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CLAY BAVOR: Good morning.
[APPLAUSE]
Good morning, everyone.
It's great to see so many people fired up
about VR here at 9:00 AM.
Thanks for being here, yeah.
I'm Clay Bavor, I lead the VR team at Google.
I'm also pretty fired up about VR.
Pro tip for the people in the back,
I saw some pretty intense tans, sunburns yesterday.
The sun comes in this way, so people
on the border right there, you might
want to come down unless you want a great tan.
So hopefully caught the keynote yesterday about Daydream,
and that's what today is about.
We're going to go a lot deeper on all of the components of it.
But before we do that, I wanted to talk just briefly about VR
and why it's important to us.
And if I can just do a quick poll, how many people have been
in a VR system where you've had that moment of like,
oh my god I'm there, I'm somewhere else.
I love this.
This is like the highest ratio of any talk I've given,
so that's great.
So you know what this is about, you
know what I'm talking about.
Now for people who haven't, for folks on the Livestream,
there's no substitute for actually
being in one of these demo rooms, in one of these systems.
But I want to walk you through an experience
that we share with a lot of people
who are seeing VR for the first time in one of our labs.
And it starts here, poolside And it's
kind of this abstract pool, there's
like a white grid for the ground.
And you look around, and you look to your right,
and there is a diving board.
And then you look up and there's another diving board.
And you know where this is going.
So that diving board is 150 feet tall, 50 meters or so.
And we teleport you up there, and what happens
next is pretty interesting.
People immediately lower their center of gravity,
they crouch down.
Some reach for a hand railing that's not actually there.
And we ask people to walk to the edge,
and look over, and step off.
And it looks really scary even from here.
I'm imagining from there it looks scarier.
And most people can't step off, they can't do it.
Even I have a hard time, knowing that I'm just in, like,
a room in Mountain View.
And so what's happening here?
Now for those of you who are deep into VR,
you know what this is about, it's presence.
And presence is the VR jargon for that feeling
that you're really somewhere else.
And it happens when all of your different senses--
sight, sound, how you're moving your body,
proprioception, your vestibular system, all line up and agree.
And your brain just says, yep, I'm there.
And it's how VR can make you feel like you're experiencing
something directly.
And that's pretty important to us at Google.
That's because we've always cared about information,
organizing it, making it useful and accessible.
But people think of information as, like, numbers and words,
sentences, and so on.
But experience, in many cases, is the most direct form
of information.
And if you think about it, there's
a world of difference between reading some words
and sentences, a book about Paris,
and then actually visiting Paris,
and walking the streets yourself,
and actually being there.
And so we think that VR has the potential
to connect people with this kind of information,
experiential information, in a pretty profound way.
We just think VR is amazing.
We want to bring it to the world and make it for everyone.
And our next step in that is Daydream,
and we talked about Daydream yesterday.
If you didn't catch the session yesterday,
I just wanted to roll a quick video which we shared yesterday
really highlighting most of all the Daydream controller,
but it'll give you a flavor for how this all comes together.
Can we roll the video?
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For some reason yesterday, people
were especially excited about flipping pancakes in VR.
So yeah, that's one of the things you'll
be able to do in Daydream.
So daydream has three parts to it.
And we're going to go into a number of these today
in a lot more detail.
First, our VR optimized smartphones,
what we call Daydream ready smartphones that
have very high specifications, and displays,
and sensors, and the SOC, the processor in it.
And also VR optimizations, which we've made as part of Android N
at really all levels of the stack.
The second part is a reference design
for headsets and controllers, a really comfortable VR
viewer, and a powerful but expressive controller.
And then finally, apps, including Google Play,
to make it really easy for users to discover, buy, find,
and install VR apps.
So to get us started going one level deeper on this,
I'd like to turn it over to Nathan Martz who
leads our developer products.
Nathan.
NATHAN MARTZ: Thanks, Clay.
I have to say it is so exciting to be here today.
You know, one of my earliest memories
was the night my dad came home with our first computer.
It was an Atari 800 XL-- yeah, there you go.
48 kilobytes bytes of RAM, support
for upper and lowercase characters, pretty awesome.
But the thing I loved most about it
was the fact that when you put in the cartridge
and turned it on, this entire world sprang into existence
inside the computer.
And for five-year-old Nathan, that was as good as it got.
It's amazing that today we have technology that's so advanced,
that's so powerful, it doesn't just
have great graphics or realistic sound effects,
it can actually make you feel like you're physically
present in another world.
That is phenomenal.
And the fact that you can do all of this on a computer
small enough that it fits in your pocket is just incredible.
We live in amazing times.
But of course, creating presence on a smartphone is easier
said than done.
Of course, just hitting the 20 millisecond motion
to photon latency bar, getting below that,
which is the gold standard of VR, doing that on a phone
is hard.
But we have a more fundamental problem, I think,
which is that we're all taking devices that run on batteries
and trying to create experiences for them that feel just as
compelling as experiences for computers
that plug into your front neighborhood power plant.
And closing that gap is fundamentally difficult.
So the way we solved that with Daydream
is through hardware and software designed in concert
with one another.
We've tried to make sure that every facet of the platform
supports every other.
Today I'm going to walk you through the hardware
and software that makes that possible.
And the developer tools that we're
going to be providing that help you
take advantage of all of it.
Of course for us, the foundation of Daydream
is the phone itself.
And great VR experiences require great hardware.
You have to have all of the right parts
to ensure a high quality, low latency experience.
So we've ensured that every Daydream phone has
a low persistence display to make
sure there's no ghosting or unnecessary lag coming
from the display itself.
We have a high quality SOC which will let all of you
create amazing experiences and render them at 60 frames
a second.
And of course, the sensors in the phone are super critical.
We've made sure that they're all high performance, high quality,
low latency sensors so that there's
a direct connection between what you do in the real world
and what you see in the virtual world.
Now