got those pixels that are uh and

0:41:01.680 --> 0:41:05.080
<v Speaker 1>the that are concentrated right in front of the eyes.

0:41:05.440 --> 0:41:08.160
<v Speaker 1>If you could be able to move that dynamically so

0:41:08.239 --> 0:41:11.760
<v Speaker 1>that the you would have this effect where if I'm

0:41:11.600 --> 0:41:13.560
<v Speaker 1>I'm walking and I'm not turning my head, but I

0:41:13.640 --> 0:41:16.320
<v Speaker 1>dart my eyes to the left, and it is able

0:41:16.360 --> 0:41:19.160
<v Speaker 1>to move in real time with that uh. And we'll

0:41:19.160 --> 0:41:21.239
<v Speaker 1>talk a little bit about prediction software in a bit

0:41:21.320 --> 0:41:24.160
<v Speaker 1>that kind of helps with that. Then that could make

0:41:24.200 --> 0:41:27.960
<v Speaker 1>it even more immersive and more and feel closer to

0:41:28.000 --> 0:41:30.799
<v Speaker 1>being natural in fact. And again, while it's hard to

0:41:30.840 --> 0:41:33.560
<v Speaker 1>say that being in a virtual environment is ever kind

0:41:33.560 --> 0:41:37.759
<v Speaker 1>of a natural thing, after that initial adjustment, you do

0:41:37.920 --> 0:41:41.720
<v Speaker 1>start to feel, you start to move within that virtual environment.

0:41:41.719 --> 0:41:46.040
<v Speaker 1>You don't really necessarily think about your real world surroundings

0:41:46.080 --> 0:41:49.800
<v Speaker 1>as much unless you know something changes that that diverts

0:41:49.800 --> 0:41:52.960
<v Speaker 1>your attention, or say that you have a anxious Jack

0:41:53.000 --> 0:41:55.799
<v Speaker 1>Russell terrier who jumps on your lap. That might you know,

0:41:55.920 --> 0:41:58.399
<v Speaker 1>unless that also has happened at the exact same time

0:41:58.400 --> 0:42:01.600
<v Speaker 1>in the video game that could pull your attention away right,

0:42:01.719 --> 0:42:03.840
<v Speaker 1>or let's say that you bang your knee into a

0:42:03.880 --> 0:42:06.440
<v Speaker 1>table because you were walking forward as your character in

0:42:06.480 --> 0:42:09.200
<v Speaker 1>the game walked forward. And by the way, there are

0:42:09.239 --> 0:42:13.520
<v Speaker 1>people who are working on various setups that are not

0:42:13.640 --> 0:42:16.680
<v Speaker 1>meant for consumer use either, but they were interested in

0:42:16.880 --> 0:42:20.040
<v Speaker 1>combining the oculus rift with other things so that you

0:42:20.080 --> 0:42:23.440
<v Speaker 1>would have even more immersive control in various games. Like

0:42:23.480 --> 0:42:26.480
<v Speaker 1>there was the group that did the virtual paper Boy

0:42:26.480 --> 0:42:28.920
<v Speaker 1>where they had it hooked up to a resistance bike

0:42:29.280 --> 0:42:32.680
<v Speaker 1>training bike, where they by peddling the bike, they would

0:42:32.680 --> 0:42:35.200
<v Speaker 1>propel the video game character forward. They had a first

0:42:35.200 --> 0:42:37.920
<v Speaker 1>person perspective as if they were playing paper Boy, but

0:42:38.040 --> 0:42:40.560
<v Speaker 1>from the paper boys point of view, and then they

0:42:40.600 --> 0:42:44.520
<v Speaker 1>had a connect sensor protecting their arm motions to be

0:42:44.560 --> 0:42:48.759
<v Speaker 1>when you flame newspaper. So what they did was they

0:42:48.800 --> 0:42:52.279
<v Speaker 1>hooked up the Oculus Rift to a an exercise bike

0:42:52.480 --> 0:42:56.080
<v Speaker 1>resistance training bike, and by peddling the resistance training bike,

0:42:56.600 --> 0:42:58.880
<v Speaker 1>they propelled the virtual character forward. And then they had

0:42:58.920 --> 0:43:01.480
<v Speaker 1>a connect sensor that would tech arm motions so that

0:43:01.480 --> 0:43:03.680
<v Speaker 1>when you throw the papers, yeah, that would be the

0:43:03.680 --> 0:43:05.920
<v Speaker 1>control that would be the indicator for the game. To

0:43:05.960 --> 0:43:07.680
<v Speaker 1>throw the papers, and you're seeing it all from the

0:43:07.680 --> 0:43:10.120
<v Speaker 1>paper boys perspective as opposed to that side view that

0:43:10.160 --> 0:43:14.080
<v Speaker 1>you had in the original arcade game. So that's just

0:43:14.120 --> 0:43:15.799
<v Speaker 1>one example. There are other people who have kind of

0:43:15.840 --> 0:43:20.560
<v Speaker 1>developed the multidirectional treadmills so that you could walk on

0:43:20.600 --> 0:43:22.880
<v Speaker 1>the treadmill and this would propel you forward within a

0:43:22.960 --> 0:43:25.560
<v Speaker 1>virtual environment. So there's a lot of already, you know,

0:43:25.600 --> 0:43:28.120
<v Speaker 1>a lot of talk already about incorporating the oculus rift

0:43:28.160 --> 0:43:31.600
<v Speaker 1>into other types of setups of this nature. Now, granted,

0:43:31.840 --> 0:43:36.360
<v Speaker 1>that goes beyond what the average video game player would experience. Sure,

0:43:36.800 --> 0:43:39.080
<v Speaker 1>so we don't recommend you get up on your feet

0:43:39.120 --> 0:43:41.040
<v Speaker 1>and walk around while you're wearing one of these things,

0:43:41.080 --> 0:43:43.120
<v Speaker 1>because you're not going to see your actual environment. You're

