Chapter 1
The Boy Who Lived to Mod
April 10, 2012
UNLIKE SO MANY SILICON VALLEY SUCCESS STORIES, THE TALE OF OCULUS doesnât begin in a garage, a dorm room, or a small skunkworks lab. Instead, in a twist befitting the humble origins and pragmatic eccentricities of its founder, the tale of Oculus begins in a trailer.
More specifically: a beat-up, second-hand nineteen-foot camper trailer that, on the afternoon of April 10, was parked in the driveway of a modest, multifamily home in Long Beach, California. The bottom floor of this home belonged to the LuckeysâDonald, a car salesman, and Julie, a homemakerâand the trailer belonged to their nineteen-year-old son: Palmer. He had been living in there for nearly two years now, and based on how things in his life had been going as of late, Palmer Luckey seemed destined to keep living there for years to come.
From the outside, Palmer Luckeyâs trailer looked absolutely ordinary. Tinted windows, fiberglass shell, and corrugated once-white siding that had faded to beige. But inside, from end to end, it had been modified to fit his own desires.
The first thing to go was the bathroom. It just simply took up too much space, he reasoned. As convenient as having a bathroom would be, there was already a perfectly fine bathroom that he could still use in his parentsâ home. And if those facilities were occupiedâas they often were by Luckeyâs three younger sistersâhe could go try the public restroom that was located next to the Laundromat three streets away. So, the trailerâs bathroom? That could go. So too could the trailerâs kitchen. He didnât need a specific area devoted to preparing meals when his entire diet more or less consisted of frozen burritos, Mucho Mango AriZona tea and whatever he could afford at the Jack in the Box down the road. In fact, Luckey biked down to that Jack in the Box with such regularity that the manager gave him a special loyalty card entitling him to 15 percent off his meals (so special that, as Luckey would brag to friends, âit can be combined with other offers!â). Needless to say, Luckey wouldnât be hosting any dinner parties in the near future.
When neighbors passed Luckeyâs trailer, they would invariably feel a twinge of sadnessâa guttural pinch of how-could-this-be. What had become of that kid with all the promise? That bright, bubbly homeschooled boy who had started taking college courses when he was only fifteen; who, last they had heard, was enrolled at Cal State, Long Beach, studying journalism, was it? But here he was, on this sunny Tuesday April afternoonâsame as every afternoon, same as every morning and evening, tooâholed away, doing God knows what in that monument of wasted potential.
There had always been signs that the Luckey boy was a little different: his obsession with Japanese anime; his affinity for Hawaiian shirts; his habit of excelling at things so inane (or obscure) that few people on earth had ever tried to excel at them before. For example: the ability to run without bending oneâs legs; a talent that Luckey possessed in spadesâand whose origin revealed how he tended to feel about rules. It wasnât so much that he thought they were âmeant to be brokenâ but rather that they deserved to be tested, quested, andâif there existed a clever workâaroundâbested. So when, as a boy, the lifeguard at Luckeyâs local pool kept chiding him for going too fast whenever heâd near a hustleââNo running at the pool!ââhis response was not to slow down but instead to ask the lifeguard what constituted ârunning,â and thenâafter being told, âIf youâre bending your legs, itâs runningââLuckey set out to try to master the art of sprinting with straight legs. Given the devotion to âhobbiesâ like that, it wasnât a total shock thatâeven with his whip-smart intellectâLuckey would end up living alone in a gutted nineteen-foot trailer.
Now as desolate as this situation might appear to be, one key detail cannot be ignored: Palmer Luckey loved living in that trailer. It felt, to him, like living in a spaceship; a feeling that probably had as much do with his love of science fiction books as it did with his Tonystarkian personality; that of someone who doesnât see the world as is, but rather whoâdefiantly, obsessivelyâsees things as they could be. Which is why Luckey took so much pride in how, after gutting it, heâd transformed that trailer into a makeshift laboratory.
The transformation began with the wide oblong cavity up front, which had been modified to fit Luckeyâs six-screen computer setup, and extended all the way to the back where (instead of a bathroom) a twin mattress was propped up by a series of component-filled boxes. In between these two ends was where Luckey conducted his hardware experiments; from control boards and soldering irons to lens equipment and power supplies, this space was overrun with an unlikely alliance of gear, gadgets, and tools. Scattered aboutâserving as both evidence and inspiration for the chaos that occurred in this trailerâwere a handful of funky, helmet-shaped prototypes for a product that was unlike anything else being manufactured in the world. All in all, it resembled Walter Whiteâs mobile lab on Breaking Bad. But instead of being equipped to cook crystal meth, Palmer Luckeyâs trailer was optimized for building virtual reality headsets.
