Author name: Mike M.

vr-industry-luminary-john-carmack-quits-meta,-calling-it-“the-end-of-my-decade-in-vr”

VR Industry Luminary John Carmack Quits Meta, Calling it “the end of my decade in VR”

John Carmack, legendary programmer and key player in the Oculus gensis story, announced he’s left Meta, writing in a memo to employees that he “wearied of the fight” of trying to push for change at the highest levels of the company.

Carmack has never been one to mince words. Outside of bringing industry expertise to Oculus in 2013—notably a year before Meta (ex-Facebook) acquired the VR headset startup for $2 billion—Carmack has been a rare window into the world of consumer VR and one of the most important companies behind it. And even now, it appears we’re getting a peek into how things work in Meta, or rather, how they don’t work.

Last Friday, Carmack sent out a memo to employees saying he was effectively leaving Meta, mentioning the company’s VR efforts were developing at “half the effectiveness that would make me happy.”

Carmack demos an early Oculus Rift prototype at E3 2012

Parts of the memo were previously leaked in a Business Insider piece, however Carmack went one step further by releasing the memo in a Facebook update. We’ve included the text in full at the bottom of the article.

Having spearheaded Oculus’ mobile efforts throughout his tenure, in 2019 Carmack stepped down as Oculus CTO to a “consulting CTO” position, something he said would reduce his time spent at the company to a “modest slice” so he could pursue new ventures outside of VR.

Still, Carmack says the last few years at Meta has been a struggle:

“I have a voice at the highest levels here, so it feels like I should be able to move things, but I’m evidently not persuasive enough. A good fraction of the things I complain about eventually turn my way after a year or two passes and evidence piles up, but I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it. I think my influence at the margins has been positive, but it has never been a prime mover.”

He contends the waning sway within Meta was “admittedly self-inflicted,” owing to the fact that he wasn’t really up to engaging with C-level battles for influence:

“I could have moved to Menlo Park after the Oculus acquisition and tried to wage battles with generations of leadership, but I was busy programming, and I assumed I would hate it, be bad at it, and probably lose anyway.”

Carmack says in a follow-up Twitter thread that there was “a notable gap between Mark Zuckerberg and I on various strategic issues, so I knew it would be extra frustrating to keep pushing my viewpoint internally.”

Before making the move to Meta vis-à-vis Oculus, John Carmack was co-founder and Technical Director of the famous id Software. He also founded Armadillo Aerospace, a private aerospace company. Carmack says he is now “all in” working on artificial general intelligence (AGI) at his startup Keen Technologies.

The full text of his internal memo follows below:

This is the end of my decade in VR.

I have mixed feelings.

Quest 2 is almost exactly what I wanted to see from the beginning – mobile hardware, inside out tracking, optional PC streaming, 4k (ish) screen, cost effective. Despite all the complaints I have about our software, millions of people are still getting value out of it. We have a good product. It is successful, and successful products make the world a better place. It all could have happened a bit faster and been going better if different decisions had been made, but we built something pretty close to The Right Thing.

The issue is our efficiency.

Some will ask why I care how the progress is happening, as long as it is happening?

If I am trying to sway others, I would say that an org that has only known inefficiency is ill prepared for the inevitable competition and/or belt tightening, but really, it is the more personal pain of seeing a 5% GPU utilization number in production. I am offended by it.

[edit: I was being overly poetic here, as several people have missed the intention. As a systems optimization person, I care deeply about efficiency. When you work hard at optimization for most of your life, seeing something that is grossly inefficient hurts your soul. I was likening observing our organization’s performance to seeing a tragically low number on a profiling tool.]

We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort. There is no way to sugar coat this; I think our organization is operating at half the effectiveness that would make me happy. Some may scoff and contend we are doing just fine, but others will laugh and say “Half? Ha! I’m at quarter efficiency!”

It has been a struggle for me. I have a voice at the highest levels here, so it feels like I should be able to move things, but I’m evidently not persuasive enough. A good fraction of the things I complain about eventually turn my way after a year or two passes and evidence piles up, but I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it. I think my influence at the margins has been positive, but it has never been a prime mover.

This was admittedly self-inflicted – I could have moved to Menlo Park after the Oculus acquisition and tried to wage battles with generations of leadership, but I was busy programming, and I assumed I would hate it, be bad at it, and probably lose anyway.

Enough complaining. I wearied of the fight and have my own startup to run, but the fight is still winnable! VR can bring value to most of the people in the world, and no company is better positioned to do it than Meta. Maybe it actually is possible to get there by just plowing ahead with current practices, but there is plenty of room for improvement.

Make better decisions and fill your products with “Give a Damn”

VR Industry Luminary John Carmack Quits Meta, Calling it “the end of my decade in VR” Read More »

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The Autobahn’s upcoming wireless EV charging isn’t for you

The Autobahn’s upcoming wireless EV charging isn’t for you

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

As we’re moving towards an EV-dominated future, efforts to introduce wireless on-road charging systems are increasing.

