Brendan Iribe
Brendan Iribe

When Facebook acquired Oculus, the game changed immediately. You saw big companies jumping in. You saw people like Google getting fully committed, and then Microsoft came along with HoloLens - there was a lot of stuff that people were doing before, but now the space really ignited.

Brendan Iribe
Brendan Iribe

In real life, that's how we're moving around. We look at things while we're walking and moving and turning around. We stare at objects in the world.

Brendan Iribe
Brendan Iribe

We designed a number of features from the ground up, like custom display and optics technology with very high refresh rates and pixel density. We added integrated 3-D audio, a built-in microphone so you can speak to friends inside virtual worlds, and precise mechanical adjustment systems.

Brendan Iribe
Brendan Iribe

A hardware startup with no funding is a risky venture.

Brendan Iribe
Brendan Iribe

A hardware startup with a lot of funding and a lot of momentum has a lot less risk.

Brendan Iribe
Brendan Iribe

Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experience, you can only get it down so far before we start running into the limitations of game engines, computing, the intensity of the experience you're trying to compute.

Brendan Iribe
Brendan Iribe

AirMech was ported, I guess, but they made a complete VR mode for it. It's a tabletop game. It's incredibly compelling. I find it a lot more compelling in VR.

Brendan Iribe
Brendan Iribe

Mobile VR will be a lot more accessible. It'll be easier to use; you'll be able to pass it along to your friends.

Brendan Iribe
Brendan Iribe

I like to think of it as this new field. Instead of computer science, it's going to be virtual science.

Brendan Iribe
Brendan Iribe

There are millions of sci-fi enthusiasts in the world, not just gamers.

Brendan Iribe
Brendan Iribe

When you put on the headset, you want to be tricked; you want your mind to believe you are actually teleported to this new virtual place.

Brendan Iribe
Brendan Iribe

Think of the first Apple II being shipped in 1977. It took almost a decade for it to land in my school where I could see it.

Brendan Iribe
Brendan Iribe

Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.

Brendan Iribe
Brendan Iribe

We imagine that some people will jump into the AR and VR space that are complementary. We look at Google Glass. It's very complementary. It's not competitive. It's a different experience. It's used for different purposes.

Brendan Iribe
Brendan Iribe

At Oculus, we're now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion.

Brendan Iribe
Brendan Iribe

Replacing human vision is more than just a tool: we need to understand how that affects the brain.

Brendan Iribe
Brendan Iribe

When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.

Brendan Iribe
Brendan Iribe

The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.

Brendan Iribe
Brendan Iribe

Seeing other people is incredibly engaging, and that's one of the drivers that made us partner with Facebook - social communication. Not social newsfeeds, but actual face-to-face, seeing multiple avatars in a play experience, that's going to be a very big part of the future in VR.

Brendan Iribe
Brendan Iribe

If you don't have content, you don't sell hardware. We need a suite of content of really fun, compelling experiences that aren't just hardcore game-oriented, and when that's good enough, it'll be an easy decision to go to the consumer market.