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Mobile VR Is 'Coasting On Novelty', Says John Carmack (cnet.com)

John Carmack, chief technology officer at Oculus, says mobile VR is currently "coasting on novelty." Speaking during the Oculus Connect event, Carmack urged developers to "be harder" on themselves and create experiences on par with non-VR applications and games. "We are coasting on novelty, and the initial wonder of being something people have never seen before," he said. From a CNET report:"But we need to start judging ourselves. Not on a curve, but in an absolute sense. Can you do something in VR that has the same value, or more value, than what these other [non-VR] things have done?" During his speech, Carmack highlighted loading times in mobile VR games as a key area in need of improvement, saying that making users sit through 30-seconds of loading is too long, given the brevity of most currently available VR experiences. "That's acceptable if you're going to sit down and play for an hour ... but [in VR] initial startup time really is poisonous. An analogy I like to say is, imagine if your phone took 30 seconds to unlock every time you wanted to use it. You'd use it a lot less." He continued: "There are apps that I wanted to play, that I thought looked great, that I stopped playing because they had too long of a load time. I would say 20 seconds should be an absolute limit on load times, and even then I'm pushing people to get it much, much lower."

51 comments

  1. John Carmack by Anonymous Coward · · Score: 0, Troll

    Is a *** Facebook Employee. ***

    How the giants have fallen.

  2. Loading times by Anonymous Coward · · Score: 0

    So in summary what he's saying is that it is totally unacceptable to have to wait 30 seconds between interactive 3D porn videos.

    1. Re:Loading times by Anonymous Coward · · Score: 0

      Damn right, I can lose my erection in that huge gap.

    2. Re: Loading times by Anonymous Coward · · Score: 0

      Oculus doesn't allow pr0n tho

  3. CNET and /. headline is wrong by Anubis+IV · · Score: 5, Informative

    Carmack's comments about "coasting on novelty" weren't related to mobile VR. They were about VR in general, including the Oculus (after all, he was addressing an Oculus Connect audience). The original article that CNET cites gets that fact right. How CNET got it so wrong is beyond me, but the /. headline should be corrected, since otherwise his comments come across as a pithy no-brainer that mobile VR sucks (which is no surprise), rather than a stinging exhortation for improvement in the general space of VR.

    1. Re:CNET and /. headline is wrong by Anonymous Coward · · Score: 0

      There are apps that I wanted to play
      There are apps that I wanted to play
      There are apps that I wanted to play

      APPS!

    2. Re:CNET and /. headline is wrong by Anonymous Coward · · Score: 0

      Portal 3 VR YES

      I guess you didn't see the Vive demo.

    3. Re:CNET and /. headline is wrong by Calydor · · Score: 1

      Only if we get to play it in one of the triple-ring things that simulate weightlessness, like in Lawnmower Man. That's the only way to properly simulate the gut-twisting turns some portals create!

      --
      -=This sig has nothing to do with my comment. Move along now=-
    4. Re:CNET and /. headline is wrong by elrous0 · · Score: 2

      VR isn't what killed Valve's game development. Steam did. It's much easier to just sit back and let Steam print you shit-tons of money by taking a percentage of other people's games than to engage in the expensive and risky work of making your own. That's why we'll never see Half-Life 3 as long as Steam is still viable. Why deal with the hassle of developing it and the potential backlash if it disappoints when you can just relax and watch the money flow in instead?

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  4. It's so simple! by npslider · · Score: 1

    To improve load times, remove all graphics, sound, and leave a simple text prompt.

    C:\ is a fine example.

    1. Re:It's so simple! by Anonymous Coward · · Score: 1

      >open mailbox
      Opening the mailbox reveals a leaflet.

    2. Re:It's so simple! by Lisandro · · Score: 2

      And, you were eaten by a grue.

  5. Porn by Anonymous Coward · · Score: 1

    Can you do something in VR that has the same value, or more value, than what these other [non-VR] things have done?

    WRT porn, I'm pretty sure the answer is a resounding HELL YES. It takes very, very little imagination to anticipate that.

    It's entirely possible that most people born after 2010 may never have sex with an actuall person and I doubt they'll care either.

