The Joe Rogan Experience - August 28, 2019


Joe Rogan Experience #1342 - John Carmack


Episode Stats

Length

2 hours and 36 minutes

Words per Minute

177.6918

Word Count

27,791

Sentence Count

1,503

Misogynist Sentences

4

Hate Speech Sentences

4


Summary

In this episode, I'm joined by the creator of Star Wars: Galaxy of Heroes, John Carmack. We talk about the new Oculus Quest standalone virtual reality headset, and what it means for the future of VR. We also talk about how VR can be a replacement for anything you do on screens today, whether it's your phone, your tablet, your TV, your laptop, your PC, your smart watch, etc. All of these should eventually be superseded by more flexible screens in VR, and how it can replace everything else you do with screens and devices today. And of course, we talk about Star Wars and Star Wars in general. If you like Star Wars, you'll love Star Wars VR, which has a lot of magic in it. And if you don't, you can do all sorts of amazing things in VR that you can't do as good in your home, but in a theme park or theme park, where can you do them? But if you're willing to spend millions of dollars on a VR system, what's the best place you can go to get the most immersive experience you can have in VR? We'll talk about that, and much more, in this episode of the show. Enjoy! -Jon Sorrentino Jon Sorrento is a freelance writer, podcaster, producer, and podcaster. Jon talks about video games, movies, music, and other cool stuff. He's on a mission to make the world a better place to live and work. and learn more about what's going on in the world. . Jon is a big enough to make it so that he can do it all, and he's cool enough to do it better than you do it, too. Thank you for listening to this podcast, Jon has a good job and you should listen to it, Jon's a lot more than you need to be a good enough guy to be good at it. --Jon is a good friend of mine, and I hope you like it. Thank you Jon is kind enough to help me make it, I really do it well, Jon is great at making it so much better than I can help me do it. -- Thank you, Jon loves you, thank you so much, good job, good vibes, good work, good day, good night, good morning, good evening, good days, good thanks, good bye, good luck, bye, bye.