0:43:43.120 --> 0:43:46.800
<v Speaker 1>seeing a virtual environment. I I've heard a few a few, um,

0:43:46.840 --> 0:43:49.799
<v Speaker 1>you know, not sob stories, but but just stories of

0:43:49.800 --> 0:43:52.520
<v Speaker 1>of of like caution, you can totally knock over wine

0:43:52.560 --> 0:43:55.319
<v Speaker 1>glasses while you are flailing about with this thing. Kind

0:43:55.320 --> 0:43:57.600
<v Speaker 1>of similar to the to the warnings you would hear

0:43:57.640 --> 0:44:01.800
<v Speaker 1>from the original we Remote. People were flinging them into

0:44:01.840 --> 0:44:04.000
<v Speaker 1>their television sets and you would see a picture of

0:44:04.040 --> 0:44:07.560
<v Speaker 1>a WEE remote emerged from an old TV set and

0:44:07.560 --> 0:44:13.520
<v Speaker 1>you think mistake. Yeah, wrist strap so um. But interestingly enough,

0:44:13.560 --> 0:44:15.799
<v Speaker 1>you can still use the oculus rift even if you

0:44:15.880 --> 0:44:19.239
<v Speaker 1>have poor or no vision in one eye. Um. Yeah,

0:44:19.239 --> 0:44:22.080
<v Speaker 1>the screen will still work. Sure, Sure you won't again,

0:44:22.080 --> 0:44:25.719
<v Speaker 1>you won't get the stereoscopic three dimensional effect. Um. But

0:44:27.520 --> 0:44:31.400
<v Speaker 1>Richard Eisenbey's writing for Kotaku recently described what it's like

0:44:31.680 --> 0:44:34.200
<v Speaker 1>playing with a single eye because he had a bad

0:44:34.280 --> 0:44:40.239
<v Speaker 1>lazic surgery experience. But um, yeah, the doctor's expectful recovery. Um.

0:44:40.239 --> 0:44:41.880
<v Speaker 1>But he said that the three D effect was slightly

0:44:41.920 --> 0:44:44.719
<v Speaker 1>flattened and that his depth perception was off like you

0:44:44.760 --> 0:44:47.200
<v Speaker 1>do when you only have one eye working. Um, And

0:44:47.200 --> 0:44:49.200
<v Speaker 1>that motion blur was increased, but that it was still

0:44:49.280 --> 0:44:53.000
<v Speaker 1>very immersive and actually didn't cause any queaziness. Right. And

0:44:53.360 --> 0:44:56.040
<v Speaker 1>one of the big causes of queaziness is this idea

0:44:56.080 --> 0:45:00.520
<v Speaker 1>of latency, which I mentioned latency if if the name

0:45:00.600 --> 0:45:02.719
<v Speaker 1>kind of gives it away, what latency is is it's

0:45:02.719 --> 0:45:05.919
<v Speaker 1>a delay between when you take an action and when

0:45:05.920 --> 0:45:08.880
<v Speaker 1>that action is displayed to you. Now, in the case

0:45:08.880 --> 0:45:11.480
<v Speaker 1>of head tracking software, that would mean that if I

0:45:11.520 --> 0:45:15.000
<v Speaker 1>turned my head to the right, the display would reflect

0:45:15.080 --> 0:45:17.680
<v Speaker 1>that turn on the screen. But if there's a delay

0:45:17.760 --> 0:45:20.000
<v Speaker 1>between when I turned my head and when it happens

0:45:20.000 --> 0:45:23.680
<v Speaker 1>on the screen, my brain thinks, woe, something is messed

0:45:23.800 --> 0:45:27.439
<v Speaker 1>up you, right, because it's it's actually better than instantaneous

0:45:27.440 --> 0:45:30.759
<v Speaker 1>when you're seeing it in in real life because your

0:45:31.000 --> 0:45:33.279
<v Speaker 1>your your your brain is filling in information that it

0:45:33.320 --> 0:45:36.560
<v Speaker 1>doesn't already have yet. Um, it's there's some predictive stuff

0:45:36.600 --> 0:45:39.000
<v Speaker 1>going on in your brain already, it's and it's handling

0:45:39.000 --> 0:45:41.120
<v Speaker 1>a lot of input from a lot of different sources,

0:45:41.160 --> 0:45:43.640
<v Speaker 1>everything from your inner ear to what's coming into your eyes,

0:45:43.719 --> 0:45:47.560
<v Speaker 1>to what you're you're sensing, like by touch. So all

0:45:47.560 --> 0:45:50.520
<v Speaker 1>of these things go into telling your brain what is

0:45:50.520 --> 0:45:52.560
<v Speaker 1>going on around you. And when those things don't match up,

0:45:52.560 --> 0:45:56.120
<v Speaker 1>your brain is like, something's not good. Let's trigger the

0:45:56.160 --> 0:45:59.920
<v Speaker 1>stomach to empty all of its contents as rapidly as possible.

0:46:00.320 --> 0:46:02.120
<v Speaker 1>Or at least that seems to be the case. It

0:46:02.120 --> 0:46:04.640
<v Speaker 1>seems like a bad reflex. But but if you've ever been,

0:46:04.760 --> 0:46:08.200
<v Speaker 1>say on a boat, and you have that sensation of

0:46:08.320 --> 0:46:10.600
<v Speaker 1>you know, the ground you are on is moving, but

0:46:10.680 --> 0:46:14.719
<v Speaker 1>because you're moving with the ground, your vision isn't reflecting that. Right,

0:46:14.760 --> 0:46:16.759
<v Speaker 1>You're not, especially if you're on the inside of a

0:46:16.760 --> 0:46:19.399
<v Speaker 1>boat and you can't see the outside at all. Your

0:46:19.440 --> 0:46:22.279
<v Speaker 1>brain is just saying, this is weird because everything it

0:46:22.440 --> 0:46:25.000
<v Speaker 1>looks still from my perspective, but I'm feeling like you're

