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ID_AA_Carmack's profile
John Carmack
John Carmack
John Carmack
Verified account
@ID_AA_Carmack

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John CarmackVerified account

@ID_AA_Carmack

Oculus VR CTO

Dallas, TX
oculus.com
Joined August 2010

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    John Carmack‏Verified account @ID_AA_Carmack 14 Sep 2013

    Ideal VR audio would probably be good headphones with a big external subwoofer, which would be an unusual combination.

    9:09 AM - 14 Sep 2013
    • 30 Retweets
    • 35 Likes
    • tttaub Dystopian_MIDI David Barbour Riki Nguyen Kenji Iguchi Rolland gurupanguji Michael #PSMoveCommunity
    57 replies 30 retweets 35 likes
      1. New conversation
      2. Chris Baraniuk‏ @machinestarts 14 Sep 2013
        Replying to @ID_AA_Carmack

        @ID_AA_Carmack what about bone conduction?

        1 reply 0 retweets 0 likes
      3. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @machinestarts

        @machinestarts @ID_AA_Carmack Bone conduction listening device don't have the bandwidth for wide spectrum audio. Ok for e.g. just speech

        2 replies 0 retweets 0 likes
      4. Chris Baraniuk‏ @machinestarts 14 Sep 2013
        Replying to @lee_banyard

        @lee_banyard @ID_AA_Carmack ... systems I know how important sound is to the experience. Mentioned that here:http://www.theatlantic.com/technology/archive/2013/06/the-quest-for-seamless-high-quality-virtual-reality/277200/ …

        1 reply 0 retweets 0 likes
      5. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @machinestarts

        @machinestarts @ID_AA_Carmack Headphones + a good mic, feed user's vox + breath into the space (+ good reverb + delay algorithms) = win, imo

        1 reply 0 retweets 1 like
      6. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @lee_banyard

        @machinestarts @ID_AA_Carmack I think MIT / media lab have also done some good work in this area, VR audio - worth investigating

        0 replies 0 retweets 1 like
      7. End of conversation
      1. New conversation
      2. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @ID_AA_Carmack

        @ID_AA_Carmack VR audio should also have a high quality microphone; the user's speech then has effects applied as per the environment

        1 reply 0 retweets 0 likes
      3. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @lee_banyard

        @ID_AA_Carmack I think we get a lot of spatial cues about where we are by how the environment affects our own utterances - reflections etc.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Troldann Arothin‏ @troldann 14 Sep 2013
        Replying to @ID_AA_Carmack

        @ID_AA_Carmack good headphones over a VR helmet? Not arguing, but my neck!

        2 replies 0 retweets 0 likes
      3. Lee Banyard‏ @lee_banyard 14 Sep 2013
        Replying to @troldann

        @troldann @ID_AA_Carmack Ideally they'd be incorporated into a single unit. Good earphones would also be a lightweight solution

        0 replies 0 retweets 0 likes
      4. End of conversation
    1. Jason Watkins‏ @jasonwatkinspdx 14 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack but with headphones that get near 40hz with authority, that'll satisfy most people for most media.

      0 replies 0 retweets 1 like
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    2. Lee Banyard‏ @lee_banyard 14 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack Big subwoofer wouldn't be popular with the neighbours! Maybe localised, even wearable low-freq emitters could work well.

      0 replies 0 retweets 0 likes
      Thanks. Twitter will use this to make your timeline better. Undo
    3. Jason Huang‏ @koruki 23 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack you may have heard the sample but look up the matchbox holophonic demo

      0 replies 0 retweets 1 like
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    4. 320x200‏ @The320x200 17 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack Photo of external sub setup.Was the best VR audio I've found yet, minus positional issue.pic.twitter.com/9e5tbu6amY

      0 replies 0 retweets 1 like
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    5. 320x200‏ @The320x200 17 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack I tried,goal was recreate live concert experience.Ears made it clear the sound was coming from 2 different spatial locations.

      0 replies 0 retweets 1 like
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    6. Elite Lurker‏ @1337Lurker 14 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack imo the direction of base is surprisingly important - I have two 12" for left and right - the direction of an exploding tank

      0 replies 0 retweets 1 like
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      1. New conversation
      2. Evgenii Golubev‏ @zalbard 14 Sep 2013
        Replying to @ID_AA_Carmack

        @ID_AA_Carmack Binaureal audio for headphones would be perfect. Beats various surround systems if done right.

        1 reply 0 retweets 0 likes
      3. Evgenii Golubev‏ @zalbard 14 Sep 2013
        Replying to @zalbard

        @ID_AA_Carmack @ID_AA_Carmack Besides, good (read - expensive) headphones have surprisingly good bass (sometimes even overemphasized).

        0 replies 0 retweets 0 likes
      4. End of conversation
    7. Harold‏ @har0ld 14 Sep 2013
      Replying to @ID_AA_Carmack

      RT @ID_AA_Carmack: Ideal VR audio would probably be good headphones with a big external subwoofer, which would be an unusual combination.

      0 replies 0 retweets 0 likes
      Thanks. Twitter will use this to make your timeline better. Undo
    8. Jason Watkins‏ @jasonwatkinspdx 14 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack headphones + tactile transducer might be more livable, but yeah, no way to fake the feel of subbass.

      0 replies 0 retweets 0 likes
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    9. Vasiliy Mescheryakov‏ @wasiaFuse 14 Sep 2013
      Replying to @ID_AA_Carmack

      @ID_AA_Carmack I am sure that good 4+ driver balanced armature custom IEM would be more than enough.

      0 replies 0 retweets 0 likes
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