Transcript

00:00:01.000 Three, two, one.
00:00:03.000 Here we go.
00:00:04.000 How are you, sir?
00:00:04.000 I'm doing good.
00:00:05.000 I'm super happy to have you here.
00:00:07.000 If there's a Mount Rushmore of video games, you're George Washington.
00:00:11.000 You're up there.
00:00:12.000 So this is great.
00:00:13.000 People have been kind of nudging us for years and years to get this done, so it's great that we're finally able to make it happen.
00:00:18.000 Yeah, I have been, from day one, a gigantic quake junkie and a doom junkie, so for me to have you in here is a giant treat.
00:00:28.000 I've talked about your video games and your creations so many times on this podcast, so it's very cool to have you here.
00:00:34.000 And thank you very much for showing me, before the podcast got started, I should tell everybody, you showed me the latest and greatest version of Oculus Rift, which is amazing.
00:00:43.000 It's so small.
00:00:44.000 For people watching the YouTube, this is the entire unit.
00:00:47.000 This thing that sits on your head, it's very light, and it's not attached to a computer.
00:00:53.000 You don't have to carry anything around.
00:00:54.000 There's no extra.
00:00:56.000 Everything is in here.
00:00:57.000 Yeah, so this is the Oculus Quest, the standalone device.
00:01:00.000 It's been kind of the culmination of a bunch of different products that we've been working on.
00:01:04.000 And it's the vision that we had even six years ago.
00:01:07.000 Just the idea of not connected to anything.
00:01:09.000 You put this magic hat on and you're transported to these different worlds.
00:01:13.000 And this is available right now.
00:01:15.000 Anyone can buy this, right?
00:01:16.000 Jamie just actually pulled up the website.
00:01:20.000 Can I push this up to you?
00:01:23.000 What is the battery left on these things?
00:01:25.000 So it depends on what you're doing, where if you just sit there and watch Netflix, it'll last a little more than three hours.
00:01:31.000 If you play some of the really hardcore games, it might only last two hours or so.
00:01:36.000 Do you have numbers on how many people are watching Netflix on this thing?
00:01:39.000 So our previous one right before this, the Oculus Go, was a little bit more media-focused, and that's one of our more popular applications.
00:01:46.000 I mean, surprisingly, everybody thought that VR was going to be all about these just amazing gaming experiences, but some of the most popular experiences are doing reasonably conventional things, watching Netflix, watching YouTube, Amazon Prime, stuff like that, where if you're,
00:02:01.000 like...
00:02:02.000 I think?
00:02:22.000 So in the end, VR should be a replacement for anything you do on screens today, whether it's your phone, your tablet, your TV, your laptop, your PC. All of these should eventually be superseded by just having more flexible screens in VR. I mean,
00:02:37.000 we have lots of challenges now with resolution and comfort for long-term use, but this is the direction that everything's going.
00:02:44.000 Not only do you have things in VR that you couldn't do anywhere else, just experiences that you can't have with that level of immersion, but it should pull along every other thing that people do with screens and devices today.
00:02:55.000 I didn't consider television shows, but of course people would be watching Netflix on this if it's possible.
00:03:02.000 Have you done the Disney World ride, the Avatar ride, Flights of Passage?
00:03:07.000 No, I haven't done that yet.
00:03:08.000 It's amazing.
00:03:09.000 You sit on this, it's like a motorcycle.
00:03:12.000 It straps you in place, and it's supposed to represent one of those flying dragon things in Avatar.
00:03:18.000 And then you have the headset, you put that on, and the virtual reality experience is second to none.
00:03:24.000 I mean, it's incredible.
00:03:25.000 Super high resolution, and the motorcycles moving around, you get wind and smells and all these sensory things.
00:03:32.000 Yeah, so that's one of the really interesting things.
00:03:33.000 I think about that whenever I am at amusement parks for things like the Harry Potter rides and stuff like that, where they're doing lots with screens and motion platforms, where I think about it from the VR perspective.
00:03:44.000 Anything we're doing visually and audibly, we could go ahead and do a great job in the headset.
00:03:49.000 So it's cutting it down to these few physical things that you can't do.
00:03:52.000 So you've got things with motion platforms that actually jostle you around that you can't do in VR. You've got things like smell and The Void, where they have the Star Wars experience there, we have a fantastic Star Wars experience on Quest, which in many ways has a lot of that magic,
00:04:09.000 but in the Void where they set it up and they blow hot air over what's the virtual lava towards you, that's something that you still don't get.
00:04:16.000 But it's kind of like the age-old battle of what can you do differently in an arcade that you can't do as good in your home system, right?
00:04:24.000 And VR now lets you do all of these amazing things there.
00:04:28.000 But if you're willing to spend millions of dollars and build a theme park attraction, essentially, you can still throw some of these extra things in.
00:04:35.000 People joke about, when is Smell-O-Vision coming to VR? And there have actually been real companies that have spun up to say, it's like, well, we want to do scent augmentation, but it's not a great thing.
00:04:46.000 And those are still the last vestiges of things where you have to go someplace.
00:04:50.000 Yeah.
00:04:50.000 But the promise of VR is to, you know, the world as you want it, not having to go to someplace to do something magical.
00:04:56.000 And if you can get to 90-something percent of that experience staying in your own room, then that's great.
00:05:02.000 What would they be able to do with Smell-O-Vision?
00:05:04.000 Would you have, like, a standalone unit that, like, has access to the program?
00:05:09.000 So, like, if you were flying over orange fields, it would spray citrus in the air, sort of like soaring over the world.
00:05:15.000 Have you ever done that Disneyland ride?
00:05:17.000 Yeah.
00:05:17.000 So somebody literally did make this where they made a little box that glued or attached to the underside of the head-mounted display.
00:05:25.000 And one of the interesting things about scent, as opposed to audio or video, with video, everybody knows that you just make red, green, and blue colors.
00:05:33.000 You can mix them in any way and make all the colors that we can see.
00:05:36.000 Smell isn't like that.
00:05:38.000 Our nose is actually a receptor for a whole lot of discrete different molecules.
00:05:43.000 There's no way to mix up smell like the way we do with light to make red, green, and blue primaries with that.
00:05:48.000 So they really had to pick, okay, here's the dozen or so smells that we're going to have with this.
00:05:53.000 And it would just sort of spritz it out on a little blast of air very close to your nose so it doesn't need much of it to get in.
00:06:00.000 So, if you really wanted to do some sort of a jungle experience with, you know, thousands of different smells of plants and dirt and all that, you would have to have, like, some enormous unit that's spraying these various things.
00:06:14.000 Yeah, although I suspect that at least modern people in modern society do not really have that discerning of a level of scent.
00:06:20.000 Like, if you took...
00:06:34.000 That's it.
00:06:44.000 Oh my goodness.
00:06:47.000 So this is something she's holding?
00:06:49.000 She's pulled it off.
00:06:50.000 It attaches to the headset right here.
00:06:52.000 It says, feel real.
00:06:55.000 Sensory mask.
00:06:56.000 So it's a sensory mask that smells virtual reality.
00:07:00.000 Oh yeah.
00:07:01.000 So it simulates hundreds of smells to immerse you in the virtual world.
00:07:06.000 Wow.
00:07:08.000 Of course it's coming.
00:07:09.000 But why am I shocked?
00:07:10.000 Look at this guy.
00:07:10.000 He's got like a little cartridge.
00:07:12.000 He's popping in there.
00:07:13.000 It's like refilling your toner cartridge on your ink.
00:07:16.000 Wow.
00:07:17.000 Reliable scent generator.
00:07:18.000 How hilarious.
00:07:20.000 But yes, if you have to rank your senses, that's not in the top two.
00:07:25.000 Yeah, it's probably going to be clunky, like the earlier versions of VR, where you got that low resolution sort of thing.
00:07:33.000 I remember my friend Duncan, he's a huge technology freak, and he had a really early version of the consumer virtual reality headsets, the early, early Oculus.
00:07:44.000 And I remember putting it on going, oh my god, even though it was really pixelated, I'm like, this is a game changer.
00:07:50.000 That sense that you've seen the future.
00:07:52.000 You put it on, it's like it's not here yet, but that's the ability to just project a little bit past the flaws there and say, okay, well, we're going to sort this out.
00:07:59.000 Over the next several years, we'll get a higher resolution, we'll get the response better, and you can imagine what it's going to be.
00:08:06.000 Yeah, it's pretty stunning.
00:08:08.000 And what you just showed me today, the Star Wars one, is actually higher resolution than the Void, which is the one that you pay to go see.
00:08:15.000 You go into the warehouse and everything.
00:08:17.000 I've done that several times.
00:08:18.000 The Void with Star Wars and then the Void with Wreck-It Ralph.
00:08:22.000 Which is pretty cool, too.
00:08:23.000 It's really fun.
00:08:41.000 And that doesn't sell the experience.
00:08:43.000 And that's why my favorites are the things like Beat Saber, where in the game you are swinging this lightsaber-ish sort of thing through things.
00:08:51.000 So your actions in reality are exactly what your actions in the virtual world are.
00:08:56.000 You swing through it, there's a little bit of a buzz as you cross through it, and it just feels like you're projecting yourself there.
00:09:04.000 Now, what about the possibility of a haptic feedback vest or a suit or something you could put on your body?
00:09:09.000 So there's the interesting things all the way back into the doom and quake days.
00:09:13.000 I remember one of the really early kind of entrepreneur guys that came by.
00:09:18.000 He had made this leather jacket with all these impact pucks on it.
00:09:21.000 And it had like eight or nine different things that were these solenoids that could deliver a pretty sharp thud.
00:09:28.000 And he wanted to, you know, get support added to the games for that.
00:09:33.000 The idea you play that and when you're getting shot, it actually feels like you're getting hit in the back.
00:09:38.000 And, you know, I didn't think that was a very likely mass market consumer thing.
00:09:44.000 I mean, not too many people want that level of fidelity where it actually starts making you sore.
00:09:48.000 But that's one of the wonderful things about being able to open source the various codes after the games are a little bit older, where...
00:09:55.000 Anybody that wants to can nowadays go and take Doom or Quake or those earlier titles and program in for whatever crazy thing.
00:10:03.000 They don't have to convince someone.
00:10:04.000 They don't have to go convince skeptical John Carmack that this device is going to be a worthwhile thing to add support to the mainline code.
00:10:11.000 They can just go do it, which is a wonderful thing.
00:10:13.000 That is very cool that you guys do that.
00:10:15.000 I think that's really cool.
00:10:16.000 Yeah, that was one of those things where early on, as you can imagine, that was a tough sell in the company where the people that weren't coming from the sort of hacker ethic background on the programming side, you get the business people and the artists and the designers, and they're like, we want to just give away our source code.
00:10:33.000 Won't that be a leg up to the competitors?
00:10:35.000 Why do you want to do this?