0:46:25.040 --> 0:46:28.880
<v Speaker 1>moving all over the place. Let's turn on the vacate

0:46:28.920 --> 0:46:31.839
<v Speaker 1>the stomach flip switch and see maybe maybe that will

0:46:31.840 --> 0:46:34.759
<v Speaker 1>make it better, right, somehow that will fix things. I

0:46:34.760 --> 0:46:37.359
<v Speaker 1>don't understand the physiological part of this, but this is

0:46:37.400 --> 0:46:42.080
<v Speaker 1>what seems to happen. So while we're shows, yeah, stuff

0:46:42.120 --> 0:46:44.719
<v Speaker 1>to blow your mind, listen to it. It's awesome. But yeah,

0:46:44.800 --> 0:46:48.640
<v Speaker 1>the this idea of the mismatched data that comes into you,

0:46:48.680 --> 0:46:52.720
<v Speaker 1>it often ends up making you feel a dizzy, nauseous,

0:46:53.120 --> 0:46:56.000
<v Speaker 1>you know, there's or nauseated I should say, I mean

0:46:56.040 --> 0:47:00.160
<v Speaker 1>you might be nauseous as well, but nauseated, um, then

0:47:00.200 --> 0:47:03.520
<v Speaker 1>you you you know, it's it's unpleasant. And so latency

0:47:03.600 --> 0:47:06.560
<v Speaker 1>is a big, big contributor to that. So getting latency

0:47:06.600 --> 0:47:09.719
<v Speaker 1>down where there is as little delay as possible is

0:47:09.760 --> 0:47:14.440
<v Speaker 1>a goal. Now. Oculus says that they developed UH reduced

0:47:14.520 --> 0:47:18.400
<v Speaker 1>latency technology that got it down to two milliseconds to

0:47:18.520 --> 0:47:22.839
<v Speaker 1>send the information from the headset to the software Now

0:47:22.880 --> 0:47:25.320
<v Speaker 1>that's a one way trip there. Remember there's a round

0:47:25.320 --> 0:47:27.359
<v Speaker 1>trip that we have to take into account here. It's

0:47:27.400 --> 0:47:30.200
<v Speaker 1>not just the trip to the software. The software has

0:47:30.239 --> 0:47:33.839
<v Speaker 1>to crunch the numbers from whatever data it's receiving and

0:47:33.920 --> 0:47:38.440
<v Speaker 1>send back the appropriate response to the screen. So it

0:47:38.480 --> 0:47:41.640
<v Speaker 1>takes longer than two milliseconds for all that to happen. Now,

0:47:41.800 --> 0:47:45.240
<v Speaker 1>and humans can detect the latency of around fifty milliseconds,

0:47:45.600 --> 0:47:49.080
<v Speaker 1>maybe even fewer than fifty milliseconds, that's no time at all.

0:47:49.120 --> 0:47:51.360
<v Speaker 1>I mean we're talking a fraction of a second. Now.

0:47:51.400 --> 0:47:53.799
<v Speaker 1>According to Steve Lavelle, using the rift and playing a

0:47:53.840 --> 0:47:57.600
<v Speaker 1>game at sixty frames per second, latency is right around

0:47:57.719 --> 0:48:01.279
<v Speaker 1>thirty to fifty milliseconds, so just right below or at

0:48:01.320 --> 0:48:05.000
<v Speaker 1>that threshold. So um, that includes the time it takes

0:48:05.000 --> 0:48:07.279
<v Speaker 1>with the sensors to pick up the motion, send that

0:48:07.360 --> 0:48:11.000
<v Speaker 1>motion out the port, go into the game engine as

0:48:11.000 --> 0:48:14.520
<v Speaker 1>a command, and then come back. Yeah. So I mean

0:48:14.520 --> 0:48:17.160
<v Speaker 1>that's that's the full trip, that's the whole round trip.

0:48:17.640 --> 0:48:20.840
<v Speaker 1>And if it's able to do that reliably at that speed,

0:48:20.920 --> 0:48:23.319
<v Speaker 1>that's good and we you know, I expect that that's

0:48:23.360 --> 0:48:26.520
<v Speaker 1>something that they're going to work on improving to make

0:48:26.520 --> 0:48:30.360
<v Speaker 1>sure that there's as little latency issue there as possible,

0:48:30.440 --> 0:48:33.200
<v Speaker 1>especially as video games start to push that limit of

0:48:33.239 --> 0:48:36.640
<v Speaker 1>sixty frame sixty frames per swond uh. If they are

0:48:36.680 --> 0:48:39.239
<v Speaker 1>pushing to make it even more frames per second, then

0:48:39.239 --> 0:48:41.600
<v Speaker 1>clearly you have to worry about that latency issue because

0:48:41.640 --> 0:48:44.719
<v Speaker 1>that's more data that's going through these ports. Like we said,

0:48:44.760 --> 0:48:47.759
<v Speaker 1>the sensors, the motion sensors detect jaw, pitch, and roll,

0:48:48.239 --> 0:48:51.400
<v Speaker 1>and they use what is called sensor fusion, which is

0:48:51.400 --> 0:48:53.640
<v Speaker 1>not a type of cuisine as I first thought, but

0:48:53.719 --> 0:48:56.359
<v Speaker 1>it's actually a technique to combine all the data that's

0:48:56.360 --> 0:49:01.359
<v Speaker 1>gathered from these various sensors into virtually actual actions within

0:49:01.480 --> 0:49:04.080
<v Speaker 1>the context of the environment you're in, the game you

0:49:04.080 --> 0:49:07.680
<v Speaker 1>are in UM and then Steve Level also wrote an

0:49:07.719 --> 0:49:11.080
<v Speaker 1>incredible blog post that is really really technical if you

0:49:11.080 --> 0:49:14.280
<v Speaker 1>are interested on the software side of this and about

0:49:14.400 --> 0:49:19.120
<v Speaker 1>how to reduce latency to to the minimum levels. I

0:49:19.200 --> 0:49:22.600
<v Speaker 1>highly recommend it because it's it's fascinating, but it's way

0:49:22.600 --> 0:49:25.160
<v Speaker 1>too technical for us to go into here. But this

0:49:25.239 --> 0:49:29.200
<v Speaker 1>is where he was talking about predictive techniques. So prediction

0:49:30.120 --> 0:49:33.000
<v Speaker 1>is exactly what it sounds like. The game engine starts

0:49:33.040 --> 0:49:35.879
<v Speaker 1>to predict what you are going to do based upon

0:49:35.920 --> 0:49:38.359
<v Speaker 1>what you are doing right now, oh wow, and and

0:49:38.400 --> 0:49:40.879
<v Speaker 1>so so it starts to render out what you're going

0:49:40.920 --> 0:49:44.000
<v Speaker 1>to need to see next before you actually need it.

