[HN Gopher] John Carmack on Meta Horizon OS
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       John Carmack on Meta Horizon OS
        
       Author : tosh
       Score  : 73 points
       Date   : 2024-04-25 20:02 UTC (2 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | anthk wrote:
       | Non JS address:
       | 
       | https://nitter.privacydev.net/ID_AA_Carmack/status/178282646...
        
       | chatmasta wrote:
       | I've only skimmed the Horizon OS news, but my first reaction was
       | that it looks like an obvious attempt to emulate the success of
       | Android. Own the operating system, ship it with a flagship
       | product, and push it to other OEMs. There are more iPhones than
       | Google Pixels but there are more Androids than any other phone.
        
         | flakiness wrote:
         | If it opens up the Horizon OS in Android level, it'll cost them
         | massively as pointed out in the tweet. Android could've been
         | much-much-much simpler if it were only for Pixel.
         | 
         | I think people at Meta are aware of that and the Horizon-
         | compatible devices will be less diverse than the ones from the
         | Android ecosystem.
        
           | chatmasta wrote:
           | But if Android were only for Pixel it might not have
           | succeeded. I guess one notable difference is that Android
           | started as software-only, and Pixel came later. Maybe Google
           | would have played it differently if they had a flagship phone
           | from the beginning.
           | 
           | Still, I'm surprised to see Carmack taking a position against
           | opening a platform. Although it sounds from his tweet that he
           | thinks it's more of a proprietary partnership than true open
           | sourcing. If that's the case, I see the argument for it being
           | a distraction. But if the roadmap includes open sourcing the
           | OS, then surely the "distraction" is worth it to capture the
           | majority of the market.
        
           | bagels wrote:
           | Android was around for a long time before the Pixel phones
           | came out. Maybe you just mean Google branded phones in
           | general?
           | 
           | 2008:
           | https://en.wikipedia.org/wiki/Android_(operating_system)
           | 2010: https://en.wikipedia.org/wiki/Google_Nexus 2016:
           | https://en.wikipedia.org/wiki/Pixel_(1st_generation)
        
       | jejeyyy77 wrote:
       | bad take from carmack
        
         | Diederich wrote:
         | Can you expand on that? Thank you.
        
           | Alupis wrote:
           | I'm not the parent - but Carmack has curated a history of
           | being very wrong about VR and it's potential. Practically
           | none of his predictions since joining Oculus/Meta have become
           | reality - and probably never will.
           | 
           | He's at the stage of his life/career where he doesn't have to
           | actually worry about a successful product. He's probably
           | content to just hack on cool tech - regardless of outcome.
           | 
           | So, take his predictions for all things VR-related as wishful
           | thinking. Maybe they'll become true, but probably not. He'll
           | have a ton of fun either way.
        
             | nomel wrote:
             | Do you have some examples of this "very wrong"? I am
             | finding his predictions on standalone being what gets mass
             | adoption, inside out tracking taking over, and MR
             | environment interactions being mostly a gimmick, correct.
        
       | supernovae wrote:
       | As fan of the amazing quest 3, i'm interested in seeing what a
       | "OEM" ecosystem can do.
       | 
       | I do think that stand alone VR is where it's at because it frees
       | you while still being completely capable for PCVR so i'm hopeful
       | some PCVR "first" headsets can join a program like this and
       | deliver on stand alone while still keeping their bread and
       | butter.
        
       | zoeysmithe wrote:
       | >Meta already sells the Quest systems basically at production
       | cost
       | 
       | This is of course scary and why the VR market is now pretty much
       | a monopoly. Perhaps the next versions of the vision pro will be
       | lowered cost and have more games, but Zuck is just throwing money
       | at each headset so how can groups like HTC compete? HTC and Valve
       | never really had a chance when a headset that costs $300 to make
       | is sold for $300.
       | 
       | Zuck and Carmack running victory laps now trying to Android-ize
       | VR is probably not super surprising, but all of this show what
       | happens when there's no real regulations to stop this kind of
       | monopolization.
       | 
       | imho, Apple certainly saw this coming and fears a new Android-
       | like competitor in a space they arguably could do well in. So the
       | Vision Pro was pushed out before this got traction. Now its a
       | matter of titan vs titan because smaller players are probably not
       | going to enter this space anymore outside of hardware partners
       | for Meta.
        
