| > lenses that minimize distortion and chromatic aberration, that are lightweight and compact That was Corning, not Meta. > astounding amounts of work on inside-out tracking to make it work within latency and power budgets with sufficient accuracy That was Valve, not Meta. > latency reduction and prediction throughout the stack That was Carmack, so technically Meta, but it was also 6+ years ago. > foveated rendering That was a waste of time. > supporting all of those things in Unity and Unreal I'm sorry, I haven't seen the Unreal code, but based on what's in the Unity code, this being a "win" is laughable and maybe signals the low expectations you have to also think that Android hasn't had a material impact on day-to-day dev experience. |
I don't know who manufactures them, but Meta has had a team of optics engineers working on new lenses for years.
> That was Carmack, so technically Meta, but it was also 6+ years ago.
Timewarp was one of many improvements, done by many different people over the years.
> That was Valve, not Meta.
Are you referring to the classic Valve room demo which used fiducials plastered on the wall for tracking, or the Valve lighthouse which projects lasers on the walls for tracking?
Whether you put fiducials on the wall and a camera on the headset, or vice-versa (like the original Rift did) is not that relevant of a distinction. Whatever "inside out tracking" meant in 2012, today it means you get 6dof without having to setup a pile of gear in your room.