On the day Linden Lab announced the arrival of the Oculus Rift capable project viewer, news also came that ZeniMax Media has pulled the trigger on a lawsuit against Oculus VR and company founder Palmer Luckey alleging, among other things, the misappropriation of trade secrets by Oculus VR.
The lawsuit, filed in the U.S. District Court for the Northern District of Texas has been widely reported in the on-line tech media, makes some heavy reading. As well as the claim of misappropriation of trade secrets relating to virtual reality technology, the Maryland-based company also alleges infringement of ZeniMax copyrights and trademarks and asserts claims for breach of contract, unjust enrichment, and unfair competition against the defendants.
The move is the latest in a war of words which initially erupted in the form of public correspondence between ZeniMax and Oculus VR – who obviously strenuously deny all claims made by ZeniMax. The latter first informed Engadget of their intentions at the start of May, 2014, and in which they specifically pointed at John Carmack’s involvement in the development of Oculus Rift at a time when he was working for ZeniMax subsidiary id Software, as well as pointing to a non-disclosure agreement (NDA) signed by Palmer Luckey in 2012, relating to the use of ZeniMax technology.
Oculus Rift: ZeniMax lawsuit specifically related to the early development of the headset, alleged use of their technology, possible IP infringements and breach of contract (image courtesy of BGR.com)
Cormack himself took to Twitter in an immediate rebuttal of the ZeniMax allegations, noting that while he recognises that any code he wrote while under ZeniMax’s employment is clearly theirs, at the same time the company never once patented any ideas arising from his work – placing the burden of proof on ZeniMax to demonstrate trade secrets / IP has been misappropriated where no patents exist.
John Carmack, Oculus VR’s CTO used Twitter in an immediate rebuttal of ZeniMax’s claims at the start of the month.
With the claims following on the heel of Facebook acquiring Oculus VR, the latter also commented on the ZeniMax allegations, framing them in terms of the Faceback acquisition, stating:
It’s unfortunate, but when there’s this type of transaction, people come out of the woodwork with ridiculous and absurd claims. We intend to vigorously defend Oculus and its investors to the fullest extent.
Daniel Nye Griffiths, writing for Forbes Online provides a solid examination of the initial claims made by ZeniMax and the response by Oculus VR, which although somewhat superseded by the lawsuit’s filing, help frame the two companies respective positions. In their response to the claims by ZeniMax, and without using the actual words, Oculus VR pretty much demanded ZeniMax to put up or shut up.
On Wednesday May 21st, Linden Lab publicly released the Oculus Rift project viewer. Version 3.7.8.289834 of the viewer offers initial support for Oculus Rift, and is focused on getting started with the Oculus Headset (which has yet to be commercially released, although there are currently some 75,000 SDK 1 models in the world, and shipping will commence soon on the updated SDK 2 version).
For Windows, Oculus Rift requires Windows Vista or later, and with Mac OS X, version 10.7 or later is required.
The blog post announcing the release reads in part:
The early beta testers of our integration have provided some valuable feedback, identifying bugs as well as providing suggestions for additional features and options that would improve the experience of using the Oculus Rift with Second Life. Today we’re pleased to announce that our Oculus Rift integration is now available as a Project Viewer, the first step toward becoming a part of the default Second Life Viewer.
Like our initial beta release, this Project Viewer is more about making it easy to get started using the Oculus Rift to view Second Life than it is about optimizing the UI for headset users. We’ve made some minor adjustments to the regular Second Life UI in order to present it in head-mounted display (HMD) mode, but the UI headset users will experience with this project Viewer is still essentially the same as you’d see without an Oculus Rift.
A new Toolbar button makes toggling the Oculus Rift on / off easy
Features in the viewer include:
Full Oculus Rift Hardware Support – includes automatic hardware detection and display calibration for quick and easy setup
HMD Mode – activated via Me > Display Select or via CTRL-SHIFT-D / CMD-SHIFT-D or via the HMD Mode toolbar button. This command also allows one to display the stereo rendering output intended for the Oculus Rift on their primary display
HMD configuration via Preferences > Move and View > click the HMD calibration button
Display A new Preferences pop-up provides additional display configuration options
Full UI Support – users can access the entire Second Life UI and HUDs while in Oculus Rift mode, so there are no limitations on what a user can do in-world while using the headset
Avatar Head Motion – Oculus Rift head-tracking data is mapped to the avatar, so users’ avatars look where they do
“Align to Look” [Q] – allows users to quickly start moving the direction they are looking
New First-Person View – allows users to enjoy the immersion previously available with Mouselook mode, but allows the mouse to be used to control the cursor, allowing for interaction with the UI and objects in-world
Action Key – [“X”] It is now possible to activate action items (i.e. Opening Doors) from Mouselook mode. Aim the crosshairs at the item you’d like to activate, and press the “X” key. In First-Person mode, the Action Key [“X”] will have the same functionality as clicking the mouse button in Mouselook mode (i.e. it will “trigger” guns or other held items).