0:49:44.120 --> 0:49:47.120
<v Speaker 1>And and the goal of this is not to give

0:49:47.160 --> 0:49:50.280
<v Speaker 1>you a vision of the future, but rather to remove

0:49:50.360 --> 0:49:53.120
<v Speaker 1>that latency, to make it as as small as possible.

0:49:53.200 --> 0:49:56.680
<v Speaker 1>So if the predictive techniques are good, then it means

0:49:56.719 --> 0:50:00.319
<v Speaker 1>that you have a very smooth experience, very little motion, blur,

0:50:00.520 --> 0:50:04.040
<v Speaker 1>no latency. If it's bad, it means that like if

0:50:04.080 --> 0:50:06.400
<v Speaker 1>you suddenly turn left, but it starts to go right

0:50:06.440 --> 0:50:08.439
<v Speaker 1>because it thought you were going to go right, then

0:50:08.440 --> 0:50:11.360
<v Speaker 1>that's going to just exacerbate the problem. So predictive technology

0:50:11.400 --> 0:50:14.120
<v Speaker 1>has to be really sophisticated for it to do more

0:50:14.400 --> 0:50:17.840
<v Speaker 1>good than harm. His blog post goes into great detail

0:50:18.560 --> 0:50:21.960
<v Speaker 1>about how they are using this to try and create

0:50:22.400 --> 0:50:28.759
<v Speaker 1>a really immersive, comfortable experience with the Oculus Rift, and

0:50:29.000 --> 0:50:31.960
<v Speaker 1>like I said, it's really really great. The Oculus blogs

0:50:31.960 --> 0:50:36.319
<v Speaker 1>in general fantastic read, but they are very technical, so

0:50:37.320 --> 0:50:40.040
<v Speaker 1>read at your own risk. So let's talk about what

0:50:40.080 --> 0:50:43.400
<v Speaker 1>the actual hardware has. So the according to what's in

0:50:43.480 --> 0:50:47.120
<v Speaker 1>the developer kit right now, keeping in mind the consumer

0:50:47.239 --> 0:50:49.440
<v Speaker 1>version is going to be different from what is out

0:50:49.440 --> 0:50:53.080
<v Speaker 1>there right now. It will very likely change indeed. Uh

0:50:53.280 --> 0:50:55.920
<v Speaker 1>so um yeah, so so we've got we've got six

0:50:55.960 --> 0:51:01.160
<v Speaker 1>degrees of freedom that yeah for for the head tracking.

0:51:01.400 --> 0:51:06.080
<v Speaker 1>UM that hudd t degree diagonal screen that we were

0:51:06.080 --> 0:51:09.680
<v Speaker 1>talking about, which is UM nine d degrees horizontal ninety

0:51:09.719 --> 0:51:12.279
<v Speaker 1>degrees horizontal field of view. So you know those the

0:51:12.360 --> 0:51:15.239
<v Speaker 1>screens are are Physically they're small, but because of their

0:51:15.280 --> 0:51:18.480
<v Speaker 1>proximity to your eyeballs, they look pretty big. It builds

0:51:18.520 --> 0:51:21.640
<v Speaker 1>your vision. Um. It's a d v I video input

0:51:22.120 --> 0:51:28.520
<v Speaker 1>digital visual interface input. So this was that that input interface,

0:51:28.560 --> 0:51:32.120
<v Speaker 1>by the way, was originally developed by the Display Working Group. Uh.

0:51:32.160 --> 0:51:35.359
<v Speaker 1>That's the kind of interface that allows you to hook

0:51:35.480 --> 0:51:37.880
<v Speaker 1>up a display to a computer. So a lot of

0:51:37.920 --> 0:51:41.719
<v Speaker 1>computer monitors and displays have this. However, it does have

0:51:42.200 --> 0:51:45.320
<v Speaker 1>hd m I adaptation. Yeah, you can get an HDMI

0:51:45.360 --> 0:51:47.440
<v Speaker 1>adapter to convert from d v I to h d

0:51:47.560 --> 0:51:49.320
<v Speaker 1>m I, but you do need to have that adapter.

0:51:49.520 --> 0:51:53.080
<v Speaker 1>Does not have natively does not have an HDMI port

0:51:53.280 --> 0:51:55.920
<v Speaker 1>to hook up, but you can. That's one thing I

0:51:55.960 --> 0:51:58.360
<v Speaker 1>expect the consumer version would have, just because of the

0:51:58.480 --> 0:52:02.360
<v Speaker 1>drive to move to hd M my, especially since a

0:52:02.480 --> 0:52:05.200
<v Speaker 1>lot of video game consoles have that kind of thing.

