{"id":1364,"date":"2026-01-18T01:02:43","date_gmt":"2026-01-18T01:02:43","guid":{"rendered":"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/"},"modified":"2026-01-18T01:02:43","modified_gmt":"2026-01-18T01:02:43","slug":"subject-oculus-strategy-long","status":"publish","type":"post","link":"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/","title":{"rendered":"Subject: Oculus Strategy (LONG)"},"content":{"rendered":"<p><\/p>\n<div id=\"\">\n<p>There&#8217;s a link on Reddit aging like fine wine. It carries the timestamp January 28, 2014 at 7:54:33 PM EST.<\/p>\n<p>&#8222;So no way to confirm this, but my friend works in the same building as Oculus, and he ran into Mark Zuckerberg taking the elevator to Oculus&#8217; floor,&#8221; Threewolfmtn posted. &#8222;Do you think he was just checking it out? Or is there somethign more devious going on?&#8221;<\/p>\n<p>With whole teams shown the door from inside Meta&#8217;s VR and AR efforts in January 2026, you can put that time stamp in your mind relative to the one UploadVR published over half a decade ago. The important time stamp for the words we&#8217;re republishing from John Carmack to Oculus VR leaders is February 16, 2015.<\/p>\n<p>Before you get to those words, in full below, here he is speaking directly to the public in 2021 before he &#8222;wearied of the fight&#8221; and exited near the end of 2022:<\/p>\n<figure class=\"kg-card kg-embed-card\"><iframe loading=\"lazy\" title=\"John Carmack On Oculus And Facebook Building The Metaverse\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/n2YLJFDh3kg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/figure>\n<p>I reached out to Carmack earlier this week to invite fresh comment of any length. You can find it on UploadVR.com if he replies.<\/p>\n<p>From: John Carmack<\/p>\n<p>Date: February 16, 2015<\/p>\n<p>Subject: Oculus Strategy (LONG)<\/p>\n<p>In preparation for the executive retreat this week, I have tried to clarify some of my thoughts about the state and direction of Oculus. \u00a0This is long, but I would appreciate it if everyone took the time to read it and consider the points for discussion. Are there people attending the meeting that aren\u2019t on the ExecHQ list that I should forward this to?<\/p>\n<p>Some of this reads as much more certain that I actually am; I recognize a lot of uncertainty in all the predictions, but I will defend them in more depth as needed.<\/p>\n<p>Things are going OK. \u00a0I am fairly happy with the current directions, and I think we are on a path that can succeed.<\/p>\n<p>There are a number of things that I have been concerned about that seem to have worked out, but I remain a little wary of some of them metastasizing.<\/p>\n<p>Oculus Box. \u00a0Selling the world\u2019s most expensive console would have both failed commercially and offended our PC base. \u00a0Building it would have stolen resources from more important projects. Note that my objection is based on a high-end PC spec system. \u00a0At some point in the future (or for some level of experiences), you start considering cheap, mobile based hardware, which is a different calculation.<\/p>\n<p>Oculus OS. \u00a0The argument goes something like \u201cAll important platforms have had their own OS. \u00a0We want VR to be an important platform, therefore we need our own OS.\u201d That is both confusing correlation with causation, and just wrong \u2013 Facebook is an important platform that doesn\u2019t have its own OS. \u00a0When you push hard enough, the question of \u201cWhat, specifically, would we do with our own kernel that we can\u2019t get from an existing platform?\u201d turns out to be \u201cNot much\u201d. Supporting even a basic Linux distribution would be a huge albatross around our neck.<\/p>\n<p>Indefinite innovator editions for Gear VR. \u00a0We have been over this enough; I am happy with the resolution.<\/p>\n<p>Major staff-up to \u201cbuild the Metaverse\u201d. \u00a0Throw fifty new developers together and tell them to build a completely hand-wavey and abstract application. \u00a0That was not going to go well. Oculus needs to learn how to deliver decent quality VR apps at a small scale before getting overly ambitious. \u00a0I understand this choice wasn\u2019t made willingly, but I am still happy with the outcome.<\/p>\n<p>Write all new apps for CV1 in UE4. \u00a0Would have been a recipe for failure this year, and would have unnecessarily divided efforts between mobile and PC. \u00a0I recognize that my contention that we can build the current apps for both PC and mobile has not yet been demonstrated, and is in fact running quite a bit behind expectations.