Earlier quoted context omitted.
> the technical VR "stuff that works" is basically written by Qualcomm. I worked at Oculus on the product that became Quest from 2014-2019 and this statement could not be more wrong. You need more than a vulkan driver to make a VR headset, e.g: * lenses that minimize distortion and chromatic aberration, that are lightweight and compact * astounding amounts of work on inside-out tracking to make it work within latency…
> lenses that minimize distortion and chromatic aberration, that are lightweight and compact That was Corning, not Meta. > astounding amounts of work on inside-out tracking to make it work within latency and power budgets with sufficient accuracy That was Valve, not Meta. > latency reduction and prediction throughout the stack That was Carmack, so technically Meta, but it was also 6+ years ago. > foveated rendering T…
> That was Valve, not Meta.
When did Valve make a headset with camera based tracking instead of setting up lighthouses all around the room? Their tracking that I'm aware of is all about the timing of light flashes sweeping across light sensors, it would be totally useless on Meta's self-contained headsets.
> > foveated rendering
> That was a waste of time.
If you're trying to sustain non-barf-inducing framerates on a mobile processor this seems useful to me?