#457: Day 1 Recap of Oculus Connect 3

Reverend Kyle and I recorded a recap of the first day of Oculus Connect 3 as a part of the Oculus Livestream sponsored by Intel. We went around Oculus Connect 3 trying out a number of multiplayer VR experiences with the Oculus Touch and the gamepad including Dead & Buried, Gang Beasts, Ripcoil, Kingspray, and Blazerush. I also had a chance to try out the latest version of Oculus Medium, which has come a long way over the past year in creating a fully functional and professional application within VR.

LISTEN TO THE VOICES OF VR PODCAST

You can watch the recording of the livestream down below to see some of the footage and reaction shots of playing different multi-player games

Watch live video from on www.twitch.tv

Rough Transcript

[00:00:05.412] Kent Bye: The Voices of VR Podcast. My name is Kent Bye, and welcome to the Voices of VR podcast. So on Wednesday, October 5th, was the first day of Oculus Connect 3. And myself and Reverend Kyle from the RevKyle podcast were going around and trying a lot of different experiences. And we were being followed by a camera crew that was shooting some footage for the Twitch livestream for Oculus, which was sponsored by Intel. So at the end of each day, we're going to be doing these livestreams, kind of talking about the big highlights from the day. So this year, the Oculus Connect Conference is pretty much taking over the entire San Jose Convention Center. In previous years, it was at a hotel in Los Angeles. And so there's just a lot of different demos. There's a strong emphasis on content and some of the new games that are coming out using the Oculus Touch controllers, as well as an area for the Gear VR, as well as a lot of the GamePad games that are new and coming out as well. So on today's episode, I'm going to be running the full Intel daily wrap-up that Reverend Kyle and I did at the end of the first day. And it kind of picks up in the middle. We were just kind of talking about setting the scene, being in San Jose Convention Center, and just that there was a lot of different experiences. So we talk about some of the multiplayer experiences that we did and talk a little bit about the input controls and what the Oculus Touch is starting to enable, as well as some of my impressions of Oculus Medium. some of our predictions as to what might be announced at the keynote here on the second day of Oculus Connect 3. So, that's what we'll be covering on today's episode of the Voices of VR podcast. But first, a quick word from our sponsor. This is a paid sponsored ad by the Intel Core i7 processor. You might be asking, what's the CPU have to do with VR? Well, it processes all the game logic and multiplayer data, physics simulation and spatialized audio. It also calculates the positional tracking, which is only going to increase as more and more objects are tracked. It also runs all of your other PC apps that you may be running when you're within a virtualized desktop environment. And there's probably a lot of other things that it'll do in VR that we don't even know about yet. So Intel asked me to share my process, which is that I decided to future-proof my PC by selecting the Intel Core i7 processor. So again, this livestream with myself and Rev Kyle was recorded on October 5th on the Oculus Twitch livestream at the Oculus Connect 3 conference. happening in San Jose, California. So with that, let's go ahead and dive right in.

[00:02:42.372] Kyle Riesenbeck: Then we've got, here's Touch. This year, the big thing is Touch. And then we've also got the Gear VR mobile experiences happening. So there's a wide variety of stuff to try out this year.

[00:02:52.614] Kent Bye: Yeah. And this day was kind of a fallow day. It's an opportunity for people to try out a lot of different experiences. And I think probably the biggest thing that happened today was John Carmack had a talk where he was starting to critique other Gear VR experiences. So a room full of developers listening to John Carmack go through different experiences and hear his critiques of what works and what doesn't work.

[00:03:12.499] Kyle Riesenbeck: To be a developer and the actual have the John Carmack look at your app, your game, your experience and say, hey, here are the things that can make it better. You know, you can't pay for that type of quality control, really, is what it is. And so for him to do that publicly, I think he was doing a good job at educating the developer community in what makes VR good. And that's really important that we, as a community, learn that as we move forward.