         | supernovae wrote:
         | Valve never really tried to compete. Index is old, outdated and
         | never saw a price discount and their supposed Index V2 has been
         | delayed so long it's a huge meme.
         | 
         | HTC never really iterated like Quest did beyond big bulky
         | headsets that required a full room set up did they?
         | 
         | I can't say Meta spending 10s of millions to push the
         | technology forward is monopolistic unless you want to say
         | Nintendo, Sony and Microsoft consoles or any device with a
         | walled garden (ipad/iphone) ecosystem is monopolistic.
        
           | robandrews wrote:
           | Though total losses for Reality Labs is not 10s of millions
           | but $45B since the end of 2020 [1].
           | 
           | [1] https://www.nbcnews.com/tech/tech-news/meta-stock-
           | plunges-15...
        
         | asdff wrote:
         | Why would the vision pro have games? I'm still waiting for the
         | damn iPhone to be the gaming platform they promised over a
         | decade ago. I watched over the last few years as Mac computers
         | somehow got more powerful than they ever were but also have
         | lost just about all support for modern games. The truth is,
         | despite what apple says out of their mouth at their pressers,
         | they don't really care about gaming or have any interest in
         | establishing a viable development environment for this
         | platform. Valve isn't even porting their games to mac anymore
         | despite how much fanfare the relationship with this company and
         | apple had for years.
        
           | dagmx wrote:
           | You're conflating games with high end gaming. The iPhone is a
           | gaming platform. It's one of the largest ones in fact.
           | 
           | Mobile gaming (iOS and Android) dwarves other gaming.
           | 
           | This is the issue that "gamers" have a hard time grappling
           | with because they often disregard mobile games as an inferior
           | product.
           | 
           | But then it leads to the fact that the mobile platforms don't
           | actually have to cater to their needs other than as halo
           | products. They optimize for the majority of their customers
           | and the majority are mobile gamers who are happy with the
           | range of mobile games available.
        
             | TillE wrote:
             | > they often disregard mobile games as an inferior product
             | 
             | Have you _seen_ the type of mobile game which accrues the
             | vast, vast majority of the revenue? They are literally
             | designed as addiction engines first, and games a distant
             | second. They 're "games" in the same way that a baited hook
             | is fish food.
             | 
             | The relative handful of actual good mobile games have often
             | struggled, partly because Apple is very happy to promote
             | and take a cut of the enormous revenue generated by this
             | predatory business.
        
           | akaij wrote:
           | > I'm still waiting for the damn iPhone to be the gaming
           | platform they promised over a decade ago.
           | 
           | They have a different definition of gaming than we do. The
           | games they're interested in are the ones with in-app
           | purchases.
           | 
           | Except the design department, "good enough" is their motto
           | for everything. "iPhone is the most popular gaming device"
           | and "iPhone is the most popular camera" are two technically
           | correct statements that don't sit right with me, but that's
           | just me.
        
             | GeekyBear wrote:
             | > The games they're interested in are the ones with in-app
             | purchases.
             | 
             | Apple literally pays developers of mobile games an up front
             | premium to strip out all the Skinner Box nonsense and
             | create an Apple Arcade version of their app.
        
               | akaij wrote:
               | So that they can sell a service?
        
         | dlachausse wrote:
         | HTC no, but Valve absolutely could compete. They have an
         | existing popular App Store where they receive a cut of the
         | profits. Even breaking even on hardware costs they could still
         | reap fairly substantial profits if they were to succeed in the
         | VR market.
         | 
         | Also regarding the Vision Pro, as long as Apple doesn't give up
         | on it, it absolutely should come down in price over time. The
         | original Macintosh retailed for $2,495, which is approximately
         | the equivalent of $7,250 in today's dollars adjusted for
         | inflation.
        
           | whacko_quacko wrote:
           | I agree, but I'd add that Valve also has the technical acumen
           | and the good will of a community that knows they stand behind
           | their products. To build something like the steam deck, even
           | though it's not VR, you have to solve a lot of the same
           | issues you'd have with VR.[1] Personally, I'd rather vote
           | Valve with my wallet than Meta.
           | 
           | [1]: I'm mostly thinking about constrained space, weight and
           | power delivery here. Obviously for proper VR there's a bit
           | more that goes into it, but they're definitely not clueless.
        
       | mgiampapa wrote:
       | Back in march Google approached Meta to try and push XR in a very
       | one-sided arrangement. https://www.roadtovr.com/meta-google-
       | android-xr-quest-reject...
       | 
       | The timing of this is probably just a manifestation of the f-you
       | back to google from Zuck and Boz.
        
