Finding itself at the center of a social media firestorm, Twitter on Friday acted quickly to placate users who were concerned about change...
We deliver daily unique breaking viral high technolgies news
Finding itself at the center of a social media firestorm, Twitter on Friday acted quickly to placate users who were concerned about change...
A company that was conceived less than a year ago today announced its Series B round of funding late last night, with a massive raise of $75 million to add to its existing $16 million Series A and $2.4 million in Kickstarter crowdfunding dollars. That company is Oculus Rift: A virtual reality headset dreamt up by Gaikai veteran Brendan Iribe and a team of other startup vets. With nearly $100 million invested, expectations are huge, but the company is ready to meet those expectations, Iribe tells TechCrunch, and exceed them with a vision of the future that blurs the line between the virtual and the real.
The Rift has already managed to sell over 42,000 units prior to its consumer launch, via development kits that are admittedly rough around the edges, according to Iribe. That’s impressive enough, but it’s not what’s selling investors like Marc Andreessen and game industry legends like John Carmack on the Rift – that’s the experience provided by the next-generation prototype, which is functionally the same as what we’ll see from the first consumer device, Iribe says, but which has been used by only a few hundred people at most as of right now.
Once the new prototype was perfected, Iribe got in touch with Marc Andreessen and Chris Dixon, to say that they’d achieved what they’d set out to do and asked how soon they could come in to see it. The combination of the prototype demonstration, and former id founder and Doom creator John Carmack explaining his vision of where he sees the entire Oculus project headed “pretty much convinced them on the spot,” Iribe tells me. Dixon and Andreessen join the fairly limited group of outside VCs with ownership stake in Oculus VR, and Iribe says that the partners and funding were chosen specifically with the intent that they should help them get to through the initial V1 consumer launch without having to go find more money elsewhere.
“The point of the first raise was to build out the technology,” Iribe says, explaining what the money has been spent on so far. “We actually thought it would take us a bit longer to get to the point of where we’re at now.”
But it didn’t take that long. The new Oculus Rift prototype should be virtually identical in terms of experience to the version that ships to consumers.
“We got to the point where the latest prototype of this technology really is beyond even what we expected for V1,” Iribe told me. “We kind of put the hammer down and said ‘Okay, this is it, this is definitely enough to totally blow away the world and deliver our consumer, V1 product.’ We’re looking back even now on the dev kit and going ‘oh gosh, this new one is so much better.’ It is literally an entirely different experience.’”
“Of the 300 people who have seen the current prototype, not a single person has come away not saying ‘That’s gonna change the world,’ and that’s really [what we needed to accomplish] in terms of delivering on the promise of the vision we’ve all had for so many years,” Iribe says.
There’s a general feeling that it’s a true ‘Holy Grail’ experience in terms of immersive reality tech among those who’ve tried the latest prototype, Iribe says. I asked if I’d be able to see for myself at CES coming up in January, but he says they’re not ready to announce yet what they’re bringing to the show, and we’ll find out closer to the date. Not to read too much into it, but that does sound pretty promising for those hoping to get a sense of this new design in action. The latest hardware still isn’t close to final in terms of product design, however, Iribe adds:
“It’s what we want to bring as an experience,” he said. “It’s a prototype, so it still has its circuit boards and exposed wires and all that, but the experience, meaning once you put the device on, it is what we want to deliver in a consumer product. People go in, spend long periods of time in the experience and come out and say ‘I want to do more of that.’ There’s no kind of discomfort, no dizziness, no nausea. So many of the technical hurdles have been pretty much nailed.”
Vision In The Near-Term: Both Literal And Figurative
As for things they’re still working on the engineering side, Iribe says that there’s an increasing interest in building more advanced eye movement detection to the Rift’s functionality.
“[We recently hired] a lot of vision guys, that’s a big effort for us now,” he says. “We’re really focusing on the vision side, in terms of tracking and using optical tracking and camera tracking. That’s going to be a big focus for us going forward. Over time, we want to get more of the body in the game, but right now we’re trying to get your eyes in the game, combining your vision with your head tracking.”
Aside from engineering work, there’s a lot that needs to be nailed down in the immediate future. There’s figuring out how to consumerize the actual product design itself, and then ramping up the initial production run. That’s why Iribe isn’t putting a firm date on the Rift’s availability date just yet: internally, they have a pretty good idea of when to expect it to reach retailers and customers, but they’re purposely keeping tight-lipped about those projections to make sure everything’s ready when the time comes. To that end, they’re also hiring smart people aggressively in virtually every capacity, as there’s not just a hardware and software component to the Rift, but services, an ecosystem, a consumer education initiative and much, much more that all need to come together at launch.
Hardware startups, especially those dealing with novel input paradigms or wearable computing, have been multiplying sharply in the past couple of years, and recently we’ve seen a number that were initially crowdfunded via pre-orders deliver their shipping consumer devices. The results aren’t pretty: while some like the Pebble have been fairly well-received (though not universally loved), others like the Leap Motion and the Ouya have sounded a sour note. Iribe admits that potential fate is a little daunting, but believes that Oculus is doing everything right to avoid the same kind of crash at the gate.