To display the viewer with the best results, Linden Lab recommend that the Oculus Rift is configured as an Extended Desktop in Windows (do not Duplicate Displays), and that Mirroring Mode (Settings > Displays) is enabled on Mac OS X.
There are some known issues with the viewer, as noted in the release notes. These include, but are not limited to:
Alt+Tabbing out of the viewer confuses the Rift – RIFT-22
File Browsers cannot function in HMD mode – RIFT-20
Snapshots disabled while in HMD mode because:
HUD and UI elements always drawn in snapshots –RIFT-30
Save to my Computer adds a blank screen between refreshes when trying to take snapshots – RIFT-31
Toggling HMD mode sets the focus wrong and you have to click in world before doing anything else, on Macs – RIFT-110
There are also known limitations with the Action Key [“X”] – please refer to the release notes for a list of known issues and to JIRA raised under the RIFT project.
To go with the project viewer launch, the Lab has also created a new Oculus category in the Destination Guide, which is intended to list “places that are particularly compelling with the Oculus Rift.”
The blog post includes an introductory video, embedded below. Please note, this video refers to downloading the release version of the SL viewer – this is incorrect. The Oculus Rift capabilities are only available via the Oculus Rift project viewer, which is correctly linked-to in the blog post.
With the SVVR Conference and Expo underway in California, now is perhaps a timely opportunity to take a peek at what is being billed as an open-source competitor to the Oculus Rift.
Techcrunch, along with several other technology blogs / websites, covered the news a few days ago that a Chinese start-up, ANTVR Technology, is developing an open-source, cross-platform virtual reality gaming set, called the ANTVR kit.
The kit is said to be compatible with games designed for the Oculus Rift and with most PC and console platforms. It can connect to any device offering direct HDMI output, or via an HDMI adapter if no direct HDMI output is available. Supported systems include computers, games consoles, iOs devices, Android devices, and even Blu-ray players.
The ANTVR kit headset design (image courtesy of ANTVR Technology)
The new headset is currently a part of a Kickstarter campaign, which despite the backlash over the eventual acquisition of Oculus VR by Facebook, has already seen 450 people commit (at the time of writing) almost $170,000 of the $200,000 goal in just seven days, suggesting that if the rate of pledges is maintained, the ANTVR Kit could end-up going that same way as both Oculus VR and Technical Illusion’s castAR, and exceeding its modest target by a good margin.
The headset unit has a 1920 x 1080 high definition, 1.03 megapixel per eye, display with a 4:3 ratio offering a 100-degree diagonal field-of-view. A dual aspherical lens arrangement is apparently included to help eliminate image distortion when projecting standard ratio images. Like the Oculus Rift, it has an internal 9-axis Inertial Measurement Unit (IMU) for head rotation and movement tracking, and it can be worn with prescription lens glasses.
Comparing the ANTVR with Oculus SDK2 (which actually has a 5-inch screen) and Sony’s Morpheus (credit: TechInAsia)
A novel aspect of the headset is the inclusion of a “glance window”, a slide-up port on the front of the unit which can be pushed up to allow the wearer to re-orient themselves in the real world or their keyboard. While still not a real solution for those needing to use the keyboard and can’t re-orient finger positions easily (no tactile indicators on F, J, and numeric pad 5, for example), it at least means the headset itself doesn’t need to be pushed up to the forehead to see things.
Is it a Controller? Is it a Joystick? Is it a Gun? It’s all Three – and more
A further interesting feature of the kit is the inclusion of the multi-function handset controller. When completely assembled, this forms a gun which can be used in first-person shooter games and the like. However, the “barrel” of the gun can be detached, and the “pistol grip” becomes a joystick, suitable for use with flight simulators, etc., or as a Wii-style controller. This further opens-out into a game controller handset.
