Great interview. Brad looked like a kid opening presents on Christmas Day
Latency is a problem with head tracking, but it's only one of them. Virtual Reality visors will need the following:
- A completely dominated field of view. Your eye sees nothing but the game, whether it be periphery or focal point.
- Accurate eye tracking. Again, the brain isn't gonna be convinced if you move your eyeballs and the picture doesn't correspond with the movement.
- A way to tailor all of the above for the differences each person may have perceiving reality
- Minimal to no latency, as was already addressed.
The software must also be tailored to assist all of the above. It's a real bitch to trick the mind, and someone as brilliant as Carmack barely scraped the surface.