0:52:05.920 --> 0:52:09.240
<v Speaker 1>I expect that we will see HDM MY native support

0:52:09.400 --> 0:52:11.920
<v Speaker 1>in whatever the consumer version is. They haven't announced that,

0:52:12.080 --> 0:52:15.759
<v Speaker 1>so don't take that as you know, gospel. That's just

0:52:15.960 --> 0:52:19.960
<v Speaker 1>that's just my prediction. Um. Yeah, so you need to

0:52:20.040 --> 0:52:22.000
<v Speaker 1>have either h g MY or d v I video

0:52:22.080 --> 0:52:24.919
<v Speaker 1>out on your computer in order to run this. Yeah,

0:52:24.920 --> 0:52:27.239
<v Speaker 1>if you were like, but my computer only has FireWire,

0:52:27.600 --> 0:52:30.719
<v Speaker 1>it is for PC only right now? Um that they

0:52:30.760 --> 0:52:34.359
<v Speaker 1>are again hoping to roll it out to um consoles

0:52:34.480 --> 0:52:39.560
<v Speaker 1>and mobile platforms. They're also talking, there's buzz anyway that

0:52:39.600 --> 0:52:42.560
<v Speaker 1>they're talking about expanding it to watching movies, serving the web,

0:52:42.920 --> 0:52:47.319
<v Speaker 1>doing programming. Yeah, which in the matrix. Yeah all right,

0:52:47.520 --> 0:52:52.080
<v Speaker 1>lawnmower Man. Uh yeah, we're just shows our own frames

0:52:52.080 --> 0:52:55.360
<v Speaker 1>of reference for virtual environments, doesn't it. You say matrix,

0:52:55.360 --> 0:52:59.200
<v Speaker 1>I say, lawnmore Man like, um, so yeah, yeah, I

0:52:59.520 --> 0:53:02.200
<v Speaker 1>wonder if watching movies because again, at that point, you're

0:53:02.239 --> 0:53:04.359
<v Speaker 1>not really even talking about head tracking, right, there's no

0:53:04.440 --> 0:53:06.799
<v Speaker 1>purpose for head tracking if you're watching a film because

0:53:06.800 --> 0:53:09.520
<v Speaker 1>the film is captured from a single point of view.

0:53:09.840 --> 0:53:13.280
<v Speaker 1>I mean, unless you're presenting only part of a movie. Screen,

0:53:13.280 --> 0:53:16.080
<v Speaker 1>which I can't imagine being a satisfying experience. You're really

0:53:16.120 --> 0:53:19.240
<v Speaker 1>just looking at something really close to your face. Unless

0:53:19.280 --> 0:53:21.360
<v Speaker 1>you eventually get to a point where you are able

0:53:21.440 --> 0:53:23.879
<v Speaker 1>to create a well, especially if if it's a three

0:53:23.960 --> 0:53:26.200
<v Speaker 1>D animated movie, then this would be much easier to do.

0:53:26.680 --> 0:53:30.120
<v Speaker 1>You could you could create a movie where you would

0:53:30.160 --> 0:53:34.040
<v Speaker 1>be able to change your perspective as opposed to relying

0:53:34.120 --> 0:53:37.680
<v Speaker 1>upon the camera to define what the perspective is. Sure,

0:53:37.760 --> 0:53:39.560
<v Speaker 1>or just even even I think you know, if you've

0:53:39.600 --> 0:53:44.200
<v Speaker 1>got one of the digital three D stereoscopic films that

0:53:44.239 --> 0:53:45.960
<v Speaker 1>you just I mean, even without being able to move

0:53:45.960 --> 0:53:47.960
<v Speaker 1>your head around, it would be Yeah, I can see

0:53:47.960 --> 0:53:50.640
<v Speaker 1>that where you're talking about maybe watching movies that were

0:53:50.640 --> 0:53:52.160
<v Speaker 1>designed to be in three D in the first place,

0:53:52.160 --> 0:53:54.440
<v Speaker 1>maybe this would give a superior three D experience. I

0:53:54.440 --> 0:53:57.160
<v Speaker 1>can see that. And also it reduces eyestrain from looking

0:53:57.200 --> 0:54:00.799
<v Speaker 1>at a three D screen because the of the way

0:54:00.840 --> 0:54:03.640
<v Speaker 1>that the way that these goggles work is um You're

0:54:03.719 --> 0:54:07.759
<v Speaker 1>you're actually focusing on your You're relaxing your eyes to

0:54:08.080 --> 0:54:11.000
<v Speaker 1>a to a distant point you're looking You're you're kind

0:54:11.040 --> 0:54:13.840
<v Speaker 1>of looking through the screen, which is the default for

0:54:13.880 --> 0:54:16.200
<v Speaker 1>your eyes looking it's it's any any kind of eyestrain

0:54:16.239 --> 0:54:17.839
<v Speaker 1>that you get. You would think, you know, it's an

0:54:17.840 --> 0:54:20.080
<v Speaker 1>inchway from your eye, that's going to lead to terrible eyestrain.

0:54:20.120 --> 0:54:23.200
<v Speaker 1>But but actually looking at your computer screen foot away

0:54:23.200 --> 0:54:26.359
<v Speaker 1>from you causes a lot more eyestrain than these idea

0:54:26.440 --> 0:54:28.440
<v Speaker 1>being that this is like looking through a window as

0:54:28.480 --> 0:54:34.160
<v Speaker 1>opposed to Yeah, but anyway, interesting, Um So the screen, Yeah,

0:54:34.360 --> 0:54:37.600
<v Speaker 1>it's um currently eighty eight hundred. But that's that's if

0:54:37.640 --> 0:54:40.960
<v Speaker 1>you combine the two screens, right, right, Uh, yeah, it's

0:54:41.040 --> 0:54:44.759
<v Speaker 1>what what what's at six forty? Yeah? Yeah, the up

0:54:44.760 --> 0:54:47.319
<v Speaker 1>six forty by h brye, which is that's close to

0:54:47.440 --> 0:54:51.400
<v Speaker 1>the resolution of seven which is twelve eighty by seven twenty. Okay,

0:54:51.440 --> 0:54:53.200
<v Speaker 1>but but again this is the thing that could change

0:54:53.200 --> 0:54:56.719
<v Speaker 1>for for consumers, right, And also I mean, you know,

0:54:56.760 --> 0:55:00.880
<v Speaker 1>obviously higher resolution means better picture as in general, but

0:55:01.360 --> 0:55:03.880
<v Speaker 1>there's also something you need to consider that the closer

0:55:03.960 --> 0:55:07.800
<v Speaker 1>you get to a screen, the less resolution matters. Right,

0:55:07.880 --> 0:55:10.480
<v Speaker 1>So unless your screen is getting larger and larger and larger.

