Carmack Unscripted
facebook.com
facebook.com
reading this post on "Avatars, Anthropomorphism, and Autism Spectrum Disorder"...
> A 2016 study looked measured the neural responses of children with ASD and neurotypical children when shown unfamiliar human and robot faces. The test showed that the targeted responses were present for both for neurotypical children, but only for the robot faces for the kids with ASD. “Together, these studies provide some evidence that individuals with ASD may typically process anthropomorphic rather than human faces
https://codebaby.com/avatars-anthropomorphism-and-autism-spe...
The population is not even massively growing so we probably will never have a space issue ...
BTW if you're actually interested in this, Carmack talks about this and the state of the Oculus around ~ 56 min in the linked video.
> absurd amounts of money on fancy mechanical keyboards
Fancy mechanical keyboards aren't really expensive? (compared to monitors, or space, or even really VR headsets…) Most of the people I know who have them also have them because RSI. That forces you into being an enthusiast whether you want it or not. But a single trip to the doctors saved and the keyboard pays for itself.
But they're also just better keyboards too.
I find this tendency funny. It's kinda crazy we keep building new very hard innovative software to avoid needing to fix boring software.
I bet vscode will never support multiple monitors, even in vr.
Our massive real estate issues that are pricing people out of having enough space to live in the last decades, have less to do with the population growth in the world in this time frame and more to do with immigration and economic and building policies that must see the asset prices always go up by significant margins to "beat the market".
There's also the issue of location and internal and external migration where given a constant worldwide population, everyone is migration to the handful of cities with jobs, infrastructure and QoL, pushing prices up. I've seen this in my home country that saw a massive population decline yet a massive increase in real estate prices proving that the price of housing is not determined by taking the number of houses in the country and dividing it by the number of people in the country giving us the supply/demand ratio determining the housing price factor, as not people are competing for real estate but piles of money are, since it's also a speculative investment vehicle, and so the bigger piles of money are winning, regardless of the total houses to people ratio.
I've gone a bit off topic but my point is that the struggle for affordable living space is real and is gonna get worse despite the world population not increasing that much, as in traditional capitalist fashion, the banks, companies and people who already have wealth and assets will use it as leverage to aquire more of it, pushing the prices up, at the detriment of those trying to enter the market now with less capital.
TL;DR: The housing situation has nothing to do with population growth trends but everything to do with growing piles of money competing for a pie that's relatively fixed in size. This cannot end well.
no. no it is not.
for one thing, people are always going to need to view screens when they are not at home or at work.
screens have a VERY long way to go before you can reproduce the clarity and just sheer number of pixels available to display clear information to the eyes in VR.
even if eye tracking is used, and even if you only render where the user is looking, the virtual monitors must be legible, and VR headsets are nowhere near that kind of pixel density, yet. they're fine for rendering scenery and walls and avatars, and conveying motion, but if you want to read a screen of text on one of your five virtual monitors without leaning in and making that monitor consume much more field of view, you're going to need LCD displays for headsets which have 10x the resolution in both X and Y than are available today. maybe only 7x.
and there will always be afterbirths like me who get motion sick instantly, and for a full 24 hours minimum, in VR no matter how good the experience is.
I'll keep my monitors, thanks.
VRChat avatars have personality. On hardware now 6 years old.
People are reacting to the lack of personality, not the lack of immersion.
I think it is weird for a different reason: it looks like 1990s tech - https://en.wikipedia.org/wiki/Active_Worlds
And remember these scenes can be modified by users and are loaded as needed.
This is not like a precooked scene in a computer game where designers spend weeks fine-tuning the lighting model.
I notice pretty much all quest apps use ambient lighting only which gives them this fake look. Some nice spotlights would do a world of good. But I guess anything better than this is just too expensive for the system.
But still I agree with the other commenters, they should have gone MORE cartoony and more simple. This is just a simultaneously creepy and goofy middle-ground.
They need to hire an better Art Director.
They could take some polygons out of the glasses and give the characters legs at least!
Update: They are a actually doing a lot there. The lips and eyebrows are moving. It has skinned animation. When I started in the industry we were designing characters that would inanimate without skinning, everything was static like a wooden puppet.
When you reach 100m users, the ideas get limited. C'est la vie.
does it?
Imagine the opposite - photorealistic avatars. There would be no interaction! You'd spend all your time rendering.