“John Carmack is writing code as fast as he can, travelling as little as he can,” he said. “I think he’s back to the early days of kind of a Doom and Quake era of him being held up in a room just programming as fast as he can to make this work really well, and he tells me having more fun than he’s had in a really long time.”
That likely explains why his dual roles at both Oculus and id didn’t last long, as he stepped down from the original home of Doom and Quake late last month to focus on being Oculus VR’s CTO full-time. Carmack is doing what he loves most at Oculus, according to Iribe, which is tackling a difficult problem that’s “right on the edge of reality.” Carmack pioneered both 2D and 3D gaming, and he’s doing the same thing all over again with the Oculus Rift, and it “really works,” Iribe says.
Along with launch date and Carmack project specifics, Oculus is also keeping mum on valuation. Essentially, Iribe very loosely suggested a 20 to 40 percent equity sale at this stage for a startup like Oculus VR, which would put the valuation somewhere between $200 and $400 million or so, with the heavy caveat that this is mostly educated guessing on my part and not data sourced direct from the company.
“The valuation wasn’t so high that [our investors] were getting a tiny sliver, we had a pretty good valuation at each round [...] that was fair for everybody,” was the only thing Iribe would say for sure on the matter. “It’s good, but not too crazy.”
That valuation is high enough that any prospects of Oculus Rift getting scooped up by Microsoft, Sony or any other major incumbent gaming company is slim to none, Iribe says, at least until after they deliver their initial run of consumer devices. He also says that personally, the idea of having built what they have and not releasing it themselves just seems impossible.
“We feel like we have a pretty good idea of what we can sell through pre-orders, and through consumer launch, for the first six, eight or even twelve months,” Iribe explains regarding their budgeting and the amount raised, and why they don’t anticipate having to find more capital pre-launch. Extrapolating from comments he made to me, I’d suggest they’re looking somewhere in the neighborhood of one million devices for a production run funded by what’s in their existing coffers, though Iribe declined to get into specifics. He did say that they see that expanding to hundreds of millions of devices and active users sometime in the next decade or so, thanks to the long-term Oculus vision of VR beyond the confines of gaming.
What we’re looking at is the evolution of virtual reality, starting with this headset. It’s going to be a little bigger than we’d all want it to be of course, and it will have its form factor challenges, but the experience inside is good enough that people are going to really enjoy it, and love going in, playing games and watching movies. And then it’ll quickly evolve, and its form factor will keep getting better; closer and closer to sunglasses, lighter and easier to wear. Very quickly, over the next decade or two, what we’re looking at really becomes about communications.
Just like the smartphone now represents the primary means with which we communicate digitally, Iribe sees a future where VR supplants a lot of the same usage, so that you have a pair of sunglass-style Rift goggles that you simply slip on when you want to talk face-to-face, as if in person, with your friend halfway around the world. Our kids will laugh at stories of typing away on virtual keyboards and smiling back at grainy video into the unblinking eye of a monitor-mounted webcam, and remote business won’t be so remote anymore. In short, Oculus is taking the first step towards a world where the “virtual” in virtual reality is just a technical distinction, not a description of experience.
A company that was conceived less than a year ago today announced its Series B round of funding late last night, with a massive raise of $75...
Every year the Crunchies, our annual awards show, defines what it means to be a start-up. We bring the scrappiest, hard-workingest, and most amazing star-ups on stage and celebrate them at one of the most amazing events of the year. But we can’t celebrate you if you’re not nominated. Time is running out to nominate your favorite startup, founder, CEO and technology of the year. We’re closing nominations on December 15, so please hurry.
Co-hosted by TechCrunch, VentureBeat and GigaOm, the annual “Oscars of Tech” celebrates the best of the past year. But it’s you, the tech community, that nominates who among us will be most deserving to take the stage at Davies Symphony Hall in San Francisco on February 10th.
Included in the 20 categories are the Best Startup, Best Design, and Angel of the Year with GitHub, FiftyThree, and Chris Dixon taking those top prizes home last year, respectively. New for 2013 is the Best Heath Startup in which we will recognize the company that best epitomizes the future of medicine.
Nominations will close on December 15th, 2013 at 11:59PM PST. General admission tickets are now available and start at $80.
Every year the Crunchies , our annual awards show, defines what it means to be a start-up. We bring the scrappiest, hard-workingest, and mo...
With the gaming world reinvigorated by the introduction of two new consoles, Occulus has announced $75 million in funding to bring virtual reality headsets to the masses.
Meanwhile, AT&T’s CEO mentioned the end of smartphone subsidies, which ended up being a hot topic of debate this week.
And as we open our homes to friends and loved ones over the holidays, it’s worth looking at the next generation of home automation gadgets.