00:10:37.000 And it was one of my, it made me really happy when many years later, Kevin Cloud, one of my early partners, told me that, yeah, in retrospect, that was really the right thing to do.
00:10:47.000 And it's great with Doom and Quake now, especially Doom, where anything that has a processor runs Doom.
00:10:52.000 If it's got a 32-bit processor and it can conceivably display an image, people have ported Doom to it, and that code will live forever.
00:11:00.000 A hundred years from now, people will be able to dig up and run the Doom source code in some emulator.
00:11:05.000 Yeah, that is very cool.
00:11:06.000 Now, what was the conversation like when you were saying, hey, this is good for the community.
00:11:11.000 This is good for games overall.
00:11:13.000 It's going to get people excited about it.
00:11:14.000 It's just going to generate more business.
00:11:16.000 How did you sell it?
00:11:17.000 So it's an interesting path there where in our earliest games, I can remember that some of the very first things that happened with Wolfenstein 3D before Doom were...
00:11:28.000 That was not set up to be easy to be modified.
00:11:30.000 We were still back in those days of fitting on floppy disks, so I had all the data compressed in this nonstandard thing that I just made up at the time.
00:11:38.000 But people dug through all of that, disassembled the code, figured out how it worked, and started making some level editors and doing the things like You know, replacing Hitler with Barney and all these early mods.
00:11:49.000 And we're all like, well, this is fantastic.
00:11:52.000 You know, this is people taking the game.
00:11:54.000 They played through the game.
00:11:55.000 They loved it.
00:11:55.000 And they loved it so much they want to keep doing things on it.
00:11:58.000 And they wind up breaking into the game at that time, essentially, to figure out how to make new things.
00:12:03.000 So by the time we were working on Doom, it was an explicit top-line technical goal for me that, okay, I had these graphics things I wanted to do.
00:12:11.000 I wanted to do networking.
00:12:12.000 But I also wanted to really make game modding a first top-level feature.
00:12:18.000 Yeah.
00:12:44.000 The step beyond that, when we were looking at Quake, I knew that I wanted to enable actual changes of the gameplay.
00:12:51.000 Because in doing them, you could swap out all the different models, you could swap out the way things looked, the way things sounded, and some people would go in and actually patch the executable to do a few minor changes in gameplay.
00:13:03.000 But the next step clearly was allowing people to really make whole new gameplay modes.
00:13:08.000 So that was how Quake got this QuakeSea extension language, and we wrote a lot of the game in that, and that led to all the things like Capture the Flag and Team Fortress and all those.
00:13:19.000 Rocket Arena.
00:13:19.000 Yeah.
00:13:20.000 All these really, really great things.
00:13:22.000 But there were still things that you couldn't do or couldn't do effectively there, and that's where there was still this desire to be able to say, well, what if we just gave them everything?
00:13:30.000 What if we gave them the full source code and let them sort of hack to their heart's content, port to other platforms, and And again, it wasn't a super popular decision, but the way I was pitching it was, well, it still helps our titles.
00:13:43.000 It still gives them life.
00:13:44.000 It gives them life after they would have been off the shelf, falling off of people's radar, just falling into some game of nostalgia.
00:13:52.000 But being able to let people make real new versions of it would be – it would keep them current.
00:13:58.000 It would keep them relevant.
00:13:59.000 And so the pitch that I ran for years there was after our new game came out with brand new technology, then we should be able to open source release the previous generation.
00:14:09.000 So first, when Doom was out, we released Wolfenstein.
00:14:12.000 When Quake was out, we released Doom.
00:14:14.000 And when the later Quakes were out, we released the Quake 1 code.
00:14:17.000 And that worked out really remarkably well.
00:14:20.000 I know at the time there were some people in the company that were just like, this is just John's thing, and they were not really happy about it.
00:14:27.000 But I was in a position where I could kind of throw my weight around a little bit that, and I was happy that I did it.
00:14:33.000 And in the end, everybody agrees it was a good win.
00:14:36.000 I'm a little sad that more companies weren't able to take that final step.
00:14:41.000 Modding was embraced broadly by a lot of game companies, but only a handful of companies were able to really go the entire way and release full source code in years since.
00:14:51.000 That's too bad, because that is one of the cooler aspects of the Quake community, is that you guys did release that stuff, and there were all those cool extras and things you could download and maps.
00:15:02.000 So many different maps that people had created that were really interesting.
00:15:05.000 I remember one was a guy's apartment.
00:15:07.000 You could play Quake in an apartment.
00:15:11.000 You could get to the top of the toilet and shoot things off the toilet.
00:15:15.000 It was really amazing.
00:15:16.000 How did you feel...
00:15:18.000 About when people would play the game competitively and they would turn all the textures off.
00:15:23.000 So I... Yeah, that especially is a sore point with the artists that have labored for years to build these glorious textures.
00:15:31.000 And then you get the people that just turn them down.
00:15:34.000 And there's two reasons to turn them down.
00:15:35.000 You turn them down to help performance in some cases.
00:15:38.000 In the early days, and especially the early graphics cards, you would get higher frame rate if you turned them down.
00:15:43.000 So you'd have less latency in your response times.
00:15:46.000 But there's also the even more nefarious thing about turning them all down to improve the contrast on your enemy acquisition.
00:15:52.000 So people want this almost flat-shaded world so that any moving set of pixels there just turn and fire at that.
00:15:59.000 And that's...
00:16:02.000 I never came to really great terms with that where I always thought in the early days of esports and gaming, we did always insist that people have to play with at least plausible resolutions there because we want our game to look good.
00:16:14.000 We want people that are looking at it for the first time, seeing these professionals play it.
00:16:19.000 We don't want them to look at that and say, well, this game looks like garbage.
00:16:22.000 It's all flat shaded or blurry.
00:16:25.000 And luckily, computers got fast enough that people could start playing at the frame rates that they wanted, even with the full textures running in it.
00:16:33.000 But the whole pace of doing the esports and the competitive gaming was very interesting.
00:16:39.000 We saw the dawn of that with Doom, but it's been pretty surprising.
00:16:43.000 It's been amazing, the state that it's gotten to today, where I remember when we did the Quake Red Annihilation Tournament.
00:16:50.000 I gave away my first Ferrari as a grand prize, and I was thinking… Really?
00:17:13.000 It really is.
00:17:13.000 And it's very interesting to see that they're now like legitimate sports stars and they make a ton of money.
00:17:19.000 Whereas if you were a kid 10, 15 years ago, your parents would tell you you're wasting your time.
00:17:25.000 This is nonsense.
00:17:26.000 Why are you playing these games?
00:17:27.000 But now you have a legitimate opportunity to be a professional game player.
00:17:32.000 Although I do – I get – there's a hazard there where – What's this, Jamie?
00:17:36.000 What are you pulling up?
00:17:37.000 Top earners this year compared to the top Tiger Woods, how much he won in the Masters and the top Indy 500 earner.
00:17:44.000 So Tiger Woods won $2 million in the Masters.
00:17:46.000 The top Quake players won $3,121,872.
00:17:50.000 Well, it's not Quake.
00:17:51.000 What game is that?
00:17:52.000 Dota.
00:17:53.000 What is that?
00:17:54.000 What's Dota?
00:17:55.000 It's a different game than Quake, but it's very popular right now.
00:17:59.000 What's it stand for?
00:18:00.000 I've never even heard of it.
00:18:01.000 It's a Valve game.
00:18:03.000 Oh.
00:18:31.000 They dwarf the Super Bowl.
00:18:32.000 Yeah, I'm not aware of this, where you just get millions of people tuning in.
00:18:37.000 And enormous arenas, too, right?
00:18:39.000 They play in these gigantic places.
00:18:41.000 Look at this.
00:18:42.000 Oh, my God.
00:18:43.000 Look at this arena.
00:18:45.000 That looks like 30,000 people.
00:18:46.000 That looks like a UFC event.
00:18:49.000 Yeah, actually, a lot bigger than UFC events.
00:18:51.000 Is that one?
00:18:52.000 I don't know about that one in particular, but they have some really enormous ones.
00:18:56.000 The biggest UFC event we ever had was 55,000 people.
00:18:58.000 Yeah, they've been well over that.
00:18:59.000 That's crazy.
00:19:00.000 That's amazing.
00:19:01.000 It's really cool to see.
00:19:03.000 And these games, particularly Quake...
00:19:07.000 They are unbelievably difficult to master.
00:19:10.000 It's one of the more fascinating aspects of video game play and addiction is the complexity.
00:19:17.000 Like when you would watch, like I remember, do you remember Thresh?
00:19:20.000 Oh yeah.
00:19:21.000 Thresh was the one that won my Ferrari in that first Red Annihilation tournament.
00:19:25.000 Oh, cool.
00:19:25.000 That guy was the hero back in the day of early Quake play.
00:19:29.000 He was just this, what is it, Kenneth Fong?
00:19:32.000 Is that his name?
00:19:32.000 Yeah, or Dennis Fong.
00:19:34.000 Dennis Fong.
00:19:34.000 Dennis Fong.
00:19:35.000 There he is.
00:19:37.000 There's Thresh.
00:19:38.000 And I remember I would watch demos.
00:19:40.000 One of the cool things about Quake was that you could...
00:19:43.000 Is that his Ferrari?
00:19:44.000 Let me see that.
00:19:45.000 Yeah, so that was my old Turbo 308. Now you turbocharged your Ferraris too, which I want to get to as well, which is pretty crazy.
00:19:52.000 So this guy was like the first real killer in Dennis Fong.
00:19:57.000 There you go.
00:19:58.000 First real killer in the Quake playing games.
00:20:01.000 And you would be able to watch him play on demos.
00:20:05.000 You would play through his eyes.
00:20:06.000 So you would be able to see how he does things and move around.
00:20:10.000 It was really cool.
00:20:19.000 Yeah.
00:20:37.000 I think?
00:20:59.000 Where in another game, if you didn't have health that would continue, you had the ability to bring it back up, then even if somebody didn't win, if they knocked you down a whole lot, then they might get you the next time around, and scores can be much more even.
00:21:11.000 That makes sense.
00:21:12.000 But Quake gameplay winds up Brutal, tending towards blowouts, and very frustrating for...
00:21:18.000 It did not have the approachability for new players, where a lot of more modern games, things like Overwatch, can be jumped into a lot more easily, because team play is another aspect of that, where if you've got a team, you could be on the winning team even if you suck, because you might have really great players that are kind of covering for you there.
00:21:36.000 You can jump in and have the chance to say, yay, I won, even if you didn't contribute at all.
00:21:42.000 And you might wind up...
00:21:44.000 You know, doing something, you start off being completely useless, and then you slowly work your way up to being able to contribute effectively for your team.
00:21:50.000 So I can recognize some of these things now about ways to make games more approachable, but the kind of brutality of Quake there was a taste that a lot of people really did like.
00:22:02.000 It wasn't so much explicitly designed for that, but it worked out that way.
00:22:07.000 And that's one of the interesting things as we look at game design today versus the old days.
00:22:11.000 A lot of people fall into a sort of nostalgia trap about saying, well, the games I grew up with were the greatest games ever, and you see it with music and movies and everything.
