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  • Devindra Hardawar/Engadget

    Oculus put privacy-mocking jokes inside Touch controllers

    by 
    Kris Holt
    Kris Holt
    04.12.2019

    Oculus co-founder Nate Mitchell said tens of thousands of Touch controllers have jokes mocking privacy printed on an internal component. The so-called easter eggs include "This Space For Rent" and "👁Big Brother is Watching👁," though Mitchell said the latter and a joke reading "Hi iFixit! We See You!👁" were limited to non-consumer developer units. Another message that made it into the production model read "👁The Masons Were Here.👁"

  • Nicole Lee / Engadget

    Oculus redesigns the Rift interface for Touch and customization

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    10.11.2017

    From the stage at Oculus Connect 4, Oculus' Nate Mitchell just announced Rift Core 2.0. It's designed around Touch, offering a motion-control-focused interface that apes a lot of what hackers have been doing with BigScreen. The big addition is Dash, which as its name implies, is a dashboard accessible from within any VR app or experience. It lets you use your desktop apps within VR, too. "It's a total game changer," Mitchell said. You can permanently pin something to the dashboard, too. "Every application can have its own virtual display," Mitchell said.

  • Oculus VP: 'Our number one goal is to make developers successful'

    by 
    Joseph Volpe
    Joseph Volpe
    09.25.2015

    2015 is the year of virtual reality. That's been the consistent messaging coming out of Oculus VR's executive leadership since early this year. And with this week's announcement of a $99 Gear VR headset -- a mobile VR solution co-produced with Samsung -- and the promise of a retail Rift headset coming in early 2016, Oculus finally appears ready to make good on that promise. But although all the pieces of the VR puzzle seem to be coming together -- and the recent press has been (mostly) glowing -- there are still a lot of unknowns. Namely, will the average consumer, once properly introduced, buy into VR? I sat down with Nate Mitchell, Oculus VR's VP of Product, at the company's Connect 2 developer conference in Los Angeles to find out more about Gear VR's potential as a gateway to the Rift, what consumers can expect to come bundled with that first retail headset and whether we'll get to use it with Sony's PlayStation 4.

  • At E3, I saw the missing pieces of the VR puzzle

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    06.25.2015

    The excitement around virtual reality may have started when Sony unveiled Project Morpheus last year, but last week's E3 was its coming out party. The thing is, I've been around long enough to remember the hype and subsequent commercial flatline over gaming in stereoscopic 3D. So going into this year's grand gaming gala, I was skeptical -- I had that awkward tech history footnote in mind -- and to a point, I still am. But Oculus helped me get over that a bit. All it took was a game from a trusted developer -- Insomniac Games -- and an input solution that makes VR feel less isolating.

  • The challenges ahead for Oculus VR as it creates the consumer Rift

    by 
    Ben Gilbert
    Ben Gilbert
    01.07.2015

    "As always, the consumer Rift is in progress and we're making great progress," says Oculus VR Product VP Nate Mitchell. He told me that this week, but you could really pull versions of that response from any of the half dozen interviews we've done with Oculus VR in the past few years. It's the elephant in the room that Oculus brings with it from trade show to trade show: When is this thing going to be a consumer product? There's still no answer in January 2015, as of this year's CES. Will there be an answer in 2015? Maybe! Your guess is as good as ours, but Mitchell offered us something slightly more optimistic:"We're on an awesome path to consumer VR and I do think that 2015 for better, for worse is gonna be a really big year for VR. Even at CES, we're already seeing it. 2015 is gonna be a big year for VR, whether it's from Oculus or otherwise, and we're excited to be a part of it."