A further unique aspect of the handset unit is that it also includes a 9-axis IMU, which tracks body movement and actions, allowing the wearer to control a degree of on-screen character movement via both head and body movement, and to simulate a range of actions (crouching, jumping, throwing a grenade…).
The dual 9-axis IMUs translate body movements into on-screen character movements (stills via ANTVR promotional video, YouTube)
An additional WHDI unit can be added to the assembled handset (and is shown in the image above), allowing for a reported low-lag (less than 1ms) fully wireless gaming experience. The WHDI unit is not supplied as standard, but the company states it will offer it for $200.
As with the Oculus Rift, a software development kit (SDK) is to be made available with the ANTVR kit. The open-source nature of the kit means that there is potential for it to be used with a range of systems beyond those for which it initially supports.
“We wanted to make a gaming system that is universal, but it’s very difficult to make your product compatible with every kind of gaming platform,” Qin Zheng, ANTVR Technology’s founder, said in the Techcrunch report. “We’ve worked on making it compatible with Xbox, PC, and PlayStation, but there are many other gaming systems. If there are developers with other gaming systems or just device developers, they can choose to modify the firmware inside our hardware.”
The Kickstarter campaign is being run along very similar lines to the Oculus VR, up to and including an opportunity to visit the ANTVR Technology studios in Beijing for those willing to pay-out $5,000 (plus meeting their own airfares, etc.), which will also include guided tours of China’s capital. For $270-$300, supporters get the ANTVR kit and other goodies, while for $470-$500, supporters get the kit with a WHDI wireless unit as well.Those offering less that $270 get to choose from other reward options. Qin hopes that following the kickstarter campaign, ANTVR Technology will be able to start shipping kits in September 2014.
The following promotional video examines the ANTVR kit, and shows it in use with the additional WHDI wireless adapter.
In a wide-ranging discussion at the TechCrunch Disrupt New York event (May 5th-7th), Oculus VR CEO Brendan Iribe has spoken about why the company the Facebook acquisition was a good thing, and has described a desire expressed without both companies to make VR a social experience for a billion users, perhaps in the form of a MMO.
The discussion – described as a “fireside chat” with TechCrunch co-editor Matthew Panzarino – is available as a video in a Techcrunch article. It was followed by a backstage interview with TechCrunch’s Josh Constine.
Brendan Iribe, Oculus VR CEO, talks to Matthew Panzarino at TechCrunch Disrupt NY (image via TechCrunch)
in discussing the attractiveness of the deal for Oculus VR, Iribe indicates that one major consideration was the fact that the company was offered the opportunity to more-or-less continue to operate fairly independently of Facebook, a-la Instagram. Another was that Facebook were prepared to provide Oculus with access to their enormous technical capabilities and services, while offering Oculus the ability to practically cherry-pick which of them they’d like to leverage.
The majority of the conversation, however, focuses on the development of an immersive, VR-focused “MMO” (a term used interchangeably with “virtual worlds” and “metaverse”) with a billion users world-wide. “Metaverse” is a term which has been used by the Oculus team in the past, indicating that they’ve held aspirations in that direction and beyond the gaming market, and Iribe frankly admits that having Facebook behind them immediately means that Oculus VR has a huge network behind them – not only in terms of infrastructure and tech, but in terms of users (1.2 billion of them), which could very much help speed up adoption and acceptance of VR. Commenting at around the 4:35 mark, Iribe states:
We know with Oculus, with a virtual world, if you’re putting on this pair of glasses and you’re going to be face-to-face communicating with people, you’re gonna be jumping in and out of this new set of virtual worlds, this is gonna be the largest MMO ever made. This is going to be an MMO where we want to put a billion people in VR. And a billion person virtual world MMO is going to require a bigger network than exists today. Why not start with Facebook and their infrastructure, and their team and their talent that they’ve built up?
While this is not a short-term goal – the figure of around ten to twenty years is mentioned when discussing how this will all come about. Iribe also notes that there has to be something of a further upscaling of computing power in order to make it all happen, as well as the technology needing to become less cumbersome and intrusive and more readily acceptable and wearable. He suggests it should look more like a set of sunglasses – a direction several VR companies are already heading in.
Exactly how this billion-user environment will come about and what form it will take is unclear. Towards the end of the video, Iribe wisely points-out that VR is still in its infancy, and that it’s hard to predict precisely where it will lead or the impact it will have. However, it seems from his comments that the “MMO / Metaverse” Oculus VR are considering isn’t a single platform (although they see Facebook’s users and network as a good starting-point, as mentioned), but potentially a range of interconnected worlds / environments.