It's coming, to, of all things, Second Life. Second Life is adding "puppeteering", and this works with head tracking, face tracking, and full body tracking. Users have been working on VR viewers. (The client is open source.) It's all very experimental, but there is a meeting in Second Life every two weeks[1] where all of this is demoed. Some of the attendees are rigged for full body tracking, and, with good quality Second Life avatars, which have far more detail than Meta or VRChat, and can do facial expressions, they look reasonably good. It's striking how someone with a full rig dominates a meeting without even trying. They're so much more present than the people sitting at keyboards.
Hardware is a big problem. You need a good gamer PC to run all this and get the full effect. And a VR headset. And tracking gear. This is a real problem in the era of the $99 Chromebook. It's not getting cheaper, either. The first NVidia graphics card that was good enough for this was the NVidia 1060 with 6GB VRAM, in 2016, introduced at $250. It still costs about $250 to get that level of GPU power from NVidia.
People who really want to be looked at - performers, influencers, etc - will need a full tracking rig. The audience doesn't.
[1] https://community.secondlife.com/blogs/entry/6509-introducin...
You mean like... video?
Their whole metaverse bet seems weirder and weirder by the day.
I'd rather see video or even a still picture of Carmack than this monstrosity.
This is trying to be vaguely human in hand and lip movement and it looks like bad marionette.
Hopefully it gets better but right now I’d rather just listen to the audio.
This is bloody awful quality in visual quality and marketing. You want to show something that works well. This... this does not "work", let alone well.
From the evidence, Meta doesn’t have any.
However talking to the folks there, it’s very much an engineering project manager led environment, and there’s just no value on good art direction.
You can have the best of the best but you need to put them to good use, and Meta clearly isn’t.
So it’s easy to just give in and do the lowered task at hand rather than fight for the high end work they were hired to do.
Safe works when you're selling productivity software, but not when the product is (partially) the art/design/environment.
Then it's will turn into the one true cringe generator.
“Please help me celebrate my Metaversary…”
“Nobody truly appreciates how hard us weebles work to get our Zuckabadges. Next time you see a weeble, give it a ‘/clap’!”
Oh sweet lord this will be horrific.
Also, your colleagues are your “Metamates”. I’m not even kidding.
It was literally just a private instance of facebook. 95% of the posts were basically fluff posts from HR. No content of any substance. So basically linkedin, but less useful, because everyone on there was in the same company and so there was no real networking effect to it either.
I didn't stay at that company very long, for a multitude of reasons.
I’m hoping this is just an expensive example of the Sunk Cost Fallacy because otherwise it’s perplexing and eerie.
The overall bland soulless corporateness of it all is creeping me the fuck out. These presenters are all 100% dead inside.
Facebook missed the boat on owning an OS or phone, so their only hope in protecting access to their apps is by owning a brand-new platform.
Which means that the company is all-in on VR, regardless of whether or not the result will be any good.
Also, most of us will never work on anything that anyone will ever give a shit about.
Even if this particular project fails, this is mildly more interesting than yet another CRUD app.
Anything the VR stuff is doing feels like a "good on paper" awful distraction.
Now, that said, Meta's seems to be floundering a lot for its actual art style, there is no doubt about that!
Favorite quote was "one of my internal posts was reported and taken down for not being sensitive enough."
is this parody? The quality of this is really really bad, almost ps2 level bad
Using this for presentation is really unwise.
[1]: https://www.oculus.com/experiences/quest/4215734068529064/
TLDW: Horizons is optimized for UGC and being dynamic. Horizons stuff isn't built in modelling tools by professional modellers.
I think one of the things that's being overlooked here is scale. I've made VR Maps which pushed fidelity and the problem you have is the size absolutely explodes. Meta is intent on having automagically generated unique avatars for each user, the size of which at the scales of Meta would become astronomical.
https://youtube.com/watch?v=hvfV-iGwYX8&feature=share&si=EMS...
Where are the lines around the corner? where are the reports of sold out VR headsets? I haven't been able to buy a GPU for years, but I'm willing to bet I'll find a discounted quest if I go looking.
You could just log into, I don't know, ARMA III server as a department and host your meeting there instead of this torture.
You know how Nintendo sold a bazillion Wiis and Switches even though their hardware is pretty subpar? They had solid, fun games with charisma and charm.
The VR world, meanwhile, has... uh... disembodied techbros floating in a shrink's office with you? I really respect Carmack, but... what the hell, man?!? Any of his old indie or id software games were SOOOO much better than this Meta crap.
The whole thing feels like a sunken cost fallacy where some True Believers keep making new headsets, but they're not fundamentally getting better... still stuck in dorky-gimmick land.
The bet isn't that the Quest or any extant VR headset _is_ the iPhone, the bet is that some successor of the Oculus could be the iPhone. Facebook is hoping they can either capitalize on it directly or hold the patents to skim the cream off of whomever does.