    1. Re:Porn by Anonymous Coward · · Score: 0

      Yes. It could be a game-changer for regular movies too, but I'm not sure if it'll work economically for the industry until hardware costs come down an order of magnitude or more.

      (If you want to replace regular sex, though, the graphics aren't the primary thing you need to work on making lifelike...)

  6. Quake Cardboard is... by coldsalmon · · Score: 1

    ...just a really inconvenient way to play Quake. Super cool for 10 minutes though.

  7. Reciprocal relationship. by Fragnet · · Score: 1

    My experience with the DK II SDK is that there's a relationship between novelty interest and nausea. The more of the latter, the less of the former. It was a deal-breaker for me. I managed to spend quite a few hours in Elite Dangerous though but mostly because space is black. Flying inside a space station made me want to heave.

    Otherwise I think VR would be greatly improved with some mocap gloves and arm sleeves (or something similar to a Microsoft Kinect), to at least come close to doing something useful better than without it.

    1. Re: Reciprocal relationship. by Anonymous Coward · · Score: 0

      To be fair, many astronauts are also nauseated when manoeuvring, so in the case of Elite it's just extra realism. In the flight sim world when things are filling the field of vision tipping the viewer, even a little, helps fool the inner ear and reduce nausea.

    2. Re:Reciprocal relationship. by lgw · · Score: 1

      Otherwise I think VR would be greatly improved with some mocap gloves and arm sleeves (or something similar to a Microsoft Kinect), to at least come close to doing something useful better than without it.

      The Vive solved that well, by all accounts. Its "wands" work better than the Wii - good enough that you can easily pick them up when seeing only the VR view of where they are.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re: Reciprocal relationship. by Fragnet · · Score: 1

      Haha, yes. It's the kind of realism I can do without though. To be fair to Oculus the resolution and refresh on those units wasn't so good and I'm a terrible test case having suffered from car motion sickness when I was a child (many happy memories of sitting in the back bent double as the hours rolled by).

  8. Loading Times? Try a PS4! by Anonymous Coward · · Score: 0

    During his speech, Carmack highlighted loading times in mobile VR games as a key area in need of improvement, saying that making users sit through 30-seconds of loading is too long, given the brevity of most currently available VR experiences. "That's acceptable if you're going to sit down and play for an hour ... but [in VR] initial startup time really is poisonous. An analogy I like to say is, imagine if your phone took 30 seconds to unlock every time you wanted to use it. You'd use it a lot less."

    Wow? 30 seconds, really? You should try playing a PlayStation 4 game some time!

    In Destiny, for example, it regularly takes three or four minutes to transition from the "In Orbit" destination selection, through a travel/de-orbit video, finally getting to your destination. FFS I just want to play the game, why do I have to sit through this repetitive video content that yields no value after having seen it for the first time?

    The answer, of course, is that Sony's using a slow-ass cheap optical drive coupled with a slow-ass spinning rust notebook drive and the videos/animations are just to give you something to watch in the mean time. Instead of making PlayStation Minis in a smaller case with 4K outputs they should be concentrating on putting in faster optical drives and SSDs to improve loading times across the board. I'd pay real money for that. I'm sure most PS4 gamers would, too.

    1. Re: Loading Times? Try a PS4! by Anonymous Coward · · Score: 0

      Destiny in 2016, lul.

      Feelsbadman.

  9. #irrelevantspeechesbyirrelevantpeople by Anonymous Coward · · Score: 0

    Seriously, is there any reason to listen to Carmack anymore? He doesn't even own his gaming company anymore. He's gone from a king of the industry to just another has-been working for the establishment.

  10. 'Mobile' is a poor place for it. by fuzzyfuzzyfungus · · Score: 2

    Unless you have the tech for full 'augmented reality'; and some good ideas about how to actually make that a virtue, it is hard to make a terribly compelling case for 'mobile VR'. The fact that a modern smartphone screen is just about the right size to be shoehorned into a low rent VR headset is worth a few tech demos; but nothing battery powered that fits on your face currently has the punch for VR work; and 'wearing giant, ridiculous-looking blinders' is a bad idea in public.

