Quotes of All Topics . Occasions . Authors
I absolutely love VR.
I've never met a skeptic of VR who has tried it.
I can't play horror games anymore, let alone in VR.
I just think that VR and AR are going to be a really big deal.
It really feels like VR has the possibility to be something really huge.
We feel a lot of the future of storytelling is going to be in the VR space.
There are very few VR games with really strong characters and voice acting.
VR is going to be defined by the content that is designed explicitly for virtual reality.
For filmmakers that want to have certain control, there are certain things you can't do in VR.
The scale is the most important part of Roblox. We'll be the biggest VR community in the world.
We have this vision, that over time, social play and great content will be the core of great VR.
I've had emotional experiences in VR that I haven't been able to have in two-dimensional experiences.
A lot of people, even if they know what VR is, see it as this tool to go in your basement and play Halo.
I'm the most optimistic guy about VR out there. I have crazy visions of what we'll be doing in the future.
VR is so immersive, and when it works, it draws you into the story in a way that is truly unique and powerful.
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
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.
VR has a whole range of things it's very good at, and there's a lot of things that it's going to be deficient at.
Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
Often I am asked, 'Why are you investing in bitcoin and VR? Those markets dont exist.' You mean they do not exist - yet.
Not everyone has the means to race stock cars - we know that - but VR technology can recreate the experience right at home.
The biggest thing you can do in VR that you can't really do in non-VR games is a huge focus on exploration and interaction.
What we want Vrse to be is a collection of the best in class - the greatest cinematic VR that you can see, and a place that you can trust.
Now, a lot of early VR worlds or universes that are coming online take inspiration from 'Ready Player One.' It's just the coolest thing ever.
I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
As people are showing the Rift to friends, word will spread that VR can be that good. So I'm not so worried in terms of adoption of the Rift.
We look at Sony as someone who's jumping into the space to help evangelize and build out VR. They're very centered around a console experience.
When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.
The great thing about computer animation is that all of those environments exist as three-dimensional worlds, so these VR worlds already exist.
I really have thought about immersive storytelling my whole career, so when I first heard about VR, I was like, 'Oh, this sounds like it's for me.'
VR should offer an experience that's more exciting than watching in 2D, and we're pretty good at 2D storytelling, so the bar's already pretty high.
What's the fundamental problem that VR solves better than anything? To me it's straightforward. It's story. VR tells stories better than any medium.
VR provides the most immersive way of playing with Roblox, but we think it is very important that VR players can play with players on other devices.
A bad version of a virtual reality video makes you vomit in your headset in under 10 seconds. It's much easier to make bad VR than it is to make good VR.
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.
I think the most interesting things happening in VR are going to be somewhere in between what you call a traditional game and what you call a traditional movie.
I'm surprised that VR has come about so quickly. It's lucky I just happened to write a book imagining virtual reality right on the cusp of it actually happening.
The whole thing with VR is that it doesn't matter, local versus networked gaming. The goal in virtual reality isn't to have people sit in the same room with headsets on.
Given the kind of filmmaker I am, the kind of experiences I've been trying to give audiences, I was drawn to the potential of VR before I even tried watching anything in VR.
When you have more people investing in VR games, whether it's us or Sony or someone else, that means a greater pool of VR developers out there who know how to make VR games.
All of my fellow directors, I think, would agree that in whatever medium you are working, the challenges and obstacles push them to be more creative. That's the case with VR.
VR should be more emotionally involving, but that doesn't happen automatically by just taking a VR camera and sticking it onto what would be a traditionally blocked scene for 2D.
Windows never planned for a VR device. When you plug a HDMI cable into the computer, Windows thinks it's a new monitor. The desktop blinks. It tries to rearrange windows and icons.
If you look back at when things like tablets and smartphones were first invented, or the Newton at Apple, that was the first attempt at VR. We didn't even have 3D GPUS, or were just getting them.
Virtual reality, to me, seems to have a number of different tiers. Entry-level-tier VR is this experience: on a phone, some simple head-tracking, and some quick and dirty, game-engine-quality stuff.
VR really changes everything for flight because the old simulators for the PC were 2D, and you couldn't look around inside the cockpit and learn the controls or even track other planes through the cockpit.
A lot of people have difficulty wrapping their heads around what VR is good for. And the direction people go first is wrong. The wrong place is always: How can we do something we've done before, but on this?
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
Jeron Lanier and 'Lawnmower Man.' That was VR. And there was the VFX1, that big giant VR prototype unit, and I was like, 'I am going to save my money and get one of those.' And then VR just sort of drifted away.
The great thing about VR is that the input is going to be so drastically better than mouse input or games with touch controls on smartphones. It'll make it much easier to build stuff and express yourself freely.