Now, Germany’s famous Autobahn will welcome its own wireless charging system — although it won’t be available to individual EV drivers. Instead, it will power a public bus transporting passengers to the city of Balingen.

The technology will be provided by Israeli wireless charging company Electreon, which will collaborate with German EnBW — an EV charging infrastructure provider — for the realization of the project.

Electreon will deploy 1km of Electric Road System (ERS) along a stretch of the Autobahn, providing dynamic wireless charging while the bus is in motion. This will be accompanied by two static charging stations placed at stops along the bus route.

The project consists of two phases: firstly, the deployment of a 400-meter-long route with two static charging stations. Secondly, the expansion of the electric road by another 600 meters.

Notably, this endeavor follows a successful pilot of the two companies in the Germany city of Karlsruhe. An electrified road was installed at the EnBW training center, powering a local public bus at peak hours.

“We have already shown in our joint Karlsruhe project with EnBW how effective, safe, and easy to deploy wireless dynamic charging is. We hope this is the start of many more projects on public and private roads in Germany,” Dr. Andreas Wendt, CEO of Electreon Germany, said in the press release.

The Israeli company has run wireless on-road charging projects in Italy and Sweden as well.

But although Electreon and several US-based companies are testing the tech, only a few European companies are active in the field. These include Italian Enermove, German-based Magment, and Swedish Elonroad.

Wireless on-road charging could play a pivotal role in eliminating range anxiety and the inconvenience of long charging times at stations. This, in turn, will facilitate the transition to electric vehicles.

On the downside, it requires a tremendous change (and investment) in infrastructure, which, by the time it is realized, might turn out to be obsolete as a result of technological advancements in conventional charging stations. Perhaps, the European industry is taking a wait-and-see approach before shelling out all that cash.

The Autobahn’s upcoming wireless EV charging isn’t for you Read More »

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nDreams Acquires VR Veteran Near Light, Studio Behind ‘Shooty Fruity’ & ‘Perfect’

nDreams, the VR studio and publisher behind titles such as Fracked (2021) and Phantom: Covert Ops (2020), today announced it’s acquired long-time partner studio Near Light.

This marks the first such studio acquisition by nDreams, which follows a $35 million investment round secured back in March 2022.

Details of the acquisition are still thin on the ground, however nDreams says bringing the Brighton, UK-based Near Light closer into the fold will allow them to work on yet more “medium-defining games.”

In addition to running three of its own first-party studios, over the years nDreams has published a number of third-party VR titles, including Little Cities (2022) from Purple Yonder, as well as the Brighton-based Near Light’s VR titles Shooty Fruity (2018) and Perfect (2016).

Founded in 2016 with the launch of virtual travel experience Perfect, Near Light is headed by industry veterans Paul Mottram and Ben Hebb, known for their previous work at Wide Games, Kuju Brighton, and Zoë Mode.

“To be making our debut acquisition is yet another incredibly exciting milestone for nDreams,” added nDreams CEO, Patrick O’Luanaigh. “For other development studios with whom we are similarly aligned on vision and strategy, there’s certainly potential for more acquisitions in our future.”

“We’re really proud to be joining with nDreams and shaping the future of VR and AR games together, a new frontier with the opportunity to do things nobody has done before,” said Near Light co-founder Paul Mottram. “Near Light is very much aligned with the philosophy of Patrick and nDreams in terms of how we want to make games and build teams. It feels like the ideal fit for us.”

Near Light is currently developing an unannounced VR title, slated to be published by nDreams.

nDreams Acquires VR Veteran Near Light, Studio Behind ‘Shooty Fruity’ & ‘Perfect’ Read More »

startup-behind-ambitious-halfdive-headset-launches-new-kickstarter-for-vr-haptic-gloves

Startup Behind Ambitious HalfDive Headset Launches New Kickstarter for VR Haptic Gloves

Diver-X, the Japan-based startup known for pitching an ambitious VR headset earlier this year, is at it again, this time with a pair of VR gloves that incorporates a membrane capable of flexing and compressing to replicate the sensation of touch.

The original HalfDive headset campaign on Kickstarter managed to secure enough cash to be considered fully funded back in January 2022, although the team decided to cancel the campaign and return the funds to backers. In the end, the Sword Art Online-inspired headset, which allowed you to play whilst laying down, was deemed too niche a product to deliver at such a small scale.

Now the startup is back at it with another Kickstarter, albeit with an ostensibly wider appeal. Its ContactGlove not only tracks each finger and includes SteamVR tracking mounts for positional tracking, but also allows for button input emulation so you never have to pick up a controller during gameplay. Ultimately, its ‘pro’ feature on higher-end models boasts haptic feedback thanks to flexible membranes that contract and expand to replicate touch on the user’s fingertips.

