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by reilly3000 1321 days ago
Nausea is definitely in the spotlight for John Carmack who’s the progenitor of a shockingly large percentage of all 3D game engines, starting with Doom. He’s a performance tuning genius and nausea has been one of the biggest engineering issues he and his team have tackled. A brilliant CTO cannot make a hard problem go away, but he and his team have been able to move it to a far better place than where it was back when I tried the DK1.

You raise excellent points and it’s plain to see that John’s work has put him at the fore of violent masculine tropes as entertainment. The whole idea of endless slaughter of “evil” humanoids feels a bit more wrong than it used to, and certainly wouldn’t be the mark I want to leave in the world. I’m not calling him an infamous misogynist, but he’s no infamous feminist either. I hope that people keep holding people to account, and I hope for their sakes they don’t intend on leaving behind 15%+ of their market simply due to malicious or incidental ignorance. I hope a lot of things for them though lol.

I did some brief fact checking for this and came across an ancient 4chan screenshot. I debated sharing it but I think it’s good evidence that these discussion has been in the public conscience for a long time:

https://imgur.io/yDqMRxw

Research confirms your concern:

https://venturebeat.com/games/a-survey-about-vr-sickness-and...

If some make decision maker forced an organization to adopt VR and it’s women found it unusable, I would think that ADA would be a route through which there should be grounds for protections and accomplishments.

Frankly, it’s not fully fixed, and it might not be fixable. Our bodies are far more clever than the gods of gaming have presumed. We do proprioception with our toes and ears and sense our surroundings with the tiny hairs on our arms. As long as VR creates dissonance for processing info from the nervous system the more the cerebellum starts to get cranky, and tipsy.

1 comments

> for John Carmack who’s the progenitor of a shockingly large percentage of all 3D game engines, starting with Doom.

First of all, Wolfenstein 3D, which used Carmack's engine, predated Doom by a year, but even Wolf3D wasn't the first 3D game or 3D engine. Activision's 1991 Hunter and Mindscapes's 1988 Colony both had very similar graphics and play as Wolf3D. 3D gaming and FPS goes back at least to Atari's 1980 BattleZone, but most place FPS origin with Maze in 1973.[1]

Second of all, by my count, Carmack developed (or also worked on) six distinct 3D game engines. There are an awful lot of 3D game engines now, well over 100 listed here.[3] I think by "shockingly large percentage," you must have instead meant, "small percentage." Maybe Carmack holds the world record for most 3D engines developed by one individual, but it could never be a "shockingly large percentage of all 3D game engines," even with id's OSS releases and subsequent variants.

[1] https://en.wikipedia.org/wiki/Maze_(1973_video_game)

[2] https://en.wikipedia.org/wiki/List_of_game_engines

I should have been far more specific: FPS, and not quite _3D_ at the outset...

You're quite right, especially relative to what I had stated. Its just that the impact of John's decision to GPL Doom and Quake engines gave rise to a tremendous ecosystem that many people don't realize. For instance, GoldSrc which forked Quake is the foundation for the Source and Source 2 engines which power at least 60% of all hours played on Valve in the last 30 days. https://steamcharts.com/top

His patterns have been wildly studied and reused. The word I did use carefully is progenitor. Id engine's direct impact is relatively small, but its legacy is vast.