The current headsets are more like PalmOS -- pretty cool, but not yet cool enough. They're for geeks and enthusiasts. If my silly analogy holds, we're currently waiting for Nokia and Blackberry to show up and miss (but make a lot of progress along the way), and then we'll get an iPhone around ~2028, and the bet might pay off.
If this was a small labs net spending a few million a year… then I’d buy this, but we’re looking at a bet the farm situation.
I think this gap could easily have a hand in preventing the Facebook metaverse from reaching mainstream appeal. We've had gorgeous graphics in games and virtual worlds for quite a long time now - just look at what Crysis achieved fifteen years ago. To the average consumer who doesn't care about the technical limitations and issues behind the product, this is like rewinding the clock twenty years.
As far as why Zuckerberg is so hyped on it - your guess is as good as mine. Just seems like a really misguided attempt at creating a new platform/ecosystem that they control entirely and can monetize.
John Carmack is spent.
Richard Garfield also created Artifact.
Niantic also created Wizards Unite.
Markus Persson made some videos of some kind of Stargate Universe spaceship game with a programmable 16 bit computer. It sounded cool, but people hated it before it was even released.
There are 100 billionaire 35-45 yo men with fond memories of Civilization, Diablo, Halo trying to make video games hiring the top game designers. And they get flops!
> are a handful of contenders in the video game entertainment industry who are really capable of creating
It's just super really fucking risky. It's not this, VC thing where you are just putting out winners over and over again.
There are no Marc Lore types in gaming. There's no exit strategy for Marc Lores of gaming. And if you don't have any idea what I'm saying or talking about at this point, if you're like, who the fuck is Marc Lore, you are not comprehending how far you are from understanding the challenge of making these games with huge audiences that last for years.
You are just as likely to get a hit from an extremely talented and lucky unknown as you are from Richard fucking Garfield. A title that cost its developer $1 to make can become a #1 App Store game at roughly the same a-priori likelihood as a game with a $100m budget.
The mistake wasn't taking a risk. Better Zucc make video games than a payment system or a crypto trading platform or a spare room rental company. The mistake is that John Carmack is a dick.
My recollection was that a bunch of people were really excited, a bunch of people were like, "What is this?", and then Notch basically just lost interest and wandered off. I think he's one of those people that needs externally imposed structure and doesn't know what to do with himself now that he's super rich.
---" There are 100 billionaire 35-45 yo men with fond memories of Civilization, Diablo, Halo trying to make video games hiring the top game designers. And they get flops! ---"
Examples of these big flops please.
Creating a big title is a team effort. You can shove your top designer if he doesn't have a proper team. Ex blizzard guys, almost all of them failed, why? Because they jumped out, believed they were hotshots, but their team/general game idea was lacking. Also look what happened to David Jaffe without Sony's backing...
If you have the money, but don't know jackshit about games, and you don't have a Steve Eisman quality bullshit detector, what are you expecting? Btw there are a lot of excellent indie titles that trump big titles while made by a few individuals, but only a fraction of gamers know about them, because they don't have the money plus marketing machine needed to bring them to a wider audience. Pour your zillions there or hire me, give me a shitton of money, power to kick people in the balls and you'll get your 10x return, lol.
Plus how is this relevant? All I'm saying that the tech is ready, can be made, there are perfect VG examples that can be used as a VR/MV setting, but what Meta showcased is a letdown.
Given this, where is the YCombinator for games? Why isn't someone funding 100,000 ConcernedApes and ToadyOnes in an attempt to cash in on the next Stardew Valley? Serious question.
Personally, I don't think a Ycombinator model for games would be appropriate unless you think MMOs/GaaS are the only things worth playing.
* Entire economy is right now controlled by FED and mega funds like Blackrock. What Engineers or public think is at the moment is unimportant, entire shift to Metaverse is directed by these mega funds / mega investors.
* So, people that control the economy desperately want Metaverse to happen.
* The reason is that they believe Metaverse will give much needed bread circuses to citizens and keep them happy during the incoming calamities like climate change.
* Moreover, they can easily forcefully strap low income workers to VR/AR glasses and control them more effectively during the work.
* Though there are couple of major problem with this plan.
* Most of the companies working in this area is just interested in suckering the investments. This is very similar to blockchain startups.
* Public won’t be very interested in AR tech, and forcing AR top down will actually create genuine social issues.
I ended up listening in the background, but opened up a new blank tab to hide the motion.
