<story><title>John Carmack joins Oculus as CTO</title><url>http://www.oculusvr.com/blog/john-carmack-joins-oculus-as-cto/</url></story><parent_chain><item><author>mistercow</author><text>From his blog, Abrash seems to be much more interested in AR than VR, and seems to lean toward VR being a parallel (but mutually supportive) path to AR, rather than a step along the way.&lt;p&gt;Also, I think Newell might offer Abrash the entire company before he lets him slip away from Valve.</text></item><item><author>angersock</author><text>So, let me say this much: Fuck. Yes.&lt;p&gt;Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations.&lt;p&gt;Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mike Abrash I&amp;#x27;ll be unsurprised.</text></item></parent_chain><comment><author>Dn_Ab</author><text>I think he is focusing on VR. Though he prefers AR, he does not consider it as productive a way to spend one&amp;#x27;s efforts in the near term.&lt;p&gt;&amp;quot;&lt;i&gt;So my personal opinion (which is not necessarily Valve’s) is that it makes sense to do VR now, and push it forward as quickly as possible, but at the same time to continue research into the problems unique to AR, with an eye to tilting more and more toward AR over time as it matures. As I said, it’s not the definitive answer we’d all like, but it’s where my thinking has led me. However, I’ve encountered intelligent opinions from one end of the spectrum to the other, and I look forward to continuing the discussion in the comments.&lt;/i&gt;&amp;quot;&lt;p&gt;&lt;a href=&quot;http://blogs.valvesoftware.com/abrash/two-possible-paths-into-the-future-of-wearable-computing-part-2-ar/&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;blogs.valvesoftware.com&amp;#x2F;abrash&amp;#x2F;two-possible-paths-int...&lt;/a&gt;</text></comment>
<story><title>John Carmack joins Oculus as CTO</title><url>http://www.oculusvr.com/blog/john-carmack-joins-oculus-as-cto/</url></story><parent_chain><item><author>mistercow</author><text>From his blog, Abrash seems to be much more interested in AR than VR, and seems to lean toward VR being a parallel (but mutually supportive) path to AR, rather than a step along the way.&lt;p&gt;Also, I think Newell might offer Abrash the entire company before he lets him slip away from Valve.</text></item><item><author>angersock</author><text>So, let me say this much: Fuck. Yes.&lt;p&gt;Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations.&lt;p&gt;Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mike Abrash I&amp;#x27;ll be unsurprised.</text></item></parent_chain><comment><author>jasonkolb</author><text>If you look at some of the recent demos with the Oculus you&amp;#x27;ll see that AR is not necessarily mutually exclusive with a full field of vision headset. Some of the most exciting demos in my opinion involve moving around in a real physical space while wearing the headset. The headset shows a digital re-creation of the physical space along with anything else that the developer wants to overlay onto to the scene. You&amp;#x27;re basically using the physical world as a skeleton on which you can hang the digital meat. Check out this kickstarter for example: &lt;a href=&quot;http://www.kickstarter.com/projects/62367895/atlas-virtual-reality-made-real&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.kickstarter.com&amp;#x2F;projects&amp;#x2F;62367895&amp;#x2F;atlas-virtual-r...&lt;/a&gt;</text></comment>