John Carmack Joins Oculus VR

Oculus VR announces John Carmack has joined them as Chief Technical Officer as they continue the quest towards viable consumer-level VR headsets. According to GamesIndustry International Oculus VR initially referred to him as "formerly at id Software," but they have a statement from Bethesda clarifying this is not the case, and this press release says no such thing. Bethesda tells them: "John has long been interested in the work at Oculus VR and wishes to spend time on that project. The technical leadership he provides for games in development at id Software is unaffected." This has a certain vagueness to it, and Oculus VR's announcement states "John will be working from the new Oculus Dallas office that we’re opening soon." When pressed, Bethesda told GamesIndustry International that he "will spend time working out of Oculus as part of his role with them, but he will also continue to work at id." Kotaku notes a John Carmack tweet clarifying his priorities: "My time division is now Oculus over Id over Armadillo. Busy busy busy!" The announcement includes John's thoughts on the occasion:
"I have fond memories of the development work that led to a lot of great things in modern gaming – the intensity of the first person experience, LAN and internet play, game mods, and so on. Duct taping a strap and hot gluing sensors onto Palmer’s early prototype Rift and writing the code to drive it ranks right up there. Now is a special time. I believe that VR will have a huge impact in the coming years, but everyone working today is a pioneer. The paradigms that everyone will take for granted in the future are being figured out today; probably by people reading this message. It’s certainly not there yet. There is a lot more work to do, and there are problems we don’t even know about that will need to be solved, but I am eager to work on them. It’s going to be awesome!”
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51.
 
Re: John Carmack Joins Oculus VR
Aug 7, 2013, 15:45
51.
Re: John Carmack Joins Oculus VR Aug 7, 2013, 15:45
Aug 7, 2013, 15:45
 
Dmitri_M wrote on Aug 7, 2013, 15:20:
What makes Rift different to other VR headsets we've seen come and go over the years? Is it just hype? Because it was a kickstarter?

I don't ask this cynically, I'd just like to know what makes it the "one" when it comes to making VR mainstream?

Honestly, its just the first to try at a reasonable price with modern display technology.
Its pretty much just two iphone 4 screens, one in front of each eye (they are promising higher res on par with iphone 5 in the next version, no reason that shouldn't be doable), with the same motion tracking that's in your modern cellphone. Just the first to use those pieces to create a consumer priced VR headset. I assume they have some patents, because it would be easy to copy.
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