He is not a fan of how Meta pushes the Metaverse, "Money is flowing and enormous wheels in the company apparatus are turning" and he wants to salvage that financial energy to push technology in some meaningful way. (Pushing down audio latency on the Quest 2 was such a talking point). This shows what Meta's tech is capable of, mask off, no per-rendered CG advert and I think that's a good thing.
Besides that, afaik he is largely detached from that project now and only does once a week consulting, with the main focus being his pursuit of AGI.
Doesn't change of course how embarrassingly bad Meta's money invested vs results achieved are.
edit: Fount the spot I referenced. https://www.youtube.com/watch?v=BnSUk0je6oo at 15:10 onward
At the same time thanks to Facebook any average Joe can easily get consumer-ready VR hardware for around $400. We just really dont have many companies behind VR except for Valve and they're simply dont have enough manpower to create mass-market hardware.
My point is that we must appreciate those engineers who persuaded Zuck to spend money on VR hardware and research. Yeah their attempt at "metaverse" is laughtable, but investment into hardware is priceless.
For publications in general: https://research.facebook.com/publications/
An example from FB please?
Making money in the Metaverse is a pillar of what makes a virtual world an actual world. (Ignoring of who does the money making for now) Scarcity is an integral part of it. Skins, models, rare items. In the virtual world it all scarcity is artificial by definition. Just like with second life and the linden dollar making it to real exchanges. Second life sold worlds as some kind of virtual realtor in the past, VRChat's users sell custom created skins and rigged models today and Meta wants to be the platform facilitating that tomorrow, but on a grand scale.
I also highly applaud Meta's contribution to FOSS btw.
The idea of a future where everyone is at home with screens strapped on their face, talking to their bubble-friends in a simulated tree-lined park while the outside world turns increasingly hostile is pretty sad.
Serious question: Has anybody else noticed that it's gotten very hard to talk to other people face-to-face lately? I feel like I'm expected to be an anonymous and obedient dopamine dispensing machine for the other person. Even worse, I've also noticed myself doing the same; getting home and then realizing I spent the whole conversation bragging or ranting while barely letting the other person speak. It's like the odds of having an even back-and-forth interaction is <20% post covid.
To the extent it ends up saving on jet travel and commuting it could make the outside world less hostile (delaying the onset of global warming). I don't think it is there yet in this iteration obviously.
You guys are pulling my leg, right?
Also I guess he run out of money when Armadillo Aerospace has failed and at least before he talked like he want to make second attempt in space industry and this will require a lot of money.
PS: Might be something changed by now, but I hope not. I really need to check latest podcasts / interviews with him.
The idea of using any sort of VR tech that Facebook controls literally disgusts me. Can't even imagine the amount of information they will control on people with such things...
I'd also look out for the PSVR 2 when that releases - just as walled garden as Oculus but it's not Facebook.
[1]: https://youtube.com/watch?v=hvfV-iGwYX8&feature=share&si=EMS...
[2]: https://youtube.com/watch?v=hvfV-iGwYX8&feature=share&si=EMS...
The headset he’s wearing can’t see his legs reliably. It’s just the physics of what can be seen from there.
Add to that, inverse kinematics to lock the legs to the floor is expensive to compute (when you’re dealing with such a small frame budget)
They did announce legs support in the keynote though.
Meta is going for a frictionless Memoji like avatar that let's you get going with something that can represent you.
Edit: My mistake — Zuck added a poke button.
My prediction: the successful "metaverses" will either be created by totally new companies/indie devs, or by an established game developer (I know this stuff has some overlap with the social media wheelhouse, but no more than say World of Warcraft does).
Ideally someone creates some common open protocol for 3d/VR/AR social spaces that catches on, but I won't hold my breath. (I know there's a few projects like this around already)
I just have to hope a random person in the room will be recording their VR session!
Going with a very conservative graphical quality seems like it gives a lot of advantages as well.
I'd like to see something completely unreal and unlike anything possible to experience irl, and yet interactive, explorable, and as a result something we can build intuitions about how it works. Imagine if Brett Victor, Shigeru Miyamoto, Steve Jobs, Pablo Picasso, and Stanley Kubrick all went on an acid trip together, and collectively envisioned a virtual reality unbound by any of the forms of the real world, yet with a set of consistent rules learnable via interaction and exploration.
I imagine something like that could be enlightening and mind-expanding, and far more interesting and compelling than what Zuck has envisioned thus far. That's the metaverse I'm holding out for.
Having played VR games, I find the experience novel at first in a way that's pretty impossible to adequately describe to others, but gradually lost interest in it over time.