    The main win for 'mobile' in general isn't on absolute quality; but on the fact that it is in your pocket right now and other sources of distraction aren't. Especially for cellphone stuff, which doesn't have the advantage of hardware buttons designed with games in mind; but offers a very, very, low friction path to downloading and playing something.

    So long as VR gear is moderately ridiculous looking; and largely blocks the surrounding reality, it's not exactly a compelling choice for on-the-go entertainment, which generally demands something reasonably unobtrusive and capable of being used without missing your station/walking into things/etc.

    VR more generally has some definite use cases(which, in part, is why deep-pocketed research types have been enduring considerably lousier and vastly more expensive VR setups for a couple of decades now); but are going to have trouble escaping 'novelty' unless the install base is larger.

    Whenever you have a feature that is cool; but only some of your players have, you force developers to choose between drastically narrowing their customer base, ignoring the cool feature entirely, or doing something with the cool feature that is sufficiently unimportant that the game can still 'fail gracefully' for people who don't have access to it.

    We saw a similar thing, though less dramatic, with 'PhysX': when they first came out with their dedicated PPU card, approximately nobody owned one, so any games that could use the additional physics processing used it for visual tinsel that could be removed or faked without causing any real problems in gameplay. Even after Nvidia ate them developers couldn't necessarily rely on particularly high performance physics acceleration being available(yes on higher end Nvidia setups; but limited on feebler Nvidia GPUs and CPU backed on Intel and AMD setups), so the effects remained mere flavor. Often rather pretty flavor; but nothing gameplay essential; because it still has to work if the physics acceleration isn't available.

  11. Déjà vu by seoras · · Score: 2

    Insightful from Carmack. There's been a history of failed attempts in technology to "game change" focusing on the single human sense of vision.
    More recently it was 3D TV's and movie theatres which, in hindsight, enjoyed what Carmack describes as "coasting on novelty".
    The 3D movies I paid a premium to watch were cool for the first 5 minutes and then I forgot I was watching 3D as my focus shifted to the content.
    A short lived novelty and not cheap. Content is king.
    Going further back I think it's fascinating that everyone assumed that video phone calls would be the future (see "Bladerunner").
    Yet here we are in the 21st century using text messaging as primary.
    Preference for communication is the reverse of what everyone assumed. 1.Text messaging, 2.Voice call, 3.Video call
    Keeping this in mind, while watching Zuckerberg playing with his new toy on his Facebook videos, I can't help but wonder if he's going to be very disappointed in the end at the uptake numbers.

    1. Re:Déjà vu by Actually,+I+do+RTFA · · Score: 2

      Preference for communication is the reverse of what everyone assumed. 1.Text messaging, 2.Voice call, 3.Video call

      Yet try to find the documentation of any new SDK and it's "watch the videos on Youtube.

      --
      Your ad here. Ask me how!
    2. Re:Déjà vu by JaredOfEuropa · · Score: 1

      There have been a few movies where 3D actually added a lot to the experience. A hell of a lot of immersion, mostly. But doing 3D at that level hasn't been cheap or easy. I suspect that VR will be like 3D, but amplified. Many directors will mess around with it for a bit, only a handful will get it right at great expense, but the result will be nothing short of amazing. And like 3D, those few successes will not be enough for mass adoption (and I don't mean people buying 3D TVs, I mean them actually watching 3D content).

      However VR has an additional market: games. 3D adds little to games but VR is potentially (literally) a game changer in this area. And adding VR capability to a game is not hugely expensive like it would be for a movie. And with enough VR rigs in the hands of gaming consumers, movie producers may produce more content, as I expect viewers are willing to pay a premium for the experience.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    3. Re:Déjà vu by WaffleMonster · · Score: 1

      Insightful from Carmack. There's been a history of failed attempts in technology to "game change" focusing on the single human sense of vision.
      More recently it was 3D TV's and movie theatres which, in hindsight, enjoyed what Carmack describes as "coasting on novelty".

      There have been a number of attempts at 3D shopping, 3D meeting spaces, 3D websites over the years and they all failed in my opinion because like video calling they were just gimmicks that were unable to offer any usable value. VR Facebook I assume will meet a similar fate. If people wanted to interact with each other in a space that (is)looks real they have the option of doing that already.

