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Holy cow and he said this was a CUSTOM BUILD to maintain frame rate! So it can’t even push this level of graphics normally. For what it showed I’d expect about 600 FPS. And the arms are jittering..Wtf?


This VR world is running on a headset (Basically a phone), not a beefy computer: https://news.ycombinator.com/item?id=32505204.


Bone Lab[1] also runs on the Quest and looks infinitely better.

[1]: https://www.oculus.com/experiences/quest/4215734068529064/


That looks like a really cool game :D. Carmack mentions a couple of things that might explain the difference in graphics at 20min.

TLDW: Horizons is optimized for UGC and being dynamic. Horizons stuff isn't built in modelling tools by professional modellers.


I get that, but Bone Labs is developed by a small indie studio. It's hard to believe Meta can't make a decent looking VR experience with the amount of resources they have available. Point is, the hardware is clearly capable and is not the reason why their metaverse looks bad.


To be fair, the actual latest stuff does look much better [1], it looks like Carmack is using an older build.

I think one of the things that's being overlooked here is scale. I've made VR Maps which pushed fidelity and the problem you have is the size absolutely explodes. Meta is intent on having automagically generated unique avatars for each user, the size of which at the scales of Meta would become astronomical.

https://youtube.com/watch?v=hvfV-iGwYX8&feature=share&si=EMS...


If they made it like a game it seems like they probably could make the experience better. I have no knowledge of 3D modelling, but a focus on UGC seems like a big impediment to higher quality assets.


Who knew you could fit all of Hell inside one headset?




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