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There are millions of sci-fi enthusiasts in the world, not just gamers.
There are millions of sci-fi enthusiasts in the world, not just gamers.
There are millions of sci-fi enthusiasts in the world, not just gamers.
There are millions of sci-fi enthusiasts in the world, not just gamers.
There are millions of sci-fi enthusiasts in the world, not just gamers.
There are millions of sci-fi enthusiasts in the world, not just gamers.
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Brendan Iribe:
The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones andBrendan Iribe:
Seeing other people is incredibly engaging, and that's one of the drivers that made us partner withBrendan Iribe:
If you don't have content, you don't sell hardware. We need a suite of content of really fun, compeBrendan Iribe:
Most big companies work in stealth until they think they have a consumer product ready to go.Brendan Iribe:
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quicklyBrendan Iribe:
Display companies, many of them that we've spoken to, are really excited about virtual reality becaBrendan Iribe:
Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experieBrendan Iribe:
In real life, that's how we're moving around. We look at things while we're walking and moving andBrendan Iribe:
A lot of times, the internal R&D doesn't pan out. You go down one route, you find that it doesn't wBrendan Iribe:
Oculus is a company that often does things differently. But we don't want to do things so different