      I think VR itself is different. It isn't 3DTV .. I see the sentiment everywhere by what I assume are people who mostly have never tried VR or only used some cardboard contraption with plastic lens and word VR scribbled on side in magic marker.

      The difference between VR and 3DTV is fundamentally with VR you are transported to another place and sort of believe you are there. With 3DTV you are just looking at a screen - a 3D screen with things that pop out and have depth yet still just a screen.

      Software currently sucks, displays have a long way to go yet in terms of at least experiences and games VR isn't just another gimmick with no or marginal value. It isn't an incremental improvement like Color TV, HDTV or 3D TV... In my opinion it is a "game changer" tons of fun and frankly amazing. Until you try VR (smartphones don't count) you won't understand.

      Nobody watches 3DTV and says "holy shit" the effect is marginally neat and then you forget about it... everyone who has tried our VR gear is like OMFG and wants one for themselves.

    4. Re:Déjà vu by yuriklastalov · · Score: 1

      3D adds little to games but VR is potentially (literally) a game changer in this area.

      Sure, as long as you don't mind the game changing to all rail-shooters, walking simulators, and trite "experiences". Throw in some shitty motion controls and you've got yourself a recipe for success!

    5. Re:Déjà vu by JaredOfEuropa · · Score: 1

      Any simulator will greatly benefit from VR (flight, space, driving). RPGs and adventure games as well. So will shooters (also the sandbox variety, like Call of Duty or Battlefield). Pretty much any game that presents a first-person view of the world.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    6. Re:Déjà vu by tlhIngan · · Score: 1

      Software currently sucks, displays have a long way to go yet in terms of at least experiences and games VR isn't just another gimmick with no or marginal value. It isn't an incremental improvement like Color TV, HDTV or 3D TV... In my opinion it is a "game changer" tons of fun and frankly amazing. Until you try VR (smartphones don't count) you won't understand.

      Nobody watches 3DTV and says "holy shit" the effect is marginally neat and then you forget about it... everyone who has tried our VR gear is like OMFG and wants one for themselves.

      I tried out the Vive. IT was fun for the demo, but at the end of it, I didn't see anything I was so amazed by that I wanted to go out and buy it (and this was when the hardware was readily available - I can go out right now and buy one if I wanted to).

      So far, I saw the cost of a new PC and all the gear to go with it, and looked at the demo, and decided the demos weren't so spectacular enough to justify the high cost of it all. And I don't think the Rift is any better in that regard.

      And all this despite the heavy push by Valve and others (my Steam is full of VR games, of which at least a couple of them I'm interested in).

      But no, the VR may be amazing, but the high cost of entry is basically holding it back. Everyone instead is going for what's affordable - i.e., smartphone VR. Sales figures show the Vive and Rift sales have basically collapsed after a couple of months , and not because people aren't heavily promoting it with demos and all that.

      And IMHO, one of the biggest unaddressed problems is glasses. They kinda-sorta work with glasses (the Vive was surprisingly good for me, but sucked for someone else), but at the end of the demo my glasses were starting to fog up which basically limits the max goggle time to a few minutes. Not ideal. Perhaps the second gen models will include a ventilation fan or something.

    7. Re:Déjà vu by Gussington · · Score: 1

      Going further back I think it's fascinating that everyone assumed that video phone calls would be the future (see "Bladerunner").

      Who is this everyone? Just like Minority made touch UI look cool, or Star Trek demonstrated voice input, I think most people realise that shit isn't as practical as the movies make out.
      The simple fact that there is a biological limitation on what you can process with different parts of your body. So voice will never be the primary machine interface, because the body allows typing and thinking simultaneously, but it is much harder to talk and think simultaneously. Just as touch is more labour intensive than a keyboard/mouse, so even though it has some applications, when it comes to raw productivity and long term use, the keyboard/mouse still wins. VR might have some useful applications, but it will never be the norm simply because a regular screen allows me to switch instantly between the virtual world and the real one whenever I need to.

  12. Telling point for me by WaffleMonster · · Score: 1

    Was when John talked about developing a VR scripting language and discussion went to whether VR scripts would eat into Oculus store profits.