[00:03:40.007] Kent Bye: Yeah, yeah. So to me, there's a lot of industry people here, developers, a whole mix of a whole range of all the different applications of VR. And I think that we had a chance to try out some of the different experiences today. In fact, we were just kind of running around most of the day today trying out different experiences. And so, yeah, I guess we're probably going to be. talking about some of our experiences, some of our highlights that we had today, and then at the end we're going to be making some predictions about what we think might be discussed in the keynote tomorrow, what news might be coming out. You know, there's usually some big announcements that happen here at Oculus Connect that, you know, is addressing the entire Oculus development community. So in the past we've had new technology with the Oculus Touch, which was last year, and the year before was the Crystal Cove. There's always kind of the next iteration, so we'll be talking about maybe what we might expect this year, but maybe we should talk a bit about some of our highlights today in terms of what we experienced.

[00:04:34.842] Kyle Riesenbeck: Yeah, I think it'd be, we would be remiss to not share with our community the wonderful games and experiences that we tried out. I know We focused heavily on the multiplayer experiences. You and I got a chance to go head-to-head, as we have in the past. Let's take a look at some of these things.

[00:04:56.627] Kent Bye: Let's start the first package here, which is Dead and Buried. So yeah, this is a first-person shooter game where you're using the Oculus Touch controllers and you kind of really crouch behind different things in your, it's like a cover shooter. But it's a two-on-two, and this is a multiplayer where I was on the good team and you were on the bad team. You were trying to steal the safe and I was trying to prevent you from coming in.

[00:05:22.303] Kyle Riesenbeck: It was co-op 2v2 and that was a lot of fun because I felt like I could see my teammate and we were shooting you guys on the other side. The touch controllers are just phenomenal for this type of gameplay. Pulling the guns out, firing at them, just trying to shoot you square between the eyes. I mean, Kent, I haven't had more fun in a long time than trying to shoot you. And what's funny is, in this video you can see us... actually standing right across from each other, but we shot each other several times.

[00:05:57.848] Kent Bye: Wow, I was really getting into it. You know, I don't know what I look like when I'm playing these games because I just really lose myself. I was really focusing in this game of trying to crouch down and pop out and shoot, and I think that this game, there's just a mechanic that's pretty simple where you just kind of flip your hand over to reload. and then you're basically just standing up and trying to stand up and not be exposed, and stand up quickly, pop up, and trying to shoot the other people, essentially.

[00:06:24.179] Kyle Riesenbeck: Yeah, and being able to look over, and I see my teammate, and he's crouched down, and we got the opportunity to play with two of the developers of Dead and Buried, which they were top-notch players, but I think you and I kind of dominated, obviously, as the avid gamers that we are. But looking down and seeing my opponent, and he's pointing, and he says, up that other gun over there and I pick it up it's like oh shotgun hey heck yeah you know and then I blow you away it was just wonderful I mean that kind of gameplay like you said you lose yourself because the controllers become the guns, and you really feel like you are having an experience, and you know, having the bullets fly at you is, I mean, you, you jump back, you're like, oh, oh wow.

[00:07:09.130] Kent Bye: Yeah, it was really intense, and especially with the Oculus Touch controller, especially, I think it just kind of disappears in your hand a lot of way, and this experience as well is where I just felt like I was in the experience of having that embodied and active presence, and I had a lot of fun just like, you know, really getting my body into it. To me personally, I really love and I'm really looking forward to a lot of the touch games where you're able to actually put your full body in it, as you could see from the clips.

[00:07:33.987] Kyle Riesenbeck: Absolutely, yeah. And you know, with Dead and Buried and some of these other multiplayer experiences that we did with the touch controllers, they've given us this mat to stand on. And it's very distinct, whether it's on a carpet or on a hardwood floor or on a tile, it's very distinct that there's this carpet. And if you step off of the carpet, you feel it, that sensation of, uh-oh, I'm out of my comfort zone. I don't want to punch my monitor or my TV. We see these things all the time on YouTube, and I don't know how sincere they are. But I like the idea of having this kind of cage, a guardian, as you might call it, that will stop you from being able to get outside of your zone.

