John put together a short note for the Oculus community:
“I have fond memories of the development work that led to a lot of great things in modern gaming – the intensity of the first person experience, LAN and internet play, game mods, and so on. Duct taping a strap and hot gluing sensors onto Palmer’s early prototype Rift and writing the code to drive it ranks right up there. Now is a special time. I believe that VR will have a huge impact in the coming years, but everyone working today is a pioneer. The paradigms that everyone will take for granted in the future are being figured out today; probably by people reading this message. It’s certainly not there yet. There is a lot more work to do, and there are problems we don’t even know about that will need to be solved, but I am eager to work on them. It’s going to be awesome!”
Oculus Rift raised nearly $2.5 million in a Kickstarter campaign ending last September, with the company delivering thousands of prototype headsets to developers to help them build games for the system. A consumer launch for the headset is rumored for next year, although the company has refrained from committing to a specific timeline.
While some have suspected that console gaming might be an area of interest for Oculus, the company indicates that beyond PC gaming it is also focusing on mobile devices such as the iPhone and iPad, with the rapid pace of innovation in mobile serving as a distinct draw compared to the much longer development cycles on console platforms.