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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?

  • [VIDEO PLAYBACK]

  • [MUSIC PLAYING]

  • [END PLAYBACK]

  • 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.