Carmack on Oculus, Minecraft, Meta and Microsoft
twitter.com
twitter.com
I thought that was great, wanted to hack [3] on it a bit, so I went ahead and bought an Oculus Go on the second hand market. Turns out that the quote isn't true at all [4]. Updating the firmware requires enabling developer mode [5]. Enabling developer mode requires activating the Oculus Go with a Meta or Oculus account [6]. I don't have or want to have a Meta-related account, and in twenty years the online activation process likely won't work at all, making Carmack's shrink-wrapped headset useless without a fight.
I'm sure the point is moot in twenty years because you'll just ask Skynet to write you an Android root exploit, but right know my second hand Oculus Go is surely acting like a brick in my drawer.
[1] https://www.theverge.com/2021/9/27/22696030/oculus-go-root-a...
[2] https://xcancel.com/ID_AA_Carmack/status/1441496416463904768
[3] https://github.com/AndroidDevice-Porting/android_device_ocul...
[4] Although at first I couldn't believe this and assumed I must be doing something wrong instead. I'm still not ruling out that possibility; I would very much like to hear a solution.
[5] https://developer.oculus.com/blog/unlocking-oculus-go/
[6] https://ez-360.com/knowledge-base/how-to-enable-developer-mo...
> requires activating the Oculus Go with a Meta or Oculus account
I wonder if Carmack knew about this requirement at the time of his quote, or if the rug was yanked out from under him after the fact. Are there any account systems that have lasted 20 years without having the plug pulled on them?
Of course, although it also requires a setting up a 'fake' phone number. I just don't want to touch the Meta ToS – as I haven't for more than a decade – even with a ten-meter anonymous pole.
A better solution would be to ask a friend to activate it, but I haven't because there were other yaks to be shaved.
> it seems harsh to say “isn’t true at all”
You cannot activate an Oculus Go today and "randomly" discover the same activated "shrink wrapped headset twenty years from now". I'm just trying to correct the record, as AFAIK the news stories about this have been undisputed since 2021. It's a fantastic achievement that the bootloader can be unlocked at all, and I certainly hope that it will set a precedent (but I won't be holding my breath).
I am generally against creating unnecessary e-waste but let's be real, it will likely be better to recycle it and experiment with something else in that time frame...
Much in the same way I will happily play a well maintained pinball machine from the last millennium, or an arcade game in a lovingly restored cabinet from 30+ years ago.
There is an allure to retro-gaming with MAME (which I love), but for some of us, going properly vintage can have a special meaning.
The retro computer museum in Leicester has a few of the Virtuality systems, which are still great fun.
Loads of people hack on old hardware.
I think work still has a carton or two of actual cardboard boxes with plastic lenses that you shove any random phone into, from when we were doing VR meeting stuff back at the beginning of Covid.
No, the device in his hypothetical is randomly discovered, so it is not ungenerous to assume that the person discovering it randomly didn’t happen to have set up a dev account. Because most people don’t have these types of accounts, a random person discovering the device should not be assumed to have one.
Additionally, he’s clearly describing something serendipitous, not something that requires planning ahead by 20 years.
You could just toggle it in the settings. Not sure when they changed it (and if this change was pre or post his quote)
To be clear (too late to edit): the latter part of the quote.
I was really hoping they would do the same with the Quest 1 which they've deprecated now too. But they haven't. I guess the firmware has too much in common with the 2 and 3 for them to consider open sourcing it. Or it was mainly Carmack who pushed for this with the Go and he has left the company since.
It's a basic, relatively inexpensive model that was sold widely with over 2 million units until July 2019 [1] and continued to sell for 20% of Meta VR until it was discontinued in 2020.
It still carries about a third of it's inflation adjusted 2018 introduction price on the second hand market, and was a logical product to buy in sets of 10-30 for applications like education, science and parties. As Meta stopped "accepting new Go apps and app updates after Dec. 4, 2020." [2], those sets already became obsolete for new applications using the regular developer tools.