<\/p>\n<p>Acceptance of non-interactive media. \u00a0This is still grudging, as noted by the \u201cinteractive\u201d bullet point in our official strategy presentation at the town hall, and Brendan\u2019s derisive use of \u201cviewmaster\u201d when talking about Cardboard, but most now agree it has an important place. \u00a0People like photos and video. You could go so far as to say it drives the consumer internet, and I think Oculus still underestimates this, which is why I am happy that Douglas Purdy\u2019s VR Video team is outside the Oculus chain of command.<\/p>\n<p>While it isn\u2019t something I am directly involved in, I think the decision to push CV1 without controllers at a cheaper price point is a good one. \u00a0Waiting for perfect is the wrong thing to do, and I am much less convinced of the necessity of novel controllers for VR\u2019s success.<\/p>\n<p>On to things with more room for improvement:<\/p>\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 counter-hierarchy ez-toc-counter ez-toc-grey ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Turinys:<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Platform_under-delivery\" >Platform under-delivery<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Consumer_software_culture\" >Consumer software culture<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Get_better_value_from_partner_companies\" >Get better value from partner companies<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Abandon_%E2%80%9CMade_for_VR_or_go_away%E2%80%9D_attitude\" >Abandon \u201cMade for VR or go away\u201d attitude<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Abandon_%E2%80%9CComfortable_VR%E2%80%9D_as_a_dominant_priority\" >Abandon \u201cComfortable VR\u201d as a dominant priority<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/#Mobile_expansion_plan\" >Mobile expansion plan<\/a><\/li><\/ul><\/nav><\/div>\n<h2 id=\"platform-under-delivery\"><span class=\"ez-toc-section\" id=\"Platform_under-delivery\"><\/span>Platform under-delivery<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>I suspect that this was not given the focus it deserved because many people thought Gear VR wasn\u2019t going to be \u201creal\u201d, so it may have felt like there was a whole year of cushion before CV1 was going to need a platform. \u00a0Launching Gear VR without commerce sucked. Some steps have been taken here, but there are still hazards. I won\u2019t argue passionately about platform strategy, because it really isn\u2019t my field, but I have opinions based on general software development with some relevance.<\/p>\n<p>We still have definitional problems with what exactly \u201cplatform\u201d is, and who is responsible for what. \u00a0I would like to see this made very clear. I am unsure about having the Apps team responsible for the client side interfaces. \u00a0It may be pragmatic right now, but it doesn\u2019t feel right.<\/p>\n<p>I have heard Holtman explain how we couldn\u2019t just use Facebook commerce infra because it wouldn\u2019t allow us to do some things like region specific pricing that are important factors for Steam, but I remain unconvinced that it is sufficient reason to make our development more challenging. \u00a0There is so much value in Facebook\u2019s infra that I feel we should bend our strategies around using it as much as possible. A good strategy on world class infra has a very good chance of beating out an ideal strategy on virgin infra.<\/p>\n<p>We should be a really damn good app\/media store and IAP platform before we start working on providing gaming services. \u00a0App positioning, auto updates \/ update notification, featured lists, recommendations, media rentals, etc.<\/p>\n<p>When we do get around to providing gaming services, we should incrementally clone Steamworks as needed to satisfy key developers, rather than trying to design something theoretically improved that developers will have to adapt to.<\/p>\n<p>The near term social VR push should be based strictly on the Facebook social graph. \u00a0We can prove out our interaction models and experiences without waiting for the platform team to make an anonymized parallel implementation\u2026<\/p>\n<h2 id=\"consumer-software-culture\"><span class=\"ez-toc-section\" id=\"Consumer_software_culture\"><\/span>Consumer software culture<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>We need to become a consumer software shop.