An interesting aspect of the discussion around the MMO / Metaverse concept is that Iribe in some respects echoes much of the work that is going on at High Fidelity. He mentions that one of the attractions Facebook held for Oculus was that it already operates a complex payment system (worth around $3 billion in revenue), which negates the need for Oculus to have to develop one – a problem High Fidelity is still mulling over. More particularly, at some 12 minutes into the video, he describes the working going on at Valve in terms of development avatars and projects this work into the future where he sees avatars have head tracking capabilities, can mimic facial expressions and carry people into the Uncanny Valley – a path High Fidelity are already walking, and would appear to be a good deal further along.
In the backstage interview with Josh Constine (embedded below), Iribe also talks about issues of trust and identity security, and having the confidence that as you move between apps and environments, you maintain control of what aspects of your identity are exposed. This is another issue which has very much been at the forefront of High Fidelity’s thinking with regards to a metaverse of virtual worlds.
Towards the end of the discussion, Iribe mentions the fact that Oculus VR are now starting to work more closely with the education sector in a drive to expand the whole VR ecosystem.
A TPV developer meeting took place on Friday April 11th. The core items discussed in the meeting are reported below, with timestamps in the relevant paragraphs indicating the point at they are discussed in the video embedded here. My thanks as always to North for the latter.
Release Candidate Viewers Status
[00:34] The VoiceMO RC (version 3.7.6.288881) combines the former SL Voice RC (3.7.5.288516) and the former Merchant Outbox RC (3.7.5.288408), both of which have now been withdrawn from the release channel. Both of these RCs were performing well, and it is hoped that by combining them, they’ll both have an accelerated path through to formal release status.
The Lab is keen to see the Vivox updates for voice gain wider traction in viewers, as these not only improve people’s voice experience, they also lighten the load on the back-end servers.
The Interest List RC updated to version 3.7.6.288879 and the Sunshine / AIS v3 RC updated to 3.7.6.288822, both dated April 10th, and appearing on the wiki page on April 11th.
These, together with the Maintenance RC (version 3.7.6.288799), released on Wednesday April 9th, are now the four remaining release candidate viewers in the release channel. As these are all recent updates, data is still being gathered on all four, so it is unlikely that any of them will be promoted to the de facto release viewer in week 16 (week commencing Monday April 14th).
Google Breakpad Reporting and Issue
[01:40] The Google Breakpad changes mean that all viewers with the updated Breakpad code have the marker files for crash reporting created much sooner in the initialisation process and deleted much later in the viewer shutdown process. This means that more crash stats are being collected, but it also means that the crash rate measurement has gone up slightly as a result.
[03;30] Whirly Fizzle has identified an issue occurring with both the Maintenance RC and the current viewer release (3.7.5.266464) which appears to be linked to the Google Breakpad updates. BUG5707, “While logged in, crash reporter pops up, sends in a crash report but the viewer does not crash”. Whirly describes the issue in part as:
The crash reporter window does not just sometimes flash up briefly at viewer launch or viewer close, the crash reporter stays on-screen and appears to be actually sending in crash reports – I see the “Sending to server…..” window, which stays onscreen for some time.
Often I have more than one “Sending to server….” window open – often as many as 3 of them will all open at the same time.
This is happening on viewer launch, on viewer close and even while logged in.
When it occurs while logged in, the viewer does not crash, I am still logged in and the viewer appears functional.
Commenting on the situation, Oz Linden said, “Yeah, we’ve got people looking at some of the Google Breakpad crash reporting issues … I’m not really sure what that’s about … we’ll see if that can get some refinement.”
Oculus Rift
An update to the Oculus Rift project viewer, currently on closed beta, is expected in the next week. The lab is still accepting applications from those who have the hardware to join the closed beta the requirement being that applicants actually have the Oculus hardware. Applications should be addressed to sl_oculus_beta@lindenlab.com.
Further updates to this viewer are expected, particularly once the Lab received the SDK2 headsets, although these are not anticipated to be arriving for another couple of months. The viewer most likely won’t be opened-up publicly until after these latter updates have been made, so TPVs will not be able to integrate the code for some time to come.
SL Share
[05:26] Merov Linden was on-hand to talk about the recent changes to the SL Share capability in the SL viewer – notably the updates which allow people to post pictures to Flickr, post text and images to Twitter and once again post images to Facebook. It is likely that this viewer will be progressing to release candidate status in week 16.
