In March 2014, Facebook bought a little known Kickstarter-funded company called Oculus Rift and all of a sudden everybody knew what had only been whispered in the more far-flung reaches of the geekosphere: Virtual Reality (VR) was back. And not only was it back, but this time it had the computational power to make content properly immersive, the ecosystem to make it all work, and it had serious designs on the mainstream.
Read More