00:22:20.000 And I tend to be much more optimistic about the state of things today where the amount of effort that goes into the modern games is extraordinary.
00:22:27.000 Just the detail and all the quality on all the different levels.
00:22:31.000 But there is a little sense of games are so expensive to make now, sometimes in the hundreds of millions of dollars, that they do have to be conservative.
00:22:39.000 So they have to be careful to make sure that they've got something that has a broad mass appeal.
00:22:45.000 And I think that is the upside of some of the older games where they might have a little bit more of a distinct flavor.
00:22:51.000 They weren't sort of focus grouped to death in the way that some of the more modern games can be.
00:22:56.000 Trevor Burrus That's interesting.
00:22:57.000 Yeah, focus grouped to death I'm sure is a problem.
00:23:00.000 The Quake blowouts, although that is a thing – It's so fun when you're the person blowing the other person out that it's worth learning the maps.
00:23:11.000 And that's for people who don't understand what we're talking about.
00:23:14.000 Quake would have, well, it has maps.
00:23:17.000 And on those maps, like, this is where the rocket launcher is.
00:23:19.000 This is where the railgun is.
00:23:20.000 This is where the health is.
00:23:21.000 This is where the mega armor is.
00:23:22.000 And you had to know where these things were and that they would regenerate every X amount of seconds.
00:23:28.000 And so you're managing not just your fighting, but you're also managing the resources.
00:23:33.000 So you're running around And trying to control the map, and trying to control the mega health, and trying to control where the armor is, and don't let the guy get the railgun, don't let the guy get the rocket launcher.
00:23:42.000 And in doing that, it's this incredible game of strategy, as well as fast twitch, aiming, and there's so many factors going on.
00:23:51.000 Yeah, and the masters would have it timed such that they're just running to where it's going to spawn, and a half second before they get there, it respawns, they run over it, it's theirs, and it's gone.
00:24:01.000 And the difference between the top-level players is something you see in competitive games a lot, even today, is you get the sense of the big fish in the small pond.
00:24:09.000 It's like, I totally beat all my friends' asses, or I'm the best player anybody's ever seen in my tiny little area.
00:24:17.000 And then you put them in the big pond with some of the professional players, and they just get nothing.
00:24:23.000 You know, they wind up not being able to land a shot.
00:24:26.000 There is that much difference.
00:24:27.000 Of course, you see that in everything, martial arts, where you get the dojo hero in one place that then goes in and actually rolls with a professional and just finds out that they weren't all they thought they were.
00:24:37.000 And there's even more layers of that in games because you're not so confined to some of the physical limits of the human body.
00:24:43.000 Yeah, and the amount of time you can do it is not confined to the physical limits of the human body.
00:24:48.000 So there's people out there playing 10, 12 hours a day where they're thinking and sleeping and dreaming and catching people with rail shots in the middle of the air.
00:24:56.000 Yeah, that sense when you're obsessive about something, how it does invade your dreams.
00:25:00.000 And there have been a number of times in my career when I'm learning new things, when I'm just immersed in Whether it's a new programming paradigm, a new piece of technology, and I'm working 13-something hours in a day, and I go to sleep and I have dreams about what I'm working on, that's when I know I'm really deep in the groove of soaking in this new information.
00:25:19.000 And the dreaming is my mind helping synthesize this into a useful form so I can apply this in the future.
00:25:25.000 And those are some things that I look back on very, very fondly when I've been that obsessive about something that it's soaked into my dreams.
00:25:32.000 Yeah, I used to get that with martial arts.
00:25:34.000 When I was competing, I would throw kicks in the middle of the night.
00:25:37.000 I would have dreams.
00:25:38.000 I would be moving and I'd wake up thinking that I was in the middle of a fight.
00:25:44.000 And I had a real problem when we...
00:25:46.000 We have this land room set up here with Quake on it, and when we got into it, where my addiction got re-sparked again, we were playing two, three, four hours a day, I was starting to have Quake dreams.
00:25:58.000 It was really weird.
00:26:00.000 I'd have dreams that I was going down corners and dodging rockets, and it's just...
00:26:04.000 That game is so immersive, and it's so—you get done with it, and your heart is pounding.
00:26:11.000 Like, me and Jamie and Jeff would play, and then when it was over, we would all be out of breath.
00:26:17.000 Our heart would be raced.
00:26:18.000 We'd have to get up and walk around and be like, Jesus, trying to shake it off.
00:26:22.000 So that's one of the real interesting things.
00:26:23.000 That gets amplified even more in virtual reality, where when I was doing a bunch of the work on bringing Minecraft into the Gear VR system, I— I played a bunch and I would play with my family and it's great when you can have your kids playing with you.
00:26:37.000 And I would have the VR headset on and I'd be playing in my swivel chair, turning around, running.
00:26:43.000 And I had this really weird sense where there were times that I would remember that not as I was playing a game, but I remembered being there.
00:26:51.000 I remembered being in that cavern and breaking through into...
00:26:55.000 I think?
00:27:15.000 In VR, you're fine as long as you're moving in the virtual world the same way your body is in the real world.
00:27:20.000 But if you go ahead and played a traditional game like Quake and you were moving your mouse to spin you around, you would get really sick to your stomach quickly because parts of your inner ear detect motion of your physical body.
00:27:32.000 And your brain correlates what your eyes are seeing with what your inner ear is telling you.
00:27:37.000 And when they disagree, that's what causes simulator sickness.
00:27:41.000 Now, some of the theories are that that's your brain saying you ate something that's really bad for you and you should get sick and throw it up.
00:27:48.000 But this idea that...
00:27:50.000 You can't play traditionally like that in VR unless you've just got an absolute iron stomach.
00:27:55.000 So things like that, the dashing down corridors, flipping around corners, you don't do very well in VR. But things where you can either stand still or move sort of in a straight line.
00:28:07.000 As long as there's no acceleration.
00:28:08.000 The worst things are sort of parabolic arcs.
00:28:11.000 So rocket jumping and stuff in Quake is bad news in VR. It's still pretty amazing when you go do it, but you do it too many times.
00:28:19.000 No way you're doing that for a three hour stretch there without having some problems with it.
00:28:23.000 So what you're saying in terms of the inner ear and the visual, what you're taking in visually, is that when those things are off, your brain thinks maybe you consumed poison, and that's why they're off?
00:28:36.000 Yeah, that's one of the theories, because it makes your stomach upset, and people do throw up sometimes.
00:28:42.000 People used to do that even just with traditional video games, where I remember in the early days of Quake and Doom, some people would be staring intently enough at the screen and...
00:28:52.000 We're good to go.
00:29:16.000 You're still kind of controlling something and driving it around.
00:29:19.000 But when you get a giant screen and you get the field of view about right, then your brain starts picking up and saying, oh, maybe I should be paying attention to this visuals.
00:29:27.000 And that could cause some people to get simulator sickness even on a screen.
00:29:32.000 But in VR, where it's covering your entire field of view and you don't have a stable reference, it can be a much bigger problem.
00:29:38.000 So we have some of these band-aids where people would put cages of things in virtual reality so you've at least got something stable to look at, and that helps a little bit.
00:29:46.000 Like there's a game called Omega Agent where you're flying around in a jetpack, and on the one hand, This is the worst thing to do in VR. Parabolic flight.
00:29:54.000 It checks all the don't do this in VR buttons.
00:29:57.000 But it's still really amazingly cool to just jetpack up and kind of coast around down things.
00:30:01.000 So sometimes you're making these trade-offs with your body on the VR experiences.
00:30:06.000 We try to push people towards the no trade-off games.
00:30:09.000 Okay, you can sit here, you can do this amazing thing, and there's no downside to it.
00:30:13.000 But for the adventurous, there are these other things you can do which might be exactly what hits the right buttons for you, but you may suffer some.
00:30:21.000 Do you guys take into account the possibility of people getting sick and suing?
00:30:25.000 Because I think you kind of have to, right?
00:30:28.000 So there's a lot of – what we were more concerned about health and safety-wise is on the new system where you can walk around is people banging into walls, falling down steps and so on.
00:30:39.000 So we spent a lot of effort building this – we call it the guardian system.
00:30:43.000 I think?
00:30:59.000 So it will tell you, it'll bring up this little overlay to show you that, hey, you're approaching a wall.
00:31:04.000 Do not be charging headlong.
00:31:06.000 Now, people should not be sprinting in VR under almost any circumstances.
00:31:10.000 But you do wind up getting into the action on things and something jumps, sits behind you, startles you, and you jump around.
00:31:16.000 So you need a reasonable amount of space to do these, we call them room-scale games, where you're actually walking around.
00:31:21.000 I think we're good to go.
00:31:45.000 We're good to go.
00:32:06.000 I think?
00:32:26.000 I think we're good to go.
00:32:47.000 Yes, of course, the lawyers are very concerned for this.
00:32:50.000 We have some duty of care to the people that are our customers.
00:32:53.000 There are some interesting YouTube videos of people playing VR, not setting things up right, and running into walls and so on.
00:33:01.000 Even internally, if you don't set it up right, if you extend it further than you should, there are people that have smacked their knuckles into a table or something and kind of post the bloody knuckles picture from that.
00:33:14.000 But it's on you on how conservative you want to be with it.
00:33:17.000 It was interesting when I stepped outside of the, what is it called, the Guardian?
00:33:20.000 Yeah.
00:33:21.000 Whatever it is, the Matrix that shows up, and you walk through, then you see the regular world.
00:33:29.000 Like, you step out of the virtual world, and you're into the regular world, but you're seeing it through this weird lens.
00:33:34.000 Yeah, so it's black and white because it's using the same cameras.
00:33:38.000 Like on the Quest, there are four cameras that are pointed off in different directions, and they have two jobs to do.
00:33:44.000 They track where the headset is by looking at the world around it.
00:33:48.000 They find stable little pieces of the world, and based on where they are as you move around, it can figure out where the headset is.
00:33:55.000 And then they also look at the controllers, and the controllers have little invisible IR LEDs on it.
00:34:00.000 But it takes this black and white image of the world from the four different views.
00:34:04.000 And it can pass through the real world.
00:34:07.000 It's pretty low res.
00:34:08.000 It doesn't have color.
00:34:09.000 But it's good enough for important things like finding where you put your controllers and letting you orient yourself.