[00:08:13.011] Kent Bye: Yeah, and this is, they seem to have different multiplayer co-op where you have two people and you're trying to cooperate. And my, I was just shooting and not really collaborating with my teammate. Afterwards, the developer turned to me and said, hey, you know, we could have done a little bit better job of talking about and focusing and targeting one person. I think that's a thing that you can do with the co-op a little bit more in this game, is that it makes it a little bit more interesting in just one-on-one, is that you have another person, you can kind of gang up on one person, and I think having a little bit more strategy, but you're kind of progressing through different phases.

[00:08:46.271] Kyle Riesenbeck: I don't know, Ken, I actually, I enjoyed having me and my teammate gang up on you. It was pretty good. Now, I feel like with the shooting games like that, too, there was a lot of value to having separate avatars. So we each got to pick our own avatars ahead of time. So I was the bandit, you were the outlaw, or whoever. So having that distinct character that we were playing, it's not just player one, player two. You had a corporeal representation at least ahead of time. So you knew who you were going to be, and then who the other people were, as opposed to just you know, generic characters.

[00:09:24.425] Kent Bye: I think that's important. So yeah, I think that's, to me, that was one of my favorite experiences of today, playing Dead and Buried, but we also had a chance to play some other multiplayer experiences. I know that there's some 2D games that are out there that have a three-dimensionality, so one of those is Gang Beasts, which is a very popular multiplayer game, and Usually you were playing it on a 2D screen, but we actually had an opportunity to play it within an immersive 3D with the Oculus Rift as well as with the gamepad controllers.

[00:09:53.410] Kyle Riesenbeck: Right, yeah. So, I mean, while there are a lot of experiences with the touch controllers, having just those gamepad games as well, it's still a very compelling experience for 2D. Gang Beasts was interesting because I wasn't exactly sure If I was playing it right, I felt like there needed to be like a tutorial or something. But once we got into it, I felt like I'm like, all right, I'm kicking somebody else, other persons out of the ring and pushing them off a building. And then I fell. But that third person perspective can be fun. I mean, it actually, I, you know. VR doesn't have to just be first person. That third person experience can actually be just as much fun.

[00:10:40.698] Kent Bye: I think this is an interesting game just because usually within VR you expect that you're going to be in a first person perspective and in the game, but yet this is a game that's already in 2D and I think that Being immersed within the game you kind of see the characters in the near field and they're just like super cute And they kind of look like they're drunk or that you're when you're actually playing the game I just found there was a little bit of lag and I think that's part of the design is to make it kind of like a little bit unpredictable and they're they're kind of slow and that's just part of the the their fighting style and it's it kind of makes it entertaining for other people to watch as well for

[00:11:17.212] Kyle Riesenbeck: For me, it felt very realistic because I feel like that's how I would actually look and feel if I was wrestling around with other people. So, I mean, yeah, for me, it felt very realistic and, you know, it could have even been a first-person perspective and I would have been comfortable with that, I think. I don't know. So, I believe we also played some other games. Oh, rip coil. OK, yeah. Yeah, this was fun.

[00:11:40.673] Kent Bye: So this was another one where you're kind of sliding back and forth. And so this actually was, it felt like the mechanic was more of you leaning left and right. And you had to try to very quickly grab things. rather than, and you're kind of throwing things as well. So here we're calibrating the system and you're basically, let's set the scene a little bit for people to kind of what it feels like when you're actually in there. It's kind of like a disc golf where you're trying to throw the ball and score a goal. Like air hockey, I guess.

[00:12:15.494] Kyle Riesenbeck: So yeah, it felt like air hockey. What they did was they exaggerated our movement. So as we moved left and as we moved right, it wasn't a one-to-one. It was more like a four or five-to-one, really. And so as you're hurling the disc at me, and I'm trying to stop it or actually catch it, My movement was exaggerated. So when I leaned left, I went way left. And when I moved right, I went way right. And the actual momentum, depending on how you threw the disc, it actually kind of shifted, and there was bounce, and there was recoil, and you throw it down, and you throw it up, and it would spin around, and you, at the last minute, it would make a maneuver, and you'd have to whiz around and try to catch it. But you were, you know, if you were playing air hockey, you're the paddle. you're a human paddle for it. And it really was, we had a lot of fun actually playing that. That was a lot of fun.

