Facebook Purchases Oculus VR For $2 Billion USD
March 25, 2014 7:06 PM
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Facebook plans to do more than just gaming
Facebook is stepping into the virtual gaming world through a recently announced purchase of
, Facebook is buying Oculus VR for $2 billion USD in cash and stock. A breakdown looks more like $400 million in cash and 23.1 million shares of Facebook common stock.
Oculus VR is an Irvine, California-based startup that was founded by Palmer Luckey. The company launched a Kickstarter campaign to help fund development of their first product -- the Oculus Rift -- which is a virtual reality headset for immersive gaming. The Kickstarter campaign reached over $2.4 million in funding.
While Facebook has seen a lot of success with games like "FarmVille," the social giant said it plans to do more than just virtual gaming with the company.
"After games, we're going to make Oculus a platform for many other experiences," said Facebook CEO Mark Zuckerberg. "Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home."
Oculus VR doesn't have a consumer version of its Oculus Rift yet, but it's available for developers at the moment.
The Oculus Rift headset makes you feel like you're in the gaming environment, taking video games to a whole new level of feeling "real" beyond just graphics on your TV and movements with a controller.
At the Consumer Electronics Show (CES) 2014, the Oculus Rift "Crystal Cove" prototype was named Best of CES 2014.
"We are excited to work with Mark and the Facebook team to deliver the very best virtual reality platform in the world," said Brendan Iribe, co-founder and CEO of Oculus VR. "We believe virtual reality will be heavily defined by social experiences that connect people in magical, new ways. It is a transformative and disruptive technology, that enables the world to experience the impossible, and it's only just the beginning."
Oculus will keep its headquarters in Irvine and continue development of the Oculus Rift. The transaction with Facebook is expected to close in the second quarter of 2014.
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RE: So much negativity
3/28/2014 9:30:05 AM
Seems harsh on samsung to say they cut corners when FB has yet to produce any physical device in their short history, premium or otherwise. Intel and nVidia both sell computer components/peripherals in vast numbers, and have for a long time. Even talking about the Rift as a complete product (in the context of intel and nvidia supposedly not shipping complete products) starts us down the slippery path of changing the product to better fit FBs existing user base. The Rift as it is now is just a PC peripheral, and a niche one at that. Thats what drew people to crowdfund them, and thats what games developers have been working on supporting. Turning it into a standalone platform or making it integrate with some DRM/comm software (like netflix, steam or skype) would be disastrous for the original backers as well as to the potential of a device like it. (and I think this is FBs plan with oculus in the long term)
Carmacks posts should be taken with a grain of salt too. I think he is greatly overestimating the market for a device like rift. 3D TVs are less of a departure into the unknown, and the best they have managed is about 10-20% of total TV sales (not counting computer monitors or portable systems). They are used in "legacy" 2d mode most of the time as well, something that isn't really possible with rift, further limiting its usefulness as a standalone system. Head mounted VR goggles have their own problems on top of that: vertigo, eye strain, headaches, general lack of comfort (especially if you wear glasses) and the utter anti-social nature of wearing them to name a few.
RE: So much negativity
3/28/2014 10:44:28 PM
Michael Abrash just left Valve and joined Oculus. He's one of the few programmers Carmack looked up to, literally wrote the book on 3D programming, and is someone Gabe Newell tried to hire at Valve for a decade.
The captains of bleeding edge technology are really trying hard to make this work. If they believe this hard in VR's potential then it is at least worth paying attention to. Right now could be like the early 90s with these same people working hard to make real time 3D graphics manifest a few years later.
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