Curious if there's anything about social VR that you kinda have to experience first-hand to really "get". In concept, for something special and rare like a conference, I could see VR being an improvement over zoom but nowhere near a replacement for the in-person experience.
For stuff like daily meetings, I feel like the fatigue would set in very quickly similar to how it did with VR gaming for me.
Actually doesn't look too bad (I guess my expectations are very low), but what's the missing leg thing? That's just "alpha of a game" level weird.
So far it looks like despite the so-called 'chaos' reported by the media about Meta, he is still bullish on both AR and VR at the company.
I don't see the narrative you're talking about in that link.
So of course he's not going to trash talk it.
> But I thought they weren't interested in the whole thing because of the 'Meta is dying' narrative? [0]
I am happy to listen to a smart person who is very clever talk about things I'm interested in, even if I disagree with them on key points.
I think this is totally wrong. VR is going to be where almost everyone spends almost all their time, and it's not even that many years away.
There was a time when humans lived in the wild, and nobody knew any different, and any talk about living in cities would have been met with derision.
Right now humans live in "reality", but in the not-too-distant future (maybe a couple of generations), people will primarily live in totally virtual worlds. There are many advantages:
- you can have as much land as you like, and you don't have to pay for it
- you can get whatever furniture or whatever home decoration you like, and you don't have to pay for it (at least the physical materials - you would probably have to pay a talented artist if you wanted to motivate them to create something bespoke; but you could probably settle for Stable Diffusion anyway)
- you can travel to visit friends instantly, no matter where they are in the world, and you don't have to deal with passports, visas, airport security, etc.
A really good VR world solves basically every pain point of the physical world.
I think people push back on this idea because they think I'm talking about VR as it appears today. I'm not. I'm talking about a version of VR where it literally feels real. Where there is no tangible difference in experience between the many versions of "reality" you can experience inside (for sake of argument...) your headset, and the singular "reality" that you experience outside your front door.
There's also the point that although HN readers may have nice large houses and comfortable lives, the average person in the world doesn't have as much space as they'd like, doesn't have as nice furniture as they'd like, has more noise from neighbours than they'd like, and so on. A really good VR solves all of these problems, and saves money at the same time. People would be crazy not to adopt it.
We'll still rely on the physical world for nutrition, of course. The same way we still rely on nature to provide our food even though we live in cities and work in offices instead of living in the wild and foraging for berries. But the proportion of human activity that will be focused on "reality" will drop from near 100% today to maybe 1% not too far in the future, the same way the proportion of activity that was focused on "nature" has dropped from near 100% 10,000 years ago to maybe 1% now.
I believe that (current, conventional) VR will always be a niche that only sees widespread use when conventional AR headsets can deliver VR experiences
>There was a time when humans lived in the wild, and nobody knew any different, and any talk about living in cities would have been met with derision.
Cities have been an integral part of the human experience pretty much immediately after a society got farming down, and switched away from the hunter gatherer model.
>it's not even that many years away.
> I'm talking about a version of VR where it literally feels real.
This is transhumanism. We are so incredibly far away from being able to do high-precision prosthetic limbs, a fundamental baseline for understanding human/animal i/o signals. The state of the art for ocular nerves is something like 32x32 4bit grayscale - and that's not even being shipped as a product! Evenfollowing a pace of technological development that exceeds conventional televisions (a much simpler technology, that doesn't require surgery to install), you can expect to have full color and high dpi visual prosthetics in the 2040s - at the very earliest.
The timeframe for delivering this a transhumanistic experience is, in my opinion, so far down the line that talking about it in anything but the abstract doesn't contribute at all to the current discussion about AR vs VR.
> A really good VR world solves basically every pain point of the physical world.
This is not a really good VR world. This is a transhumanistic future that requires decades more research. I actually personally believe we'll get there as a species, and I'll be lucky if it's towards the end of my lifetime.
What you're describing is not "virtual reality" in the conventionally agreed upon sense, but rather something called "transhumanism".
Meta really wants to have it's own hardware platform, otherwise they are at a mercy of Apple, Google and Microsoft when it comes to collecting data. They are very brave for coming out with something this uncomfortably useless though. I'm pretty sure Apple will end up winning this one with their more sensible AR approach.
John is obsessive about eliminating lag everywhere. Ironic that his facial animations are slightly lagging the audio track.
I think it's live now and hopefully there'll be a transcript later.
[1]: https://archive.org/details/john-carmack-quakecon-keynotes
It's not amazing, but it's not unwatchable either. I can imagine this becoming a good alternative (Not replacement!) to in-person events.