That’s not surprising seeing how much of a massive failure it is.
WDYM? Meta's VR tech is solid. Not sure it's his fault it's not selling well because Zuck poisoned with Facebook and bullshit Metaverse features.
Meta's head of augmented reality software stepping down
51–60 of 78 posts
Re: Meta's head of augmented reality software stepping down
#52Its kind of underappreciated how much of a failure their entire software stack is (Bosworth should be the first to leave). For those paying attention, the technical VR "stuff that works" is basically written by Qualcomm. The user side Android system is, really badly done and irritating for people using it as people like Carmack have pointed out. This is possible the biggest software development blunder in history, th…
I hate to be that guy, but please google "therac-25".
There's been absolutely no loss of life, just software shittily written. Yes, it's a blunder, but the hyperbole is unwarranted here.
Re: Meta's head of augmented reality software stepping down
#53Earlier quoted context omitted.
Yeah, the Quest's boundary setup process astounded me at how polished and user-friendly it is compared to the Vive and Index's room setup process. Anyone saying that the Quest's software is obviously terrible lives on a different planet than me. The Quest is so simple and works so well, especially compared to other VR headsets+software I've used. I really like the Index too which I use a lot and think does some small…
Quest 3 is my first and only VR device so I'm obviously not in the know in these matters, though I have to say I don't see what is so terrible about Quest's flavor of Android either. For a regular user, most everything seems to work well. Setup was easy, UI is polished and simple enough to get out of your way, and I personally haven't encountered any show-stopping bugs with it. Maybe I don't expect much out of it, as…
Re: Meta's head of augmented reality software stepping down
#54Its kind of underappreciated how much of a failure their entire software stack is (Bosworth should be the first to leave). For those paying attention, the technical VR "stuff that works" is basically written by Qualcomm. The user side Android system is, really badly done and irritating for people using it as people like Carmack have pointed out. This is possible the biggest software development blunder in history, th…
I'm shocked at how many bugs and UI issues I've encountered with the Quest 3 and the associated ecosystem (mostly the web store and android app). I can't help but think of Jonathan Blow's talk Preventing the Collapse of Civilization[1] when I use it. I tried listing all the issues I encountered, but gave up after 4 pages. The poor UX is a bizarre contrast to the foundational VR stuff, which is fantastic. [1] https://…
Re: Meta's head of augmented reality software stepping down
#55Earlier quoted context omitted.
Does this include the newest headset? That one looked pretty good feature wise.
Yes its still the underlying software thats terrible. It's an almost straight port of normal android into the headset which is at least familiar but they've really not made any progress in making it more VR and comfortable over time. Lots of small tweaking of whats probably not a great overall fit for VR. For a direct example look at the room boundary system and setup. Even with the new depth sensor and the color pas…
Congratulations to Meta VR teams. You've created a system perceptually more transparent than a thin sheet of glass.
Re: Meta's head of augmented reality software stepping down
#56Re: Meta's head of augmented reality software stepping down
#57Its time they call their failure a failure and rename their company back to Facebook. That is what I have been calling them anyways.
Re: Meta's head of augmented reality software stepping down
#58Its kind of underappreciated how much of a failure their entire software stack is (Bosworth should be the first to leave). For those paying attention, the technical VR "stuff that works" is basically written by Qualcomm. The user side Android system is, really badly done and irritating for people using it as people like Carmack have pointed out. This is possible the biggest software development blunder in history, th…
> This is possible the biggest software development blunder in history I hate to be that guy, but please google "therac-25". There's been absolutely no loss of life, just software shittily written. Yes, it's a blunder, but the hyperbole is unwarranted here.
Or "UK Post Office Fujitsu".
Re: Meta's head of augmented reality software stepping down
#59Re: Meta's head of augmented reality software stepping down
#60Earlier 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 Corning, not Meta.
You need more than a glass maker to build novel optical designs, besides which, none of the headsets at least within that time window used any material from Corning. The lenses in DK1 and DK2 were essentially straight copies of an off the shelf magnifier. The first consumer Rift used a Fresnel lens design that was re-optimized internally off of a design that started at Valve. The design was just the tip of the iceberg though. A colossal amount of engineering work went into manufacturability, especially around coatings. Rift S, Quest, and Quest 2 all used an evolution of that design that took in further advancements done internally within both the product and the research teams. One general note on all of this is that "lens design" for isn't a matter of drawing some curves and throwing it out to a factory.