0:55:10.520 --> 0:55:13.359
<v Speaker 1>So let's say you've got you stay with a let's

0:55:13.360 --> 0:55:16.799
<v Speaker 1>say that's your tvous forty inches, right, depending upon how

0:55:16.800 --> 0:55:19.880
<v Speaker 1>close you sit to that television. Seven and ten ADP

0:55:20.040 --> 0:55:24.160
<v Speaker 1>might not be that distinguishable. Now if you sit, if

0:55:24.200 --> 0:55:26.600
<v Speaker 1>you sit further closer and closer to it, then you're

0:55:26.640 --> 0:55:29.520
<v Speaker 1>gonna notice. If you sit further away, you're those differences

0:55:29.719 --> 0:55:32.480
<v Speaker 1>fade away into nothing. So if you could have a

0:55:32.560 --> 0:55:36.080
<v Speaker 1>seven twenty P and a ten ADP set side by side,

0:55:36.320 --> 0:55:39.040
<v Speaker 1>but if you're fifteen feet back, they look the same,

0:55:39.200 --> 0:55:42.600
<v Speaker 1>assuming they've both been calibrated for that room and etcetera, etcetera.

0:55:43.040 --> 0:55:46.439
<v Speaker 1>But if you're talking about an eight inch screen, first

0:55:46.440 --> 0:55:49.000
<v Speaker 1>of all, invite me over because I want to watch

0:55:49.040 --> 0:55:53.600
<v Speaker 1>movies and play Halo. But then obviously will matter more.

0:55:53.640 --> 0:55:55.960
<v Speaker 1>You've got more screen space, the resolution is spread out

0:55:55.960 --> 0:55:59.920
<v Speaker 1>over a greater landscape area, so you've got to how

0:56:00.200 --> 0:56:02.440
<v Speaker 1>higher resolution or else you will start to notice it

0:56:02.480 --> 0:56:06.040
<v Speaker 1>at regular viewing distances. Was something that's one inch away

0:56:06.040 --> 0:56:09.880
<v Speaker 1>from your eye. Uh. While they could probably increase the

0:56:09.880 --> 0:56:12.839
<v Speaker 1>resolution and it would be maybe noticeable, I don't know

0:56:12.880 --> 0:56:15.440
<v Speaker 1>that they have to stress it too much, all right,

0:56:15.560 --> 0:56:18.160
<v Speaker 1>I think it's I think mostly the issue right now

0:56:18.200 --> 0:56:21.160
<v Speaker 1>is that screen door effect that I was talking about. Um,

0:56:21.280 --> 0:56:25.640
<v Speaker 1>the headset itself costs costs ways a little bit less

0:56:25.719 --> 0:56:27.520
<v Speaker 1>than half a pound or a little bit less than

0:56:27.520 --> 0:56:30.480
<v Speaker 1>a quarter of a kilogram. Nice, so it's not too

0:56:30.600 --> 0:56:36.000
<v Speaker 1>terribly heavy. Another huge advance over older VR software hardware,

0:56:36.239 --> 0:56:37.799
<v Speaker 1>anything that you're strapping to your head and nice to

0:56:37.800 --> 0:56:40.080
<v Speaker 1>have it light. Yes, um, and the dev kits right

0:56:40.120 --> 0:56:44.040
<v Speaker 1>now cost three hundred bucks of pop, I've heard. I've

0:56:44.040 --> 0:56:46.480
<v Speaker 1>heard that they're trying to keep it with the final

0:56:46.520 --> 0:56:49.680
<v Speaker 1>commercial product within the three to five dollar range, which

0:56:49.719 --> 0:56:52.600
<v Speaker 1>you know, when you're considering that most consoles cost around

0:56:52.640 --> 0:56:54.799
<v Speaker 1>that much, makes sense. They don't want it to go

0:56:54.920 --> 0:56:57.000
<v Speaker 1>higher than the console that it would. Sure, Sure, and

0:56:57.000 --> 0:57:00.520
<v Speaker 1>it's still a significant improvement over again, the the thousand

0:57:00.560 --> 0:57:02.960
<v Speaker 1>bucks or so a pop that that current or the

0:57:03.040 --> 0:57:06.000
<v Speaker 1>hundred thousand dollars if you're talking about the the specifically

0:57:06.120 --> 0:57:09.839
<v Speaker 1>made for the VR industry, uh equipment that was back

0:57:09.880 --> 0:57:12.560
<v Speaker 1>in the nineties. Yeah. So so it's not like it's

0:57:12.600 --> 0:57:16.120
<v Speaker 1>it's not gonna be inexpensive. It's gonna be an expensive peripheral.

0:57:16.360 --> 0:57:19.240
<v Speaker 1>Now if you're if you're used to either building or

0:57:19.320 --> 0:57:23.000
<v Speaker 1>buying high end video game rigs, this is you know,

0:57:23.480 --> 0:57:27.240
<v Speaker 1>just a small dispense compared to what your ten thousand

0:57:27.280 --> 0:57:31.560
<v Speaker 1>dollar rig was. Um, so this kit is not just

0:57:32.360 --> 0:57:35.120
<v Speaker 1>the hardware, there's the software developer Kit too, So this

0:57:35.200 --> 0:57:37.280
<v Speaker 1>is the software site. And again remember Lucky is not

0:57:37.360 --> 0:57:41.160
<v Speaker 1>a software guy, he's a hardware guy. Uh. The Software

0:57:41.200 --> 0:57:44.320
<v Speaker 1>Developer Kit contains all the information you would need to

0:57:44.320 --> 0:57:48.480
<v Speaker 1>be able to develop stuff specifically to display on an

0:57:48.480 --> 0:57:51.960
<v Speaker 1>Oculus Rift and to work with this motion tracking hardware.

