Now, we get Anna Sweet, head of developer strategy at Oculus. Wants to create the best platform for VR gaming. That means supporting established names, as well as independent creators.
Native support for Unreal Engine 4 and Unity.
Talking about the Oculus Share platform. They want to revamp it and make it more active and "vibrant."
Applauding independent developers as the creating the most innovative experiences of the last decade. Calls out Papers, Please, Minecraft, and Meatboy as unexpected game experiences nobody saw coming. They're looking to invest $10,000,000 into independent VR developers.
New guy talking. Missed his name, from the hardware development side.
New software, Oculus Home. "Portal to everything Oculus." Lightweight and efficient, as little between you and your games as possible.
Looks like a VR interface. A kind of room with a flat panel interface floating above a platform.
"You can't convey what a VR game will be like with a video. But since we're already in a VR space, we can let you preview these experiences."
Q1 2016 release date (not more specific than we knew a month ago).
One more thing to show us. "You heard us say input is hard. Well it is. We got it right."
Palmer Luckey himself finally shows up.
Developers have been working with gamepads for years and years. They've proven you can make compelling content with a gamepad. But we see virtual reality input coming in many different forms depending on the experience you're looking for.
They're bundling the X-Box controller to provide a standard developers can count on a user having.
But what about future games, future experiences that can only be unlocked with a different device? I've seen thousands of people presented with their first VR experience. The first thing almost all of them do is reach out and try to touch the world.
This is Oculus Touch. The feature prototypes (Codenamed "Half Moon"). Looks like a Wii nunchuck with a ring around them. Ring obviously has tracking sensors the same way the DK2 does. Tracking is critical, needs to be precise.
Half Moon provides hand presence, manipulation, and "low mental load." Facilitates communicative gestures for social presence. Image waving, or giving a thumbs up. Traditional inputs -- looks like it has buttons and analog thumbsticks. Lightweight and comfortable over long periods of play.
Half Moon comes in 2 controllers. Mirror images of each other. Wireless. Integrated high precision low latency 6DOF tracking, same as the goggles. Each has 2 buttons, a trigger, and a thumbstick. Haptics. Finally, has touch sensors on the outside of the device that help detect "hand poses" like pointing, or giving a thumbs up.
They've been experimenting with this with a sandbox environment they call toybox. Calls out laser guns, basic sportsy things, and a social space. Toybox will be at E3 demos, too.
Okay, found a screen grab somebody posted quick.