As I’ve previously noted, an important thing to remember about SL Share is the all of the capabilities are opt-in. No-one is forced to use them, and the Facebook option in particular has nothing to do with trying to “push” SL users to Facebook, and while Facebook may not allow people to have accounts in their avatar names, there are a lot of people who are happy using it to connect their SL account with their real life account on Facebook.
One issue that did cause a problem was the inclusion of SLurls with photos being uploaded to Facebook, which caused the image upload capability to be blocked by Facebook. The SL Share updates have removed the “include location” option in the photo upload tab of the Facebook floater, and as a result, Facebook have removed the block once more.
The SL Share photo upload panel as it was prior to the change (l) and as it appears in the SL Share project viewer and some RC viewers since the change (r)
The issue here was not so much that SLurls were being included in uploaded photos, but the fact that they were being added automatically as a part of the automated processing of snaps during the upload process. Apparently, a requirement in using the Facebook API is that all text uploaded or appended to images must be manually entered by the user …
As well as restoring the upload capability, Facebook also restored photos with SLurl include which had been uploaded prior to the block coming into effect, again apparently because of the SLurls being automatically added.
One of the most interesting parts of the new capabilities is that of the preset filters within the upload panels for Facebook, Twitter and Flickr, and the ability for people to create their own filters.
When SL Share 2 appeared, questions were asked on various blogs on whether the filter capabilities would be added to the viewer’s snapshot floater, so that they could be used with the snapshot options there – most notably with the profile feeds option.
A preview example of a snapshot using one of the SL Share built-in filters
I took the opportunity at the TPV developer meeting to ask, and Oz Linden replied:
The SL Share project doesn’t include putting the filters in to the snapshot floater, but Niran [NiranV Dean, creator of the Black Dragon viewer] is working on that. So we may get that as another open-source contribution.
Merov then added:
It’s not overly difficult to do that. Actually, I did it for a demo once, so it’s pretty easy to add. I didn’t do it because the snapshot UI on the official viewer has plenty of … how can I put this nicely? …. Oddities, let’s say … so if I really wanted to do it, I’d have to re-do everything …. so I went to the designers and said, “You know, we should really re-do all this,” and they said, “Yes, but not now.” so I’m not working on that just now. but yes, it’s possible … so if you want to put it into your own snapshot floater, I won’t be offended!”
One of the aspects of the SL Share 2 capability that didn’t get to be in this initial update is a filter editor capability such that the filters can be more easily combined to create custom filters. Oz invited any TPV developers who might like to take this on to do so and to consider contributing it back the Lab should they do so.
The authentication aspect of the SL Share capabilities is all handled by the Lab’s back-end to the capability, so that the viewer-side code can be taken by TPVs and amended without any risk of users’ private information being leaked or tracked.
Webkit Woes
Monty Linden
[15:48] Webkit is a third-party library used within the viewer for a number of tasks. For example, it powers the built-in web browser, and is used to display profiles (unless you’re using a viewer supporting legacy profiles). It is also used with like Media on a Prim (MOAP) and many in-world televisions.
There have been an increasing number of issues with webkit. The libraries used within SL are out-of-date, for example, something which has caused the Lab and TPVs a considerable amount of pain (see BUG-4763 and FIRE-12642, and FIRE-11057).
Monty Linden has been poking at the problems, and gave a further update on his work:
I’m doing a bunch of damage, and then trying to move forward, just to get to 4.7.4 first, and then the 4.8 a little bit later on. I’m just about at the end of that … my goal is to kill the current third-party lqtwebkit library repo and I’ve created a new one that’s a little healthier and working a little bit better.
It’s not clear at the moment when Monty’s work will appear in a release stream. A further problem here is that the qtwebkit (on which lqtwebkit is based) has been deprecated by QT, so the Lab is faced with a decision s to what to do going forward. One option may be to go with CEF, but which direction the Lab will take has yet to be decided.
The Firestorm team have reported they have re-worked webkit for themselves, updating to version 5..2.1 for Windows and are looking to do the same for Linux and Mac. This work appears to have fixed issues with Media on a Prim and it is hoped it may also resolved the YouTube issue of videos failing to play on in-world TVs, etc.
Firestorm are going to liaise with Monty with regards to the work they’ve done. currently, the Windows updates are still subject to internal testing by Firestorm, although they plan to make the work visible to all once they are confident enough that it behaves as expected.
