Whole lot of people here for the #OC5 Day Two keynote with @ID_AA_Carmack!pic.twitter.com/OWZDC7nkJv
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Biggest difference between how @ID_AA_Carmack and Abrash operate for Oculus, one is focused on the immediate problems (Carmack) while the other is focused on the long term "vision"
Carmack says he focuses on "mundane" things like what color the background is and other details
Gear VR is the most shipped VR hheadset ever, but they stop using it after a brief period of time. Rift is different, people start with Rift and stay in it. Oculus Go retains users as well as Rift, something no one in Oculus predicted. #OC5
No one in Oculus seems to really know what magic things about Go keep people in the headset. @ID_AA_Carmack says maybe it's not one specific thing, rather lots of little things. Easier to jump into VR, better experience compared to Gear VR. No worry about draining phone battery
Oculus Go is doing very well in Japan, despite very little optimization for that group of users, says @ID_AA_Carmack. Otherwise, Oculus Go users are typically older and typically male, which was expected. #OC5
While the $199 price point is a good psychological selling point, the more expensive 64GB version actually sells better according to @ID_AA_Carmack #OC5
Technically possible to push Oculus Go above 72, but the push to 80 isn't likely to be worth it (performance) and 120 isn't possible. #OC5
Things @ID_AA_Carmack isn't happy with on Oculus Go - split back strap doesn't do what they initially intended. Facial interface doesn't support his nose. Light leakage on Go isn't his favorite, design is more like Rift and less like Gear VR. Proximity sensor has problems. #OC5
Chromatic Aberration Correction was actually available on the OG Gear VR, but caused performance problems. Bringing it back in an enhanced way for Oculus Go made @ID_AA_Carmack super happy it seems. #OC5
The GPU pretends Chromatic Aberration doesn't exist, while the largely unused DPU in the Oculus Go chip handles the correction. Super cool. #OC5
Oculus Go is also getting a Low Power mode, which essentially turns it into a Gear VR. Turns off Chromatic Aberration Correction, dims the display, caps at 60fps. @ID_AA_Carmack says to expect 15 minutes of performance added in most cases. #OC5
Official removable USB storage support is also coming to Oculus Go! #OC5
Casting is a big deal for @ID_AA_Carmack, mirroring to the phone is something that makes presentations easier. Carmack is also hoping the phone will be able to act as a controller for Go in some cases. #OC5
An official Bed Mode, similar to Void Theater in Netflix, may be coming. Might be limited to video playback experiences. #OC5
Carmack is not shy about admitting he's taken a few ideas from Daydream. Recentering, cursor trails, being able to see your finger on the touch pad, etc. #OC5
Carmack has spent a lot of time thinking about using your desktop inside a VR headset. Oculus Go isn't going to make this happen for most people, but he says we're closer to this being possible and comfortable than he initially thought. #OC5
VR companies are going to have to foot the bill for the next generation of high density displays. @ID_AA_Carmack notes that phones largely haven't made the push to 4K because manufacturers realized it wasn't necessary, so leaning on them to do the heavy lifting wont' fly #OC5
Oculus Go was a side project. Quest development started way before Go, which was meant to be a "quick and easy" Gear VR alike #OC5
Despite this, Quest hasn't benefited from a lot of the positive takeaways from Go. Some things have made it to the Quest design, @ID_AA_Carmack notes things like face input design and weight distribution have Go-like qualities. #OC5
6DOF alone isn't magic, says @ID_AA_Carmack. Lenovo Mirage Solo has 6DOF and no one buys one. Implementation matters, controllers matter, store curation matter, and there's a big focus on these things with Quest that you can't find on Mirage Solo.
(Biggest difference here IMO, which @ID_AA_Carmack doesn't say, Mirage Solo has a 1x1 meter space and no control. Quest supports up to 8x8 meter space with LOTS of control thanks to Guardian and Insight) #OC5
Room scale is cool, but Arena scale not a huge thing many people have space for. @ID_AA_Carmack fully expects lots of Quest users will use the headset largely in the same way people use Oculus Go, as a media device. Gaming is the selling point, but not everything #OC5
LOTS of people want to sit still in VR and play games like they do on a console, according to @ID_AA_Carmack. (This is something @JezCorden reminds me of pretty frequently, not everyone wants to get up and move in VR.) #OC5
Carmack things Oculus Quest is competing with Nintendo Switch, given the price point and intent to play games while mobile. #OC5
Compiling for Quest, using the Unreal and Unity plugins, COULD be as easy as a single button press like they said in the keynote, according to @ID_AA_Carmack, but you're still going to need to optimize quite a bit from PC to Quest. #OC5
Carmack is doing a fantastic job shattering all of the "its just like Rift but portable" hype from yesterday's Quest announcement. He's got quite the list of things developers can and probably should sacrifice from Rift versions to make their games work on Quest. #OC5
Things like massive Oculus Quill drawings are never going to fully render on Quest. If you have a specific triangle limit, and your artist is able to work in that limitation, you can still have lots of fun. #OC5
Camera passthrough might be something we see on Quest. Cameras are not only way better than what was happening on the Gear VR, but are already constantly running. But because the cameras aren't where your eyes are, it can be disorienting. Still early days. #OC5
One of the big reasons Quest has 4 cameras instead of two - super wide angles make it possible to see the ceiling and floor and corners in most spaces with flat plain walls. Lenovo Mirage Solo, by comparison, struggles with these surfaces because of its camera layout. #OC5
Co-watching in TV is something @ID_AA_Carmack is focused on now. Being able to use Go to watch something together even when they're not in the same place might create a new kind of behavior with loved ones. Not a ground swell of people, but a simple way to connect. #OC5
Spatial audio, avatar head tracking, hand tracking in Quest make this great. Big focus is on audio latency so it feels more like you're talking to someone sitting next to you. (I'm kind of excited about this, would use it with my family as I travel.) #OC5
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