HN rates his QuakeCon keynotes among the best technical talks, and cites this one for the VR segment and for his views on Linux gaming.
Topics › Design, Graphics & Visual Media
The best vr, ar & spatial computing videos, according to Hacker News
46 videos about vr, ar & spatial computing that Hacker News commenters keep pointing each other to, ranked by how many separate months they were recommended. Part of Design, Graphics & Visual Media.
Repeatedly cited as an inspiring demo of what programming in VR could look like, which led some commenters to buy headsets.
Regarded as the definitive takedown of the metaverse hype and the Decentraland ecosystem.
It is the classic reference for head-tracked parallax displays, cited whenever new 3D or holographic display tech appears.
Recommended whenever latency, buffering or VR comfort comes up, as an accessible account from someone who dealt with it directly.
Cited for watching Carmack code fluently and for the fast iteration cycle of Racket-based VR scripting.
HN uses it as a reasonably detailed overview of Looking Glass tech, including a segment showing the pixel mapping behind the 3D effect.
Commenters praise it as clear, honest thinking from Carmack and recommend it to technical people interested in VR and the metaverse.
HN points to it as a demonstration that VR presence can feel close to talking in person.
HN recommends it for Carmack's detailed engineering insight into VR rendering and latency challenges.
Recommended as a mini documentary that explains VRChat's culture and contrasts it with Meta's Horizon Worlds.
Recommended as a great example of early VR and pre-computer simulation.
HN links it as a primary source from the early days of modern VR, showing Carmack discussing his work before Oculus took off.
HN mostly uses it as a reference point for how much better video calls could get, with some skepticism about what the demo leaves out.
HN recommends it as an in-depth independent review that tempers expectations and adds technical detail beyond Magic Leap's own materials.
Recommended as a detailed, level-headed look at the technical challenges Meta faces in VR.
Cited as an example of Carmack's fluent long-form speaking and as an informative talk on VR.
Pointed to in metaverse and VR threads as proof that realtime photorealistic face tracking from headset cameras is coming.
Cited for his plain-language explanation of how VR convinces the brain and for resolution and pixel-density figures.
HN mentions it as a cool VR desktop idea from the Arcan author's demo channel, even if somewhat a novelty.
HN used it as an early, credible hands-on report showing the headset roughly matched Apple's demos.
HN cites it as a shorthand for the dystopian risks of ad-driven, ubiquitous AR, usually in critical discussions of advertising and the metaverse.
Mostly cited as the origin of ideas later commercialized by products like Humane's projector, and sometimes as a demo that never took off.
HN commenters cite it in Vision Pro and AR threads as Jobs's concise take that a headset is like headphones for video.
HN uses it as a concrete example of lightweight AR glasses that work as a monitor replacement, a more comfortable alternative to VR headsets.
HN cites it in Magic Leap and VR threads as a clear overview of how light fields could solve focus and bulk problems.
Mostly cited as damning evidence of Magic Leap's hype and marketing, with commenters calling it delusional or a fraud signal.
Cited as the benchmark demo for telepresence and photorealistic avatars, in discussions of remote work and VR.
Linked as the demo behind femtosecond plasma displays, often noting the touch burns skin and the system is loud.
Cited as a reference in self-driving threads for what the car senses, such as sensor range, LIDAR and planning, although some commenters were critical of it.
Cited as an example of what Glass promised, for comparison with later AR glasses.
HN mostly links to it as the primary source, citing keynote timestamps to settle what Apple actually claimed or showed, while some criticize the Vision Pro segment.
HN posts it as a joke whenever a company pushes intrusive advertising or metaverse monetization.
Cited mostly critically as the infamous whale demo that overstated what the Magic Leap hardware could deliver.
HN cites it as a concrete example of a screenless MacBook paired with a Vision Pro or AR glasses.
HN references it as a demo of Project Tango's computer vision, including its use of monocular structure from motion.
Posted as a joke in threads about VR hardware, failed consumer tech, and GenAI hype.
HN mostly cites it as an example of a demo they find unconvincing or technologically unrealistic.
Referenced as the memorable movie origin of the 3D file system browser and early VR depictions.
Cited as a sci-fi vision of editing a world in VR, and a reference point for how VR and world-building tools have caught up.
HN brings it up as an early, impressive augmented-reality translation demo and a wow moment before modern AI.
Cited as an early, primary-source look at Carmack's VR prototype, which preceded his move to Oculus.
Used as a visual example of how foveated rendering can cut the GPU power needed for VR.
Linked as a quick visual reference for resolution and screen-door effect differences between popular VR headsets.
Linked as a joke whenever VR interfaces or headsets are discussed.
Cited as the go-to example of hyperbolic geometry made intuitive through VR.
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