I have a theory that it's all a facade, and Facebook is using the metaverse to attract investors / publicity and/or hide funding. Either that or Zuck / Facebook execs are just in a massive echo chamber. Just like crypto enthusiasts. Yeah it looks bad to us but they're so deluded they literally don't realize.
I would argue HN is the biggest echo chamber in tech. The hive mind is very strong here
Why does Meta Quest – Horizon Worlds look so terible?
41–50 of 72 posts
Re: Why does Meta Quest – Horizon Worlds look so terible?
#42The Oculus/Meta Quest 2 runs on a Qualcomm Snapdragon XR2. That chip's GPU, the Adreno 650, has a pixel fill rate of 14 GP/s. Compare this to a GPU like the NVidia RTX 3090, which has a fill rate of 190 GP/s. Lighting, textures, transparency, and many of the effects that make things look good in modern games, at the resolution and framerate required for smooth VR, can't currently be done on a $400 headset. At least i…
Re: Why does Meta Quest – Horizon Worlds look so terible?
#43Even if the metaverse looked good, which is doesn't, the entire development is a waste of time, resources, and human talent. The idea of extracting money from individuals for goods which don't exist or provide utility, is appalling. If the metaverse ultimately becomes popular and revenue-generating, it will be a sad day for humanity.
Re: Why does Meta Quest – Horizon Worlds look so terible?
#44Re: Why does Meta Quest – Horizon Worlds look so terible?
#45Software has to run on the Quest, which costs $300 delivered.
Re: Why does Meta Quest – Horizon Worlds look so terible?
#46The Oculus/Meta Quest 2 runs on a Qualcomm Snapdragon XR2. That chip's GPU, the Adreno 650, has a pixel fill rate of 14 GP/s. Compare this to a GPU like the NVidia RTX 3090, which has a fill rate of 190 GP/s. Lighting, textures, transparency, and many of the effects that make things look good in modern games, at the resolution and framerate required for smooth VR, can't currently be done on a $400 headset. At least i…
This is a good point. You would think Facebook would choose "fast, good" not "fast, cheap"
Re: Why does Meta Quest – Horizon Worlds look so terible?
#47Even if the metaverse looked good, which is doesn't, the entire development is a waste of time, resources, and human talent. The idea of extracting money from individuals for goods which don't exist or provide utility, is appalling. If the metaverse ultimately becomes popular and revenue-generating, it will be a sad day for humanity.
That ship has sailed a long time ago. Second Life was an early adopter, but games have been selling virtual goods for a long time. Not to mention NFTs.
Re: Why does Meta Quest – Horizon Worlds look so terible?
#48Re: Why does Meta Quest – Horizon Worlds look so terible?
#49Earlier quoted context omitted.
That ship has sailed a long time ago. Second Life was an early adopter, but games have been selling virtual goods for a long time. Not to mention NFTs.
Years ago we had a friend who lived on our couch and played Second Life all day (we used to tease him that he didn't have a First Life.) One thing I saw that astonished me was that someone had written a tool that could create mirror images of a model (reverse one axis.) They were charging people per-use to create flipped duplicates of models they already had. (It doesn't need to be said but I can't help it: this is a…
Re: Why does Meta Quest – Horizon Worlds look so terible?
#50I suspect the development team ditched most textures entirely as you can reduce virtually all rendering to a very small number of draw calls by having everything share a single texture. This saves the engineering teams (which must be quite large) a lot of time consuming issues with optimization
It could certainly look a lot better. I mean DOOM 3 runs on the Quest 1 and has normal maps, shadows, and nicely baked lighting.
If I were to guess, it comes down to probably one thing -- too many people are probably working on the project, and high level decisions like "adding legs", or using normal maps and non-shitty textures are simply too difficult to coordinate. It's the mythical man-month problem. That's why when you want to start off a game dev project, you need like 8 skilled people, not 160 headless chickens.