  • The next wave of Oculus' latest VR headsets start shipping in October

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    08.15.2014

    After a few stumbles toward the finish line, the first wave of the latest Oculus Rift prototype shipment has concluded is well under way. It's no small number, either. Oculus' vice president of product Nate Mitchell tells Road to VR that his company shipped over 20,000 DK2 headsets in this initial push. Crazy, right? Consider this then: there are still over 40,000 orders left to fulfill. If you happened to order later than the first on-sale day, though, you may not be one of those lucky enough to call the second development kit your own. Road to VR has spotted a change to the prototype's order page, however, that should give you a better idea of when to expect the second next shipment if you order today. Hopefully your Halloween costume isn't planned out just yet because once your virtual reality goggles arrive in October, you might not want to take them off. If you need something to keep you busy until then, well, there's always Google Cardboard.

  • Oculus VR explains why mobile virtual reality won't poison the well

    by 
    Ben Gilbert
    Ben Gilbert
    06.11.2014

    With all the talk of high-fidelity virtual reality coming from Oculus VR -- the virtual reality headset company that's now part of Facebook -- it's easy to believe that the only type of VR is PC-based. But that isn't the case! Beyond what we learned recently about Samsung and Oculus working on a VR peripheral that uses your phone, Oculus has been open about working on a mobile software development kit for some time now. Heck, we even spoke with Oculus CTO John Carmack about it last year. "I think you'll see the mobile SDK launch publicly before the consumer Rift comes out," Oculus VP of Product Nate Mitchell told us this week at E3 2014. Beyond Samsung, a handful of developers are "experimenting with some high-end Android devices ... building experiences and seeing what's possible." But here's the issue: Great VR requires serious horsepower. While the current range of flagship Android mobile devices are pretty powerful, they don't hold a candle to even low-end gaming PCs. In so many words, isn't Oculus worried that a subpar, Android-based VR experience could poison the well for the full Oculus Rift coming down the line? If your first experience with VR is a bad one, you may never try it again. "That's a completely fair statement," Mitchell said.

  • Oculus Rift's Palmer Luckey and Nate Mitchell talk VR as a platform, the new Share program

    by 
    Ben Gilbert
    Ben Gilbert
    08.22.2013

    Sony's PlayStation 4 and Microsoft's Xbox One may be the big next-gen stars at this year's Gamescom, but Oculus Rift is here as well, continuing to draw our adoration with news of a developer portal called Share. The portal facilitates easy distribution and cataloging of apps for current Oculus Rift dev kits, essentially centralizing the software world of the Rift in one convenient place. Company co-founder and Rift creator Palmer Luckey told us during GDC Europe this week that Share is just the tip of the iceberg -- a precursor to the future consumer portal of VR applications that'll exist alongside the eventual consumer model of the VR headset. He and product VP Nate Mitchell sat down with us for a candid interview, touching on everything from the future of Share, to VR as a platform (and the challenges therein), to why mobile is the next space to watch for virtual reality (seriously!). Head past the break for the full video...and for a peek into the future of gaming's most innovative product in, well, maybe ever?

  • Oculus Rift's John Carmack working on mobile SDK support first, coming soon

    by 
    Ben Gilbert
    Ben Gilbert
    08.19.2013

    Ever since Oculus Rift hired Doom co-creator and legendary game designer John Carmack as Chief Technology Officer a few weeks back, he's been hard at work on the Rift's SDK. "John likes to do what he likes to do," VP of product Nate Michell told attendees of an Oculus panel at GDC Europe this evening. "He's got a ridiculous amount of good ideas that he's working into the SDK. Especially around mobile, frankly," he added, coyly teasing an update to the Oculus SDK that's apparently coming sooner than later. Mitchell's speaking to the SDK's promised Android support, which company CEO Brendan Iribe revealed as a forthcoming goal in an interview earlier this year. When asked by a panel attendee when iOS support is coming, headset creator Palmer Luckey smilingly admitted, "It's Apple's fault!" Mitchell quickly jumped in, explaining that the Android platform is simply more open to peripherals like the Rift. We'll have more from Oculus as the week goes on, so keep an eye out for even more.

