John Carmack joins Oculus as CTO
181–190 of 210 posts
Re: John Carmack joins Oculus as CTO
#182Earlier quoted context omitted.
That's what I've done to date in First Law and it works well - as I continue to need more traditional configuration/UI stuff I am finding it a bit of a struggle though. Like right now I'm trying to create a controller/flight stick configuration screen and the number of choices continue to expand. Lots of work to figure out what works well for complicated UI structures.
Awesome work on First Law, btw. Very much enjoyed the demo, and I'm looking forward to seeing more. I'll probably be recommending it on http://www.oculusriftinfo.com tomorrow. (For anyone else looking for Rift demos - First Law is a really excellent demonstration of the power of the Rift for cockpit-based games. )
Re: John Carmack joins Oculus as CTO
#183Re: John Carmack joins Oculus as CTO
#184This makes me want one. This is huge news for Oculus and I wish the team the best. I had a first glimpse of an Oculus watching someone use one on a Twitch stream the other day. He was just watching a tech demo thing of a rollercoaster ride but it was clear the tech was at or around that tipping point of interesting vs actually fun.
I have a Rift. I'd say it's there. I haven't seen a truly "killer app" just yet, but if I wasn't totally sold on the concept when I backed the project, I certainly was the first time I strapped the Rift on.
Re: John Carmack joins Oculus as CTO
#185Earlier quoted context omitted.
Your ad idea is stomach-turning. I see enough ads without having to subject myself to new streams of advertisement. Conversely I'd happily install an app that put art over billboards. It would be nice to go to Times Square and feel like you're in the Louvre.
>Conversely I'd happily install an app that put art over billboards. It would be nice to go to Times Square and feel like you're in the Louvre. That's not going to happen for the foreseeable future. See http://blogs.valvesoftware.com/abrash/why-you-wont-see-hard-...
> Eventually we’ll get to SF-quality hard AR, but it’ll take a while. I’d be surprised if it was sooner than five years, and it could easily be more than ten before it makes it into consumer products.
Re: John Carmack joins Oculus as CTO
#186Earlier quoted context omitted.
> "VR headsets are just not going to catch on." There are a lot of very smart people who seem to disagree with you.
They're bulky, heavy, hold heat, and you look like a dork wearing them. Maybe some sort of light plastic glasses like you wear for a 3D movie, if the technology was there to put an HD image in the lenses. But nothing in it's current state.
Re: John Carmack joins Oculus as CTO
#187Now lets see what his next move is. The gauntlet has been thrown down, lets battle.
Re: John Carmack joins Oculus as CTO
#188So, let me say this much: Fuck. Yes. Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations. Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mik…
Yep. Something is right in the world. The future is suddenly looking really good.
Re: John Carmack joins Oculus as CTO
#189Earlier quoted context omitted.
> "VR headsets are just not going to catch on." There are a lot of very smart people who seem to disagree with you.
They're bulky, heavy, hold heat, and you look like a dork wearing them. Maybe some sort of light plastic glasses like you wear for a 3D movie, if the technology was there to put an HD image in the lenses. But nothing in it's current state.
Re: John Carmack joins Oculus as CTO
#190Earlier quoted context omitted.
I was actually pretty impressed by CastAR. It's certainly the most compelling AR-esque experience I've tried. It opens up a different set of game possibilities than a VR headset like the Rift. Think augmented multiplayer tabletop games rather than immersive worlds.
The market for those types of games is slim. The tabletop market is already small and the only reason they can turn a profit is because their costs are low. AR tabletop games would have an even smaller market and also be more expensive to produce.
That said though, when I play a boardgame, I'm just playing it on a table with some friends. I don't want the games to get any more complicated, and I certainly don't want to put on headgear or glasses and involve technology for some gimmick AR feature. You'd have to make the game concepts that require such a setup very compelling for me to consider them.