QuakeCon Recap and Rift News

Oculus Blog
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Posted by Oculus VR
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August 9, 2012
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We wanted to share a quick update about everything that happened at QuakeCon for those of you who missed it. A special thank you to everyone who took the time to wait in line (2+ hours at peak!) to try the the Rift at our booth, especially those of you who drove/flew to Dallas just to meet us. We hope you enjoyed the demo!

We’ve included a curated set of the most interesting and educational segments from John Carmack’s keynote and the panel discussion on virtual reality. If you’ve been curious about the technology behind the Rift, how the Rift works, or what the future of gaming may look like now that the Rift has arrived, you’ll enjoy the clips below!

Virtual Insanity Panel w/ Carmack, Abrash, Luckey

John Carmack, Michael Abrash, and our own Palmer Luckey sat down with Todd Hollenshead to discuss virtual reality, augmented reality, and the future of video games.

“This is it. This is the seminal point. Where there’s a reasonable chance that out of this will explode all the wearable gaming stuff we’ve been treating as science fiction for so many years.” – Michael Abrash, Valve

“[The Rift developer kit] is an experimenter’s kit where you can really be at the forefront something I think will be a very big deal in the coming years here.” – John Carmack, id Software

John Carmack’s QuakeCon 2012 Keynote

John Carmack’s annual QuakeCon keynote is regarded as one of the most important speeches in the game industry. In years past it has set the tone for the future of video games. This year was no exception. His topics included the PC-release Rage, DOOM 4’s on-going development, the impact of Windows 8, and of course, virtual reality and the Oculus Rift.

The keynote clocks in at just over 3 hours, so we’ve provided links to some of the most interesting VR/Rift-related segments below..

Other Exciting Rift News:

Just in case you’re still craving a bit more Rift knowledge…

Penny-Arcade:Behind the scenes with the Oculus Rift: the hardware that could change the way we play games

Joystiq: Looking into the world of Carmack’s DOOM through the Oculus Rift

Stretch Goals and the Developer Kit

We’re receiving a lot of questions about whether we can add stretch goals, especially ones that might improve the technical specifications of the developer kit.

The short answer is that changing any the technical specifications of the Rift developer kit may delay the ship date of the Kickstarter. Since we plan to ship the dev kits before the end of 2012 (less than 5 months away), we just don’t have room for error or unexpected delays that might cause us to slip. Sorry!

We’re hoping that once people see the developer kit for themselves, they agree that while it may not be the ideal hardware, it still delivers a really compelling experience that’s beyond sufficient for game developers and designers.

All that said, we’re doing everything we can to make sure the consumer Rift delivers the most immersive gaming experience you’ve ever seen and improving the Rift’s hardware will be at the crux of that effort. We promise it’ll be worth the wait.

Onward to Gamescom, Unite, and PAX Prime!

If you didn’t get a chance to spend some time with us at QuakeCon or SIGGRAPH, hopefully our paths will cross soon. We’ll be traveling in August, meeting with game developers and gamers at GDC Europe, Gamescom, Unite, and PAX Prime.

If you’re a developer and you’d like to schedule a meeting with our team, please email rift@oculusvr.com and we’ll do our best to set something up.

We’ll see you all soon!

— Palmer