john,

11:58~ :: resolution issues :: you mention comparing 1080 to 1440 saying 'you have to look kind of carefully or interact with it for a long time to determine the difference in quality' those are the exact two things you do with the screen when using the oculus.. first thing i found myself doing was counting pixels, because i could, because the screen is on my nose tip, and interacting with it a long time is physically painful: after a two hour film my eyes had bags under them but white bags as if my eyes were starved of blood for that whole time cut off by the goggles pressing to my face; but this is what i wanted: i wanted a digital workspace! terminals flying around me, above me below me, stacked in front of me, i want my development marathons to be done in a virtual space

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18:00~ :: interlacing scans ::
why do the scans have to be left to right? i like the multi line gap interlacing idea: each individual gap creating its designated frame; but i wonder if you've considered scanning the lines from the middle out in both directions.. is this possible? hardware changes? one upsetting realisation with the oculus was the importance of both neck to skull mobility as well as eye rotation mobility, if my vision is focused at the center and blurred in the periphery i need something moving both with my pupils as well as my skull, but since your tech has yet to offer a way to do this it could easily exploit its own limitations by just scanning those lines from middle out as it already assumes i am looking straight ahead at the screen, also at 33 minutes you talk about the importance of resolution..?

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23:00~ :: position tracking :: vision purity is a heartbreaking itch.. i've spent very little time thinking about the issue of position tracking.. i left the tracker unplugged for a long time in the early days of using the device, i only really plugged it in in order to assume a position of solidarity with the project as it is, hopefully only for now, in its entirity.. only thought i've had is embedded seems necessary.. i'll be looking at a blade of grass and as i get closer to it, getting down on the ground to really look at and around then suddenly i will leave the field of view for the tracker and be jarringly thrown into some default position until i adjust and i'm picked up again and placed back at my actual position

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33:00~ :: resolution :: interesting to come back to this later and from an opposing position.. i think this sort of developmental focus contradiction is necessary to simultaneously improve multiple aspects of the experience

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40:00~ :: stereo pano :: this sounds like me arguing with my math teacher in highschool how calculus is 'just a hack', a practical hack that has giving us signifigant comforts from the technology it affords, but most assuredly a hack.. the head tilt problem sounds like an area for fascinating research, also sounds like a capture problem, the photographer, that when figured will become a display problem, the stereo display tech.. perhaps you could usurp the capture solution by messing around with light field cameras like lytro? and solve the display issues before capture shows you you have them

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42:00~ :: stereo pano cirque demo :: i like the incorporation of positional audio, this reminded me of the scene in guardians when rocket is disciplining a defeated drax:'we've all got dead people'; this was the first scene in a 3d movie where i felt like the set was built with 3d in mind, the practical effects seemed to catch up with the digital, shedding their historic bindings to the theatre, and i was impressed and excited about the future of 3d movies for the first time

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48:37 :: benchmarking :: 'i'm sure i could write a benchmark that could win relative to something else'.. that is the single most hilarious and excellent sentence in regard to benchmarking that i have ever heard, love it

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50:00~ :: cardboard :: cardboard is interesting, i read it the first time as a sort of commentary`derision`joke by googs to bacefook for buying oculus, but the execution was so well done and thought out that it almost redeemed itself, and in reality the cardboard makes you appreciate the oculus more.. i think stereoscopy is innately flawed and with the cardboard you can see the limitations and shortcomings outright which effectively shows how well the oculus hides its flaws

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1:06:00~ :: thermal :: the thermal seems a greater problem for gear than oculus, why the gear placed a shell around the phone stead some clip in feature seemed to aggressively deny this as an issue, but hearing how much you are concerned and interested in thermal issues makes me wonder if samsung's agreement with oculus has tied you all to their gear interests or what are your motivating affects? i understand the whole whats good on mobile is great on`for pc but still..

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1:10:00~ :: up vectors :: 'breaking what we want to accomplish in vr'.. i'm sorry i disagree with you on this one, hard coding any elements of the experience is going to make for a bad user experience, have your interests as defaults but allow users to use it as they want, i want to lay on my back and have my virtual up vector orthagonal to my meat space up vector, sometimes, sometimes we make unreasonable descisions but i want to be able to.. like laying on my back watching a movie, thankfully the whirligig player allows me to orient the screen to whatever angle regardless of the positional trackers' understanding of my virtual orientation

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1:11:40 :: async time warp :: 'you win arguments by showing an existence proof', excellent

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1:22:00~ :: eye slicing :: un chien andalou

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1:27:00+ :: questions

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1:35:00~ :: lenses :: i look forward to seeing your non-circular lens implementation, the idea of rendering more than throwing away the excess is the optimal way to develop

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thank you for your time, and effort

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.. edit :: gramm`err