0:57:52.280 --> 0:57:55.120
<v Speaker 1>And that contains all the libraries you need, the headers,

0:57:55.160 --> 0:57:58.440
<v Speaker 1>the documentation, the samples for integrating the Rift with games,

0:57:58.920 --> 0:58:02.320
<v Speaker 1>and also includes two different game engines, the Unreal Engine

0:58:02.360 --> 0:58:06.280
<v Speaker 1>and the Unity Engines, and those are widely available game

0:58:06.320 --> 0:58:09.160
<v Speaker 1>engines that a lot of companies use as the basis

0:58:09.440 --> 0:58:13.760
<v Speaker 1>for the physics and uh and number crunching engine of

0:58:13.840 --> 0:58:17.360
<v Speaker 1>whatever game they're running. So there are currently three titles

0:58:17.400 --> 0:58:20.240
<v Speaker 1>that are compatible with the Oculus Rift. One of them

0:58:20.320 --> 0:58:22.520
<v Speaker 1>is Team Fortress two, which is a squad based first

0:58:22.520 --> 0:58:26.400
<v Speaker 1>person shooter game moves an incredibly frenetic pace. The other

0:58:26.520 --> 0:58:31.360
<v Speaker 1>one that was originally announced as being compatible was Hawkin,

0:58:31.520 --> 0:58:35.520
<v Speaker 1>which is a multiplayer mech combat video game by Adhesive Games.

0:58:36.400 --> 0:58:39.000
<v Speaker 1>The third that they just rolled out, um, I think

0:58:39.040 --> 0:58:41.760
<v Speaker 1>I think in August, right before we right before we

0:58:41.840 --> 0:58:45.320
<v Speaker 1>recorded this podcast, was Half Life two Half life too,

0:58:45.640 --> 0:58:48.240
<v Speaker 1>because I really want I do not at all want

0:58:48.280 --> 0:58:52.640
<v Speaker 1>actually the experience of having a head crab jump at

0:58:52.680 --> 0:58:55.240
<v Speaker 1>my face. Don't having it be more realistic? Don't you

0:58:55.280 --> 0:58:58.760
<v Speaker 1>want the experience of watching a gravity gun work right

0:58:58.800 --> 0:59:03.240
<v Speaker 1>in front of your face and launching things at high velocity? Also,

0:59:03.320 --> 0:59:05.480
<v Speaker 1>I mean that gives me hope that the next title

0:59:05.520 --> 0:59:08.800
<v Speaker 1>will be Portal. Can you imagine Portal first person? Like

0:59:08.880 --> 0:59:11.760
<v Speaker 1>you are in the world of Portal. That's what I'm

0:59:11.800 --> 0:59:14.720
<v Speaker 1>waiting on because those two, those two universes are connected

0:59:15.240 --> 0:59:18.880
<v Speaker 1>Aperture science and and and Black Mason, Black Mesa. As

0:59:18.920 --> 0:59:21.960
<v Speaker 1>we all know from the Jonathan Coulton song, they are connected,

0:59:22.000 --> 0:59:25.439
<v Speaker 1>completely connected. So come on, guys, let's get our let's

0:59:25.440 --> 0:59:28.440
<v Speaker 1>get our oculus riff version of Portal. I that sounds

0:59:28.480 --> 0:59:30.760
<v Speaker 1>that sounds a little bit sickening, but wonderful. I would

0:59:30.840 --> 0:59:33.080
<v Speaker 1>love it, can you. Yeah? I don't know what that

0:59:33.080 --> 0:59:35.000
<v Speaker 1>would be like once you start moving at those in

0:59:35.000 --> 0:59:37.560
<v Speaker 1>insane speeds where you do the vertical portals. I would

0:59:37.600 --> 0:59:39.840
<v Speaker 1>need to get one of those psychologists to come to

0:59:39.880 --> 0:59:41.600
<v Speaker 1>my house while I played so that I could turn

0:59:41.640 --> 0:59:44.720
<v Speaker 1>it into a height therapy related I can. I can

0:59:44.760 --> 0:59:47.040
<v Speaker 1>imagine that? Yeah, maybe that game wouldn't work out on

0:59:47.040 --> 0:59:48.640
<v Speaker 1>the long run. I'd be willing to play it until

0:59:48.640 --> 0:59:50.200
<v Speaker 1>I started. No, no, no, I want that. I want

0:59:50.240 --> 0:59:52.360
<v Speaker 1>that right now, but I'm terrified. But those are the

0:59:52.400 --> 0:59:54.680
<v Speaker 1>titles available right now, not Portal, but Half Life to

0:59:54.840 --> 0:59:59.720
<v Speaker 1>Team Fortress too and Hawken. So we'll see those expand obviously,

0:59:59.720 --> 1:00:03.320
<v Speaker 1>but even so, like again, just to stress yet again,

1:00:03.360 --> 1:00:06.240
<v Speaker 1>this is of course the developers side. Once this becomes

1:00:06.240 --> 1:00:08.160
<v Speaker 1>a consumer product, you I would expect there to be

1:00:08.200 --> 1:00:11.960
<v Speaker 1>support for at least twenty titles, because if there's not,

1:00:12.080 --> 1:00:14.400
<v Speaker 1>then you know, it's hard to justify the expense in

1:00:14.440 --> 1:00:15.880
<v Speaker 1>the mind of the game, or like, I'm willing to

1:00:15.880 --> 1:00:19.520
<v Speaker 1>pay three dollars on this piece of technology and I

1:00:19.560 --> 1:00:22.560
<v Speaker 1>can play twenty games on it and that's it or not.

1:00:22.640 --> 1:00:25.240
<v Speaker 1>If youwer than twenty, that would be if you can

1:00:25.240 --> 1:00:27.440
<v Speaker 1>only do less than ten than that might be like

1:00:27.480 --> 1:00:29.200
<v Speaker 1>why would I pay that much money for that thing?

