This acquisition seals the promise of affordable VR and most importantly, recognition that this technology is headed to the mainstream.
We’ve been onboard since day zero, during the Kickstarter crowd funding campaign that made possible the creation of Oculus VR and we’ve watched the industry’s rebirth from its unfulfilled promises of the 90s.
We are now confident that we made the right choice by choosing Virtual Reality.
In the short term, this acquisition means that Oculus’ goals will be greatly accelerated and the extra cash can only lead to even more affordable hardware, more exposure in mainstream channels and a much larger user base.
We are still working hard on defining the definitive feature set for AMVR. If you have seen videos of AMVR or if you are one of the testers that have already experienced AMVR in VR, then you already have a taste of what AMVR could become.
On top of what we’ve already achieved, we are looking forward to polishing the look and feel of our main virtual environment (The City) as well as adding more scenarios to work with different specific phobias and anxiety disorders.
Among other things, we are working hard on improving the control method, user interface, our NPC’s (non-playing characters) artificial intelligence to make their behaviors more humanlike and realistic, adding binaural audio and adding a whole set of controllable creatures such as different type of spiders, cockroaches, rats, and pigeons.
Our ultimate goal is to increase the sense of presence (making your brain believe the virtual situation is real). Presence is the cornerstone of every virtual reality based treatment.
We are still working on the crowd funding campaign that will enable us to reach these goals and, with your support, much more.
Yesterday’s news is great news not just for the VR industry but to every one of us. VR is a new medium for communications, training, health, entertainment and countless other applications. With Facebook’s acquisition of Oculus VR, there’s nothing to stop VR from possibly starting a new era in content distribution, human-computer and human to human interaction.