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Summer lesson vr tech demo song full11/8/2022 First, understanding what mattered for VR in terms of low persistence and pixel structures and optics, and then getting access to the displays we thought worked best. Ryan Brown: The displays were a big challenge. Like, when we wanted to build a device with IPD adjustment, we took two early DK2 boards, flipped them sideways, attached Note 3 panels, only displayed video on the top half of the panel, and then put them side-by-side. All the early Oculus employees have a nice collection of t-shirts because that was the thing you did for every new project. Lyle Bainbridge: Headset prototypes were named after beaches in California - Crescent Bay and Crystal Cove, and so on. We would drive over and pick them up, or sometimes one of them would ride over on a motorcycle and bring us the boards. We found this vendor in Costa Mesa, it was basically three people in a warehouse with a few machines, and they were comfortable doing these odd flex circuit shapes and hand populating them with very little volume. I guess if you look at DSLRs or other systems with a bunch of buttons and sensors, they kind of have something similar, but it wasn’t an easy thing to fabricate cheaply. We had to duct tape a 6DOF Razer Hydra controller to an Oculus DK1 instead.ĭK2 also had this spider of flex circuits to connect all the tracking LEDs, and that’s not. We found ourselves prototyping early head-tracking VR demos of SUPERHOT even before we got access to any head-tracking DK2 hardware. Tom Kaczmarczyk - Co-founder, SUPERHOT Team: I still remember wandering around that villa in Tuscany! I probably remember those vistas of fake Italian seaside better than some of my actual vacations. Nicole Brendis - Product Marketing: The journey of VR didn’t start at Quest 1. He was building that in his garage and then he met Brendan and they said, “Yeah, let’s do this thing.” And then, Oculus was formed and the Kickstarter initiated. All of a sudden, all these phone technologies - primarily displays and low-power electronics - made it possible to build a reasonably good VR headset. Lyle Bainbridge - Sensors and Systems Architect: There had been VR devices before, but suddenly technology was catching up. First there was a start-up, a Kickstarter campaign, two developer kits (DK1 and DK2), a collaboration with Valve, and a whole lot of hype. Oculus’s story doesn’t start in 2016 when Rift (also known as CV1) launched. With their help, we’ve attempted to tell a cohesive - though by no means comprehensive - story of Oculus and VR to-date, and the efforts of thousands of brilliant people who took us from the DK1 through to the first Rift launch, and then Go, Rift S, Quest, and Quest 2. Some of the people we interviewed for this piece have been around since the Rift developer kit days, others joined in the last year or two during the development of Quest 2, and still others work for VR developers across the industry. Inside-out tracking, Oculus Start and Launch Pad, the list of milestones goes on. And it’s a story of technical breakthroughs - from the work that went into making the Touch controllers feel like your hands all the way through to the work that made it possible for you to use your real hands to control Quest. It’s the story of how a simple fabric covering almost broke Rift, of how Beat Saber saved Quest, of using the DK1 box as a suitcase, of Lone Echo ’s start on an Xbox controller and Asgard’s Wrath ’s humble beginnings as a tower defense game. Below you’ll find the story of Oculus as told by some of those who lived it. But a lot has happened in the last five years.
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