1:00:29.200 --> 1:00:30.960
<v Speaker 1>Although lots of people, lots of people have, lots of

1:00:31.000 --> 1:00:33.080
<v Speaker 1>people are excited about it, um there there is no

1:00:33.120 --> 1:00:36.960
<v Speaker 1>official release date. Yeah. Yeah. The company's stance is it

1:00:37.000 --> 1:00:39.520
<v Speaker 1>will be ready when it's ready, which is I think

1:00:39.560 --> 1:00:42.480
<v Speaker 1>the most responsible way to go about it, because otherwise

1:00:42.480 --> 1:00:45.800
<v Speaker 1>what you'll do is you'll create a deadline that you

1:00:45.800 --> 1:00:47.760
<v Speaker 1>know something will pop up that you could not have

1:00:47.840 --> 1:00:51.040
<v Speaker 1>anticipated that will either cause you to miss the deadline,

1:00:51.160 --> 1:00:55.080
<v Speaker 1>thus inviting the ire of all of the internets, or

1:00:55.280 --> 1:00:58.360
<v Speaker 1>you will start to sacrifice things in order to make

1:00:58.400 --> 1:01:01.080
<v Speaker 1>the original deadline, and the product will be less than

1:01:01.120 --> 1:01:03.640
<v Speaker 1>what it could have been. So I think that taking

1:01:03.640 --> 1:01:07.000
<v Speaker 1>this approach of we aren't announcing a date, we're getting

1:01:07.000 --> 1:01:08.800
<v Speaker 1>it as soon as possible, but we want it to

1:01:08.880 --> 1:01:12.000
<v Speaker 1>be good when it launches, I think that's the right choice,

1:01:12.200 --> 1:01:15.200
<v Speaker 1>especially when you're talking about hardware, um, because I mean

1:01:15.200 --> 1:01:17.480
<v Speaker 1>you can't it's it's harder to update that. I mean

1:01:17.480 --> 1:01:20.720
<v Speaker 1>you can do firmware updates obviously, but but you want

1:01:21.560 --> 1:01:26.400
<v Speaker 1>in place, Yeah, it's harder. Yeah, um and and yeah yeah,

1:01:26.440 --> 1:01:29.320
<v Speaker 1>Like like we said, there's no official price yet either. Um.

1:01:29.360 --> 1:01:31.000
<v Speaker 1>You know, obviously they want to they want to keep

1:01:31.040 --> 1:01:35.960
<v Speaker 1>it affordable, and we might see it being used in well,

1:01:36.040 --> 1:01:38.520
<v Speaker 1>I'm sure we'll see it being used in virtual reality

1:01:38.920 --> 1:01:42.000
<v Speaker 1>h fields beyond gaming it yeah, yeah, you know the

1:01:42.240 --> 1:01:44.840
<v Speaker 1>kind of stuff that they're talking about it being useful for,

1:01:44.920 --> 1:01:49.240
<v Speaker 1>like like surgery training or um or or architecture and design,

1:01:49.400 --> 1:01:51.440
<v Speaker 1>which is really kind of cool. That's this idea of

1:01:51.440 --> 1:01:53.720
<v Speaker 1>being able to take a virtual tour of a building

1:01:53.760 --> 1:01:57.160
<v Speaker 1>that hasn't even gone beyond the blueprint stage. That's kind

1:01:57.160 --> 1:02:00.600
<v Speaker 1>of interesting. And of course the medical uh techniques that

1:02:00.600 --> 1:02:04.080
<v Speaker 1>we've talked about already, this exposure technique. UM. And you know,

1:02:04.400 --> 1:02:07.439
<v Speaker 1>the VR industry still exists, although they call it virtual

1:02:07.520 --> 1:02:09.920
<v Speaker 1>environments for the most part, it still exists. But they

1:02:10.000 --> 1:02:12.919
<v Speaker 1>do go to the video game industry all the time

1:02:12.960 --> 1:02:16.560
<v Speaker 1>for all the equipment. So I expect we'll see that continue. Yeah,

1:02:16.680 --> 1:02:19.920
<v Speaker 1>it's exciting stuff. I got a chance to play with

1:02:19.920 --> 1:02:22.000
<v Speaker 1>it in person at E three and I thought it

1:02:22.040 --> 1:02:26.120
<v Speaker 1>was a really interesting experience. Um. I played an independently

1:02:26.240 --> 1:02:28.840
<v Speaker 1>developed game that was not one of the ones we mentioned.

1:02:28.880 --> 1:02:32.120
<v Speaker 1>It was something that was specifically kind of a thought

1:02:32.120 --> 1:02:35.960
<v Speaker 1>experiment for three. Really, I think, yeah, it was great.

1:02:36.240 --> 1:02:38.480
<v Speaker 1>I can't wait to have a chance to work with

1:02:38.480 --> 1:02:41.880
<v Speaker 1>this when there are more titles that I can play.

1:02:41.960 --> 1:02:44.960
<v Speaker 1>All right, So guys, that wraps up this discussion about

1:02:45.000 --> 1:02:48.240
<v Speaker 1>the Oculus Rift. If you have any suggestions for technology,

1:02:48.280 --> 1:02:50.400
<v Speaker 1>we should cover companies that you want to hear more about,

1:02:50.680 --> 1:02:53.520
<v Speaker 1>innovators that have always excited you we've done an episode

1:02:53.520 --> 1:02:55.520
<v Speaker 1>coming up, or we're gonna actually turn back the clock

1:02:55.520 --> 1:02:58.200
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1:02:58.280 --> 1:03:01.080
<v Speaker 1>fifty two. Do you want to hear stuff like that?

1:03:01.240 --> 1:03:03.880
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1:03:03.960 --> 1:03:06.560
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1:03:06.560 --> 1:03:09.000
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1:03:09.120 --> 1:03:12.040
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1:03:12.080 --> 1:03:17.520
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1:03:17.560 --> 1:03:19.880
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1:03:19.920 --> 1:03:27.200
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