A biography for Brendan Iribehasn’t been written yet.
“In real life, that's how we're moving around. We look at things while we're walking and moving and turning around. We stare at objects in the world.”
“We want to make sure everyone has a great experience. When they buy the product and take home and plug it in, we want to make sure that first experience is comfortable and everything is there.”
“We've spent a lot of time on ergonomics. That was something we found to be really important as we iterated on the headset, from developer kits to Crescent Bay to the Rift.”
“I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.”
“That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.”
“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.”
“We imagine that some people will jump into the AR and VR space that are complementary. We look at Google Glass. It's very complementary. It's not competitive. It's a different experience. It's used for different purposes.”
“Ultimately, going into the consumer market, we really need outstanding content. That was the goal: if we can get the developer kit out at a low enough cost point, then hopefully a lot of developers would show up and start creating content.”
“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.”
“When you put on the headset, you want to be tricked; you want your mind to believe you are actually teleported to this new virtual place.”
“I like to think of it as this new field. Instead of computer science, it's going to be virtual science.”
“The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.”
“Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.”
“There are millions of sci-fi enthusiasts in the world, not just gamers.”
“It just felt like the right thing to do to give back to a state school and public school. I'm a really big fan of public education.”
“We designed a number of features from the ground up, like custom display and optics technology with very high refresh rates and pixel density. We added integrated 3-D audio, a built-in microphone so you can speak to friends inside virtual worlds, and precise mechanical adjustment systems.”
“I think a lot of people have an idea of virtual reality from science fiction, books and movies that have been out over the last couple of decades.”
“The elephant in the room has always been simulator sickness and disorientation. That's one of the biggest challenges.”
“I was born and raised in Maryland and attended the public school system.”
“Internally, we're focused on building our own technology, leveraging all the momentum that's out there around wearable computing and mobile computing and PC computing. But at the end of the day, all the code we've written and all the invention we've created has been focused on our own tech and our own products.”