<\/p>\n<p>The Oculus founders came from a tool company background, which has given us an \u201cSDK and demos\u201d development style that I don\u2019t think best suits our goals. \u00a0Oculus also plays to the press, rather than to the customers that have bought things from us, and it is going to be an adjustment to get there. Having an entire research division that is explicitly tasked with staying away from products is also challenging, and is probably going to get more so as product people crunch.<\/p>\n<p>Talk of software at Oculus has been largely aspirational rather than practical. \u00a0\u201cWhat we want\u201d versus \u201cwhat we can deliver\u201d. I was exasperated at the talk about \u201cOculus Quality\u201d, as if it was a real thing instead of a vague goal. \u00a0I do have concerns that at the top of the software chain of command, Nate and Brendan haven\u2019t shipped consumer software.<\/p>\n<p>Everyone knows that we aren\u2019t going to run out of money and be laid off in a few months. \u00a0That gives us the freedom to experiment and explore, looking for \u201ccompelling experiences\u201d, and discarding things that don\u2019t seem to be working out. \u00a0In theory, that sounds ideal. In practice, it means we have a lot of people working on things that are never going to contribute any value to our customers.<\/p>\n<p>Most people, given the choice, will continue to take the path that avoids being judged. \u00a0Calling our products \u201cdeveloper kits\u201d, \u201cinnovator editions\u201d, and \u201cbeta\u201d has been an explicit strategy along those lines. \u00a0To avoid being judged on our software, we largely just don\u2019t ship it.<\/p>\n<p>For example, I am unhappy with Nate\u2019s decision to not commit to any kind of social component for the consumer launch this year. \u00a0I\u2019m going to try to do something anyway, but it means swimming against the tide.<\/p>\n<p>I would like to see us behave more like a scrappy web \/ mobile developer. \u00a0Demos become products, and if they suck, people take responsibility. Move fast, watch our numbers, and react quickly. \u00a0\u201cWhat\u2019s new\u201d on our website should report new features added and bugs fixed on a weekly basis, not just the interviews we have given.<\/p>\n<h2 id=\"get-better-value-from-partner-companies\"><span class=\"ez-toc-section\" id=\"Get_better_value_from_partner_companies\"><\/span>Get better value from partner companies<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>The most effective way to add value to our platform is to leverage the work of other successful companies, even if that means doing all the work for them and letting them take all the money. \u00a0I contend that adding value to our platform to make more happy users is much more important at this point than maximizing revenue from a tiny pool. I think win-first, then optimize monetization, is an effective way to take advantage of our relatively safe position inside Facebook.<\/p>\n<p>It is fine to shotgun dev kits out to lots of prominent developers, but the conversion rate to shipping products from top tier companies isn\u2019t very good. \u00a0A focused effort will yield better results.<\/p>\n<p>My pursuit of Minecraft has been an explicitly strategic operation. \u00a0We will benefit hugely if it exists on our platform, and if we close the deal on it, the time I spent coding on it will have been among the most valuable of my contributions.<\/p>\n<p>We need a big video library streaming service, and I would be similarly willing to personally write a bunch of code to make sure it turned out great. \u00a0Ideally it would be Netflix, but even a third tier company like M-Go would be far better than doing it ourselves. There is an argument along the lines of \u201cWe don\u2019t need Netflix, we\u2019ll cut our own content deals and be better off in the long run.\u201d \u00a0That makes the conscious (sometimes defensible) choice to suck in the near term for a long term advantage, but it also grossly underestimates the amount of work that all those companies have done. I have low confidence that a little ad-hoc team inside Oculus is going to deliver a better, or even comparable, movie \/ TV show watching system than the established players.