       | ffhhj wrote:
       | How much is the cost of making all those Quests, and how much
       | does Meta make in a year? It's weird they aren't giving them away
       | for free, or at least with a cheap subscription plan. Seems very
       | short sighted, maybe Apple is paying them to avoid Vision's
       | demise.
        
         | adamomada wrote:
         | Nothing is free, even "free" cellphones w subscription are
         | paying back the cost.
         | 
         | Ignoring that, like covid test kits, if you make something
         | (useful) available for actual free, there is unlimited demand
         | and all stock disappears immediately.
        
           | JumpCrisscross wrote:
           | > _if you make something (useful) available for actual free,
           | there is unlimited demand and all stock disappears
           | immediately_
           | 
           | This is locally bounded. My community can provide free dog-
           | poo bags. I doubt one could do that in _e.g._ rural Alabama.
        
             | ffhhj wrote:
             | One man's trash is another man's treasure. And when applied
             | to ad ridden platforms the metaphor sticks very well.
        
         | supernovae wrote:
         | They have been heavily subsidized. Throwing them out for free
         | wouldn't do anything for anyone. People attach monetary value
         | to product value intrinsically.
        
           | ffhhj wrote:
           | I say Meta is a heavy lifter that can fully subside them.
           | They want us to strap an ad ridden device to our heads? Won't
           | really work with the price higher than $0.
        
             | grumbel wrote:
             | It doesn't matter if it cost $0 when it just ends up
             | collecting dust. Quest2 go for just $200, that's already
             | plenty of cheap for pretty much everybody. It's the whole
             | software and content landscape that still isn't very
             | compelling. Worse yet, they even do a terrible job of
             | highlighting all the good stuff you actually can do in VR.
             | They also do a bad job at bringing content into VR that
             | could easily take advantage of it, e.g. 3D movies, porting
             | old games into VR, etc.
             | 
             | As for ads, so far the Quest is still ad free.
        
       | rgbrenner wrote:
       | _" so don't expect this to result in cheaper VR headsets from
       | other companies with Quest equivalent capabilities."_
       | 
       | Other VR companies won't need to make their own OS, directly
       | reducing the cost of producing the software for their headset.
       | That's going to lead to cheaper headsets from those companies.
       | Maybe not as cheap as Meta's, but still cheaper than current
       | prices.
       | 
       |  _" VR is held back more by software than hardware. This
       | initiative will be a drag on software development at Meta.
       | Unquestionably. [It] will steal the focus of key developers that
       | would be better spent improving the system."_
       | 
       | You just said it's held back by software. Software is part of the
       | system. Having a reusable VR OS frees up resources to focus on
       | other parts of the software that build on top of it.
       | 
       | Meta isn't doing it out of the goodness of their heart... they
       | want 3rd parties to use this OS, so that when apps are created
       | for their headset, it'll work with Meta's. And since Meta gives
       | away the hardware at cost, they'll win the race.
       | 
       | Carmack is so focused on the view of winning through depriving
       | competitors of resources, he thinks there's tension when Meta
       | executes a strategy that grows VR and puts them at the center,
       | ensuring their long term success.
        
         | oersted wrote:
         | > Meta already sells the Quest systems basically at production
         | cost, and just ignores the development costs
         | 
         | It is a bit ambiguous, but it sounds like they sell the Quest
         | at hardware cost and take the loss in all software costs and
         | R&D.
         | 
         | So it's irrelevant that other VR companies won't have the costs
         | of building the OS, the headsets cannot be cheaper unless they
         | optimize the production, which they are unlikely to do better
         | than Meta (except perhaps for Chinese companies).
        
         | cosmotic wrote:
         | What I gathered from Carmack is the cost Mets sells their
         | hardware at is BOM plus assembly. He specifically excluded
         | development cost, which I presume includes OS and software.
        
