There's always pitfalls in any new industry, right. And I think one of the things that's happening right now in VR, due to social media, due to press, is when people think of VR, it has now become synonymous with head mounted displays. And I think that that is, while very exciting because we have all these great head mounted displays coming. I mean Valve just announced a thing; Crescent Moon uh, is supposed to be really amazing. You know, there's a - there's a lot of great stuff coming out of - of that camp. But I - but what I fear is that the opportunity cost of that is that we're not looking at all these other forms, right. If you take a look at uh, Room Alive for example, from Microsoft Research, right, that's perfectly valid. Is that - is that virtual reality? Maybe not in the same sense as a head mounted display, but that's completely augmenting your space and changing it. And with head - with head tracking, things popping out of the walls, and you being able to interact with it, that's pretty immersive, and definitely a virtual reality, right. At the complete outset of computer graphics, and you know, Ivan Sutherland, you know, he talked about the ultimate display uh, being what is effectively the holodeck, right. Where's-where's my holodeck? Is the holodeck going to be a head mounted display? Well, maybe. But there's many other technologies like cave technology, or projection technology, or even just plain old here's a monitor with some head tracking. Uh, those are all valid forms of virtual reality and I feel like there's not a lot of exploration in those things, even though they are just as immersive. And I think many people think of virtual reality as much more focused right now on the hardware because I'll fully admit there's a lot of hardware challenges that have to be uh, overcome for it to be successful. But I think people are really kind of losing sight as to what the word virtual reality really means, right. It's all about simulating a false reality, right. And you really kind of have to think about it as humankind, or you as a person, being an input, output mechanism, right. And your input is all about what you see, what you hear, what you taste, what you sense. Uh, and that is effectively what VR is. VR is all about just spoofing the input into you voluntarily, so that you can have some kind of a immersive, some kind of a magical or transformative experience. And I think that's ultimately uh, what the VR community really kind of has to - has to really wrap their heads around. And I really wish that they would wrap their head around that because there's just so much kind of - there's so much kind of opportunity out there that can be grasped. With all of this additional excitement, man, I mean the future - I am super optimistic about the future because of all of this stuff.