Oculus Rift Will Be a “No-Motion-Sickness Experience,” and 4K Display in the Works, CEO Says
And that still-unannounced consumer launch date definitely won’t be in 2013, Iribe noted.
Iribe, who appeared at D: Dive Into Media in February, discussed “The Future of the Rift” at the Gaming Insiders Summit today in San Francisco. He said the combination of improving screen quality and decreasing latency between motion in the game and virtual-reality vision will make the new class of games — or at least the ones not designed to cause motion sickness — nausea-free.
“It is going to work,” Iribe said. “It’s gonna work for everybody.”
The CEO used his own experience to back up the claim: His own company’s previous hardware made him sick within two minutes, every time he tried it in the past. But with the latest internal build of the Oculus Rift, Iribe said he played for 45 minutes straight with no issues.
Iribe also dropped two new notes about the Rift’s use cases: The headset will eventually have a 4K display, and it might work with big gaming consoles, as well as with PCs and mobile devices.
“You can’t imagine what it’s going to look like when it’s 4K,” he said. “It’s not now, but it’s coming.”
As for consoles, Iribe talked up the Rift’s ability to project 2-D content on an IMAX-like field of view. Curiously, the way he chose to describe that 2-D-within-3-D experience was, “You can play Playstation 4 or Xbox One on this IMAX screen at home.”
Now, that’s far off from an official announcement, but, as founder Palmer Luckey told me back in May:
There’s no technical reason that the Rift can’t work on consoles. It has standard input/outputs, it wouldn’t be a lot of work. It’s just a matter of console manufacturers deciding to license it as a peripheral. They’re the gatekeepers.