His obsession with virtual reality had begun three years earlier, when he was sixteen years old. At that time, the idea of an engineer building a virtual reality headset was not all that different from an archaeologist searching for the Holy Grail. To the current world at large, the quest for great VR was considered nothing more than a foolâs errand. Unlike that mythological grail, however, virtual reality did exist, and had for quite some time.1
In 1955, cinematographer Morton Heilig wrote a paper titled âThe Cinema of the Future,â which described a theater experience that encompassed all the senses.2 Seven years later, he built a prototype of what he had envisioned: an arcade-cabinet-like contraption that used a stereoscopic 3-D display, stereo speakers, smell generators, and a vibrating chair to provide a more immersive experience. Heilig named his invention the Sensorama and shot, produced, and edited five films that it could play.3
In 1965, Ivan Sutherland, an associate professor of electrical engineering at Harvard, wrote a paper titled âThe Ultimate Display.â4 In it, Sutherland explicated the possibility of using computer hardware to create a virtual worldârendered in real timeâin which users could interact with objects in a realistic way. âWith appropriate programming,â Sutherland explained, âsuch a display could literally be the Wonderland into which Alice walked.â
Three years later, with assistance from a student named Bob Sproull, Sutherland built what is considered to be the first-ever virtual reality head-mounted display (HMD) system: the Sword of Damocles.5 Unlike the Sensorama, the Sword of Damocles actually tracked the userâs head movements (and, instead of film, placed users into a computer-generated world). But there was one major problem with Sutherlandâs breakthrough: his HMD weighed so much that it had to be hung from the ceiling (hence the name âSword of Damoclesâ).
Due to the exorbitant costs and perceived lack of consumer interest, this type of reality-defying research remained primarily in labs for the next twenty years. That changed in the late â80s with VR pioneer Jaron Lanier, whose VPL Research became the first company to go to market with virtual reality goggles. Although the companyâs flagship headset, the âEyePhone 1,â was prohibitively expensive ($9,400), and required a multimillion-dollar workstation to power it, the sci-fi-like spectacle of VPLâs products (plus the budding fame of Lanier, credited with coining the term âvirtual realityâ) helped generate a cultural fascination for the technology.6,7,8 Meanwhile, as consumer interest was piqued, the fervor among researchers also accelerated. This was aided in no small part by a company called Fake Space Labs, founded in 1991 to develop hardware and software for high-end scientific and government projects.
The hype for virtual reality seemed to multiply by the year. By the mid-â 90s, VR was all the rage. Or, perhaps more accurately, there seemed to be unanimous consent that VR was going to be all the rage. But a decade full of flops (like Nintendoâs Virtual Boy) and failures (like Virtuality, whose arcade initiative ended in bankruptcy) transformed the hype around VR into a cautionary tale.9,10,11 When the â90s came to an end, virtual reality was no more than the butt of a whatever-happened-to joke in the company of jetpacks and flying cars.
Given this fate, it may seem odd that a homeschooled, self-taught engineer like Palmer Luckey would have ever become interested in a subject matter as culturally radioactive as VR. Yet in an odd way, Luckey was uniquely qualified to try and resurrect this thought-to-be-dead technology due to his contrarian way of thinking, his love of retro-gaming (particularly â90s classics like Chrono-Trigger, PokĂ©mon Yellow and Super Smash Bros.) and his life-defining passion for modifying hardwareâor âmoddingâ in the parlance of hackers, gamers and tech enthusiasts.
Specifically, Luckey was interested in a subset of modding called âportabilizing,â which involved hacking of old game consoles into playable portable devices. Given that this was a highly technical, time-consuming hobby, there werenât all that many portabilizers out there. But there were enough that in June 2009, Luckey decided to cofound an online community called âModRetroâ that would cater to those who shared his niche interest.
With web forums, chat rooms and a motto of âLearn, Build, Mod,â ModRetro sought to attract the worldâs best, brightest and most curious portabilizers. And for the most part, Luckeyâs community achieved that objective. But along the way, in the course of discussing projects and sharing work, something else happened: the purpose-driven relationships that ModRetro cultivated wound up becoming lifelong friendships.
âMan, ModRetro days were the best,â Luckey would reflect years later. âWe accidentally built a personal support community alongside the actual modding workâmost of us were growing through similar periods in our life, and all of us were strange nerdy kids. For a lot of us, ModRetro was more important than any real-life group of friends.â
Like many close friendships, those at ModRetro were imbued with a playful spirit of one-upsmanship. This type of banter didnât just keep the chat lively; it pushed everyone to try and be better; to build faster, smaller, and as cheaply as possible. To really up the ante, community members would endeavor to do all that with the most obscure piece of hardware they could find. Which, inevitably, is what led Luckey to eBay in search of some virtual reality headsets.
After making his first few purchases, tinkering around, and learning about the VR landscape, Luckey soon came to a critical realization:
As much as Luckey loved portabilizing consoles, he knew that even the coolest N64 portable would never change the way people live. But virtual reality, potentially, could. For example, he had read about something called âBravemind,â which was a virtual reality exposure therapy system that could help treat those suffering from posttraumatic stress disorder (PTSD).12 Unlike previous treatments, where patients are forced to recall (and reimagine) traumatic scenarios, Bravemind enables therapists to virtually re-create those experiencesâa city street in Afghanistan, a desert road in Iraqâand then walk patients through these re-creations under safe and controlled conditions.
Really, the only âlimitâ to the limitless possibilities of VR was computing power. The faster computers got, the better the graphics would be and the more real virtual worlds could feel. And if it felt real enoughâif you could bestow users with a true sense of presenceâthen VR could achieve almost anything. It could reinvent...