John Carmack reviews VR app “Just Relax”
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https://www.vrfocus.com/2017/03/carmack-on-oculus-home-updat...
https://uploadvr.com/new-john-carmack-software-doubles-oculu...
I'm not very familiar with VR. What does he mean here by "center"?
I could see this being a great product when combined with those guide meditation apps. Like https://www.headspace.com
I remember one of these meditation tapes I found on PirateBay which combine binaural beats and guided meditation. It had you climbing a lush mountain, coming upon an old looking door in the side of the mountain, and being in this relaxing room with pillows on the ground and you look up and see stars. That was my first exposure to meditation and it surprisingly put me in a very hypnotic/meditative state after the 30 minutes was over. Very good state to get in before starting creative design work. It would be a great experience to translate to VR with 3d sound.
It should be initialized to be more like the real world. The terrain comes up as unexplored wilderness, with hills, mountains, valleys, lakes, trees, deserts, and vegetation. If you own land (which is a server-side thing), you can build it and clear it.
It would be a nice touch if moving around wore paths, so that paths and roads appeared naturally.
This is however a major problem for mobile, using both unity and UE and I know it is preventing more mobile VR and AR apps from being developed. Given that carmack is really focused on mobile I'd think oculus would want to create a light weight development/graphics engine.
I'm wondering why oculus hasn't made one especially since they have the skills and capability. Maybe I missed it and they have one.
I'm sure FB has more than enough fantastic personnel and resources to build a great engine.
I've worked on UE3 based titles, in-house engines and quite a few in-between. Building a new engine from the ground up is easily in the 10s of millions if not more which is why you rarely see new entries into the market.
Sure FB could do it, but it probably makes more sense to worth with UE4/Unity to augment them. You'll be able to draw from a large base of developers/designers/artists who already understand the workflow instead of having to build up that community from scratch.
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Also the default-large packages of UE titles is mostly a function of optimization, We'd have only ~200mb of system memory back on the PS3 which is way smaller then what modern mobile platforms have available to them. UE has a bunch of things you can do to pull them down, it just takes work.
Would solidify platform lock in even further.
I'm sure you're going to tell me "yes" to all of those but sorry, as someone who's made several engines myself NES, Amiga, 3D0, DOS, Windows, PS1, PS2, PS3/XBOX 360, I know from experience that just "making an engine" is like 3% of the real work involved in getting to the level of Unreal and Unity.
It's very easy to "make an engine", it's a lot harder to fill it out with features and tools.
Give me a break. You can pile up an infinite list of capabilities for any kind of ide, engine, editor etc... Point is, if anyone can do it its Facebook and it would be great for the dev community.
Take that chip of your shoulder for a minute.
Honestly even if Facebook could, I'm not sure I want them to. I've got enough privacy concerns around what they do on the web. The last thing I need is to have a game engine that's used to mine every piece of data then can from me. When you have a non-games company controlling a platform their concerns are going to be above what's best for the content creators(see also: publishers).
I was once naive, I joined Google to make a game engine. My belief at the time was like yours. It's Google, they're a giant company with infinite resources. There's no way this won't take over the game engine world.
it wasn't until about 14 months in I realized that competing with Unreal and Unity wasn't just a mater of 30 people building an engine. to actually succeed it would take more like 300-400 people and a mandate for those people to form an everlasting division within the company of support. people to make an IDE, people to continually update the engine and IDE, people to hand hold devs. people to make 100s of videos. people to run classes. people to organize conferences. people to organize game jams. people to do bizdev. people to woo the top devs. people in all the major game dev hubs in the world, people to localize docs, etc...
this works for unity and unreal because selling their game engine and services is their core mission. for Google (and for Facebook) all it would ever be is some open source code of some under featured engine they ship once and forget. Unity has about 1000 employees. Unreal has at least 250. Their entire missions are to make, sell, and promote those game engines. That will never be facebook's mission which is why it would never succeed.
I talked with the Unity founders at GDC and they have very little interest in putting resources around mobile right now , so I think there is a hole in the market that will be really hard to fill by another startup. Hence, why I think these platform owners would be best to tackle it.
As an aside, I think it would be more optimal if there were a third party focused on a mobile VR engine - but again, as we agree it's such a huge project, with really difficult distribution pathways, that I think it's too big of a mountain right now for an independent group. So we're gonna be waiting around a while for that.
For who?
That's a serious question.
I have fast wifi connectivity at home, at the local coffee shop, at my local bar, at the local libarary, etc.
I have a limited cell phone data plan, and I could download that app 16 times in a month for free.
For who is it a limiting factor to download a 191 megabyte app?
Old-timers who calculate how many multiples that is of the RAM of their first 8-bit home computer? The under- or non-developed world?
Or am I so spoiled that I don't even realie that 191 megabytes is a thing?
I think that's the most likely option honestly. I don't mean that to be snarky, by the way. Most of the dedicated VR users now are still largely in the early adopter space and are heavily high end PC users - so they generally have higher levels of technology ubiquity.
To reach the vast majority of people, the costs, in both money and accessibility, need to drastically come down. Practically, for facebook and other developers, that means reducing the overhead on these systems dramatically.
Mobile is the nearest term approach to this - though still unsolved. Again, this is why Carmack is focusing heavily on GearVR development and says so himself [1]: "There is no way that a PC peripheral or a game console winds up being the path that billions of people interact with."
[1] http://www.reaxxion.com/7793/carmack-announces-that-oculus-r...
Now that's a problem I would have never even imagined being possible.
Obviously the growth rate for Facebook can NEVER be greater than the growth rate of the population of people born into households with internet. And that can be nowhere near 20% YOY even.
It's what is responsible for the stupid fallacy that PC is dying. It's not dying - it's has more longevity. A machine I built in 2008 is still going strong. Only had to upgrade the CPU once and switch out a RAM module. Many other people are the same.
Also consider this scenario:
1. You have a world of 1 bn people.
2. A company has 0.5 bn of them as customers.
3. The population increases to 1.08% (https://en.wikipedia.org/wiki/Population_growth) = 1.0108 bn
4. The company grows to 1 bn people which is a 100% growth.
5. The population increases to 1.02171664 bn.
6. The investors say that growth has slipped from 100% to 0%.
That's stupid. The growth has stagnated because there IS NO ROOM to grow!!!
Am I missing something?
> Am I missing something?
People who are already born but not a member of Facebook?
Households who newly have access to the Internet?