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Oculus VR secures $16M in funding
Oculus VR secures $16M in funding
June 17, 2013 | By Kris Ligman

June 17, 2013 | By Kris Ligman
More: Console/PC, Business/Marketing

Oculus VR, developer behind the upcoming Oculus Rift virtual reality headset, has obtained $16 million in Series A funding through Spark Capital and Matrix Partners. The funding is to be put toward accelerating the development of the Oculus Rift hardware and associated software.

"In our estimation, Oculus is one of the only companies in the space with something completely new and disruptive," said Spark's Santo Politi, in a statement. Together with Matrix Partners' Antonio Rodriguez, Politi will be joining Oculus VR's board of directors.

"There ares till many challenging problems to solve, but with the support of these great investment partners... we will continue to hire the brightest minds and stay laser focused on delivering the very best virtual reality platform possible," said Oculus VR CEO Brendan Iribe in the same statement.

Oculus had previously secured $2.4 million through Kickstarter. You can follow status updates on the Oculus Rift via the company's website.

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Glenn Sturgeon
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Well last i heard (source gamasutra pod cast) they have an OR that can run 1080p.
Everyone seems happy with the tracking.
So the question is how much is there left to do before the first retail version hits? Can they make these in runs of 10K at a fair price so they could start selling them online directly fairly soon? Or are they waiting to "get it right" as if they won't end up tweeking things later on anyway? Then putting then in every big box store that carries games.
As long as it looks good and i'm not throwing up after 30 minutes, then it'd be good enough for me.
Sorry, but i'm just excited about the OR and anticipate it's arrivial.
I'm playing rage right now & it'd sure be nice even with generic mouse look support. speaking of, i sure hope they have some form of generic mouse look so theres compatability with older games.
Best of luck to all working on the hardware and with games that support the OR.

Jonathon Green
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I'm wondering whether they're trying to secure open doors into other applicable markets for their product, before they create a new VR market that will eventually see competing products that with specialization could limit the potential success of their growing technology over the next decade. I can envision limited view VR movies being just as big, if not a bigger market than VR games under the right circumstances.

Georg Fischer
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"Everyone seems happy with the tracking."

Mind you I haven't tried the OR, just read about it, but right now it only has rotational tracking. If I'm not mistaken they wanted to look into positional tracking too. They've mentioned it on several occasions. If that is (still?) the plan for the first consumer device, I don't know. My cynical side always assumed that it won't make it, even if in theory they'd get it all working in time, if for no other reason than being able to release an OR2 half a or year after with compelling new features that makes even existing owners wanting to upgrade.

Speculation, but I guess that other things they're working on is minimizing latency as much as they can, and trying to make everything as small as possible to get something that resembles the concept art device more. They also said that they don't know if the 1080 display they have working now will be the one that ends up on the consumer device, so there's work left there too. Maybe it's a HW related decision, or just a price negotation one.

Merc Hoffner
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Positional tracking would be cool but I don't know if it would make a huge difference in a way that isn't covered by rotational tracking. You obviously can't translate in the space by any huge degree without knocking over a table in real life, and unlike your hands your head is tethered to your body in a much more holonomic fashion: Leaning translations are almost directly accompanied by correlated rotation, so tracking motion is a bit redundant. Not that it would hurt.

As to the hardware, I'd speculate that hesitance over the resolution is also related to the GPU end: If you're displaying at a much higher resolution then you need more power. On the same rig this can translate into a lower framerate and longer latency in the display, which has a much more deleterious and offputting effect on the experience than the gains made from the resolution. Taking the typical user rig into account they're probably trying to balance these, while I'd expect simultaneously trying to built SDK tools to mitigate the problems through things like better orientation prediction and scene overdraw and cropping, which is taking time.

Steven Christian
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Having used VR devices back in the 90's and suffering from vertigo, I'm eagerly anticipating an improvement on the system.
However, I may need to wait for eye-tracking so the device knows what I'm looking at and I don't need to strain to get it into focus.