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E3 2012: John Carmack Interview

Giant Bomb · 101.9K views · 2012-06-06 · 17:38

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Overview

Giant Bomb interviews John Carmack at E3 2012 about his virtual reality head-mounted display prototype. He demos it and talks about latency, depth and focus problems in VR.

On Hacker News

HN links it as a primary source from the early days of modern VR, showing Carmack discussing his work before Oculus took off.

Recommended by 1 HN people across 2 months · HN mentions 2012–2023

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What people said

Arjuna · 2013-11 · Recommendation

Wow, I'm just now seeing this news. Initially, I had that sinking feeling set in... I mean, like you, I have been impacted by his story, his games (not just the Wolfenstein/Doom/Quake franchises... I'm talking Commander Keen, boys and girls), his code, reading Masters of Doom , etc. I can see my copy of Michael Abrash's Graphics Programming Black Book Special Edition sitting here, which was such a treat to read when it came out, because it has so many great chapters on the development of Quake and little stories about John's discoveries and thought processes throughout the development of the game. But, then I thought... wait... this is a new beginning. I wrote about this previously, but, look for gaming to start heading in the direction of VR with technology like Oculus Rift. Also, with someone of the caliber of John Carmack involved (now totally focused on it because of the resignation announcement) with not only his passion and skill, but his ability to work with graphics hardware manufacturers and driver developers to effect change and garner the necessary support and backing, expect to see vibrant, compelling developments in this field. In case you missed it, check this video out of John discussing some of his VR work. It is from E3 2012: [VIDEO] That momentary sinking feeling has faded away now... great things are ahead!

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Arjuna · 2012-06 · Recommendation

Nice interview with John demoing and discussing his work: "So the way this has gone, is, I decided to treat myself after Rage on there, I bought a, you know, a head mount for $1,500 or so. It's a little cottage industry, there's a few places that do these things with integration, and... it sucked. It was really bad. It was everything that I expected it to be, that it, it didn't look like there had been any progress in 20 years, since... or 15 years since I had looked at these things last. But, when I got that, then, I started taking it apart, both literally and figuratively, to go ahead and see what are all of the aspects on here, on the sensing side, where, when I wrote my own test software for this, using their library to go ahead and get the head-tracking, it had 100ms of latency, and this just didn't make any sense to me. Why is it so bad, did they need to have so much filtering? And, I wound up, I took the software that I wrote for Armadillo Aerospace for our rocket control with fiber-optic gyros, I took that gyro integration software and took raw values from the micro-machine sensors on there, and all the sudden it got way better. You know I can only guess that they may have filtering from 10 years ago when they had really noisy sensors, and they're a lot better now." [...] Resolution is gonna get better. We're gonna get to 120Hz displays, I'm haranguing all the display vendors about this. [...] Removing the latency, one of the cases that I've been making that shows the

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Arjuna · 2012-06 · Recommendation

Thanks for the info. You will definitely be interested in this part of John's interview, where he discusses depth and how he approached the problem. It starts at around 9:20 and ends at around 11:25: [VIDEO]

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Video by Giant Bomb, played through YouTube.

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