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Oculus VR’s Antonov: ‘The killer application could come from anyone’

Oculus VR’s second iteration of it’s development kit, aka DK2, is now shipping to developers across the globe. Throughout the production of this model the company has insisted that the DK2 was aimed solely at developers and that the eventual consumer version would be significantly different. However, regardless of their intentions for the hardware it’s software that will sell virtual reality (VR) to the mainstream and that all important ‘killer app’ is yet to be seen.

Oculus VR has recently made waves with the revelation that they are developing in-house videogames for the VR head-mounted display (HMD) as well as other applications. The company will also be publishing titles from other studios, including CCP Games’ EVE Valkyrie and Playful Corp.’s Lucky’s Tale. However, in an interview with Develop, Michael Antonov, Chief Software Architect at Oculus VR, has implied that his team are not resting on their laurels when it comes to developing key software for the consumer version of the Oculus Rift.


“One of the most exciting aspects is that everyone, from major triple-A studios to two-man indie teams, is discovering what works in virtual reality together, on a very level playing field,” states Antonov. “The killer application could come from anyone.”

Antonov is keen to extend his invite to the Oculus Rift development community to all developers, no matter what their experience may be. Indeed, in this same interview he offers key advice as to how to get started in the field of VR development:

“Virtual reality is a completely new medium, and everyone working with it today is a pioneer,” states Antonov. “Since there’s no rulebook, the best way to learn is experimentation, prototyping, and rapid iteration. We also recommend reading through the Oculus Best Practices Guide, written by the team here at Oculus, which provides a foundation of VR knowledge to build from.”

With the launch of the Oculus Rift DK2 only recently behind us and the international distribution of hardware continuing it’s unlikely that we’ll see anything of the consumer version for sometime. Of course, VRFocus will keep you updated with any developments in this field.

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