<\/p>\n<p>I know I don\u2019t have broad buy-in on the value, but I feel strongly enough about the merits of demonstrating a \u201cVR Store\u201d that I think it is worth basically writing the app for Comixology. \u00a0I look at it as a free compelling dataset for us, rather than us doing free work for them.<\/p>\n<p>What other applications could be platform-defining for us with a modest VR reinterpretation?<\/p>\n<p>Picking winners like this does clearly sacrifice platform impartiality, but I think it is a cost worth paying.<\/p>\n<p>Even amongst the general application pool, we should be actively fixing 3rd party apps, and letting them drive the shape of SDK development. \u00a0I am bothered by a lot of the text aliasing in VR apps, so I need to finish up my Unity-GUI-in-overlay-plane work and provide it to developers.<\/p>\n<h2 id=\"abandon-%E2%80%9Cmade-for-vr-or-go-away%E2%80%9D-attitude\"><span class=\"ez-toc-section\" id=\"Abandon_%E2%80%9CMade_for_VR_or_go_away%E2%80%9D_attitude\"><\/span>Abandon \u201cMade for VR or go away\u201d attitude<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>The iPhone was a phone. \u00a0Many people would say it wasn\u2019t actually a great phone, but it subsumed the functionality of something that everyone had and used, and that was important for adoption. \u00a0If it had been delivered as the iPod Touch first, it would have been far less successful, and, one step farther, if it wasn\u2019t also an iPod, it would have been another obscure PDA.<\/p>\n<p>Oculus\u2019 position has been hostile to apps that aren\u2019t specifically designed for VR, and I think that is a mistake. \u00a0We do not have a flood of AAA, or even A level content, and I don\u2019t think it will magically appear as soon as we yell CV1 at the top of our lungs. \u00a0The economics are just not very compelling to big studios, and developing to the solid 90 fps stereo CV1 spec is very challenging.<\/p>\n<p>There are a number of things that can help:<\/p>\n<p>Encourage limited VR modes for existing games. \u00a0Even simple viewer or tourist modes, or mini-games that aren\u2019t representative of the real gameplay would be of some value to VR users. \u00a0Do we have a head mount sensor on CV1? We win if we can get our customers to think that when you put on your HMD, a good game should do SOMETHING.<\/p>\n<p>Embrace Asynchronous Time Warp on PC, so developers have a fighting chance to get a decent VR experience out of their existing codebases. \u00a0We are going to be forced to make this work eventually, but we have strategically squandered six months of lead time. This is directly attributable to Atman\u2019s strong opinions on the issue.<\/p>\n<p>We should make first class support for running conventional 2D apps in VR, and we should support net application streaming on mobile. \u00a0It is going to be a long time before we have high quality VR applications for everything that people want to do; 2D applications floating in VR will fill a valuable role, especially as we move towards switching between multiple resident applications.<\/p>\n<p>Even driver intercept applications 3D\/VR-ifying na\u00efve applications may eventually have a place. It is technically feasible to deliver the full comfortable-VR experience from a na\u00efve application in some cases.<\/p>\n<h2 id=\"abandon-%E2%80%9Ccomfortable-vr%E2%80%9D-as-a-dominant-priority\"><span class=\"ez-toc-section\" id=\"Abandon_%E2%80%9CComfortable_VR%E2%80%9D_as_a_dominant_priority\"><\/span>Abandon \u201cComfortable VR\u201d as a dominant priority<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Even aside from this almost killing Gear VR, our positioning on PC has been somewhat inconsistent. \u00a0We talk about how critical SteamWorks-like functionality is to our platform, because Steam gamers are our (PC) user base, but the intersection of stationary viewpoint game experiences and the games people play on Steam is actually quite small.<\/p>\n<p>We should not support developers \u201cdoing it wrong\u201d, like using an incorrect FOV for rending, but \u201cdoing uncomfortable things\u201d, like moving the viewpoint or playing panoramic video that can\u2019t be positioned, are value decisions that will often be net positive. \u00a0In fact, I believe that they will constitute the natural majority of hours spent in VR, and we do a disservice to our users by attempting to push against that natural position.<\/p>\n<p>We have a problem here \u2013 It would be hard for the CEO of a sailboat company to be enthusiastic and genuine if they always got seasick whenever they went out, but Brendan is in exactly that position.