The Tokyo-based Diver-X says its VR glove controller is natively compatible with Steam VR, providing mounting adapters for both Tundra Trackers and Vive Trackers.

The button input is an emulated affair, as in you need to go through a configuration software to assign individual buttons to hand gestures, like bending your right index finger to pull a trigger, so it’s up to the user whether that feature can be useful and in what context.

Here’s a look at ContactGlove promo from the Kickstarter. Take note: the magnetically attached controller with joystick and buttons seen in the video is not a feature listed on the Kickstarted campaign:

The Kickstarter is already live, and it seems to have caught fire among backers looking to nab a pair of the company’s VR gloves. At the time of this writing, the project has already blasted past its original funding goal of ¥26M (~$200,000) with over funds tipping over ¥29M (~$220,000).

The company is pitching ContactGloves starting at ¥65,000 (~$490) for models without the flexible touch membrane, and ¥94,000 (~$710) for non-haptic models with Tundra Trackers included. All haptic-capable versions of ContactGloves are already gone unfortunately, which were priced starting at ¥115,000 (~$870). We’ll be keeping our eye on stretch goal updates to see whether the startup adds the ability to purchase haptics as an add-on.

Here’s a quick look at the specs, courtesy of Diver-X:

  • Battery: 6 hours without haptic feedback, 2 hours with haptic feedback (will be improved by software update)
  • Charging time: 2.5 hours (USB type-C)
  • Wireless connection: includes dedicated dongle
  • Size: S/M/L
  • Hand tracking: bending sensor and IMU (standard version does not support finger opening)
  • Vibration: Back of the hand (equipped on all models)
  • Tactile feedback: thumb, index finger, middle finger (on tactile-equipped models only)

Startup Behind Ambitious HalfDive Headset Launches New Kickstarter for VR Haptic Gloves Read More »

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10 Christmas Gift Ideas for Makers and Tinkerers

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Google Wallet spreads holiday cheer with cute animations when you tap and pay

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Google Wallet spreads holiday cheer with cute animations when you tap and pay Read More »

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What Are Xbox Live and Xbox Live Gold?

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What Are Xbox Live and Xbox Live Gold? Read More »

how-to-change-the-time-zone-on-your-iphone

How to Change the Time Zone on Your iPhone

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Google Home’s Wear OS app gets a useful update for apartment dwellers

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Google Home’s Wear OS app gets a useful update for apartment dwellers Read More »

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‘Resident Evil Village’ VR Mode Coming to PSVR 2 on Launch Day as Free DLC

Resident Evil Village (2021) is getting its hotly anticipated VR mode on PS5 to coincide with the launch of PlayStation VR2, coming as a free DLC for anyone with the game.

Like PSVR 2, Resident Evil Village’s release is slated for launch on February 22nd, 2023, which includes the entirety of its main story in VR.

Here’s what CAPCOM producer Kanda Tsuyoshi has to say about it in a recent PS blogpost:

“Making full use of the PlayStation VR2, you’ll be wholly immersed when playing Resident Evil Village with this DLC. Visually, the vivid graphics of the 4K HDR display (2000×2040 per eye) and eye tracking produces a heightened perception of reality as if everything you see is actually there. 3D audio enhances the realism with audio from every angle, and your sense of touch is enhanced via the PlayStation VR2 Sense controllers. With one controller in each hand, you can feel the vibration, recoil, and resistance as you interact with objects in the world and fire weapons.”

When we went hands-on with Village back in September, we noted it was not only one of the best-looking games on PS5 to date, but probably one of the best in VR, offering up unprecedented levels of detail that are approaching Half-Life: Alyx territory.

Here’s what Road to VR’s Ben Lang thought of Resident Evil Village’s visual detail on PSVR 2:

In the non-VR version of the game it’s all quite beautiful but most players aren’t going to stop to really breathe it in. In VR, I felt like I couldn’t stop but soak up the tiny details in the environment, even when they have nothing to do with actually advancing the game. Frankly, the space is so richly detailed and interesting to look at that if you removed all the ‘game’ parts of the experience to just let people explore the castle, it would easily stand on its own as an excellent museum-type VR experience.

Check out the hands-on piece linked above for more about Resident Evil Village, including our thoughts on how the characters feel in VR: the imposing Lady Dimitrescu—aka giant vampire lady—and her three daughters.

We’re also waiting on news for what sort of “VR content” to expect with the Resident Evil 4 remake for PS5, which releases on March 24th, 2023.

‘Resident Evil Village’ VR Mode Coming to PSVR 2 on Launch Day as Free DLC Read More »

how-to-use-apple-music-sing-on-your-iphone,-ipad,-and-apple-tv

How to Use Apple Music Sing on Your iPhone, iPad, and Apple TV

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