[00:13:08.735] Kent Bye: Yeah, I think that to me, so there's a number of different VR games where, actually just sports in general, where it's all about depth perception. So you're trying to like use your sense of depth perception to see things coming towards you. And this game in particular, it was almost like being in a giant air hockey like field where you're like on this same level and so there's a couple of things of trying to actually predict where it's gonna be but also use your body and this is where I think instead of just using your hands you're actually like moving your full body and that's the part where I haven't ever had an experience where the mechanic was you kind of leaning over that was the primary mechanic I'm actually kind of curious to see what we if the two of us going back and forth like that I mean that

[00:13:54.762] Kyle Riesenbeck: If you didn't know what we were doing, that would have looked a little awkward. But yeah, that was a lot of fun. I feel like, and here this is really important, because with all of these demos and all of these experiences that we do, you have to ask yourself, how long you'd play this? I think you and I could have probably played that for quite a while and had a good time together.

[00:14:13.633] Kent Bye: I think the first half of that game, we were just trying to figure out how to play it.

[00:14:18.176] Kyle Riesenbeck: Right, the discovery process.

[00:14:19.477] Kent Bye: A little bit of a learning curve, which I think is good because some of these games, if it's just so simple, then if you kind of master it within a few minutes, then there's no skill that you can actually do. So I think it's actually a good sign that, you know, we were just kind of often just scoring goals on each other back and forth. I think in terms of VR game design, there's a big challenge for a lot of game developers to go and take something that's just a tech demo and make it into a full game. And so being able to add enough novelty and changes within the experience to make it feel like it's a fully rich game that you want to keep coming back to with other people.

[00:14:55.111] Kyle Riesenbeck: So that would be the type of game where if they had a decent enough AI, you could play that as a single player. But knowing that you had somebody on the other side playing against you, that it was a human being, that sense of presence shared. Shared presence. I think that's really important. And I think that that's something that a lot of these multiplayer experiences, and this is kind of the first time we're seeing some real official multiplayer co-op slash, you know, versus types of games, then they're being shown here as release titles. We're going to be seeing people playing these and having that shared presence experience. I think that's really important that we've gotten to this point in the stage.

[00:15:37.163] Kent Bye: And I think also, we're still very early within the development of virtual reality and gaming, and with the introduction of the touch controllers, we're now having our full body involved into being able to use different things as a game mechanic, you know, like for example, this is the first game that I've experienced where it really felt like leaning left and right was a core part of the mechanic, and there was still the opportunity to do a quick grab. And I think with the touch controllers, it's gonna enable just that full embodiment. And I think that, to me, I kind of think of two different types of presence, from the active presence, where you're actually physically moving around, but also the embodied presence, where you feel like your body's actually in the experience. And I think that with the touch controllers, where you're starting to feel like you're able to get both of the embodiment and the sense of really participating and being active within the experience.

[00:16:26.406] Kyle Riesenbeck: So many of these touch experiences in games, they have corporeal representation, and that's something that you don't always have. You don't want to just be a hand out here. I mean, some games that works, but you want to be able to see this is me, and if I'm about to get hit, if I move to the left a little bit, it'll go past me, or if I reach out here, I'm gonna be able to touch it. You know, that's something that the touch controllers is actually, we're able to achieve that with the touch controllers. Now, I feel like there's two thought processes here. Do you give a full body and then try to work inverse kinematics and all that kind of nonsense, or do you actually just let the hand be itself? And then just let the body be itself. I don't know. I mean, I've seen good and bad in both sides. So I'm just really curious. Do you feel it's important to have the full body?