  • Oculus Rift HD prototype VR headset appears at E3, we go hands (and eyes) on (update: video)

    by 
    Michael Gorman
    Michael Gorman
    06.11.2013

    We've been impressed with Oculus Rift from the start, and have been following the VR headset closely ever since. The developer edition has been in the hands of devs for a couple months now, and while Palmer Luckey and Nate Mitchell have certainly received rave reviews of the headset from many, they've also heard lots of feedback about ways to improve it. The number one request from users and devs? A higher-resolution screen than the 1,280 x 800 panel in the dev device. Well, after months of research and tinkering to find the right hardware combination, team Oculus is finally ready to show off a Rift with a 1,080 x 1920 display, and we got to demo the thing.Before heading into the land of 1080p, we got to explore a demo built with Unreal Engine 4 in the existing dev headset. After looking around a snowy mountain stronghold inhabited by a fire lord in low res, we switched to the exact same demo running at 60 fps on the HD prototype device -- and the difference was immediately apparent. Surface textures could be seen in much higher fidelity, colors were brighter and less muddied and the general detail of the entire environment was greatly improved.

  • Oculus Rift could work on current and next-gen consoles

    by 
    Sean Buckley
    Sean Buckley
    03.19.2013

    Think virtual reality is the exclusive playground of the PC gaming elite? It doesn't have to be. Oculus VR's Nate Mitchell says it's a matter of development support and interest. "Basically, the bar for a great VR experience is roughly 60 frames a second with stereoscopic 3D support in Vsync," said Mitchell in a recent interview. "The biggest challenge, actually, is working with the console platform providers, Microsoft and Sony, to make your peripheral a licensed peripheral." Oculus isn't reaching out to consoles, however -- Mitchell notes that while the current generation can reach 60fps in some cases, it often struggles to meet the demands of the Oculus Rift headset. Still, he admits there's no reason it couldn't work, and seems optimistic about the incoming console generation. "We'd definitely love to work with the console manufactures as we go down the road to get the Rift onto those platforms."

  • Oculus' Palmer Luckey and Nate Mitchell on the past, present and future of the Rift

    by 
    Sean Buckley
    Sean Buckley
    03.19.2013

    As geeks, we have a tendency to let our imaginations run away with us. Science fiction-fueled dreams conjure up images of flying cars, robots and artificial reality. We judge our gadgets by the arbitrary standards of famous speculative works: hoverboards by 2015 and a holodeck in every home. It's a silly and unrealistic way to measure our progress, but it inspires us to build the future we're tired of waiting for. This is the kind of passion we found at Oculus VR headquarters, where founder Palmer Luckey and a platoon of software engineers, hardware gurus and marketing wizards hope to make virtual reality a plausible reality. We sat down with the company's aforementioned founder and VP of Product Nate Mitchell to find out where that passion came from and where Oculus VR is heading.

  • Oculus VR's Nate Mitchell backstage at Expand (video)

    by 
    Alexis Santos
    Alexis Santos
    03.17.2013

    Nate Mitchell, vice president of product for Oculus VR, was in the spotlight here at Expand discussing gaming hardware, such as the firm's VR headset, and what it means for the future with folks from NVIDIA and Razer. Mitchell found his way backstage and we asked him about the largest challenges the headset is facing, how Oculus is supporting developers and creating standards for VR games and when an immersive holodeck experience might finally arrive. Take a leap past the break to catch the full interview footage. Follow all of Engadget's Expand coverage live from San Francisco right here

  • Gaming's New Frontiers liveblog

    by 
    Jon Fingas
    Jon Fingas
    03.17.2013

    Want to know what the future of gaming will be? Odds are that the panel we're hosting now at Engadget Expand has the answer. Our very own Ben Gilbert is sitting down with NVIDIA Product Marketing VP Ujesh Desai, Oculus VR Product VP Nate Mitchell and Razer Systems Product Group VP John Wilson to see their latest hardware and how it will impact the way we play. Hop past the break for a vision of gaming's new frontiers as it unfolds. March 17, 2013 5:30 PM EDT Follow all of Engadget's Expand coverage live from San Francisco right here!