John Carmack joins Oculus as CTO
oculusvr.com
oculusvr.com
Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations.
Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mike Abrash I'll be unsurprised.
Also, I think Newell might offer Abrash the entire company before he lets him slip away from Valve.
"So my personal opinion (which is not necessarily Valve’s) is that it makes sense to do VR now, and push it forward as quickly as possible, but at the same time to continue research into the problems unique to AR, with an eye to tilting more and more toward AR over time as it matures. As I said, it’s not the definitive answer we’d all like, but it’s where my thinking has led me. However, I’ve encountered intelligent opinions from one end of the spectrum to the other, and I look forward to continuing the discussion in the comments."
http://blogs.valvesoftware.com/abrash/two-possible-paths-int...
At the right price, this might even turn out to be cheaper than proper paintball arena's. You can charge more, and there's no cleanup involved. You could even host these 'games' in real-world environments (with permission or otherwise). Imagine hosting counter-strike style games in empty buildings!
I thought they were shifting focus away from that for now..
If they had been doing Oculus Rift type stuff I'm sure they'd still be at Valve.
It opens up a different set of game possibilities than a VR headset like the Rift. Think augmented multiplayer tabletop games rather than immersive worlds.
The tabletop market is already small and the only reason they can turn a profit is because their costs are low.
AR tabletop games would have an even smaller market and also be more expensive to produce.
It's bigger than ever and steadily rising.
Blocks for building dungeons made 2 million on Kickstarter: http://www.kickstarter.com/projects/dwarvenforge/dwarven-for...
I can see a single mind-blowing tabletop demo selling pretty damn well. The audience isn't huge and mass market, but it's decent sized, and willing to drop very high amounts of money on cool stuff.
That said though, when I play a boardgame, I'm just playing it on a table with some friends. I don't want the games to get any more complicated, and I certainly don't want to put on headgear or glasses and involve technology for some gimmick AR feature. You'd have to make the game concepts that require such a setup very compelling for me to consider them.
Virtual Reality - Oculus Rift
Augmented Reality - Google Glass
AR sits on top of/alongside the real world, where VR tries to replace it.
It's just a small screen in your vision, it doesn't analyze or enhance your existing viewpoint in any way (unless I am mistaken).
Cast AR is a better example:
http://www.engadget.com/2013/05/18/cast-ar-hands-on-with-jer...
Google Glass is wearable, but the display position is fixed relative to your head. You have to look up to see the screen, so unless you tilt your head down in some awkward manner to point to what you want the AR overlay on, it won't work. Not a very good AR experience.
A wristwatch and Google Glass are no more AR than a piece of paper with a map on it is.
Without that initial step, it's hard to see any practical path to AR actually becoming a reality.
Only if you consider AR to be something that is 'always on'. There are a ton of applications that do not require that.
A simple street view overlay + wikipedia filter would be basic AR, and that doesn't seem difficult at all. Google could monetize with virtual window ads that businesses would buy for glass+streetview users.
Conversely I'd happily install an app that put art over billboards. It would be nice to go to Times Square and feel like you're in the Louvre.
That's not going to happen for the foreseeable future. See http://blogs.valvesoftware.com/abrash/why-you-wont-see-hard-...
> Eventually we’ll get to SF-quality hard AR, but it’ll take a while. I’d be surprised if it was sooner than five years, and it could easily be more than ten before it makes it into consumer products.
It would be extremely difficult. It would use a lot of processing power to examine the camera input and attempt to extrapolate positioning for overlayed elements. I'm not sure Glass has that power.
What camera input? Why go all in such a roundabout way, processing the image to determine the location?
What he proposes just needs the GPS/compass (if Google Glass has one, else it's trivial to add one). You get relevant wikipedia articles for your location (including the direction you're looking) using Glass's GPS, and the screen displays them.
For what? I remind you that we're talking about a Wikipedia filter. Wikipedia entries are so coarse grained with respect to position that you don't even need GPS-level accuracy. (Not to mention it can correct itself with the help of the built-in maps, e.g assume you walk in the sidewalk and not 4 meters across inside the buildings etc).
"That place is the Brooklyn Bridge, that thing down the road is the Katz delicatessen, further down is CBGB, stuff like that".
Where's the need for "more than a few meters accuracy"? If it can show me info of the nearby stuff (5-10-20 meters away) on my Glasses, it's perfectly good.
It doesn't have to super-impose it when I look at the specific building (that would be stupid anyway, cause it would necessitate me to keep looking straight at the building to see the info).
This is actually a problem I have been thinking about a fair bit for the Rift. I'm not sure what the best way is to solve it in this package size. I'm thinking a first pass will need some sort of off-board reference.
Reducing that requirement by having it on your face is a fantastic first step. We have no idea whether the next Glass iteration will be stereoscopic, or cover your field of vision or what. It's that market preparation I am excited to see.
Of course not, but "always on" is not a very useful feature for VR. It's an incredibly useful feature for AR. Oculus Rift is not a good candidate in any way for an AR platform, since camera pass through to VR is not an acceptable replacement for seeing the world with your actual eyes.
The Toxic Avenger feat. Orelsan - N'importe Comment (French hip hop/electronic/dance) http://www.youtube.com/watch?v=aEolW1x9O3k
Abrash is working at Valve on AR &VR, I'd say that's unlikely though not impossible.
He has basically been with them since the beginning in some capacity, here is a video of him demoing a unit at E3 2012: https://www.youtube.com/watch?v=kw-DlWwlXHo
You can see that one is still a very early prototype held together with duct tape. It's not specifically stated, but it sounds like he will be leaving id for this. I'm fine with that since there is only so much you can do in the game engine world these days. Seeing him try to advance gaming and immersion in a different way seems like it will fit him very well.
Congrats to everyone at Oculus.
"My time division is now Oculus over Id over Armadillo. Busy busy busy!" https://twitter.com/ID_AA_Carmack/status/365126783290445824
The (low) resolution of the screen on the dev kit is really distracting, but more importantly we are still learning about the control schemes. Right now, it is very hard/disorienting to play FPSs on the rift (IMNSHO).
Personally, I've been testing the Wii Balance Board as a useful input device for the Rift - and it's showing some promise.
One tester did describe my test game as "Dungeon Segway Challenge", but we're getting there slowly...
The big problem with swords in VR is physical feedback. If I strike at you with a saber, the saber will stop moving, sooner or later - either because you parry, or because the resistance of your bones and muscle eventually slows the thing down. Either way, it's a key component of a realistic swordfight.
And it's bloody difficult to do in VR. You're not just talking about force feedback, you're talking about enough force to stop a 3 foot long piece of metal being swung with intent by a 200lb man, with the same speed and solidity of collision with another piece of metal - without interfering with the movement of that metal at any other time, risking injuring the person moving the metal, or generally screwing up.
Guns, on the other hand, are much more doable.
I've tried this a couple of times at the local VR meetups. It's hard to describe, but it works better than you'd think.
You don't even have to make a heavy sword, the gyroscope itself could simulate the force required to overcome the momentum of a heavy broadsword.
Good idea - I shall store that one away for future reference...
So much so that I went out and got a Razer Hydra to give myself manual control of the acceleration (well, this was a convenient excuse, anyway!).
If you don't want to do any dev on it, I recommend you wait until there is a killer app that comes out to get one (so far there's half life 2, portal, etc.). By that time, the 1080p version will probably be out.
I plan to do some dev so I will be ordering one for personal use soon. It's some really awesome tech.
Instant and absolute legitimacy. They are in for the long haul. This is going to be real stuff.
As a fanatic of 360 photography and video, this is simply fantastic to see. The oculus has the potential to challenge what we have known as TV for half a century.
Gaming, on the other hand, will be simply amazing on the Rift, especially first person shooters. That's one of the reasons it's so exciting to see Carmack working on the project.
It's a way different experience than watching a 3D TV is, where you just get that fun little bit of pop. Just like when playing a rift game, you feel as though you're physically present in the world, and it's incredible. The thing they're missing is the ability to move your head around in the video -- it's a little bit disorienting to have to look where the recorder looked.
I'm aware of a few ways to marry traditional video entertainment and videogames with rift support (there may be more):
1 - 360 degree video with free head movement 2 - Extremely linear, story-driven games without cut-scenes 3 - Re-living movies or TV shows by being placed within them (a la in Ready Player One)
We're very close to having 2, and 3 is very similar to that but it's in the distance still. 1 is something we're not really doing yet, but I think it'll be a pretty big deal when it hits. Videogame replays and streaming are already a big deal, and they're growing fast. Being placed within them and given the ability to look around will be fantastic.
Here's my list of favorites so far:
http://www.youtube.com/watch?v=eByvt8he58U&t=1m10s
http://www.youtube.com/watch?v=oXaxVLNMIxU
But I'm not convinced that they're ready for the mass market yet. Not because of any failing on their part, but because I think that they need games, and controllers, specifically designed to work with VR.
You can't use mouse/keyboard well if you can't see the mouse/keyboard. UIs that float at the bottom of the screen feel very odd when you move your head around and they stay at the bottom of your vision.
We're going to need a year or two of people producing iterations of new interfaces before we have something that feels really smooth to the average user.
(In the meantime they're great fun to play with.)
Uh, what? Even if you don't touch-type, you shouldn't need to look at the keyboard and mouse to play a game. All the keys you need should be under your fingers or in easy reach, and a mouse especially should be easy to use without watching your hand and fingers.
I do agree with your comments about HUDs; VR games lose a lot of immersion if you have UI elements present (unless your character is supposed to have a HUD in-game). However, many games do fix that, by eliminating the HUD entirely.
I didn't think it'd be an issue until I got my Rift, and it turned out it was :). I'm sure there'll eventually be a clever solution though.
It's a spectacularly immersive experience with the Rift - the first "holy shit, I totally lost track of time there" experience I've had with the technology.
I can't imagine being able to properly play PC games while also having to constantly look at your mouse/keyboard.
I haven't used an Oculus, but just thinking about it I suspect the solution is going to be to locate HUD elements in world space locked to the player's position.
I'll probably be recommending it on http://www.oculusriftinfo.com tomorrow.
(For anyone else looking for Rift demos - First Law is a really excellent demonstration of the power of the Rift for cockpit-based games. )
http://community.eveonline.com/news/dev-blogs/eve-vr-an-expe...
Maybe gun models that give a visual indication of remaining ammo will become more popular.
Perhaps adding blur/color saturation filters to your entire field of view might take off as a primary indication of remaining health.
Otherwise, yes, watch, checking gun magazine or condition of a blade, or a PDA/map - gaming is going to take a monstrous step up.
Not to mention immersive story-telling as a new way of presenting films.
RenderToTexture and a webcam pointing at the keyboard is a lofi but possible way of solving the "can't see the keyboard" problem.
(I recently read "masters of doom" after a HN recommendation, so a couple of months ago I'd have been like "what? who?".)
After reading that book I don't think there's any way you can come away without seeing him as one of the top 25 programmers in the world. Mad genius for sure.
It might be that John Carmack was trying to help out an amazing team who lost an amazing and talented developer.
I know the Hawken forums have been amiss with talk that more that one game is behind schedule since they lost the integration help from Andrew.
I guess there is some there is something to say when a company needs to replace your absence with John Carmack.
Thank you Andrew for getting VR this far.
Update: Bethesda Softworks (parent company to id Software) responded with the following statement to today's news: "John has long been interested in the work at Oculus VR and wishes to spend time on that project. The technical leadership he provides for games in development at id Software is unaffected." We've followed up for clarification as to what that means for Carmack's efforts at id. In the note from Oculus, Carmack is said to be heading up and working out of newly created Dallas offices for Oculus.
EDIT: He still works at Id http://www.gameranx.com/updates/id/16593/article/john-carmac...
Don't quote me on that though because a lot of those talks did go over my head.
Another important point is that it's not games he develops, it's game engines. Other people do most of the game logic and design. Working on a 3d display for those engines doesn't seem so far removed from that, and of potential value to future id/ZeniMax work.
He has made it pretty clear over the last few years that there really isn't a lot for him to do there, at least on interesting stuff. Writing rendering engines has become more incremental than revolutionary and I get the feeling that, for him, stuff like mega texture was about as interesting as writing a new zip program.
he used to be id first, armadillo airpspace second. now he's occulus first, id second.
it'll only preclude him from doing much programming.
I had a first glimpse of an Oculus watching someone use one on a Twitch stream the other day. He was just watching a tech demo thing of a rollercoaster ride but it was clear the tech was at or around that tipping point of interesting vs actually fun.
People using it (we had a party recently, showed it off) do feel disorientation, mostly due to a lack of seeing where there real body is. Our hope is to integrate the point cloud from a kinect to help with that.
Oh, also, after a few drinks the impedance mismatch between what you're seeing and what you're doing is imperceptible. :)
I haven't seen a truly "killer app" just yet, but if I wasn't totally sold on the concept when I backed the project, I certainly was the first time I strapped the Rift on.
Bizarre idea: strap on a Rift headset, instead of a treadmill you've now got some kind of thingamabob rigged to tilt and turn an exercise bike. The exercise bike has a few simple buttons for game input on it. You now play something simple that can really take advantage of immersion and graphics quality like Pokemon Snap, while riding the exercise bike.
I mean, sure, you could make this game with the treadmill version and walk down the safari trails, but that wouldn't be a very good workout.
http://www.reddit.com/r/oculus
Lots of cool stuff happening.
[1] I say this out of enlightened self-interest. :)
VR of course is the inflection. Carmack will add a lot of fuel to the fire. It's truly appropriate that he have a ground floor role in pushing this all forward. So much better than his abilities being used for Quake N.
OTOH, considering I played all of id's games up to Doom 3 (which I found a tad too creepy), I hope they strike a good balance between display smoothness and sheer unmitigated fun. I miss a good Q3A CTF.
That said, he did say during his Quakecon keynote that he needs more "crazy money" to put into Armadillo Aerospace, so perhaps this is his play for that funding..
As it is, games, gambling and social networks are sticky enough. I had to drag myself away from Minecraft after trying it, thinking about how I was building a virtual house and garden in a captivating world, while a load of household projects went unfinished in my actual backyard.
Story- or world-driven games like Red Dead Redemption and LA Noire could be incredible.
Cynical response: not until the fabled teledildonics is working.
Even more cynical response: that won't stop gaming companies who already attempt to deliberately addict players to subscription gaming from building highly immersive addictive games.
He will be "in the office" though:
John will be working from the new Oculus Dallas office that we’re opening soon.
.. so the likelihood of him spending a lot less time at id, if he stays on there, seems high to me.
It's been four years since id was purchased. Maybe he's just moving on.
Four ways. The man has a wife and two children in whose lives he's quite active.
I strongly suspect he's managed to obviate the need for sleep.
"Although Carmack will take on a new role with Oculus, the game designer will remain with id. "John has long been interested in the work at Oculus VR and wishes to spend time on that project," reads a statement from video game publisher Bethesda Softworks, whose parent company ZeniMax acquired id Software in 2009. "The technical leadership he provides for games in development at id Software is unaffected." [1]
1. http://www.usatoday.com/story/tech/gaming/2013/08/07/john-ca...
That space puppy would make the technology of written language the equivalent of banging rocks together. The possibilities of creation & control without the limitations of writing, typing, and even learning means we could create, build, view, and modify ideas with just thoughts... so rad it's scary.
Now lets see what his next move is. The gauntlet has been thrown down, lets battle.
I heard that Oculus Rift had some minor delay issues. With Carmack as C.T.O., I do believe that everything will be solved pretty quick.
Kudos, Oculus!
Armadillo Aerospace run out of money and hibernate (2013), id Software had been acquired by ZeniMax Media (2009), id software President Todd Hollenshead has quit after 17 years of service (2013) and there's a long time without really big new Game.
Now John Carmack some kind of working for another company…
Agree with some comments here that the Rift needs more VR-specific content, but it's still early and with news like this I'm confident that great VR/Oculus-specific content will emerge soon.
Congrats, it must not be easy signing up a programming icon like Carmack.
http://www.youtube.com/results?search_query=carmack+e3+oculu...
No matter how cool this Oculus product is, VR headsets are just not going to catch on.
There are a lot of very smart people who seem to disagree with you.