[00:17:17.776] Kent Bye: No. Well, so right now, it breaks presence if you have something where you have your arm in there and it's not exactly right. It actually takes you out of the game. Yeah, you get that weird elbow thing going. The important thing that we're seeing in these multiplayer games is that you'll actually see the other person as fully embodied. You'll see them as a full being. But you, yourself, even though I think most developers, as they've been talking, they're only going to track things that you can actually experience. And so because they can have rock solid tracking of the hands, then you're only actually seeing your hands a lot of times in these experiences. And you're not seeing your body because of that. I think as there are new and more ways to potentially add and expand the tracking to have more parts of your body, like the elbow would be a huge part. Once you start to track more of those parts of your body, then we're going to start to see more of a full embodiment within the experiences.

[00:18:04.210] Kyle Riesenbeck: Yeah, joints is just, they're just hard. You know, joints are hard. You know, input is hard, right? Is that, you know, that's kind of been the mantra of VR since the very beginning is that input is hard. I'm starting to wonder now with what we have seen today. Has input gotten a little easier? Have we gotten past the point of saying input is hard and just leaving it at that?

[00:18:27.000] Kent Bye: I think they've come a long way with the Oculus Touch, yeah. I mean, I think it's really solid. And with some of the other experiences, like I had a chance to try out Oculus Medium today, and I think in terms of the user interface that they have, that's probably the most sophisticated way of using all the buttons and controls. And to me, it's going to be a lot more intuitive to be able to draw and express your creativity and lower that barrier. And I think that's come a long way, this Oculus medium, from when it launched last year at Oculus Connect 2. Having the ability, I think this is gonna be something that's gonna be bundled within the Oculus Touch controllers, is this program medium where you can actually sculpt and create 3D objects that you can then put into your own VR experiences. I think, to me, it's gonna unlock a lot of creativity in people and what they're able to do and express themselves.

[00:19:14.195] Kyle Riesenbeck: There's so many different verticals of creativity, things that can get unlocked with VR, and so there's always been things like Tilt Brush, the Quill is another one, but Medium is just a, it takes it almost to another level, really, for me, because I've always felt like things like Tilt Brush and Quill, you're drawing 2D into a 3D world, but with Medium, you're putting substance in front of you. You're putting content there, and then you're shaping it however it is that you want to shape it. Yeah, you're like a sculptor. Yeah.

[00:19:49.705] Kent Bye: It's the closest thing to being sculpting within VR.

[00:19:52.106] Kyle Riesenbeck: Exactly. Yeah. It felt very almost zen-like to be able to form things and create this monstrous obelisks and things like that. It was pretty good. It's pretty good.

[00:20:04.653] Kent Bye: Yeah. So maybe we should go on to the next. I know you had a chance to play some other games.

[00:20:08.515] Kyle Riesenbeck: I did.

[00:20:08.735] Kent Bye: So why don't you pull up the next package here and we can talk a little bit of what you saw here. So what is this?

[00:20:13.898] Kyle Riesenbeck: So this was, it was called, I think, Kingspray. This was a graffiti. So you go up on the wall and you basically, it's kind of like, again, you're drawing items. And so I drew, a face on the wall. And I tried to be really discreet about what I was putting on the wall, but it was really good. I got a chance to talk to the developer a little later about it, and he was very excited that I enjoyed his experience. But something very cathartic about just throwing down some just, you know, tagging some walls.

[00:20:53.146] Kent Bye: How did it feel to actually put spray paint on the wall? I feel like there's other mediums that, you know, that you're drawing in and it seems like with the spray paint, I've heard some buzz with some people that have tried this experience. They just have a fun time and the physics of actually mimicking the spray paint.

[00:21:12.590] Kyle Riesenbeck: I really wish that I could say that I was hip enough to have gone out and done some real tags, but I haven't. Like I said, it felt very freeing to be able to go up and just draw what I want to draw on that wall and say, hey, that was me. And then at the end, I felt proud of what I had done. And so I wrote my name on it, obviously. There's no VR police yet, so I'm not going to come and get you know, arrested for VR vandalism. That might be a thing someday, I don't know.

[00:21:43.679] Kent Bye: What were the controls on it? Was it just a trigger?

