Oculus VR have quadrupled in size this year | PCGamesN

Oculus VR have quadrupled in size this year

Oculus VR

Oculus expanded a couple of times after the Rift was first Kickstarted, and have multiplied again since we learned of plans for Facebook to buy Oculus VR back in March. The firm footing provided by Zuckerberg and co. has allowed the company to swell to over 200 engineers - and to stuff more brains into research.

Since Facebook’s $2 billion buyout, Oculus have embarked on a massive recruitment drive to build an R&D department alongside the product team working towards a shop-ready Oculus Rift.

“Typically it’s hard for a startup to have a whole separate research group while you also have a product group,” said Iribe at a Web Summit conference in Dublin attended by The Guardian. “Now with Facebook’s partnership it’s been incredible who we’ve been able to bring on board, and we now have one of the best research groups in the world.”

Oculus VR has grown from 50 staff at the start of 2014 to more than 200 today.

“We’ve attracted some of the very best, top-talent engineers in the industry,” said Iribe. “It’s been a very exciting time for us to partner with such a big company and really supercharge our effort to make [VR] a reality.”

The CEO said that Oculus still didn’t know what the Rift’s “killer application” was going to be. He suggested that it might be face-to-face communication, but suspects that the answer will lie in gaming.

“One that really resonates with most of us internally, and a long-term vision, is [that] this is going to have a big rooting in gaming,” he said. “There’ll be a market of a lot of really fun entertainment experiences where you’ll feel like you’re in the game, and it’s going to be awesome.”

Zuckerberg wants to sell 50-100 million Oculus Rifts - the bare minimum, in his view, if VR is going to have a “meaningful” impact on computing.

Last week, we heard the considered opinion of Hollywood titan James Cameron on VR - it’s “a yawn”, apparently. What’s your take on the Rift?

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KeefBaker avatarQDP2 avatar
KeefBaker Avatar
3 Years ago

I had a v1 which I was impressed with, but it did make me feel ill quite quickly and the low res didn't impress me that much either. However, I believe they've sorted the nausea issues and if the res has been increased as well then I'll be on board when the consumer product launches.

QDP2 Avatar
3 Years ago

I've played about with a DK1, and have to say its the first piece of 'add-on kit' (e.g. razer hydra, leap motion, etc.) that I've actually found useful! Every other time I found it a gimmick, a bit something and nothing, but as soon as you start gaming with a Rift you find yourself addicted, not wanting to stop using it.

Getting into a FPS where you can lean around the corners with your rift, but without it all you have is the keyboard, where you press Q/E to lean 45 degrees either way, It's just that massive increase in precision and accuracy. It's the equivalent to replacing your cheap rolling ball mouse with a new gaming IR laser mouse. Once you have that higher accuracy and capability you just won't want to go back.

At least, this is my view on what the Rift and VR headsets are going to do, as the DK1 managed to achieve this on me. I can't wait to get my hands on the consumer version