00:34:15.000 Because depending on what you do in VR, if you spend a couple hours in an environment where you're turning around and moving, it can be very shocking to people when they sort of come out of it and they're in the opposite corner of the room they thought they should be.
00:34:29.000 They're pointed in a different direction.
00:34:31.000 Having the ability to kind of bring the world into place, especially in those cases where you're approaching the boundaries, it's nice.
00:34:39.000 Is there anything that you guys have that can or maybe in the future can map out uneven terrain?
00:34:45.000 Like say if you were at a park and there was a hill or in your backyard or something like that where you have various sort of surfaces.
00:34:53.000 You have a sidewalk and then grass and then a hill.
00:34:56.000 Is there ever going to be a hill?
00:34:57.000 There's a few aspects to that.
00:34:59.000 You can set up really large Guardian boundaries.
00:35:03.000 We do have an upper limit on it, but again, some developers have disabled that to do even larger areas.
00:35:08.000 And one of the coolest experiences that I had was at a convention last year, an artist had made basically a VR sculpture that was really big.
00:35:18.000 It was like 50 feet long.
00:35:19.000 You were inside this kind of aquarium-looking thing in a workshop.
00:35:24.000 And we sketched out this giant boundary, and I walked around.
00:35:27.000 Like, I walked literally from room to room in virtual reality.
00:35:30.000 Again, very few people have the space to set something like this up in their house, but we were at a convention center, and the ability to walk through a door in virtual reality, get down on my hands and knees and crawl through a crawl space into another magical little area, that was really something.
00:35:46.000 I mean, it's not clear how we can carry that over to other people, but the idea of doing it outside...
00:35:53.000 There's a few technical issues with it where bright sunlight overpowers the little tiny LEDs on the controllers.
00:36:00.000 So while it's possible to sort of stop down the exposure on the cameras for tracking the headset, if it's reasonably bright, you're not going to be able to resolve the controllers, which breaks some things.
00:36:09.000 But people have found that if you get the right overcast day and you've got the right environment, you can go out to like a tennis court or a big field or something, stretch out a large boundary, And explore some fairly sizable things.
00:36:23.000 Now, really accurate determination of the world.
00:36:27.000 Facebook Reality Labs has done a lot of research for almost what is the absolute limit of what we could possibly do with the sensors for building the most accurate representation of the world.
00:36:38.000 I think?
00:37:00.000 It takes a lot more calculation to do it.
00:37:02.000 It's too much for this generation of products here, but certainly that's something that we're looking at in the future where eventually we want to not have that one step of drawing out the Guardian.
00:37:11.000 You just want it to be both sensible enough that it can tell what's going on in the environment and sort of smart enough to tell what's a hazard because you want that magic of you just put it on, it does everything, and it just works.
00:37:22.000 We're not there yet, but that is sort of on the roadmap for where we want to go.
00:37:27.000 So you think there will be a time where the technology will allow you to maybe possibly have several filter layers like you can see the whole world and it would be more of an augmented reality sort of a situation or the whole world disappears and then it could be virtual.
00:37:45.000 Yeah, so we have a lot of debates about both the useful things that you might do there and then some real technical aspects where in terms of augmented reality, this idea that we all buy into this future vision of a world where you've got something that feels like sunglasses.
00:38:03.000 We're good to go.
00:38:30.000 And we could absolutely build that technology and we could make that pretty good.
00:38:34.000 But then it comes down to what do we expect sort of the user story to be?
00:38:38.000 If you had something like that, would you be wearing this boxy thing out into the world, riding the bus with it, doing different things?
00:38:44.000 We have a little bit of a hard time I think we're good to go.
00:38:52.000 I think we're good to go.
00:39:05.000 It's an open question whether there's an in-between layer.
00:39:08.000 If we get down to the point where it's something like swim goggles or very thin sort of ski goggles, something that's half or a quarter of the volume of what we've got here, would that be something that people would want to wear for long periods of the day I lean towards no,
00:39:24.000 but we haven't built it, so we don't know yet.
00:39:27.000 And then the question of what you want to do with that in the augmented reality world, where people make these interesting little demos where, all right, we've mapped the world in this incredible detail.
00:39:36.000 Now we can flood it with water.
00:39:38.000 We can do a simulation of all of this.
00:39:40.000 Isn't this cool?
00:39:40.000 Or we can turn it into, we can reskin your world as Bilbo Baggins' Hobbit hole or something.
00:39:46.000 And I am skeptical of the broad utility of a lot of these things where, like today, there's a ton of AR apps that you can get on your cell phone.
00:39:56.000 You can hold your phone up and kind of look at things, and interesting little things happen.
00:40:00.000 Well, Pokemon Go is an interesting thing where that actually has more of a point for it, and the augmented reality side of it is very small.
00:40:06.000 But the things that actually augment onto the world, I haven't seen anything that I've found really compelling.
00:40:13.000 They're interesting technologies, but I think that the...
00:40:17.000 I'm still betting more on the fully immersive experiences where you take over and this idea of bringing part of it into the world, I'm a little more skeptical on, but I don't know how it's going to play out.
00:40:29.000 Well, that's the concept behind Magic Leap, right?
00:40:31.000 Yeah.
00:40:32.000 And Magic Leap was very, very hyped up a couple of years ago, but it hasn't really come to fruition yet in terms of like a consumer product that people could...
00:40:40.000 I mean, remember they had the little girl and there was a ballerina that was dancing on her hand and it was like, So the problem with Magic Leap was they had a lot of the augmented reality videos.
00:40:51.000 You wind up with things that are synthetically created and they're not really what the product does and they oversell what the actual capabilities are.
00:40:59.000 And that's a slippery slope there where you want to sell your vision in some way, and you're very rarely showing exactly what the product does, but they showed something that led people to believe it was much more than it actually was.
00:41:12.000 But even before Magic Leap, Microsoft had been selling the HoloLens for a few years, and it's turned out that they have some real wins in iOS.
00:41:19.000 We're good to go.
00:41:43.000 I think?
00:42:08.000 Welcome to my show!
00:42:27.000 And if it becomes something that is so automatic, like cell phones are augmentations of our power right now, the fact that we can go look anything up super quickly.
00:42:35.000 If you have that ability, and it doesn't even mean pulling your phone out of your pocket, if you can access information just by potentially even just thinking about it.
00:42:44.000 I mean, there is serious work going on about brain-computer interfaces.
00:42:49.000 Where you could imagine having these glasses, and even if all it did was, say, zooming in, say it was just supervision, if you had the ability to just think zoom, and it would zoom in for something, that would be a product right there.
00:43:04.000 It could grow into this augmented world and annotate everything and do all of that other stuff later.
00:43:08.000 But I'm a believer that this sense of giving you a new power, giving you a new physical ability, and either it needs to be ultra-intuitive – I mean, maybe there is something where I'm just tapping your wrist or some super, super fast, low-latency interaction – but ideal would be something like – Have
00:43:43.000 you paid attention to this Elon Musk Neuralink thing?
00:43:46.000 So I actually went out to visit the Neuralink company the week before they did their big public announcement.
00:43:52.000 I spent a whole day there kind of deep diving with a bunch of their technical people.
00:43:56.000 And it is exciting stuff because it is, you know, I like to use the word bold for things like that where it's not just this incremental advance where it's just taking something, fixing a few of the flaws and going out.
00:44:08.000 It is visionary looking to the future where the potential upside of this about being able to make The whole automated electronic world, something that is directly accessible on both input and output to your brain,
00:44:24.000 is really remarkable.
00:44:29.000 There's a lot of people where you can say, well, other companies might have these capabilities, but clearly they are at the cutting edge.
00:44:36.000 You could argue how far above or behind other companies they might be.
00:44:40.000 I think it's going to largely work to some degree here.
00:44:43.000 And they're going to be working with people that are like seizure patients, people that are, in many cases, profoundly disabled.
00:44:50.000 And they don't expect it's going to work forever when they put it in.
00:44:53.000 There are all these problems with the brain kind of rejecting implants eventually.
00:44:58.000 And people have done experiments like this for quite a while.
00:45:01.000 It starts off with just one neuron.
00:45:02.000 You stick in one sensor or one actuator.
00:45:06.000 And in the Neuralink case now, they've got tens of thousands that they can put in, so much, much higher fidelity.
00:45:12.000 Even if it doesn't work forever and they're still working out the different codings, tactics, different installation procedures, Somebody is going to go in there and go from being profoundly disabled to probably being able to play a video game.
00:45:28.000 You know, being able to sort of directly control things with your mind where you start off being able to do maybe just very slowly driving a cursor.
00:45:36.000 And people have done this again for years where you can slowly move a mouse cursor or something and figure out a click thing.
00:45:41.000 But here when you have tens of thousands of neurons going in, you could go from this very slow moving something to doing this Deep, analog, multidimensional, like playing a symphony with your brain output potentially, and then potentially feeding information in in a way that we can't right now,
00:45:58.000 that you could have this sort of tactile feel to it.
00:46:01.000 Do you remember Lawnmower Man?
00:46:03.000 Yeah, vaguely.
00:46:04.000 That was the idea.
00:46:06.000 I thought to myself, sometimes I should go back and watch that, because I literally have not watched that since it came out when I was a teenager.
00:46:11.000 And the VR is laughable at this point and everything, but it should be good for a chuckle.
00:46:16.000 Well, I think it was a clunky movie, but the idea was based on a Stephen King book.
00:46:21.000 And the Stephen King book, where there was a guy who was sort of slow, and they did something to him.
00:46:28.000 And all of a sudden he became some super genius, almost god-like character.
00:46:32.000 Like, if this Neuralink stuff does work and you can take a person with profound disabilities and all of a sudden they become the smartest human beings on the planet, that would be really weird.
00:46:44.000 So I know that was one of the pitches that Elon was making early on that Elon is very concerned about artificial intelligence and part of Neuralink was this pitch that, well, maybe we can supercharge humans in a way that the AI won't run away so far or we can at least interact with them on a more level playing field.
00:47:04.000 I am less sanguine about that.
