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  1. He is best known for his magazine articles and books on code optimization and graphics for IBM PC compatibles and for working at id Software in the mid-1990s on the rendering technology for Quake. Since 2014, he has been the chief scientist of Oculus VR, a subsidiary of Meta Platforms. [2]

  2. The Path to the Metaverse I'm tremendously excited to join Oculus, and when I think back, it's astonishing how unlikely the...

  3. Apr 25, 2022 · By: Meta Research. Michael Abrash, Chief Scientist at Reality Labs, spoke at the 67th IEEE International Electron Devices Meeting (IEDM) in December 2021. His presentation, “The Second Great Wave of Human-Oriented Computing,” is now available online to watch. In the talk, Abrash describes his vision of the AR and VR future and some of the ...

  4. Michael Abrash - the brain of VR at Valve and the right hand of John Carmack in the Quake days Atman Binstock - one of the lead engineers and driving forces behind Valve’s VR project Tom Forsyth - responsible for VR R&D, wrote big chunks of the Team Fortress 2 VR support for the Oculus Rift.

  5. As a mid-fourties person I wonder, if tech of the doom engine is enough. While, for example Deus Ex back then was nice, or Unreal Tournament (2004), the older tech still allows interesting games.

  6. Oculus Chief Scientist Michael Abrash recently presented at the third Global Grand Challenges Summit, sponsored by the US National Academy of Engineering, the UK Royal Academy of Engineering, and the Chinese Academy of Engineering, in Washington, DC. Today, we’re excited to share his full, unedited talk with the VR community.

  7. When talking about eliminating judder Abrash previously had said: There’s no one answer to that question; it depends on the scene content, resolution, FOV, pixel fill, display type, speed of eye motion, and characteristics of the eye.

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