In a lengthy and involved blog post, legendary engineer John Carmack has gone into detail on the problems he and the Oculus Rift team face trying to achieve the virtual reality dream. The headset-tech requires a maximum latency of about 20 milliseconds to feel like genuine head movement, Carmack said, but current systems only achieve average response times of 100 milliseconds. Carmack’s discussion of how he’s tackling this issue is technical but fascinating. Valve’s Michael Abrash has shared similar thoughts in the past.
Joe 'Three Sheets' Neate (Executive Producer): "As I’m sure you can imagine, when it comes to Sea of Thieves my days are full of numbers. Development costs, active servers, days until the next update… Sometimes, though, a truly extraordinary number stands out – a number like 40 million, which I’m incredibly pleased to say is the number of pirates who’ve now set sail in Sea of Thieves!"
Garrr... more people to walk the plank and send to Davey Jones locker.
would have been funny to release this on talk like a pirate day.
Devstream 178 was filled with so many cool announcements for the game's community, and were able to ask a lot of questions about Warframe: 1999 and more!
From The Growing Stones and Valkyrie Interactive comes The Mildew Children on Xbox and PC. Ready for the fairy tales and horror it brings?
fascinating indeed
Occulus Rift is the future of gaming for myself, I hope they get a lot of devs on board.
No one gives a damn about this guy and his horrible games.
This is why I love John Carmack, he's telling about the limitations of his project before it even comes out.
I want this Ocolus Rift. I wonder will it work on the consoles too.