00:47:08.000 That seems a little bit more of a reach to me because I suspect that, okay, even if you do put a million neurons in, when we're making artificial general intelligences, they're going to have billions and billions of these different connections.
00:47:23.000 And I think that it might be many steps above what a human could be, but if AI becomes possible and takes off, and I am a believer in artificial general intelligence, I think it's probably not as far off as many people believe, that it is likely to be able to accelerate and advance faster than even a neural-linked human would be able to.
00:47:44.000 Trevor Burrus How far away do you think we are from artificial general intelligence?
00:47:48.000 By nature, I'm an optimist.
00:47:50.000 I tend to underestimate how long things take, but on the other hand, as a programmer, I've usually been able to say, well, maybe I missed my estimate by 50% while everybody else blew it by 100% or something.
00:48:03.000 I think that we will have...
00:48:06.000 We will potentially have clear signs of AGI maybe as soon as a decade from now.
00:48:12.000 Now, lots of people disagree.
00:48:14.000 The majority of scientists working on it think it's like, oh, it's going to be at least a few decades.
00:48:19.000 And you still have a few holdouts that say, oh, it can't happen at all.
00:48:22.000 But I'm a strict materialist.
00:48:24.000 I think that our minds are just our body in action, and there's no reason why we can't wind up simulating that in some way.
00:48:32.000 So I don't think...
00:48:34.000 The question of how far off, there's a lot of numbers that you can play.
00:48:37.000 Like the brain has something like 85 billion neurons in it, and they have something like 10,000 connections between it.
00:48:44.000 And you can multiply those out and compare them to what we have in computer memory and processing time.
00:48:50.000 And you can say that, yeah, within 10 years, those curves should have crossed.
00:48:55.000 But I would even go so far as to say most of those are probably not completely necessary.
00:49:00.000 We know lots of biological systems.
00:49:01.000 Like we understand We're good to go.
00:49:23.000 Remarkably, probably useful for doing artificial intelligence work, where for a long time, for decades, I thought that was sort of just national chess thumping the top 500 computers because so many of them, they relied on replacing what used to be the old big iron cray vector supercomputers,
00:49:40.000 and they really weren't very easy to program.
00:49:42.000 Most programs people want to use, you can't run it on a supercomputer and just be a lot faster.
00:49:46.000 One of the shocking things most people don't really appreciate is the fastest way to do most single-threaded applications is an overclocked gaming computer today.
00:49:55.000 You can't go spend a million dollars and buy a computer that will do many tasks faster than what you can just run on a gaming computer.
00:50:02.000 And this is not at all the way things were for decades, where for a long time you would go spend your millions of dollars on a Cray supercomputer and all of your code would run faster than anything you can get.
00:50:11.000 But it turned out that The processors that you wind up using in high-end gaming systems are, in many cases, the fastest, or in all cases, at least, close to as fast for certain serial applications.
00:50:24.000 So the only thing else you can do is pile lots more of them together.
00:50:27.000 And these big computers are football field-sized systems that are just racks and racks of GPUs and CPUs.
00:50:36.000 Nowadays, for a long time, I'd be like, well, I would think, how could I make a faster QuakeMap build or something on one of those?
00:50:42.000 Because we would sometimes have hours and hours spent processing this.
00:50:45.000 And at one point, we had a computer that was almost in the top 500 at id Software just for making our maps.
00:50:53.000 But I looked at a lot of these supercomputers and I'm like, ah, these are terrible, not very useful for what we want.
00:50:58.000 But now as I look at AI work...
00:51:01.000 And I think that, well, if you're just doing a whole bunch of these kind of general matrix multiplies, that computer right there is probably pretty good.
00:51:08.000 So I would suspect that you could do something, if we had the right algorithms, the right training schedule, and the right time to run through it, that it's probably possible on some systems today, and it'll just still take many years for the right algorithms to wind up being developed,
00:51:25.000 the right training regimens to be run.
00:51:27.000 And faster, cheaper hardware to wind up making it more economical to run all the experiments.
00:51:32.000 Because in so many cases, the trick is not that the minimum requirements exist, but that 1000 people have thrown themselves at the wall of a problem.
00:51:40.000 Most of them have bounced off and failed, but eventually somebody gets through.
00:51:44.000 Now, what about quantum computing?
00:51:46.000 Is that something that could potentially break the bottleneck that we have with Moore's Law?
00:51:51.000 So I am not an expert on quantum computing and I think that many times I beat myself up about it where there are some simulators online where you can go and work on it and I should work through the exercises of doing the basic factoring algorithms on quantum computing.
00:52:06.000 My read on it right now is that it's probably not directly useful for most of the artificial intelligence tasks.
00:52:12.000 The big things that people worry about that are for things like breaking cryptography, breaking the different hashes and encryption methods, that it's possible that in many ways that's almost a terrible technology because it's a technology that doesn't solve so many of the problems that you'd like it to solve,
00:52:28.000 and it does solve one of the problems you kind of wish nobody was able to solve.
00:52:33.000 What's that?
00:52:34.000 I think?
00:53:04.000 So I haven't found a whole lot to get me really excited about quantum computing.
00:53:09.000 It may just be that, and with all these cases, why I beat myself up about not learning more about it, because in most cases when presented with some capability, there's some way to figure out how to apply it usefully to the things that you really want.
00:53:23.000 In fact, I consider that almost the essence of engineering.
00:53:25.000 Engineering is figuring out how to do what you want with what you've actually got.
00:53:29.000 And if somebody gives – anytime somebody gives me new hardware, usually I can figure out some useful way to do things that I want with it, even if it's not immediately obvious.
00:53:37.000 And maybe quantum computing plays out that way, but it is still definitely the domain of big labs with cryogenic cooling and all that stuff.
00:53:45.000 So it just hasn't been at the top of my radar.
00:53:48.000 Now when we talk about technology and you talk about the exponential increase in the powers of technology, is it possible that we could come to a point in time somewhere in the future where There's no way to encrypt anything,
00:54:06.000 where it's not possible to hide things, where we won't be able to do banking online, we won't be able to have digital currency, because virtually everyone will have access to all the information.
00:54:18.000 Because essentially, digital currency or anything that's encrypted, it's just information, right?
00:54:23.000 It's just ones and zeros.
00:54:25.000 Is it possible that technology will reach a point in time where borders and boundaries are impossible?
00:54:31.000 So one thing that a lot of people don't appreciate about cryptography is there's a really straightforward way to make completely unbreakable cryptography, and that's what's called a one-time pad, where if you essentially have a very long period, Set of data,
00:54:48.000 and it's private as long as nobody else has it.
00:54:50.000 You can encrypt anything with it, and if it was generated randomly properly, you always have to worry about flaws in your random number generation or your random number source, but a properly generated one-time pad is unbreakable.
00:55:02.000 Now, the problem is it's finite, so you have a fixed amount of it, and all of the really serious spycraft would use something like that, where you've got a one-time pad, you can send a message through it.
00:55:11.000 In the old days when you were manually doing it, you might only have a We're good to go.
00:55:32.000 You could imagine a world, like if we did have this quantum apocalypse where all of these short 512, 1024-bit keys, whatever, all of those just get smashed irrevocably.
00:55:42.000 You could imagine a world where, I mean, heck, maybe people start implanting the one-time pad inside people, so whatever you need to encrypt that's coming from you has this clear, unbreakable key that you're working with.
00:55:56.000 Do you think that we're going to have things implanted in our body soon that allow you to interface with computers or technology or wireless internet?
00:56:04.000 I think that it's possible that it will – we have people that want to do that right now.
00:56:10.000 I saw a woman.
00:56:11.000 She implanted a Tesla chip in her arm so that she could just get close to her car and the door would open.
00:56:17.000 So in fact, one of the things that – talking with the Neuralink people – The idea that, of course, right now you start off, you say, you take somebody profoundly disabled and you put them in a laboratory and you try to train them how to use this.
00:56:28.000 But we were all saying that, well, what you really need is a programmer to get this interface.
00:56:32.000 You need to be able to let a programmer actually program themselves on their interface and you will make a hundred times more progress than this previously disabled person coming into the lab for a couple hours a day.
00:56:44.000 And it was funny, the conversation there where one of their guys was like, yeah, we'll give them the basic rules so they don't stroke themselves out.
00:56:51.000 I'm like, okay, yeah, that's kind of important.
00:56:52.000 Talk about health and safety rules there.
00:56:54.000 But yeah, if you start getting a programmer in there that starts running this, so like, all right, instead of just going through these basic exercises they run everybody through, you really understand exactly what you're doing and you change it, you write the code as you're experiencing it.
00:57:10.000 There are probably people volunteering that are ready to go do that, to have something like that.
00:57:15.000 I read an article sometime after that about one of the early neurosurgeons that did implant himself with some electrodes.
00:57:22.000 He had to go to one of these fringe countries that didn't have any ethical guidelines around the medical practices or whatever, but he paid a neurosurgeon in one of those countries to implant an electrode into his head.
00:57:34.000 And he even had some complications afterwards.
00:57:36.000 It was like, now there's a dedicated researcher.
00:57:37.000 Although interestingly, there's a whole history of a lot of medical science where you would get people that would wind up having the conviction to do the experiments on themselves.
00:57:46.000 And you've got to respect that where it's one thing to make a grant proposal to set up a study to do all of this.
00:57:53.000 And it's another one to say, damn it, I am so confident in this.
00:57:55.000 I'm going to have someone cut a hole in my skull and implant this in me so we can learn the lessons.
00:58:00.000 What was his complications?
00:58:01.000 Do you remember him?
00:58:02.000 He had some problems with speech afterwards.
00:58:23.000 I think we're good to go.
00:58:43.000 When Elon first kind of approached me about talking with them about that, the idea and the thinking which was kind of insightful was this idea that the IO levels that they were doing on the Neuralink or they were planning on doing with that was fairly close to what we do on virtual reality.
00:58:58.000 Where, okay, we've got theoretically maybe up to a million inputs here and a million outputs.