  13. He's not wrong. by PhrostyMcByte · · Score: 1

    There are a handful of games -- mostly cockpit games that involve cars, planes, and spaceships -- that are indisputably better with VR. EVE: Valkyrie, Project CARS, and Assetto Corsa are awesome beyond compare in VR. But there aren't many of these games, and they all fit the same formula.

    And there are a few other games that, while genuinely good, don't really add much with VR. These ones make you wonder why they're not a normal game because they're limiting their market. And because VR headsets aren't the most comfortable for long-term wear, you almost wish they weren't VR games if they aren't going to use it.

    And then there's the rest, which feel at best like arcade games, and at worst -- and several of them are at the worst -- like tech demos. They feel like this because we haven't quite figured out how to add fluid motion to a player in first-person, so these games either have no movement at all, nauseating WASD input, or unnatural/gimmicky movement like teleporting or "rock climbing".

    1. Re:He's not wrong. by darkain · · Score: 1

      Sssoooo, what you're saying is we need a new Steel Battalion game, with the "Steel Battalion Controller of fucking holyshit why did they even make that in the first place" !?

    2. Re:He's not wrong. by Anonymous Coward · · Score: 0

      There are a handful of games -- mostly cockpit games that involve cars, planes, and spaceships

      So pretty much just games where you are sitting and swiveling you head around.

    3. Re:He's not wrong. by HornWumpus · · Score: 1

      I'd add, up staying up.

      Driving good, Heli good, fixed wing OK, 3d space sucks.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    4. Re:He's not wrong. by Goragoth · · Score: 1

      A lot of the problems are pretty similar to when gaming started to take off on mobile too. Initially we had mostly shitty ports/clones from other platforms and control schemes that largely sucked (virtual joystick anyone?). Over time quality has improved and control schemes have been figured out that work well with the touch screen interface to the point that mobile is a pretty good gaming platform (not for everyone but it certainly makes a lot of money).

      VR will take some time to really find its footing but I wouldn't bet against it right now. Almost all the devs that I've talked to or watched interviews with are giddy with excitement over working with VR so I think the content will come, and once quality content arrives that will drive the adoption of VR gear by gamers too.

  14. Smartphone VR = too early to market by WaffleMonster · · Score: 1

    Smartphone GPUs are not powerful enough and not power efficient enough to drive a VR display at acceptable quality for mass appeal period. All low level "tricks" and hardware hacking in the world are not going to do much to change this basic equation.

    Nor do I see where there is sufficient R&D budgets to push technology hard enough to make it happen in the near term just for the sake of VR.

    1. Re:Smartphone VR = too early to market by Hadlock · · Score: 1

      VR Works just fine on my three year old android smart phone. The Unity and Unreal engines are free to download and develop with, this technology works great on very old phones and it's free to develop for, can you elaborate on your points?

      --
      moox. for a new generation.
  15. Mobile VR is best VR by jxander · · Score: 1

    Mobile games fit the VR model much better than traditional PC or Console based games.

    Mobile games are short, gimmicky and disposable. The UI is already stripped down to a minimum, they're meant to be played for short periods, good for a giggle, and then you move on.

    Meanwhile, PC and console games have significantly better input devices with controllers, keyboards, mice, etc. As much fun as it is to physically stand up and crouch down in a VR cover-based-shooter, it's significantly less responsive than just pressing a button. Did I stand up high enough? Too high? I'm tall, and now it won't register me crouching. Same with reloading, walking, talking, or anything else you might do in a game. Pressing a button is much easier and more reliable than trying to hump my PS/Vive/Wii-motes on something to simulate an action.

    "Traditional" games are also meant to be played for longer periods, which can be anything from nausea inducing to downright painful in VR, as you must strap 2+ pounds of plastic, glass, and wires to your face.

    Plus, it's easier and more convenient to get VR porn on your phone ... just sayin.

    --
    This signature is false.
    1. Re:Mobile VR is best VR by WaffleMonster · · Score: 1

      Mobile games fit the VR model much better than traditional PC or Console based games.

      The only thing that makes a mobile game a mobile game is touch screen rather than controller interface.