A few months ago, some users wrote on Reddit that "90% of my apps stopped working" because Meta "shutdown the entitlement check server" [3], but that seems to have been fixed despite ending support. Sideloading works like you would expect [4] from Android after you've enabled developer mode (which I haven't tried).
Two people on Github managed to run CM 14.1 on the Oculus Go and published the device tree [5]. There doesn't seem to be much interest and it's a rough build for me. The readme claims that everything works, but I'm skeptical.
[1] https://www.cnbc.com/2019/07/12/facebook-oculus-will-never-b...
[2] https://www.cnbc.com/2020/06/23/facebook-to-end-oculus-go-vr...
[3] https://www.reddit.com/r/OculusGo/comments/1csvj8j/90_of_my_...
[5] https://github.com/AndroidDevice-Porting/android_device_ocul...
I would really love to see an open sourced Quest 1 <3 That would be really something new to play with.
I let my kid play a pretty simple game on the Quest that had regular joystick motion and an hour later she was sick and threw up. The effects of VR can be surprisingly delayed and non-obvious.
It’s quite varied and I would like to figure out what the common denominator in all of this that triggers my nausea response.
I don't know whether the games changed rendering in some way, or my monitor is too big, or it's just age.
There are a variety of tricks that help a great deal when using joystick-based movement controls; while they don't work for everyone, they can work for a good majority of users when implemented well. There's the obvious stuff like being absolutely fanatical about controlling motion-to-photon latency and avoiding violent and uncontrolled camera movement, but there are a variety of less-obvious stuff like using vignetting to reduce the FoV during motion and making all acceleration instantaneous.
I'm occasionally prone to motion sickness when playing some flat-screen games, but I've had no issues with games like Onward and Ancient Dungeon on the Quest.
I think some people become tolerant of a mild unpleasantness. But just as many people end up finding the entire experience unpleasant for reasons that aren't obvious to them (but I suspect are related to nausea), leading to VR's very poor retention.
Now, the use cases for cars and boats might be more compelling for sure, and maybe for those that experience this discomfort its benefits don’t outweigh the unpleasantness of the adaptive period, but I’d note motion sickness isn’t universal, and for smaller motions like automobiles (probably more similar to VR than boats which are an extreme), not even that common.
Now that I think of it, an anti-nausea VR training program would be excellent to treat motion sickness.
i really struggled with vr initially but having used my quest 1 since pre pandemic it's fine and no longer have issues when using it for an hour or two
I do think there are features that make it very close to worth it.
The sense of scale is unbeatable; having to move my neck upwards triggers some kind of “damn, that _is_ big” response.
VR can actually trigger my fear of heights, which is actually weirdly fun when you know there’s 0 actual danger. It’s very cool to build something big enough my monkey brain is afraid of falling off of it, and not because I don’t want to drop my inventory.
Combat feels more frantic when I’m actually frantically spinning and swinging my arms. It just isn’t the same as whipping a mouse around and clicking.
Nitter (and clones) remains the only way I look at Xitter these days, and this instance is being tossed around elsewhere in these comments, works for me: https://xcancel.com/id_aa_carmack/status/1827363452194619692
John Carmack @ID_AA_Carmack We had it on Oculus Go — I did the initial port, then the Microsoft team did a full integration. I had it working in 6DOF on Quest, but other parts of Meta were negotiating with Microsoft to get some Xbox titles instead, and in the end we got neither. It was a damn shame. """
6DOF [1].
> We have tried to make our case to our friends many times! Tell any friends you have at Microsoft!
It wasn’t very good, the game is all about hopping around very fast on waist-high blocks. I don’t normally get any sort of VR sickness but Minecraft was too much for me.
Plus the cubes feel awkwardly sized to interact with.
(Shortly because I don't care about Minecraft, in fact I think that might have been the first time I even tried it ?)
I thought that the official Minecraft VR/AR version had been released years ago ?!?
- boz