00:59:04.000 And I can run those numbers and say, well, that's kind of like the cameras that we're taking in and the display that we're putting out.
00:59:11.000 And I made the point that, well, you probably could run that off of like Qualcomm chip that we've got in here.
00:59:16.000 You'd set it all up as like turn them into what are called MIPI lanes for the input and output.
00:59:21.000 Make the inputs look like a camera and make the outputs look like a display screen and you could then run software on something like what we use here to drive your brain like the programmer could then kind of start running some of those experiments with it Well, it's so fascinating being on the outside, watching all this stuff come to fruition,
00:59:38.000 because I remember when virtual reality was sort of, it was something that was tossed around in the 80s.
00:59:45.000 And we talked about the future, and that was one of the things that people were really concerned about or looking forward to, and the future was virtual reality.
00:59:53.000 But the technology really wasn't there.
00:59:55.000 Yeah, so I have stories from, in the early days I did software, every game from Wolfenstein, Doom, and Quake, we had at least one VR entrepreneur that wanted to work with us because finally here was content because they were like, everybody had this vision of VR, like it's this hazy vision of the future where cool stuff happens when you put the helmet on,
01:00:14.000 but they didn't have this concrete instantiation of like, well, what do you actually do?
01:00:19.000 And then people saw the 3D games like, oh, that's what you want to do inside the virtual reality helmet.
01:00:24.000 So they would come up and they'd want to basically work with us, license the technology.
01:00:29.000 And every time I looked at these, I'm like, oh, this just isn't going to work out.
01:00:33.000 In many cases, they were people that were high on enthusiasm, but a little low on the raw technical necessities to make something like this happen.
01:00:43.000 Because really, it was too early.
01:00:44.000 I mean, there were systems that if you had unlimited money, you could get a big SGI refrigerator-sized infinite reality system.
01:00:54.000 We're good to go.
01:01:09.000 But wrapped around your head.
01:01:10.000 Somebody called them football-sized pixels.
01:01:12.000 You've got this big blurry blob off to the side.
01:01:15.000 So it was never going to happen in those early days.
01:01:18.000 So we always made the point of saying, well, okay, we'll license this stuff to you, but I wouldn't put a dime of my investment money into something like that because I just thought it was too early.
01:01:28.000 And then here we are a couple decades later, and the future has arrived.
01:01:32.000 Yeah, it seems like it was about a decade ago that people started really taking it seriously again where the technology had caught up to the vision.
01:01:39.000 So I think we can date all of it to the demo that I gave at E3, which had the Doom 3 as kind of running there, because it was amazing talking to people.
01:01:51.000 I got into it several months before that, and I had this thought, okay, I had just finished Rage, the last game that I had worked on there, and I was like, all right, between each project, I would do research.
01:02:03.000 I would take a time to go ahead and explore some new technology, whether it was in the game rendering or something related to it.
01:02:09.000 And I thought, well, virtual reality.
01:02:12.000 I remember dealing with that in the 90s.
01:02:14.000 It's been 20 years.
01:02:15.000 Surely they've sorted this out by now.
01:02:18.000 It was a matter of the technology was terrible back then, but here we are closing in on a million times faster processors.
01:02:25.000 Surely somebody's just sorted this out.
01:02:27.000 I was shocked when I went and I looked through.
01:02:29.000 I surveyed everything, and it really wasn't.
01:02:31.000 There was a cottage industry of people that would serve basically Department of Defense contracts that would make these very expensive systems that were – tends to, in some cases, like $150,000 for some of these big things, and they weren't even very good.
01:02:46.000 It was – It was offensive to me as an engineer, where I look at the capabilities of what's possible.
01:02:52.000 You know, I say, this is our display, this is our processing, these are our sensors.
01:02:56.000 What is the limit?
01:02:57.000 I always talk about these speed of light calculations, like if everything was perfect, how good could it be?
01:03:03.000 And I could look at what we had and say, it could be a whole hell of a lot better than what we have here, what people are shipping and that are charging these very high prices for it.
01:03:12.000 And so that was when I started cobbling things together myself.
01:03:15.000 And that's what led to working with Palmer at the start of Oculus and led to where we are today.
01:03:22.000 What year was that?
01:03:23.000 So 2011 in the first work, I think.
01:03:26.000 That's so recent.
01:03:27.000 That's crazy.
01:03:28.000 So yeah, less than a decade.
01:03:30.000 And now we have it down to a one wearable headset that sits on your head.
01:03:37.000 My friend Duncan's first unit was connected to a computer, and you had cables that you would trip over, and I think there was a backpack involved as well.
01:03:46.000 So there's still some reason to want to use the computer, where one of the points that I like to make is that while cell phone technology, which is definitely what these standalones run on, is astounding in how much power we've gotten out of these, but your high-end gaming PC rig, I... It's a difference of it's 50 times more powerful.
01:04:05.000 It is just way, way, way more powerful.
01:04:07.000 And if you just want to make something happen quickly and easily, it's easy on the PC where you have to sweat pretty hard to make some intense things happen on the cellular systems.
01:04:17.000 And one of the interesting things is I make the point to people that we are so used to computers just getting faster and faster, and they have for decades and decades, our entire life basically, but we are approaching the end of I've had to tell people that while we've still got a lot more power to come,
01:04:37.000 the next decade is still going to be good.
01:04:39.000 It is very likely, barring some magical new technology, which fingers crossed maybe we get, but you will probably never get the cell phone technology to the point that a modern gaming PC is.
01:04:52.000 I think?
01:05:07.000 So it does mean a little bit of a cultural change to start thinking more about performance rather than just say, throw everything at it.
01:05:14.000 And that used to be what I did in the early days I did.
01:05:17.000 We would make these bleeding edge things where only a few people at the start had good enough computers or people would get it and they were running at a low frame rate.
01:05:24.000 It made them want to go upgrade their computer, wanted to go get the latest thing or buy a GPU, do the thing to make the game better.
01:05:32.000 But we are approaching the limits of what's going to be happening with that.
01:05:37.000 So you have to be better.
01:05:39.000 You have to be a more conscientious developer.
01:05:41.000 You have to start paying attention to all the different aspects of performance that on the PC you can still largely gloss over.
01:05:48.000 And I like that.
01:05:49.000 I mean, as an old school optimizer where I always appreciated the challenge, that's why...
01:05:53.000 My entire time at Oculus, I've been focused on these mobile systems where, in many ways, it's easier to do spectacular things on the PC, but mobile is super important, and it's more of a challenge.
01:06:04.000 It winds up fitting a little bit better for me, but there are generations of game developers, especially now, that have grown up making PC titles where it's easy, and they have to educate themselves quite a bit now to go ahead and make the step down to something with less than a tenth or less than a fiftieth,
01:06:21.000 in some cases, of the raw power.
01:06:23.000 When you're talking about the end of Moore's Law, what is the limitation that we're facing technologically?
01:06:29.000 Why is there going to be a point where they can't get any more powerful?
01:06:35.000 So the way the chips work is you have these, you know, they wind up sketching out basically wires onto the silicon chips, and they have gotten so small that the wire that the current's flowing through is a handful of atoms wide,
01:06:51.000 which is just astounding if you think about it.
01:06:53.000 You know, these are these fundamental elements of matter, and the wire is this small integer number of atoms wide.
01:07:00.000 Now, in theory, you can keep going down and say, well, maybe we can make a one-atom-wide electrical path.
01:07:06.000 But you wind up running into, eventually, all these quantum effects, where if you make a very narrow wire and you pack them very close together, you have two wires there.
01:07:15.000 An electron won't necessarily stay on that one wire of conductor that you want it to be on.
01:07:20.000 Because of the way quantum mechanics work, It is going to wind up jumping.
01:07:25.000 They call it quantum tunneling.
01:07:27.000 There is a percentage chance, and quantum is all about randomness like that, but an electron flowing here, there's going to be this chance that it just teleports, essentially, to a nearby wire.
01:07:37.000 It takes this discrete quantum jump to another wire, and this is reality.
01:07:43.000 Shocking.
01:07:43.000 It's not intuitive.
01:07:44.000 People have a hard time kind of grasping a lot of this, but quantum tunneling is a real thing, and we are bumping into quantum limits.
01:07:52.000 They can still shrink more than we are right now.
01:07:54.000 We're down at seven nanometers in the latest stuff, although there's all sorts of issues with marketing speak about exactly how they measure it, but they're still getting smaller, and there's still room to get smaller still.
01:08:06.000 The end is in sight.
01:08:07.000 It can't go too much.
01:08:08.000 And one of the things that becomes an issue is just the economics of it.
01:08:12.000 Each generation has gotten more and more expensive.
01:08:15.000 If you went back 30 years, there were a whole bunch of semiconductor places that could fab different chips.
01:08:23.000 You could go ahead and have a design, and you could shop it out to a whole bunch of different places, find the one that worked best for you.
01:08:29.000 But it's come down to the point now where It costs billions of dollars to make a new fab.
01:08:33.000 And at the high-end processes, you're left with just TSMC, Samsung, and Intel.
01:08:39.000 Very few companies.
01:08:41.000 AMD held on for a while until they spun theirs out.
01:08:44.000 And it's so expensive.
01:08:47.000 And that's one of the challenges where I have full confidence that we'll see a couple more node shrinks.
01:08:53.000 So it'll still make chips cheaper, somewhat faster, more cores on them.
01:08:58.000 But it is going to get an end of the line.
01:09:01.000 But I hold out hope for potential other things.
01:09:04.000 You know, there are directions that...
01:09:06.000 Maybe you have your carbon nanotube wires or you're starting to be able to do some things with photonic processing in different ways.
01:09:12.000 There are possible outs for it, but I don't know that any of them are a sure enough thing to really be counting on at this point.
01:09:21.000 It's so hard for a dummy like me to wrap my head around that, but when you're talking about these wires, so if these wires, it's size-dependent, when they get too small, then this quantum tunneling becomes completely unpredictable?
01:09:33.000 Is that what it is?
01:09:36.000 Like a probability density function of like you've got a particle and you like to think about particles as being like this hard little billiard ball that's sitting here in this specific place.
01:09:45.000 That's sort of the vision that you used to see in grade school textbooks about here's an atom.
01:09:50.000 You've got these billiard balls in the middle surrounded by the electrons moving around.
