Oculus 5 Year Plan - Theory

In the world of business and in many others, five years is often a common target and source of planning. Companies are purchased with the goal to grow and sell within 5 years at a profit.

Many VR companies will be bought and sold with the same goal. From our earlier article Oculus are already working on the Oculus Rift CV2 and very likely have a five year plan. Even though Facebook purchased Oculus for the long term, it is very likely they have a 5 year plan. Just for fun, let’s theorize what their 5 year plan may be. Let’s assume this plan starts in January of 2015 and ends in January 2019

 Year 1 - 2015

  • Finalize Design of CV1
  • Set up supply chain & costing plan for CV1
  • Set target release by Quarter
  • Start demos of CV1 and look to incorporate some changes to final CV1 based on feedback
  • Plan to finalize SDK for CV1 (Most efficient Direct Mode)
  • Working on next-gen screen (4K)
  • Working on next-gen controllers (Various prototypes, half-moon primary goal)
  • Plan for retail partners

 Year 2 - 2016

  • Set final date & cost for CV1 (Aspire for end of 2015)
  • Set final date & Cost for Oculus Controller (Aspire for end of 2015)
  • Finalize pre-order on web site
  • Implement hands-on with retail locations such as Best Buy
  • Meet schedule for release
  • Continue working on next-gen screen plan for CV2 (QTR 1 2017)
  • Include controllers with CV1 for Christmas package (push sales of end of life cycle CV1)
  • Continue Research into non-gaming VR/AR solutions
  • Release first-gen social media VR solution
  • Continue research into tracker less Head Mounted Display (HMD). Currently Gear VR does this and the Oculus Rift is Outside-in tracking (Camera on separate stand and sensors on the HMD)

Year 3 - 2017

  • Release CV2 QTR 1 (New 4K screen and improved optics, some basic gesture motion tracking for UI, primarily non-gaming uses)
  • Improved half-moon controller
  • Allow support for stand-up VR
  • Reduce costs
  • Continue Research into non-gaming VR/AR solutions
  • Prototypes of tracker less HMD

 Year 4 - 2018

  • Release CV3 QTR 1
  • Headset no longer requires separate motion camera
  • Allow support for full freedom of movement without camera tracking
  • Reduce costs
  • Increased usage of gesture detection
  • See-through feature allowing basic Augmented Reality (AR) concepts
  • Allow backward compatibility of motion sensors with half-moon using motion gestures
  • Release social media VR solution and AR features
  • Continue Research in non-gaming VR/AR solutions 

Year 5 – 2019

  • Release CV4 QTR 1
  • Fully implemented Augmented Reality (AR) and VR Headset
  • Full support for motion tracking
  • Phase out half-moon controllers?
  • Reduce costs
  • Continue Research in non-gaming VR/AR solutions

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