Mac / Cocoa Update
[22:45] There has been some progress in addressing the Mac / Cocoa issues, with some fixes now in the Maintenance RC release, including:
MAINT-3135 Cocoa Viewer: Mac: Maximizing the viewer leaves garbage on the screen
MAINT-3288 Mac: Fullscreen mode issue in Viewer 3.6.7 (281793)
MAINT-3642 Mac viewer can no longer export textures to TGA format
MAINT-3674 Mac: “Hide NewApplication” under Second Life menu, should be “Hide Second Life”
Referring to Cocoa issues in particular, Oz again confirmed that “all of them” are on the Lab’s to-do list, but not all of them are getting done as yet. In particular, there is no news on the long-standing ALT-cam bug.
Other Items
We’re all aware that there are options within the viewer to run more than one instance (so if your computer doesn’t grind to a halt, you can run two versions of the official viewer or two versions of Firestorm, etc). However, what some people may not be aware of is the fact that while the viewer can allow multiple instances, this is not actually a supported feature. It should also be remembered that because of the way voice is handled, it is currently not always possible to run two instances of a viewer (or two different viewers at the same time) with voice enabled without encountering significant issues and potential lock-ups (although Singularity has a fix for this).
What also may not be realised is that because some of the viewers use different mechanisms to detect how many instances they are running, it is possible to encounter conflicts and issues when running, for example, the SL viewer and the Firestorm viewer simultaneously on a computer.
So if you are running multiple instances of the same viewer or multiple viewers on the same computer, and start experiencing unexpected issues, try shutting all but one instance / viewer down and seeing if the problems go away before seeking support assistance.
The latest Drax Files Radio Hourdrew my attention to new that Philip Rosedale’s newest venture, High Fidelity, this week gained a further round of investment capital.
Whether the latest round represents new investors or those already involved increasing their stake or a combination of both, remains unclear. However, the amount pushes the total level of investment into High Fidelity received close to some $5 million, including the $2.4 million obtained in April 2013 from Linden Lab, Kapor Capital, Google Ventures and True Ventures. Not bad for a company often referred to as “flying under the radar”.
Since Facebook’s move on Oculus VR, there has been a lot of speculation as to what might be next for the acquisition bag – and whether it could be Second Life. I’m not that convinced on the latter. But what about High Fidelity? In terms of Facebook, there might seem to be something of a fit – of not right now, then potentially down the road a bit.
Mark Zuckerberg, in describing his future vision for VR talks grandly in terms of “social VR” – VR which promotes “real” interaction and communications and which has real-world applications. That’s pretty much the space High Fidelity seems to be aiming at. I say appears, because High Fidelity seems to have a finger in a lot of idea pies, but most of the talk is in generalities rather than specifics when it comes to product(s).
Philip Rosedale: could his High Fidelity start-up be on Facebook’s radar?
But given this commonality, and given High Fidelity is building on the kind of cool, sexy hardware – including the Rift, which apparently will work “out of the box” with whatever High Fidelity is / will be – it’s likely to have more of a bleeding-edge golly gee appeal than the decade-old, over-the-hill and decidedly unhip Second Life. Indeed, where it gets reported in the media, it already has.
Philip Rosedale is also something of a known quantity to one of the key players in FB’s acquisition of Oculus VR: Cory Ondrejka. They co-founded Second Life together and worked together as CEO and CTO until a difference on opinion separated them – and I assume that difference wasn’t enough to prevent them ever working together again. High Fidelity itself has attracted some of the key technology players from LL as well, who will also be known quantities to Ondrejka.
There’s also the matter of timescales. Facebook, as I’ve mentioned previously, seem to be jumping into the VR market-to-be for the long haul, they’re content to let Oculus VR test the waters for them in the gaming arena while looking towards more distant potential markets (and better, lighter and more ergonomic headsets that a broader cross-section of consumers will find attractive). As such, the slowly, slowly approach High Fidelity appears to be taking could synchronising rather nicely with FB’s approach.
Of course, this is all predicated on a number of things: exactly what it is that High Fidelity really has, how it fits a bigger technology picture, etc., right through to matters of equity stakes and controlling interests in the company. However, in this latter regard, were High Fidelity to demonstrate they have something FB could leverage, it’s pretty clear that Facebook has the financial clout to make a deal worth everyone’s time.
At the very least, might be interesting to see where things go with any third round of investment into High Fidelity in the future …