ZeniMax Media, the parent company of both Bethesda Softworks and Id Software, says it will prove at trial that John Carmack and others at Oculus stole trade secrets to "misappropriate" virtual reality technology that was first developed while Carmack was working at Id Software. What's more, ZeniMax is now accusing Oculus of "intentional destruction of evidence to cover up their wrongdoing." Mark Zuckerberg, CEO of Oculus parent company Facebook, is scheduled to respond to those accusations in testimony starting tomorrow.
Explore the world from totally new perspectives. Stroll the streets of Tokyo, soar over Yosemite, or teleport across the globe.
Across multiple departments and offices around the world, including help from external partners, Sony's PlayStation VR team spans one of the widest swaths in the game industry. Someone who works on the 3D audio may never meet someone on the display team, or someone in legal, marketing, business development, hardware design or any of the other groups contributing to the headset. PlayStation executive vice president Masayasu Ito estimates that of PlayStation's more than 7,000 employees worldwide, in one form or another, 20 percent have contributed to PlayStation VR.
This was the problem with virtual reality. It couldn't just be really good. It had to be perfect. In a traditional videogame, too much latency is annoying--you push a button and by the time your action registers onscreen you're already dead. But with virtual reality, it's nauseating. If you turn your head and the image on the screen that's inches from your eyes doesn't adjust instantaneously, your visual system conflicts with your vestibular system, and you get sick.There were a million little problems like that, tiny technical details that would need to be solved if virtual reality were ever to become more than a futurist's fantasy. The Rift had made enough headway to excite long-suffering VR enthusiasts, but it was still a long way from where it needed to be.