We discuss all this and more on the TechCrunch Gadgets Podcast, featuring John Biggs, Matt Burns, Jordan Crook, and Darrell Etherington.
Enjoy!
We invite you to enjoy our weekly podcasts every Friday at 3 p.m. Eastern and noon Pacific. And feel free to check out the TechCrunch Gadgets Flipboard magazine right here.
Click here to download an MP3 of this show.
You can subscribe to the show via RSS.
Subscribe in iTunes
Intro Music by Rick Barr.
With the gaming world reinvigorated by the introduction of two new consoles, Occulus has announced $75 million in funding to bring virtual ...
Viralheat is announcing that it has a new CEO: Jeff Revoy, whose recent roles include serving as former Chief Marketing and Product Officer at email marketing company iContact.
A company spokesperson suggested that it was time for a new CEO because Viralheat is shifting its focus from small and medium businesses to larger enterprises: “Jeff has a lot of experience helping companies like iContact transition into the Enterprise space and will help take Viralheat through its next phase of growth.”
They added that the previous CEO, co-founder Raj Kadam, will be remain “100% active at the company,” working on sales and business development.
Revoy’s résumé includes multiple vice president roles at Yahoo, serving as chief revenue officer at ChooChee (which was, it seems, quietly acquired by T-Mobile, as we’d reported), and the aforementioned position at iContact (which was acquired by Vocus for $169 million).
Founded in 2009 and backed by mayfield Fund, Viralheat’s services include social media monitoring, analytics, publishing, sentiment analysis, and more, and it says it serves “thousands” of customers. In the press release announcing his hiring, Revoy praised Viralheat’s “easy-to-naviate monitoring and analytics tools that help large businesses succeed in a rapidly changing digital communications environment.”
Viralheat is announcing that it has a new CEO: Jeff Revoy, whose recent roles include serving as former Chief Marketing and Product Officer...
We’ve seen the global success of games like Angry Birds from Rovio, but while the latter has $42m in funding, ZeptoLab, who is sitting on 400 million downloads of its Cut the Rope game since its 2010 launch, has taken zero external financing.
That’s pretty amazing when you think about it, and this lack of funds is not holding it back from today releasing details about the sequel.
Cut the Rope 2: Om Nom’s Unexpected Adventure will be available from 19 December for iPhone, iPad and iPod touch for $0.99, with an Android version following early next year.
Check out the video below:
For the first time, players will be able to interact with main character Om Nom, which new challenges and gameplay elements across 120 levels. A new series of characters, Nommies, will help him collect candy on his way, Backdrops of a forest, junkyard, city park, sandy dam and underground all feature. Other versions get a new lift.
Cut the Rope: Time Travel gets the free Wild West and the future, accessible via three stars or in-game purchase. Cut the Rope: Holiday Gift hits Android for the first time and goes free on iOS. Cut the Rope: Experiments gets new game content. And a new games, Bamboo Chutes, comes out for iOS and Android in December.
Did we mention Om Nom gets new hats?
These games are creating powerful childrens’ brands. ZeptoLab already signed a deal with Burger King to bring their Om Nom character from Cut The Rope into kids’ meals next March.
Slovenia’s Outfit7, Australia’s Halfbrick and Finland’s Rovio, have all moved into merchandising over the past year. And the UK’s Moshi Monster has become a merchandising powerhouse, lately releasing an entire animated film.
We’ve seen the global success of games like Angry Birds from Rovio, but while the latter has $42m in funding, ZeptoLab, who is sitting on 40...
Back in October Nextdoor, the startups that lets people create private social networks with others who live in their local neighborhoods, raised a new $60 million funding round boosting it’s cash pot to $100 million. It’s now live across 22,500 of neighborhoods in the US. So as you can tell this is going to be a pretty hot space, aiming to be for our “local life what Facebook is for our social life and what LinkedIn is for our professional life” says CEO and founder Nirav Tolia.
However, others want in on this space. Tel-Avib-based Meetey wants to do something similar and today its expanding to over 90 countries beyond its home market in Israel and says it has hit 200,000 users. That’s probably less that NextDoor, and Meety has not released any information about its funding to date. However, it will be interesting to watch this David and Goliath battle.
The company also unveiled data from its platform that shows that on average, active users are forming 56 distinct new relationships that don’t exist on their current social graph.
This suggests that current social platforms like Facebook aren’t good at real-world interactions. I mean, when was the last time you wanted your random neighbours to see pictures of your new baby? Yeah, let’s not go there…
It would seem Meetey has its work cut out for it trying to go up against NextDoor, which has such enormous funding and a head start in the crucial US market.
But it’s interesting that Meetey seems to push the flirting side of neighbourhoods. Could this be the Tinder of Neighbourhoods?
Perhaps then next Social Media Gurus will have to become Relationship Counsellors as well.
Back in October Nextdoor , the startups that lets people create private social networks with others who live in their local neighborhoods, r...