Last week's Oculus Connect 2 conference was perhaps a pivotal event in the story of virtual reality. It was the last developer conference before the floodgates of consumer VR open next year when three platforms--Oculus, Steam VR, and PlayStation VR--make their way into our homes and offices. In some ways, it felt like Apple's WWDC before the App Store and iOS SDK launched in 2008. Developers and users are on the cusp of a new frontier; there's so much we don't know, but the eagerness and excitement for this new platform is palpable. The lessons of early VR experiences are just starting to compound and fuel a feedback loop that will eventually lay out the foundation for our understanding of what works in virtual reality. There's a whole lot of figuring out to do, which is really exciting.
The emphasis of this year's Oculus Connect wasn't on unveiling new hardware. This Holiday's Samsung Gear VR isn't all that much different from the past models. We didn't see new Rift headsets or controller prototypes--the first consumer release is pretty much set. More interesting were the software demos, both from first and third party devs. These demos show not only the current state of VR gaming and social experiences, but where developers' heads are at in fleshing out new ideas and focusing their efforts for experimentation. Oculus Story Studio, Medium, and the Twitch social experience are the best examples of that, and there are insights to be gleaned from each, even from short demo sessions. As with last year's Connect and our GDC hands-on with the HTC Vive, I'm going to share the takeaways that stood out to me most. If you followed along the announcements at Oculus Connect 2 or attended the conference, I'd love to hear your own takeaways in the comments.