<\/p>\n<p>My Minecraft work is a good example. \u00a0By its very nature, it is terrible from a comfort position \u2014 not only does it have navigation, but there is a lot of parabolic bounding up and down. \u00a0Regardless, I have played more hours in it than any other VR experience except Cinema.<\/p>\n<p>Brendan suggested there might be a better \u201cMade for VR Minecraft\u201d that was stationary and third person, like the HoloLens demo. \u00a0This was frightening to hear, because it showed just how wide the gulf was between our views of what a great VR game should be. Playing with lego blocks can be fun, but running for your life while lost underground is\u00a0<em>moving<\/em>.<\/p>\n<h2 id=\"mobile-expansion-plan\"><span class=\"ez-toc-section\" id=\"Mobile_expansion_plan\"><\/span>Mobile expansion plan<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>It will not be that long until Note 4 class performance is available in much cheaper phones. \u00a0Notably, being quad core (or octa-core on Exynos) does almost nothing for our VR performance, and neither does being able to burst to 2.5 GHz, both due to thermal reasons. \u00a0A dual core Snapdragon that was only binned for 1.7 GHz CPU and 400 MHz GPU could run all the existing applications, and DK2 would argue that 1080p screens can still \u201cDo VR\u201d. \u00a0This is still the most exciting vision for me \u2013 when everyone picks up a cheap Oculus headset holder for their phone when they walk out of the carrier store, just like grabbing a phone case.<\/p>\n<p>I would rather push for cost reduction and model range expansion across all Samsung\u2019s lines before going out to other vendors, but we are doing the right thing with Shaheen working towards building our own Android extensions to run Gear VR apps, so we have them on hand when we do need them.<\/p>\n<p>The other major technical necessity is to engage with LCD panel manufacturers to see what the best non-OLD VR display can be, either with overclocked memory interfaces and global backlight controls, or custom building rolling portrait backlights. \u00a0Once we have apps running on the custom dev kits with Shaheen\u2019s work, we should be able to do experiments with this.<\/p>\n<p>I am less enthusiastic about the dedicated LG headset that plugs into phones. It will require all the Android software engineering effort that Gear VR did for each headset it will be compatible with, as well as significant new hardware engineering, and the attach rate would be guaranteed to be a fraction of Gear VR due to a much higher price. \u00a0It seems much more sensible to just make sure that CV2 is mobile friendly, rather than building a CV1.5 Mobile Edition. If you certify a phone for VR, you might as well have a drop-in holder for it as well as the plug in option; there would be little difference in the software, and the tradeoff between cost, position tracking, refresh rate, and resolution would be evaluated by the market.<\/p>\n<p>If we want to allow mobile developers to prepare for eventual position tracking support, we could make a butchered DK2 \/ CV1 LED faceplate that attaches to a Gear VR so a PC could do the tracking and communicate positions back to the Gear VR over WiFi. \u00a0I don\u2019t feel any real urgency to do this, I doubt the apps people are developing today are going to be the killer apps of a somewhat distant position tracked mobile system.<\/p>\n<\/p><\/div>\n<p><a href=\"https:\/\/www.uploadvr.com\/subject-oculus-strategy-long-2026\/\" target=\"_blank\" rel=\"noopener\"> Nuoroda \u012f informacijos \u0161altin\u012f <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There&#8217;s a link on Reddit aging like fine wine. It carries the timestamp January 28, 2014 at 7:54:33 PM EST.&hellip;<\/p>\n","protected":false},"author":1,"featured_media":1366,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-1364","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-virtualioji-realybe"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Subject: Oculus Strategy (LONG) - NORDICCAB.LT<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/nordiccab.lt\/index.php\/2026\/01\/18\/subject-oculus-strategy-long\/\" \/>\n<meta property=\"og:locale\" content=\"lt_LT\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Subject: Oculus Strategy (LONG) - NORDICCAB.LT\" \/>\n<meta property=\"og:description\" content=\"There&#8217;s a link on Reddit aging like fine wine. 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