john carmack

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Former Oculus CTO Reviews Bigscreen Beyond: “like a prop for a futuristic movie”

John Carmack, legendary programmer and former CTO of Oculus, is known for giving his unfiltered thoughts on almost every aspect of the XR industry. While he departed Meta in December, concluding his “decade in VR,” Carmack is still very interested in the medium, as he recently went hands-on with one of the latest PC VR headsets to hit the scene, the slim and light Bigscreen Beyond.

Bigscreen Beyond is a tethered PC VR headset that uses Valve’s SteamVR tracking standard, which starting at $1,000 for just the headset makes it an interesting value proposition for users already hooked into the SteamVR hardware ecosystem. It’s largely praised for its slim and light profile, which is thanks to the inclusion of pancake lenses and micro-OLEDs, serving up 2,560 × 2,560 pixels per eye at 70 to 90 Hz refresh.

You’ve probably already heard what we think of it though. Now for the master:

“Bigscreen Beyond feels like a prop for a futuristic movie, but it works!” Carmack said in a Twitter thread on Monday. “Far and away the smallest and lightest PC VR headset.”

That’s high praise coming from a key figure in the Oculus genesis story, not to mention co-founder and lead programmer of id Software, the studio behind pioneering ’90s 3D games Wolfenstein 3DDoom, and Quake.

Image courtesy John Carmack

To hear all of Carmack’s thoughts on Bigscreen Beyond, we’ve formatted his tweets below for easier reading:

Bigscreen Beyond feels like a prop for a futuristic movie, but it works! Far and away the smallest and lightest PC VR headset.

As a result of the iPhone based face scanning before ordering, the fit is perfect, with zero light leaks. The custom printed facial interface is comfortable, but not breathable, so it isn’t great for fitness activities.

The prescription lens inserts snap in with magnets and work well. The visuals are a trade off vs Quest Pro. The resolution is clearly higher, but there are more internal reflections in the pancake optics, and the quality falls off more toward the edges. There are parts of the view where screens look fantastic, good enough for actual productivity work, but not across the entire view.

I sorely miss integrated audio. Having to mess with headphones severely impacts the minimalist feel of the headset. I know some people have strong opinions, but I still feel Quest made the right decisions around audio.

The cable to the PC and the tracking base stations are the biggest downside. The magic of stand-alone VR is real, and while some people happily trade it away for the raw power and flexibility of a PC, I wouldn’t recommend any PC VR setup as an entry point to VR.

For people considering an upgrade to a PC VR system, Bigscreen Beyond should be in the mix. I am very happy to see this extreme focus on light weight, and I hope it impacts Meta’s future designs.

In a follow-up tweet, Carmack points to a review from Adam Savage’s Tested, which he says “hits most of my points in more depth.”

In it, Tested’s Norman Chan reports back after having lived with the headset for a month, using a development unit as the office’s primary PC VR headset. Chan shows through-the-lens images, and discusses “the good, the bad, and the weird with this unique approach to high-end bespoke VR,” the video’s description reads.

Check out Tested’s review below:

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Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success

John Carmack, former CTO of Oculus and key player in the VR startup’s genesis story, says Sony’s upcoming PSVR 2 headset may be see a bumpy road to adoption based on its high price and potential for scattershot geographic distribution.

Carmack seems to really like PSVR 2’s hardware from a technical standpoint, saying that the unique combination of a tethered OLED display and PS5’s ray-tracing performance could hypothetically allow for a novel VR rendering approach with extremely low latency. As a legendary programmer and the former CTO of Oculus, it’s just the sort of thing Carmack thinks about when it comes to virtual reality headsets.

And though he he lauded that unique technical potential, Carmack says he actually doesn’t expect PSVR 2 to be “very successful at $600”:

I don’t expect PSVR2 to be very successful at $600, but technically, with a directly connected OLED display and decent ray tracing performance, it is an opportunity to implement just-in-time ray tracing for couple-millisecond 6DOF motion-to-photons latency, which I would really

— John Carmack (@ID_AA_Carmack) January 26, 2023

Releasing on February 22nd, PSVR 2 carries a price tag of $550, which after sales tax puts it somewhere close to $600 out-the-door in most states. That’s a fair jump past Quest 2’s $400/$500 price tag, depending on whether you buy the 128GB or 256GB version.

Former Oculus CTO John Carmack | Photo courtesy Meta

Still, this doesn’t take into account the all-in price to actually play PSVR 2, which at $400 for the PS5 Digital Edition and $500 for Console with disc drive, puts it somewhere north of $1,000 for everything required. But what about Sony’s impressive global reach with PS5?

In a follow-up tweet, Carmack mentions that PS5’s admittedly large global footprint, now tallying 30 million consoles worldwide, isn’t nearly as important as having a higher concentration of devices spanning a smaller geographic area.

“Addressable market size matters much more to developers than global coverage. A 5M market size distributed across every country is much less attractive than a 10M market in a smaller set of countries. In fact, equal sized markets would favor fewer countries — less work.”

Carmack doesn’t appear to be playing favorites either; he similarly critiqued Meta Quest Pro recently for its “dubious price point,” something which has skewed Meta’s latest and greatest away from consumers and positioning the mixed reality headset more as a work productivity device.

Doubts about PSVR 2 seem to be mounting the in few weeks preceding its February launch. Public perception was recently injected with a heavy measure of uncertainty about its pre-order performance. A Bloomberg report earlier this week claimed Sony had slashed production forecasts of PSVR 2 by half to just one million units expected in the first quarter, something Sony has now refuted.


Looking to learn all about PSVR 2 before it launches this month? Check out our top articles covering games, hardware previews and more:

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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”

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