       | sxp wrote:
       | When I was at Google working on VR there, I was always jealous of
       | Oculus's vertical integration that let them move so much faster
       | than Google's VR team. Working with partner hardware was the
       | biggest time sink in terms of utility gained per hour spent for
       | Google's VR plans and it's going to be a giant drag for Meta.
       | Because of business contracts, there were firewalls in the source
       | code which meant fixing bugs that spanned the stack took forever
       | and there was a bunch of back-and-forth between companies about
       | whose responsibility it is. This is very different from the
       | standard culture of Google & Meta where a dev can (relatively)
       | easily access the source code for any part of the stack and fix
       | the bug without going through tons of red tape.
       | 
       | On top of this, hardware partners have very different goals from
       | the core OS developer (i.e, Google or Meta) who want to grow the
       | ecosystem. So the hardware vendors add various features to their
       | hardware and the OS devs need to add hacks to work around it. In
       | theory, the OS developer writes a "compatibility" doc and
       | requires hardware makers to follow it. In practice, the hardware
       | maker fails to do so and the OS maker has to put in software
       | hacks to work around hardware bugs. And then engineers on the OS
       | team have to waste time chasing these bugs which affect a tiny
       | portion of users but are high priority due to business contracts.
       | 
       | Some of those business contracts made no sense from a VR
       | ecosystem perspective, but Google went through with them for
       | other reasons such as preventing a key phone maker from jumping
       | ship to another OS or company. That's probably what's happening
       | here. Meta doesn't want third-party vendors to build VR solutions
       | on top of AVP or Google's XR OS, so they're offering crumbs to
       | distract other companies.
        
         | supernovae wrote:
         | I always felt Google did what Google does best by shooting off
         | its own foot by controlling who has access to the google store
         | with an iron fist.
         | 
         | Since Meta can't win over google, i guess the next best thing
         | to do is make sure meta store can be on other hardware since G
         | isn't allowing that.
        
         | loulouxiv wrote:
         | Since you say that you were working on VR at Google, did you
         | work on Cardboard Camera or know someone that did ? Do you
         | think there is any chance that the app woukd be open sourced
         | some day ?
        
       | dvt wrote:
       | Carmack is 100% correct in his assessment that software is
       | holding VR back way more than hardware. The software is
       | cumbersome, difficult to use, non-intuitive, confusing for
       | newcomers, and glitchy. This is all even though you have a device
       | as powerful as a laptop strapped to your face.
       | 
       | Other than a few games (Alyx, Beatsaber, maybe a few others), VR
       | gaming is awful. "Productivity" software is even worse. I regret
       | spending $1500 on my Quest Pro given that I've only used it for
       | like a dozen hours.
       | 
       | VR Operating Systems and UI/UX concepts need to be re-thought
       | from the ground up.
        
         | crooked-v wrote:
         | The worst part of VR games is the ongoing obsession of
         | developers with trying to replicate FPS games in the worst
         | possible vomit-inducing way, while completely ignoring all the
         | interesting potential in things that barely anyone has even
         | touched yet, like simulation games with virtual dioramas,
         | small-scale games with shared social lobbies, games that play
         | with size/perspective differences, and so on.
        
           | bloopernova wrote:
           | Something like Goragoa in VR might be amazing.
           | 
           | https://gorogoa.com/
        
         | awfulneutral wrote:
         | I dunno, Carmack's take seems weird to me...there are tons and
         | tons of games and apps made by tons of different companies and
         | people, what would the common thing be that is holding them
         | back? The OS is not that hard to use, you can pick up the Quest
         | and be playing a game in 10 seconds. It makes more sense to me
         | that the burden of using the hardware is making it so the bar
         | is much higher for games and apps in VR.
        
           | bluefirebrand wrote:
           | > what would the common thing be that is holding them back
           | 
           | They aren't interesting enough to buy hardware to use/play
           | 
           | They are novelties but not true game changers
        
           | grumbel wrote:
           | Most of the games are just tech demos without any depths or
           | length. Many of the goods ones aren't even on Quest, but on
           | PC. There is also no steady stream of new high quality
           | content, every year or two something interesting comes out
           | and then nothing for months. Ports of existing 2D games or
           | franchises into VR are extremely rare. 3D and VR movies are
           | still largely ignored by Meta as well. The promised
           | "Metaverse" is nowhere to be seen.
           | 
           | The whole thing is just a bit "meh". If you dig deep enough,
           | you can find some interesting stuff, but it feels so far less
           | interesting than it could be.
           | 
           | Just look back at all the stuff that happened back when
           | Oculus was still in charge, we had Oculus Medium and Quill
           | for content creation, we had Oculus Story Studios, we had
           | numerous good games released in short order and so on. It
           | felt like VR was expanding, the last few years in contrast it
           | felt like the thing was just shrinking down. And a lot of
           | that was not by accident, but Meta's conscious effort to turn
           | VR into "Metaverse" and move away from games. Which in turn
           | was a flop, so Quest is back doing games, but it all feels
           | very half-hearted.
           | 
           | VR has been hyped up since the 90s and when you look at what
           | Quest delivers today, 35 later, it just doesn't feel like
           | it's actually delivering on the potential of VR.
        