[00:21:47.622] Kyle Riesenbeck: It was sort of intuitive in terms of, okay, I could use the thumb, you know, the thumb stick allowed me to change the flow. And very similar to like Photoshop type of things. So you've got the ability to, you know, turn it up, turn it down, the amount of flow, the amount of opacity, color change. You know, you could clear it, you could save it. Also, you could bring up a cell phone and there was all sorts of different features. You could take selfies of yourself with the art. I mean, all the things that you would want to do if you were really going to go out and vandalize a building. Perfect. Yeah, I mean, I can't really explain it any better than that, yeah.

[00:22:20.427] Kent Bye: Cool. So maybe we could go to the last package, and then as we wrap up here, we can then talk about some of our predictions. So what was this other game here that you were doing?

[00:22:28.832] Kyle Riesenbeck: Okay. So this was Blaze Rush. Now, Blaze Rush has been around a while. I mean, it's a game. It's a third-person game where you're controlling cars driving around. Now, originally, I walked up and I was going to play with one of the... I got really into this. This was excellent. So we were playing football. with the cars. So the cars were kicking around a little football. And I end up with this guy who was playing with me. He was just such a champ. We had so much fun playing this game. I was yelling and screaming and we were talking to each other the whole time. The social interaction of playing next to the person that you're actually playing with. It would have been fun to have headsets on and screaming back and forth between each other. Oh man, I mean it was, I think the score ended up being like 7-4. We played for quite a while. Oh wow.

[00:23:17.959] Kent Bye: I mean it was a long experience. So I know that there's like Rocket League that's like playing soccer with cars.

[00:23:23.485] Kyle Riesenbeck: Basically.

[00:23:24.105] Kent Bye: So you're playing football with cars?

[00:23:25.747] Kyle Riesenbeck: Right, so the difference between Rocket League and this game was Rocket League is all about you're kind of like the right size and proportion of the cars. But with this game, you're kind of up higher, kind of a little bit more of a God mode type of thing. And when you look down, you can still squat down and see. But there's just all sorts of nonsense going on all over. You're spinning around, and your car just barely gets around the corner of something. And all of a sudden, you pick up, oh, turbo boost. Cool. And then you come over, and you steal the ball. And the ball's going back and forth, back and forth. I had a lot of fun with that game. I mean, some of these multiplayer games are very arcade feeling. Wow. I mean, just those are the kind of things I think are really going to sell VR to the masses. So when the kids get their hands on these types of games, they're really going to enjoy playing these.

[00:24:16.383] Kent Bye: Awesome. Well, let's spend the last five, six minutes here talking about some of our predictions tomorrow. There's going to be a big keynote. I think that's typically when the Oculus makes a lot of new big announcements of either new things or things they're showing. I don't know if there's anything necessarily huge new in terms of technology. We're going to obviously see the Oculus Touch. probably likely a lot of big game announcements and content. We're moving into actually launching the Touch here sometime later this fall. So I imagine, I predict that we're going to hear about some big titles that are going to be coming out. So what are your thoughts?

[00:24:52.881] Kyle Riesenbeck: So I remember thinking to myself last year, Because didn't they give everybody a Gear VR? They did, yeah. That was a pretty substantial investment in the virtual reality community at large at Oculus Connect. Do you think another moment, another Oprah style, and you get a touch, and you get a touch, and you get a touch, everybody gets touch.

[00:25:21.407] Kent Bye: Yeah, that's gonna happen. Well, I think that there's a lot of people here that want that that they're hoping I think So I think it's yet to be seen. I would be surprised if they did I But I would be happy if they did, because I think that, here's the thing, I think they, I think Oculus launched with the gamepad and it upset quite a lot of people because they wanted it to have natural six degree of freedom controllers. They didn't want to have a fracturing of the community of having like experiences that you create, but not enough adoption of people actually having touch. I think in the long run, the 6 Degree of Freedom controllers are going to be there. There's still going to be quite a lot of games that are actually better with the gamepad, where either in your cockpit style and some sort of other games like Game Beasts, for example, using some sort of abstracted controller to do all sorts of different fight mechanisms. But I think in the long run, in terms of creating a deep sense of presence and the true potential of what VR can do, I think you're going to want to have your full body into the experience. And so I think it would be quite a great investment. I would love to see it.

