a16z Podcast: The Present State and Future Possibility of Virtual Reality
The a16z Show
a16z
4.2 • 1.2K Ratings
🗓️ 17 December 2015
⏱️ 48 minutes
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| 0:00.0 | The content here is for informational purposes only, should not be taken as legal business, tax, or investment advice, or be used to evaluate any investment or security and is not directed at any investors or potential investors in any A16Z fund. For more details, please see A16Z.com slash disclosures. |
| 0:18.7 | Hi, this is the A16Z podcast. I'm Kyle Russell, a deal partner here at the firm looking at |
| 0:23.6 | virtual reality and augmented reality, among a few other things. I'm joined today by two people |
| 0:27.6 | who know a lot about VR. I'll let them introduce themselves so you can put a name to a voice. |
| 0:32.6 | Saku, if you'd like to start off. Hey, I'm Sackendala, Panthe-Ratner. I'm a research, I'm Sarkandala, Pantirt Rettner. I'm a research, I'm on the deal in research team here in |
| 0:39.4 | Driesen Horowitz. I focus on VR and amongst other emerging technologies. Before this, I was an intern at |
| 0:45.7 | Oculus. And hi, my name is Bo Cronin. I have a background in computer science and perceptual and |
| 0:51.9 | computational neuroscience, and I've become particularly interested |
| 0:54.5 | in VR recently because it allows us to in many ways expand our perception of both the real world |
| 1:00.7 | and worlds that we get to make up from scratch. So thanks you both for joining today. I'm really |
| 1:08.0 | excited to talk about, you know, kind of where VR is at and, you know, |
| 1:12.0 | what aspects of it, I think, are maybe underconsidered by people who just kind of look at it as a |
| 1:17.1 | raw set of technologies of things that track motion and our screens attached to someone's face. |
| 1:22.6 | I think that there's a lot of aspects where, you know, if you look at mobile or desktop computing |
| 1:27.8 | and other ways that we use technologies, aspects that are commonly discussed aren't even brought |
| 1:33.0 | up sometimes when you're looking at VR. |
| 1:36.7 | So one of the things I'd like to kind of just check in on first is where VR is at today |
| 1:41.8 | in terms of the technology and in the commercial space. |
| 1:46.1 | So recently, Samsung and Oculus released the Gear VR. Saku, you actually used to work at |
| 1:51.4 | Oculus, so maybe it'd be fun for you to talk about where the consumer platform is at today. |
| 1:56.3 | Right. So the big thing with Oculus is that the VR headsets, which had been around for maybe 10, 15 years before that, finally became affordable and also usable. |
| 2:07.1 | So we got the right ratio of being VR high quality enough and also it's reasonable for the average person to buy one. |
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