         | boogieknite wrote:
         | Where are the designers? Expected some novel UX that I never
         | considered to emerge but really hasn't outside the ubiquitous
         | movement in games where you point an arcing arrow to move.
         | Apple's gaze and pinch is sort of thing I expected more of from
         | normal, non-giant-company designers.
         | 
         | Yes, for the most part VR gaming is awful. Sometimes in a kinda
         | fun way. I wonder if we'll look back with nostalgia on some of
         | these weak games like we do with weird old turbografx
         | platformers.
        
         | thomastjeffery wrote:
         | That may be true, but most aspects of hardware exist just below
         | a _very exciting threshold_ right now.
         | 
         | * The resolution in commodity headsets is just low enough that
         | text is barely legible. Productivity apps become suddenly
         | practical when you can render good-looking text.
         | 
         | * It's been years since the announcement of holographic lenses,
         | which will remove the headache-inducing fixed-focal-length and
         | pupil misalignment; significantly reduce headset size/weight;
         | and increase the brightness and color gamut, and make the
         | headset cooler, because the display backlights are replaced
         | with lasers.
         | 
         | Most of the tech stack for SteamVR just needs to be
         | semantically moved from "game engine library" to "HID & UI/UX
         | framework".
        
       | Zigurd wrote:
       | in Zuck's 3-minute video on insta, I initially thought he
       | announced there would be Google Play Store, which would very
       | likely imply Google Mobile Services, too.
       | 
       | But I was wrong: Zuck also said "if they (Google) are up for it."
       | If Zuck has to resort to spitballing that idea out loud, I'd say
       | it is far from happening any time soon.
       | 
       | That means HorizonOS is def _not_ an Android equivalent to
       | VisionOS. It 's just AOSP plus the Horizon SDK.
       | 
       | Google should do a deal with Meta. But they guard Android with a
       | very risk-averse approach.
        
         | tempodox wrote:
         | There can only be one ad monopolist in the world, and Google
         | sure as hell won't let the competition in.
        
       | dark__paladin wrote:
       | Can I get a reality check on the state of headsets? It seems that
       | the only people interested in these things are Apple/Meta hype
       | boys (if the latter even exists), and people that are interested
       | in VR gaming. I have only ever considered a headset because of
       | games, only to conclude that it would be a severe waste of money,
       | and that approximates the opinion of most people I know (echo
       | chamber acknowledged).
       | 
       | I'll repeat the usual sentiments of Glass being a failure, the
       | Vive is nearly ten years old, the Quest is a VR Chat/Beat Saber
       | machine, and the Apple Vision is a Black Mirror style immersive
       | nightmare machine.
       | 
       | I want my ideas to be challenged on this, but I really believe
       | that Horizon OS will be a "Did you know that Meta released a VR
       | operating system?" fun fact in 10 years, probably when Apple
       | releases a $5000 Vision Pro 4 Ultimate.
       | 
       | Who on Earth is using these things? I realize where I am posting,
       | but who outside the tech world is getting excited about and
       | actually buying/using VR Headsets?
       | 
       | Obviously I've been wrong before about tech trends but this one
       | seems to be so blatantly companies sniffing their own farts in
       | regards to "we are the future" sentiments.
        
         | barbariangrunge wrote:
         | Vr is compelling in a way you can't recognize without trying
         | it, and even peoples memories of it seem less compelling than
         | the actual experience. However, it's inconvenient enough to use
         | that many people don't use their headsets as much as they
         | expected. And there's locomotion challenges that are hard to
         | overcome imho. Finally, theres some privacy and lock in issues
         | with the current iterations of the tech. Valve seems to be the
         | closest thing to the good guys here - is that still true?
        
           | nomel wrote:
           | > And there's locomotion challenges that are hard to overcome
           | imho.
           | 
           | I think this is the biggest hurdle: getting your VR legs nice
           | and strong. It took me about two weeks of reasonable use
           | before smooth locomotion was possible. I know other people
           | that tried it once, felt sick, and were done with it. I think
           | this is one of the reasons why there's such a big youngster
           | population on Quest games; they don't seem to be affected as
           | much.
        
         | dagmx wrote:
         | The consumer mindset looks at entertainment which is the area
         | you're focusing in.
         | 
         | The enterprise and general industry mindset is very different.
         | These are already used for product design, medical procedures,
         | training, vehicle development, and more.
        