[00:26:23.565] Kyle Riesenbeck: I know that they made a big deal about if you pre-ordered the Rift that your name got placed in line for the controllers. You know, there's been a lot of leaked information about what the cost of the controllers are going to be. I've heard anywhere from $159 to $199 to $299 to, you know, all sorts of craziness. I want to hear them come out with at least a price point that makes people go, wow. That makes people go, wow, the complete package, the complete Oculus package is worth it. It's valuable, it's amazing, and I want to jump onto this. I mean, that's how I feel. I mean, I think it's going to be very touch heavy. The titles, you know, I think there's going to be a lot of release titles and stuff. Is there something that they can do that's going to be a big wow moment other than input? I mean, what else could they possibly show?

[00:27:19.686] Kent Bye: Yeah, I think it's going to be content mostly. They're going to probably launch, obviously, announce probably the final price and the launch date of the Touch. I'm not sure if we've got that really nailed down quite yet. But yeah, I think the content, I think, is the thing that I'm going to be really looking forward to in terms of the big announcements that they're coming in. Yeah, also, we're going to be doing these each day as well, so people can tune in. And I think we're going to have some prizes for people as well.

[00:27:45.738] Kyle Riesenbeck: You know, I feel like we should give something away. What if we gave away Tomorrow, do you want to give away an Oculus Rift to somebody? Yeah, let's do that. I mean, that's a good idea, I think.

[00:28:00.055] Kent Bye: Let's do that. I think people who are tuning in to the live stream, as they're chatting into the chat, maybe we can perhaps find some Q&As or other questions. I think we're going to have a lot to talk about tomorrow in terms of the actual information that's announced. Right now, we're just kind of guessing what might be. Today was just kind of a day to get everybody here. People are networking. They're trying out a lot of the experiences. But tomorrow, that's when they're going to come out. They're going to make all their big announcements. And then we're going to be able to have our hands on to some of these other experiences that are going to be new and announced.

[00:28:33.984] Kyle Riesenbeck: Yeah, tomorrow's going to be a full day. We've got a lot more coverage to do, a lot more content to show. I mean, there's just going to be some amazing content to show off. And yeah, you know, tune in. It's twitch.tv slash oculus. Yeah, if you're watching right now.

[00:28:50.723] Kent Bye: Yeah, same time and channel. One more quick prediction. I don't think this is actually going to happen. Uh-oh. But if Oculus came out with the next second generation prototype with eye tracking, I don't think it's going to happen. Eye tracking? I think it's probably this time next year we're going to start to hear about the next generation. I think the first generation is going to last a couple of years at least. Well, then they said that it's gonna be like a console, you know better than a console, but less yeah Yeah, so that I don't think we're gonna have any new second gen No, I think we're just really trying to flesh out the full platform with the controllers and the full content, right?

[00:29:24.662] Kyle Riesenbeck: Let's get the first one out completely before we start talking about the second one, right?

[00:29:29.024] Kent Bye: Yes, that's correct. Yeah, so

[00:29:30.765] Kyle Riesenbeck: So Kent, tomorrow we'll do this again. We'll wrap up. We'll do another Intel daily summary of Oculus Connect 3 here in San Jose. And we'll give away an Oculus Rift to some lucky VR fan person. Yeah, tune in. It's going to be fun. So are we going to some parties tonight?

[00:29:53.826] Kent Bye: I think so, yeah. There's lots of parties each night. Parties and mixtures. I'll be roaming the floor the whole time doing my Voices of VR podcast interviews. And yeah, I look forward to checking in tomorrow again and kind of reporting back the big news of the day. Absolutely. So I just wanted to thank everybody for joining us today. And we will see you tomorrow. Absolutely.

[00:30:11.057] Kyle Riesenbeck: Thanks, everybody, for watching.

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