We caught up with Oculus VR founder Palmer Luckey and vice president of product Nate Mitchell to learn more about their newly acquired money suits, what strides are left for VR and what the journey with Oculus has been like so far.

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"We're basically still a start up, that has hired a bunch of people and has a lot of resources and hasn't launched a consumer product yet," says Luckey of Oculus VR's position in the industry. "But I do think we're on the track to do something that's really big in the games industry, that will make a difference in how people play games."

The Facebook acquisition is obviously a big deal and a game changer, or as Luckey put "I don't think it's actually changed what we want to do, but there were a lot of things that we wanted to do that we could not, and now we can".

The discussion next turn to the aftermath of selling a company whose success could be directly linked with a Kickstarter, and then moved on to whether the interest in VR still surprises them.

"I think it's humbling. I think it's... Palmer you may disagree, but I am always surprised to see how strong the adoption is," says Mitchell. "I think it's always what we hoped it would be, right, but you never know."

"I think it's kind of amazing how much people have helped us get to where we are," says Luckey. "I wouldn't say it's surprising, cause people have been wanting VR for a long time. It's not like the demand for it ever went away. So if you provide the technology that people have wanted for decades then they're going to be interested. It's humbling and also not really surprising to me. I think DK2 is really great, you know not where we want it to be. It's got a long way to go to a consumer product. But I'm really happy that a lot of other game developers are happy with it and are showing it."

Why is VR ready for take off now then?

"The technology is finally ready," says Luckey. "That's what it is more than any individual breakthrough is that technology was never ready before it didn't matter how interested people were or how many developers you've got. The tech was not capable of providing a good consumer experience and it really is now."

Speaking on the competition, specificially Sony and Project Morpheus (that has yet to be announced as an actual consumer product), both Luckey and Mitchell felt quality was key.

"If they do decide to invest in it and make it something that is actually a core part of their strategy the it's a good thing," says Luckey. "Because VR will have more people in it, there will be more people making games. And the more people that get into VR, the better, because all of us are going to benefit as a result."

"I think the biggest thing, that Palmer just nailed, is that assuming Sony goes all in on the Morpheus project and actually ships the consumer product it really will mean more money into the eco system for developers, a bigger audience for developers to actually sell in to," says Mitchell. "It just means more people using VR for the first time which is really going to help all the companies in the VR space. That's awesome. The thing that we talk about a lot and our biggest concern, especially not necessarilly with Morpheus but with a lot of the other VR headsets that have been popping up around the internet and the world is that we're really worried about companies delivering bad VR experiences and poisoning the well for Oculus, Morpheus, whoever else."

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"We're still working on our consumer product and trying to get it out the door as fast as possible," says Luckey about what's next for Oculus.