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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Oh! Samsung is so self-centered on their own ecosystem that they've always been strange bedfellows with Facebook. They probably stongarmed Oculus into an exclusive Mobile deal with Gear VR & Facebook memory-holed them from history. Where's Gear VR in this photo of 1.0 VR devices?pic.twitter.com/D6IY2FsGOk

      1 reply 1 retweet 11 likes
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    2. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Samsung didn't mention Gear VR at their dev conf in 2017 or 2018. Samsung is working on their own standalone HMD. I haven't heard any talk of Gear VR at Oculus Connect for the past 2-3 years. Oculus is going all in w the Quest. Doesn't seem to be any meaningful collaboration here

      1 reply 2 retweets 13 likes
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    3. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      .@magicleap is in a weird spot in the sense they chose secrecy & marketing hype over prioritizing the cultivation of a dev ecosystem. Oculus had the DK1 & DK2 before CV1. Magic Leap thought they could skip to right to CV1. Nope. That didn't work. Now they're playing catch up.

      2 replies 2 retweets 19 likes
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    4. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      It'll be interesting to watch whether Facebook still supports PC gamers with updates to the Rift. Most likely but FB missed the mobile phone revolution & are beholden to the whims of iOS & Android. They're probably betting on the Quest as their best chance to own the XR platform.

      2 replies 2 retweets 6 likes
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    5. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      It's miracle that @OpenXR catalyzed by @thekhronosgroup exists. It's an amazing effort with nearly all of the major players to turn XR into an open platform like the PC is an open platform. It'll be interesting to see where that goes if mobile VR becomes the defacto baseline.

      2 replies 5 retweets 15 likes
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    6. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Companies like @Qualcomm are like "The future of XR is mobile!" Then @Intel is like, "Nope. There will always be a wide spectrum of mobile, console, & PC options, just like in gaming." I tend to agree with Intel here after seeing the many enterprise, medical, & LBE XR apps.

      2 replies 3 retweets 15 likes
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    7. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Kent Bye VoicesOfVR Retweeted Josh Carpenter

      Twitter is great at generating the first iteration of an idea (or series of ideas), but hard to do version control without the ability to edit or control threads. Adding @joshcarpenter's developmental history of WebVR corrections here to the main thread:https://twitter.com/joshcarpenter/status/1096113223521193984?s=19 …

      Kent Bye VoicesOfVR added,

      Josh Carpenter @joshcarpenter
      Replying to @kentbye @mozilla and 2 others
      Minor corrections: @vvuk did the original FF WebVR implementation, and went to Unity. @dmarcos and @andgokevin did A-Frame, and started @supermediumvr. And Moz has a more people than ever on FF/Servo XR integration, e.g. @kearwoodgilbert @superhoge @MortimerGoro under @larsberg_
      1 reply 1 retweet 13 likes
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    8. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Kent Bye VoicesOfVR Retweeted Tim Sweeney

      I'm trying to convince @TimSweeneyEpic to change @UnrealEngine to a MIT open source license. They're killing with Fortnite, & UE4 fees are a security blanket blocking the larger innovation potential of open source. They'd take over Unity in a few years:https://twitter.com/TimSweeneyEpic/status/1096113791845220353?s=19 …

      Kent Bye VoicesOfVR added,

      Tim Sweeney @TimSweeneyEpic
      Replying to @kentbye @karanganesan
      I never understood the word "at no cost ever" being read into the words "open source". Source code being publicly available is a boolean. What license it's under is a complicated contractual issue; for many uses something like GPL is more of a showstopper than the UE4 EULA.
      4 replies 0 retweets 9 likes
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    9. Andre Elijah‏ @AndreElijah 14 Feb 2019
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      Replying to @kentbye @TimSweeneyEpic @UnrealEngine

      You also only pay if you’re above a certain threshold on a quarterly basis. So... how are they harming anyone?

      2 replies 0 retweets 0 likes
    10. Kent Bye VoicesOfVR‏ @kentbye 14 Feb 2019
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      Replying to @AndreElijah @TimSweeneyEpic @UnrealEngine

      I'm saying anything is harmful. Do we still use AOL or CompuServe? No. Why? The open web won. Metcalf's law + Network effects mean the value of a network increases as more people participate in it. Open source maximizes participation. Listen for more: http://voicesofvr.com/472-googles-josh-carpenter-on-bringing-the-webvr-to-daydream/ …

      2 replies 0 retweets 0 likes
      Tim Sweeney‏ @TimSweeneyEpic 14 Feb 2019
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      Replying to @kentbye @AndreElijah @UnrealEngine

      I’m a big proponent of open standards, interoperability, and competition. Free open source software doesn’t always fare well in the clash of tech industry titans though; e.g. https://stratechery.com/2019/aws-mongodb-and-the-economic-realities-of-open-source/ …

      12:30 PM - 14 Feb 2019
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      • Eloi Champagne Hervé Lange Chris 💎 Woytowitz Organic Computer Michael Hazani Sebastien Loze Johan Andersson 🦀 Alfonso Guerra Andre Elijah
      1 reply 1 retweet 9 likes
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        2. Tim Sweeney‏ @TimSweeneyEpic 14 Feb 2019
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          Replying to @TimSweeneyEpic @kentbye and

          A funny story: Back in 2015, a major tech company (who I totally won’t name here in this thread) advocated that Epic should release UE4 under a permissive license because it would enable us to gain market share on Unity, who they totally weren’t rooting for internally.

          1 reply 0 retweets 5 likes
        3. Tim Sweeney‏ @TimSweeneyEpic 14 Feb 2019
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          Replying to @TimSweeneyEpic @kentbye and

          My cynical reading was: They wanted to be able to use our engine for free forever to build a closed platform so they could earn all the profit from the 21 years of work we’d done on Unreal.

          1 reply 0 retweets 6 likes
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