![]() The idea of the controllers becoming your hands set the trajectory of the entire program. Peter Bristol – Head of Industrial Design for FRL: “ We probably made hundreds of models - just simple sticks with clay, crumpled paper, sanded foams, et cetera - trying to figure out how to get the ergonomics to work. By the following summer, Rift and Touch were permanently bundled together. Exploring the possibilities of this new control scheme and paving the way for Lone Echo, Beat Saber, Asgard’s Wrath and countless others. That ended up being a key turning point for VR, with games like Robo Recall, SUPERHOT VR, Arizona Sunshine, The Unspoken and The Gallery. Touch enabled players to essentially bring their hands into the virtual world. It showed people that VR could be a consumer product.” Oculus Touch Launch – December 2016 Almost all VR since then has been derivative of Rift CV1 in some way. The fabric application, figuring out how to integrate audio into the straps… I think it established what consumer VR would be. They took a ugly prototype, Crescent Bay and figured out how to package it into a beautiful and elegant piece of consumer electronics. Rift was the first step toward that vision, a $599 fabric-covered headset with flip-down headphones, an external sensor, a remote and an Xbox controller.Ĭaitlin Kalinowski – Head of VR Hardware: “I give credit to Peter ’s team. By 2014, Facebook had acquired Oculus with a vision of VR as the next computing platform. Oculus Rift – March 2016īefore Rift, there was the Kickstarter - a crowdfunding campaign to raise money for DK1. We wanted to take a moment to celebrate the achievements of so many who have contributed to making VR what it’s today. We’ve released five headsets in the past five years, each driving the technology forward and enabling major improvements in how people interact with VR and the experiences developers can offer. ![]() I t was a big moment - the launch of the first consumer VR headset of the modern era.
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