         | gryn wrote:
         | > who outside the tech world is getting excited about and
         | actually buying/using VR Headsets?
         | 
         | Parents who want to buy a toy for their children, they are not
         | exited about it they just find it cheap enough.
         | 
         | If you want proof just play any game/app that has voice chat on
         | the quest. VR chat, among us, any shooter, ....
         | 
         | I really wish there was a way to filter them out.
        
         | imzadi wrote:
         | There are a ton of headsets beyond the three you mentioned
         | (Glass wasn't a VR anything). Valve, Pico, Pimax, Varjo are a
         | few off the top of my head. Pico 4 would be very competitive
         | against the Quest 3 if they had released it in the US.
         | Presumably the decision not to has a lot of to do with the
         | TikTok stuff. Pimax has several higher end headsets that are
         | very good hardware wise but not the best on the software side.
         | Valve Index is still very popular and there are rumors about a
         | new Valve headset coming soon.
        
         | fxj wrote:
         | ok I bite. I have a Go, a Quest1, a Quest2, several adaptors
         | for mobile phones, even an old kickstarter model of a VR
         | headset with an intel atom cpu and stock android. I have a
         | stereo/360 camera (Vuze VR) and I love all these gadgets.
         | 
         | What do I use them for? 360/stereo movies are incredibly cool.
         | It is just another way of experiencing your personal history.
         | Also there is Oculus Labs where they have some indi games and
         | software which does not show up in the official Oculus Store.
         | There are some gems, like some really cool games and some
         | scientific applications, like a protein modeller.
         | 
         | I have also written VR programs by myself for scientific
         | purposes (mainly biophysics) but also data mining and 3d CFD
         | simulations. The 3rd dimension makes so much difference when
         | you look at objects and you have a real feeling for the
         | objects.
         | 
         | What I miss: Easily exporting 3d Models to VR (e.g. Blender), a
         | good VR web browser. No Chrome is just the 2D version on a
         | virtual screen. Not very impressive. Firefox VR is aready dead.
         | And a good standard fiel format is still missing. VRML was
         | quite nice in the 90s but hey that was 30 years ago.
         | 
         | just my 2 ct
        
       | jmyeet wrote:
       | > VR is held back more by software than hardware.
       | 
       | VR isn't being "held back" at all. There's simply absolutely no
       | demand for it. It solves no problem for which there is a mass
       | market. It is the ultimate solution looking for a problem.
       | 
       | > ... Meta as a company, as well as the individual engineers,
       | want the shine of making industry leading high-end gear.
       | 
       | Do they? I suspect this claim is colored by his own experiences
       | at Oculus/Meta but it's not _necessarily_ true. I suspect Meta
       | would be giddy if they could sell 100x as many units of a cheaper
       | unit because it means they would 've found a product-market fit
       | of some kind.
        
       | Havoc wrote:
       | The first paragraph of that felt like razor sharp insight, and
       | the rest of post...not wrong perhaps but certainly more diffuse.
       | 
       | Maybe twitter was right about 140 chars.
        
       | roland35 wrote:
       | He's absolutely correct about the software needing to improve. It
       | is difficult to set up meetings or group games all the time. It's
       | too bad, because playing with friends is the best way to keep
       | people engaged in VR. There just isn't enough single-person
       | experiences that are long term fun, except maybe watching movies.
        
       | andrewmcwatters wrote:
       | I'm amazed that all of these VR players are dropping the world's
       | easiest to hold ball.
       | 
       | Just give people a damn VR headset with the same compute
       | flexibility as a Windows, macOS, or Linux desktop and do away
       | with these stupid walled gardens.
       | 
       | The units would fly off the shelf because, whoa! You could
       | actually do something with the damn devices.
        
         | nomel wrote:
         | For standalone, Quest 3 was the first generation that really
         | had enough CPU to open the settings menu, at the same time as
         | another app, and not result in a stuttery mess. Until very
         | recently, it has definitely been limited by compute.
        
         | GuB-42 wrote:
         | VR needs low latency and a lot of computing power. It is hard
         | to make it flexible.
         | 
         | That's why, a few generations ago at least, game consoles are
         | so much more efficient. Consoles have fixed and specialized
         | hardware, and developers can tune their games to take advantage
         | of every single bit. No need to accommodate for different
         | specs, no costly abstraction layers, no random tasks running in
         | the background,...
        
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