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  • [THEME MUSIC]

  • Hey, everybody.

  • Jamin here from "Game/Show."

  • I'm here at the office.

  • And I just got back from San Francisco,

  • where I was at the Game Developers Conference.

  • It's really cool.

  • If you ever get a chance to check it out,

  • you absolutely should go.

  • One of the things that I heard that was really interesting

  • was a talk by John Carmack, who-- I'm sure a lot of you

  • know-- is the creator of "Doom."

  • He's a very famous technical director

  • who recently took a post running all the technology

  • for the Oculus Rift, which is a company that

  • was acquired by Facebook.

  • They're doing virtual reality technology.

  • And he gave, gosh, an hour long plus

  • talk just sort of walking through his vision of what

  • virtual reality ostensibly will be like.

  • I think there are a couple really interesting takeaways

  • from the talk, a lot which is incredibly technical

  • and definitely over my head.

  • But there are two things I thought that was really, really

  • interesting in terms of framing how we should

  • think about virtual reality.

  • I think the first was, he had sort of made this point that--

  • and this is really strange for someone who had basically

  • cut his teeth as being the god of PC games

  • and being known as someone who's always pushing technology

  • forward.

  • He made this really strong case that, in order for technology

  • like virtual reality to really make a significant debt,

  • it would have to reach essentially

  • a billion people, which is roughly the size of Facebook's

  • audience.

  • And the reason why is because, in order for a technology

  • to really take cold, it has to be

  • in the hands of as many people as possible.

  • And that sort of reminded me that, as popular

  • as virtual reality ostensibly has been amongst people

  • who play games-- obviously in technical communities--

  • most people haven't really tried it yet.

  • And I think until it's in the hands of everyday people

  • like your mom, for example, it's going

  • to be really hard to tell whether or not

  • virtual reality is the roaring success that it is.

  • And I think the big revelation for me

  • was that this idea that, for him, he

  • was thinking of the future of VR experiences

  • was going to be these much smaller contained

  • bite-sized experiences, not necessarily

  • these like big AAA type things that you might be accustomed

  • to.

  • So the future is, again, for this guy who's

  • responsible for games like "Doom," for him to essentially

  • suggest that games like "Flappy Bird"

  • or things like that or going to be

  • pushing virtual reality forward is certainly a big concession.

  • I think the second big thing that they really dawned on

  • me actually came after I had a chance to try two

  • different Oculus experiences.

  • One was created by Weta, who did a lot of the visuals effects

  • for movies like "The Hobbit," for example.

  • And I tried an experience that they

  • did that was tied to the Smaug narrative from "The Hobbit."

  • It was really crazy.

  • And another one I did was one from Oculus Story Studio.

  • It was a short called "Lost," which

  • is about a hand that's lost in the forest.

  • I think that that made it pretty apparent that cinema

  • is going to be one of the big technologies driving

  • virtual reality forward in the future.

  • This idea, I think, before we're going

  • to get to a place to have interactive experiences,

  • I think we just need to have these passive "being

  • in a world" experience.

  • And again, these are not experiences that are yet

  • available to the public.

  • But I'll link to them in description.

  • One last thing, I think, before I go.

  • I think one of my big concerns, certainly

  • on the virtual reality side, is that there

  • are a wide variety of different players right now

  • who are in the space.

  • Gosh, there's so many.

  • There's Oculus.

  • And then HTC and Valve just announced the new one.

  • And there's an open source VR project.

  • Sony has Project Morpheus that's coming out.

  • Apple has filed patents for VR.

  • I think for creators, until there's

  • a single technology that's really unified

  • for all different types of creators to use,

  • I think it's going to be really, really tough to really see

  • things before.

  • I think a really good analogy is the early days

  • of the web, when there were a variety of different browsers.

  • And for a lot of you, you probably don't remember this.

  • And it certainly before my time as well.

  • There was a moment in time for the history of the web where

  • there was concern that each individual browser would

  • have its own set of standards.

  • So if you have "The New York Times," for example,

  • you'd have to make your web page differently

  • if it showed up on Internet Explorer, versus if it showed

  • up on Netscape.

  • And there was this big meeting, a web standards summit,

  • where they made these decisions about, what is the technology?

  • How are websites going to be displayed across all browsers?

  • I think, until virtual reality reaches

  • a similar type of consensus about how things are made

  • and how old they're ultimately distributed,

  • I think it's going to be quite some time

  • before we really start to see the technology take off.

  • But, hey, I could be wrong.

  • Anyway, that's all for now.

  • Obviously very excited about all the things

  • that are happening in the world of VR.

  • And yeah.

  • I'll see you all next week.

[THEME MUSIC]

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ジョン・カーマックの未来のVRビジョンに思うこと|ゲーム・ショー|PBSデジタルスタジオ (Thoughts on John Carmack's Vision for Future VR | Game/Show | PBS Digital Studios)

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    廖峻漢 に公開 2021 年 01 月 14 日
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