| > the technical VR "stuff that works" is basically written by Qualcomm. I worked at Oculus on the product that became Quest from 2014-2019 and this statement could not be more wrong. You need more than a vulkan driver to make a VR headset, e.g: * lenses that minimize distortion and chromatic aberration, that are lightweight and compact
* astounding amounts of work on inside-out tracking to make it work within latency and power budgets with sufficient accuracy
* latency reduction and prediction throughout the stack
* foveated rendering
* supporting all of those things in Unity and Unreal
And for every one of those there are 10 more that I'm forgetting.> The user side Android system is, really badly done and irritating for people using it as people like Carmack have pointed out. The user shell side we have today is entirely his creation, as a response to the less-than-stellar behavior of the Unity shell in the first release. I'm not sure Android is very material for the day-to-day user experience; it's just a particularly opinionated version of linux. There are plenty of missteps here, but none of them are things you've described. |
Its worth noting that much of that 10 Billion wasn't just spent on Horizon Worlds as critics off-handedly suggest, but has been sunk in to lots of acquisitions (hardware and software companies) and research, much of which has yet to be seen in released products.
I'm very impressed with the ambition of what they are trying to do and their committment to a longer term vision which is something that often is lacking in many companies. As an example Nvidia were working on AI tooling and hardware for a decade before it really started to pay off big.