      Mobile games are short, gimmicky and disposable. The UI is already stripped down to a minimum, they're meant to be played for short periods, good for a giggle, and then you move on.

      Not interested in wasting time with low quality.

      As much fun as it is to physically stand up and crouch down in a VR cover-based-shooter, it's significantly less responsive than just pressing a button. Did I stand up high enough? Too high? I'm tall, and now it won't register me crouching. Same with reloading, walking, talking, or anything else you might do in a game. Pressing a button is much easier and more reliable than trying to hump my PS/Vive/Wii-motes on something to simulate an action.

      Head and controllers are tracked in 6DOF. Not vomit inducing 3DOF currently dominating smartphones. The system knows exactly what your position is in space. If your taking cover you would be able to see for yourself whether your crouched down enough. If you sit on the floor in RL your sitting on the floor in VR. You input physical height for calibration when setting up the VR display and center when starting software to set references.

      Vive/Touch controllers are tracked in the same way as HMD. Controller movement is tracked in 3 space with physical buttons.

      "Traditional" games are also meant to be played for longer periods, which can be anything from nausea inducing to downright painful in VR, as you must strap 2+ pounds of plastic, glass, and wires to your face.

      Everyone is different. Find it easy to forget it on. PC VR is lighter, higher quality, less vomit inducing and more comfortable than mobile. Most nausea comes from 3DOF limitations of smartphones.

    2. Re:Mobile VR is best VR by Anonymous Coward · · Score: 0

      Try Gravity Pull for Google Cardboard this is a pretty engaging portal like puzzle game that lets you walk around. I feel it is as good as some of the games that are available on oculus rift/HTC vive.

  16. Project Cars on Vive by Anonymous Coward · · Score: 0

    I bought the HTC Vive. Most of the experiences are along the lines of impressive demos that you would show to people interested in VR. The only game I really found to have more longevity in the fun department so far is Project Cars with a desktop steering wheel and foot pedals. Driving GT Mustang down the highways along California coast with GTX-1080 is pretty fucking fun. Other than that, still waiting for some more killer apps.

  17. In a word by Anonymous Coward · · Score: 0

    'No'. Too many things are far easier and more efficient if you just do them. There is really nothing to 'improve' about many mundane tasks. This is definitely a case of solutions in search of problems (a well funded silicone valley specialty, of late) , I suspect the market will bear that out.

  18. It's not just mobile VR by Anonymous Coward · · Score: 0

    VR's gonna collapse sooner than anyone expects, because no matter what the developers think, the tech isn't nearly there yet.

    1. Re:It's not just mobile VR by WormholeFiend · · Score: 1

      I think the tech is ready, but generally the people writing the software don't yet have the experience and know-how to make a compelling VR environment. As soon as a VR gaming company puts out a game that everyone (including people who don't have VR hardware) wants to play, then VR will take off in a major mass-market way.

  19. Screw Oculus by Anonymous Coward · · Score: 0

    and the horse Palmer Luckey rode in on.

  20. Better Tech != market winner by Anonymous Coward · · Score: 0

    The history of tech is full of examples of the lesser, just good enough technology winning ( vhs vs betamax, IBM PC, VB, Nintendo, Javascript etc).
    Mobile based VR has plenty of advantages of their own, from payment contracts and easy justification to well, mobility. The Daydream base spec is the first to target the VR market... it'll be interesting to see how the competition ramps up.
    Oculus, Vive etc need to become more like phones....

    1. Re:Better Tech != market winner by Anubis+IV · · Score: 2

      The Daydream base spec is the first to target the VR market...

      You mean after the one Google launched two years ago to much hype but little effect, and to which Daydream is a direct successor, right? Mobile VR has been around for years and has failed to make an impact in that time. The fact that Cardboard didn't come to mind immediately should tell you something about the current state of things, and Daydream does little to advance that state. We're still "5-10 years" away from having mobile hardware that's capable of running "good enough" VR, which is exactly where we've been for the last few years. Until that changes (and I firmly believe that it eventually will, just to be clear), there's no chance that mobile VR will disrupt much of anything.

  21. VR is a novelty by neo-mkrey · · Score: 1

    Always has been, always will be.

    Period.