At the same time, he also said, "The fidelity that you can experience on mobile is pretty killer." So, which is it? It's sort of both.

"That's a big reason why we've been holding it back," Mitchell told us. "We're really focusing on polishing it [the SDK] to get to the quality level it needs to be before we release it more broadly. And a lot of the key developers -- it is in the hands of some key game developers who are working with it now -- are making great progress." He wouldn't say exactly which mobile devices that devs are working with, but he did say it's running on current "flagship" hardware (think: the Galaxy S4 -- which is exactly what we heard is the phone powering Samsung's headset).

As far as when we'll hear more about Oculus VR products you can actually use at some point in 2014, Mitchell and co. say they're holding back for "the latter half of the year." When we speculated aloud that maybe such announcements were being held for an Oculus-run conference, Mitchell laughed and said, "Who can say?" The best he'd give us was this: