Keynote by John Carmack at Oculus Connect 2014 [video]
youtube.com
youtube.com
https://www.youtube.com/watch?v=wt-iVFxgFWk https://www.youtube.com/watch?v=Uooh0Y9fC_M https://www.youtube.com/watch?v=IyUgHPs86XM
That's what it looks like when person knows what he's talking about and quite passionate about it - such person wants to share his thoughts and experiences.
After I read "Smart Guy Productivity Pitfalls"¹ it became apparent to me that John he has quite an acute awareness of life's smaller details.
Too many people care too little about a lot of things. There seems to be a common perception that a passionate-about-the-reasonably-small-details attitude is simply being "anal" or "OCD". Finding people who are intensely passionate about their work-- not just the paycheck-- is insanely difficult. It'd be nice to have the company of more people who fall into John's category (though statistically unlikely at his level). I'm not saying that to hold him on some kind of pedestal, just giving him credit for his hard work.
¹ http://bookofhook.blogspot.com/2013/03/smart-guy-productivit...
Small note, but some things that kind of annoy me:
1. Audio sync issues -- the mouths and the words don't line up. I may just download the video and use the Audio Delay tool in VLC to watch it.
2. Start time of the talk: in this video you've just linked, the presentation doesn't even begin till like 6 mins in. Somewhat similar issue on the original video...
EDIT: Download link for the Abrash video: http://www.clipconverter.cc/download/pwvblTMb/123146223/
Download link for the Carmack video: http://www.clipconverter.cc/download/ecJvSoeC/123169959/
EDIT: Here's the "Bar/Far" video clip that Abrash showed, it was badly out of sync for me when I watched the presentation, but you can see it here: http://www.youtube.com/watch?v=FefFfvriAwQ#t=64
And here's the side-by-side: http://www.youtube.com/watch?v=FefFfvriAwQ#t=149
Pretty amazing.
I have some experience with technical speaking and its very hard to make a technical point without dumbing it down for the audience.
At the very least, non-structured patterns which our eyes fixate on, should be used to subsample images to deal with the bandwidth, power, rendering limitations.
It seems as though the facebook "must have a mobile solution" virus has infected Oculus and instead of taking the path of proving a successful product at a smaller pc/console quantities first, they're going for the whole "mobile" enchilada with all the requisite hack solutions.
Unless you are suggesting Oculus get into the display manufacturing business? That's certainly interesting, but would probably add several years to their release timeline.
At some point, normally before somebody spends $2 billion dollars, that stops being a valid excuse in the hardware business.
I'm 10 minutes in and I don't think he moved his feet once, and his right hand just a couple times.
It feels very weird for me to watch and I just noticed it now, is there something wrong with me?
I wish Carmack does an interview like the one in "Coders at work" format where we can get some insight on
How he approaches debugging,
what tools he uses apart from visual studio.
How does he approaches already existing large code base?
What is the optimal duration to code without interruption.
What techniques does he use to get in to flow state e.t.c..
Second were the amazing demos on the Crescent Bay prototype
the oculus is digital stereoscopy
which is hard with simple stationary fixed objects(i), but combine it with inferred spherical screen encapsulation and it becomes a real challenge, probably a fun one too
you let carmack wax poetic on his interesting ideas to fix this tech and he will talk about latency and hertz and i'll listen with bated breath because i like hearing people talk about solutions to problems
but then i put the headset on and i realise these are hardly the problems befallen the proposed goal
i want someone to address that piece of a person that is lost when they put the headset on for the first time, it almost appears physical when you see it waft out of them
i lost it, my gamer friend who already preemptively developed a defensive cyncism to the tech lost it, the eleven year old i introduce hacking to lost it, and that last one was probably the most signifigant for me to see
i had been using the object sitting on top of my bookshelf as an incentivising mechanism: 'finish your project and i'll let you use the oculus'; last week he pushed his finished project but i had other obligations the following week so he had to wait 'two! whole! weeks!' to get to use the oculus
when i picked him up the following week, uncharacteristically early this time.. we both are lax in our punctuallity but he refused to let me be late today so he came directly to me fifteen minutes early.. he went on and on about how he has been 'scared' all day:'scared, but like happy scared'; i tried to explain to him the concept of anxiety but his mind was hurling itself around all of what he was about to become witness to
i put the headset on him and he had fun with it, but when he took it off he became suddenly very pragmatic in his demeanor, he told me he thinks it hurt him, his head, his eyes, something.. he needed a glass of water, i explained that that was because instead of being a virtual reality in which he was transposed to the thing exploits an optical illusion which means your brain is doing a lot more work than it usually does trying to rectify the inconsistencies, if you've ever been frustrated by trying to see a sailboat in a magic eye you know what it feels like to use the oculus
i asked him his opinion:'honestly? ..well, unfortunately a little dissappointed';
i see my position as creating a safe environment for him to develop his ideas so naturally i challenged him to explain himself by defending the technological feat that he was holding in his hand, but the only thing we could talk about quickly became anything other than what we wanted to talk about
so we talked about the tech, i started going all carmack on him and we had fun talking tech but the conversation was clearly avoiding talking about the 'experience' one develops when wearing the headset
i wanted to know what he lost, and asked him to describe the thing he thought it was going to be, he was unable:'i don't know, just different, like? more 3d`ish'; in fashion i told him to explain himself explicitly stead superficially:'but what does that mean? what did you think it was going to be? describe that to me';
'i don't know anymore'
this i understood, but my experience was different, after wearing the headset i started to dream up better ways to do what i thought they were trying to do before i put it on, ways to do what i wanted from virtual reality, they are dreams and some built on the sort of technological feats of dreams but this was and still is my reaction each time i wear it
so yes john, tell me all about your brilliant ideas for fixing latency issues because this stuff is fun, but please acknowledge the baseline of this research is fundamentally flawed as it pertains to the proposed goals
i've stopped calling the oculus virtual reality, the oculus is digital stereoscopy
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. (i) the first thing i did with the oculus was pull up two terminals, cat out some of my writing, align vertically, then slowly move one terminal into the field of view of the other eye until the text seemed to stop wonking my brain and really pop out at me
the experience was profound
so, i threw together a little browser playground with two 117px squares, one blue and one pink, i aligned them vertically then again slowly moved one into the field of view of the other eye, and i waited until those two distinct colors overlaid in my mind as a single purple
herein lies the problem: there was a multi pixel range where my brain would close the gap manually, out of my control and rather forcibly; it was impossible for me to find the perfect distance between the two divs, 340pxs worked but so did plus or minus 4px from 344px, the perfect'exact`preferred`innate distance was undiscoverable because of the exception handling in my brain's interpretation of my visual input
.. edit:: gramm`err
11:58~ :: resolution issues :: you mention comparing 1080 to 1440 saying 'you have to look kind of carefully or interact with it for a long time to determine the difference in quality' those are the exact two things you do with the screen when using the oculus.. first thing i found myself doing was counting pixels, because i could, because the screen is on my nose tip, and interacting with it a long time is physically painful: after a two hour film my eyes had bags under them but white bags as if my eyes were starved of blood for that whole time cut off by the goggles pressing to my face; but this is what i wanted: i wanted a digital workspace! terminals flying around me, above me below me, stacked in front of me, i want my development marathons to be done in a virtual space
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18:00~ :: interlacing scans :: why do the scans have to be left to right? i like the multi line gap interlacing idea: each individual gap creating its designated frame; but i wonder if you've considered scanning the lines from the middle out in both directions.. is this possible? hardware changes? one upsetting realisation with the oculus was the importance of both neck to skull mobility as well as eye rotation mobility, if my vision is focused at the center and blurred in the periphery i need something moving both with my pupils as well as my skull, but since your tech has yet to offer a way to do this it could easily exploit its own limitations by just scanning those lines from middle out as it already assumes i am looking straight ahead at the screen, also at 33 minutes you talk about the importance of resolution..?
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23:00~ :: position tracking :: vision purity is a heartbreaking itch.. i've spent very little time thinking about the issue of position tracking.. i left the tracker unplugged for a long time in the early days of using the device, i only really plugged it in in order to assume a position of solidarity with the project as it is, hopefully only for now, in its entirity.. only thought i've had is embedded seems necessary.. i'll be looking at a blade of grass and as i get closer to it, getting down on the ground to really look at and around then suddenly i will leave the field of view for the tracker and be jarringly thrown into some default position until i adjust and i'm picked up again and placed back at my actual position
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33:00~ :: resolution :: interesting to come back to this later and from an opposing position.. i think this sort of developmental focus contradiction is necessary to simultaneously improve multiple aspects of the experience
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40:00~ :: stereo pano :: this sounds like me arguing with my math teacher in highschool how calculus is 'just a hack', a practical hack that has giving us signifigant comforts from the technology it affords, but most assuredly a hack.. the head tilt problem sounds like an area for fascinating research, also sounds like a capture problem, the photographer, that when figured will become a display problem, the stereo display tech.. perhaps you could usurp the capture solution by messing around with light field cameras like lytro? and solve the display issues before capture shows you you have them
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42:00~ :: stereo pano cirque demo :: i like the incorporation of positional audio, this reminded me of the scene in guardians when rocket is disciplining a defeated drax:'we've all got dead people'; this was the first scene in a 3d movie where i felt like the set was built with 3d in mind, the practical effects seemed to catch up with the digital, shedding their historic bindings to the theatre, and i was impressed and excited about the future of 3d movies for the first time
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48:37 :: benchmarking :: 'i'm sure i could write a benchmark that could win relative to something else'.. that is the single most hilarious and excellent sentence in regard to benchmarking that i have ever heard, love it
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50:00~ :: cardboard :: cardboard is interesting, i read it the first time as a sort of commentary`derision`joke by googs to bacefook for buying oculus, but the execution was so well done and thought out that it almost redeemed itself, and in reality the cardboard makes you appreciate the oculus more.. i think stereoscopy is innately flawed and with the cardboard you can see the limitations and shortcomings outright which effectively shows how well the oculus hides its flaws
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1:06:00~ :: thermal :: the thermal seems a greater problem for gear than oculus, why the gear placed a shell around the phone stead some clip in feature seemed to aggressively deny this as an issue, but hearing how much you are concerned and interested in thermal issues makes me wonder if samsung's agreement with oculus has tied you all to their gear interests or what are your motivating affects? i understand the whole whats good on mobile is great on`for pc but still..
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1:10:00~ :: up vectors :: 'breaking what we want to accomplish in vr'.. i'm sorry i disagree with you on this one, hard coding any elements of the experience is going to make for a bad user experience, have your interests as defaults but allow users to use it as they want, i want to lay on my back and have my virtual up vector orthagonal to my meat space up vector, sometimes, sometimes we make unreasonable descisions but i want to be able to.. like laying on my back watching a movie, thankfully the whirligig player allows me to orient the screen to whatever angle regardless of the positional trackers' understanding of my virtual orientation
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1:11:40 :: async time warp :: 'you win arguments by showing an existence proof', excellent
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1:22:00~ :: eye slicing :: un chien andalou
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1:27:00+ :: questions
. 1:35:00~ :: lenses :: i look forward to seeing your non-circular lens implementation, the idea of rendering more than throwing away the excess is the optimal way to develop
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thank you for your time, and effort
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.. edit :: gramm`err