01:09:54.000 But in actuality, they're really these distribution functions.
01:09:59.000 It sounds so weird, but they have a chance at being in all of these different places.
01:10:03.000 And this is not a curve that goes to zero.
01:10:06.000 There is a non-zero chance that a given atom could wind up being a macroscopic distance away.
01:10:12.000 But there is a real chance that it could wind up being a few atoms away.
01:10:16.000 So the electron moving around at the edge of this wire, if it just says, well, I've got some chance of being over here, and if you've got billions of these, or quadrillions probably, of electrons moving around in this, even if it's a small chance, eventually it's going to jump over there,
01:10:33.000 and enough of them jump over, and all of a sudden you've got a wrong bit, and you've got a mistake.
01:10:36.000 I think?
01:11:02.000 Now, there's a lot of things like the way your cell phone works with the way the radio signal is interpreted.
01:11:07.000 There's a lot of things that do work in this sort of probabilistic way.
01:11:10.000 But when people are used to computers as being this accurate thing where you always get the right answer, that sense of moving to something that has a larger chance or is a more probabilistic computation still feels a little bit sketchy in some ways.
01:11:24.000 Now, do you keep tabs on latest cellular technology as well?
01:11:29.000 I mean, I know you're a coder and you code for games, but do you keep tabs on all the various incremental increases in cellular technology?
01:11:40.000 So it's interesting right now where we have a lot of 5G companies that they've sort of got a problem of how to sell 5G, where fundamentally it's just a bigger pipe to everyone's computers.
01:11:52.000 And it should be this relatively boring thing, but they need a way to kind of make it sexy in some way.
01:11:57.000 And several of them want VR to be that way, where how can we use VR in a way that leverages the 5G experience?
01:12:06.000 And it's not a spectacular fit because many of the things, like, you know, say Beat Saber, that uses no data transfer.
01:12:15.000 It's like all it does is check your spot on the leaderboard after you're done.
01:12:18.000 5G does nothing at all for that.
01:12:20.000 But there are some things that you can look at with the immersive media, like playing...
01:12:24.000 360, 3D videos where it's like, okay, it would be nice to have more bandwidth here, but it's not that it's made possible by 5G. It's just 5G will give more people a reliable 20 megabit bandwidth or something than they have on the current systems.
01:12:39.000 It's a tough marketing problem for them where changing your cellular infrastructure, each one where you have to go into tens of thousands of cellular base stations and pull out the racks and replace them, it's very, very capital intensive.
01:12:52.000 And they would like to be able to have some cool marketing ploy to make people think this is great, switch carriers over to this, where the bottom line is it gives you more bandwidth.
01:13:03.000 And perhaps more importantly, it does cut the latency more.
01:13:06.000 It's possible that things like cloud gaming over 5G networks may be more of a thing.
01:13:12.000 The idea of actually playing games, instead of installing them locally, they run in data centers and they can just go ahead and wirelessly get to you with low enough latency so that in many cases you wouldn't be able to notice.
01:13:23.000 When you're watching this from the outside and you're seeing all this technology develop, are you concerned at all when you see how addicted people are to their phones?
01:13:34.000 Because your games are very addictive in the best ways, right?
01:13:39.000 Quake is super addictive.
01:13:40.000 It's really fun.
01:13:41.000 It's great to play and that's why it's addictive because you just want to get that charge, that rush to get back in there.
01:13:46.000 But the odd thing to me about cell phone addiction is there's not much thrill.
01:13:53.000 It's a weird addiction where you're just constantly checking and nothing's coming back.
01:13:59.000 People are just constantly checking their email and their Twitter messages, their DMs and YouTube videos, but there's not a lot coming back at you.
01:14:09.000 I'm I'm concerned.
01:14:11.000 I see this thing where you'll go to a place and you'll see 80% of the people just looking at their phones and not interacting with people.
01:14:20.000 Do you ever look at that and go, where is this going?
01:14:24.000 So I do think about this in a way that...
01:14:28.000 Because this is one of these things where I recognize it in some other people where I think I probably do interact with things a little bit differently.
01:14:35.000 And I am sometimes conscious of the fact that most people don't think about things the way I do.
01:14:41.000 And it's clear that, yes, a lot of people just – they get rage out of Twitter and I can see in some people it's probably bad for them doing some of these social media things.
01:14:51.000 But, I mean, I get inspiration out of Twitter.
01:14:54.000 I mean, my feed I'm going through, I'm seeing – Brilliant scientists, new research developments, wonderful art from people, hard workers developing products.
01:15:02.000 And I just look at this as like, this is this amazing set of human beings that are building the future.
01:15:07.000 And I've got this window into their mind, and it winds up being a very positive thing for me.
01:15:12.000 But I do see the people that just wind up having that it is a negative aspect for them.
01:15:17.000 And I don't know what to do about that.
01:15:18.000 Because I mean, talking about people issues are obviously not my strong suit.
01:15:23.000 I'm the nuts and bolts or I'm I'm a bits and bytes technology person.
01:15:26.000 And social challenges, I mean, that's one of the things that probably over decades, I've just come to be more at peace with the fact that I probably do think a bit differently than most people.
01:15:39.000 I don't expect them to think necessarily like I do.
01:15:43.000 And in many ways, that keeps me from being upset at a lot of people and to say, well, people are different.
01:15:47.000 They're not going to process these things the same way that I do.
01:15:51.000 But yeah, I can see it as potentially a problem.
01:15:54.000 But I do think also there's this ability for people to...
01:15:58.000 People always want to say, okay, put down your phone.
01:16:01.000 Why aren't you living in the real world?
01:16:03.000 And there's another aspect of that where for many people, the world that you get in the virtual world, whether it's on your phone or all the way to VR, the whole reason you do that should be because it's better than the world that you're choosing to step away from.
01:16:17.000 And...
01:16:18.000 Again, it's harder for many people that are in an elite thought leader position.
01:16:23.000 If your life is awesome in every way, then yeah, you don't need that much from the virtual world, whether it's on a cell phone or virtual reality.
01:16:30.000 I mean, if you've been courtside, backstage, pit lane, whatever, if you've done all of these things in real life, the VR version of it is not going to be that compelling.
01:16:38.000 And if you saw people fixated on all of that, you'd probably think those people are not living in reality.
01:16:44.000 They should just be living in reality.
01:16:46.000 But for so many people, what they get, the people on the other side of the phone that they're interacting with, that's where they'd rather be.
01:16:53.000 The fact that people can find their tribe out of the billions of people in the world, even if they live in some podunk town in the Midwest, I think that's a really wonderful thing.
01:17:03.000 And so while, yes, there is a negative tail on one side from it, I think that this connecting everyone I tend to agree with you that it is a positive thing.
01:17:25.000 I think philosophically, I think the way we understand each other, the way we communicate, it's very radically different than our grandparents.
01:17:34.000 And all of it seems to be moving in a place where we understand each other better.
01:17:39.000 And you're going to have your side effects like Twitter rage and And social media bias and, you know, these confirmation bias groups where people just sit in these echo chambers and reiterate the same ideas over and over again in each other.
01:17:52.000 And you're also going to get people that are understanding cultures, understanding each other, understanding psychology, understanding the way the mind works, and getting access to information at a rate that's unprecedented in terms of the knowledge that you can get.
01:18:08.000 Just being able to Google things.
01:18:10.000 I mean, Trevor Burrus And nobody can actually give them credit for it.
01:18:14.000 Mark Zuckerberg and the Facebook leadership, they talk about the mission is to connect the world.
01:18:19.000 Of course, it's like, oh, okay.
01:18:21.000 Of course, the Facebook CEO is going to be mouthing these things.
01:18:24.000 But I really legitimately do think that the Facebook leadership is doing this.
01:18:29.000 They think that's a positive thing, and I agree with them.
01:18:31.000 Now, I'm not a very social person.
01:18:33.000 I'm an introvert.
01:18:34.000 I'm a hermit mode sort of person so much of the time.
01:18:37.000 But I think that this is, again, a good thing, that connecting more people, giving them the opportunity to find people that they wouldn't otherwise be interacting with, people they wouldn't even have known existed in many cases, I think will come out of this, you know, looking back decades in the future.
01:18:52.000 There will have been all the tragic things that happened with social media, but on net, it's going to be good.
01:18:58.000 Now when you say you're a hermit, that sort of really lends itself to coding, right?
01:19:03.000 Because coding is an exorbitant amount of time just staring at a screen.
01:19:06.000 How much time do you think per day, like when you're in full code mode, you spend, like if you're developing something, how much time do you spend just staring at a screen?
01:19:16.000 So this is an interesting thing where at least once a year I get pulled into some debate about overwork and bad working conditions and things where some people – you know the way I – people always wind up extrapolating sort of unacceptably where people think, oh, I worked 18-hour days or something.
01:19:32.000 And I have to say, no, I never worked 18-hour days because I know my productivity falls off a cliff after 13 hours.
01:19:39.000 That's about the longest that I can do any effective kind of computer work.
01:19:43.000 And the key to even being able to get an effective 13 hours is having multiple tasks that you can switch between rather than just kind of sitting heads down, grinding, beating your head against one specific topic.
01:19:55.000 I've been, for most of my career now, I like working a 60-hour workweek.
01:20:00.000 I like being productive.
01:20:02.000 Nowadays, I have family and kids, and I usually miss that target by a bit now.
01:20:08.000 But if I ever don't hit 50 hours a week, I feel I'm being a slacker.
01:20:13.000 I like building things.
01:20:15.000 I like creating things and making forward progress.
01:20:18.000 This sense of, in some small way, I'm helping build the future.
01:20:22.000 I'm proud of the work that I do.
01:20:24.000 Now, in a big company like Oculus or in Facebook is now, I probably only get to spend about 50% of my time actually programming.
01:20:32.000 The other half is being in meetings, trying to convince people about things, pushing on strategy, doing all that type of stuff.
01:20:39.000 I don't actually manage anyone.
01:20:41.000 I'd be a poor manager.
01:20:43.000 At best, I can lead by example and provide some kind of inspiration to follow behind, but I've never been good at trying to figure out how to get the best out of individual people.
01:20:53.000 But I do love taking a retreat where I'll work out with my wife and family and say, okay, I'm going to spend a week or something and I'm just going to be by myself and I'm going to do nothing but programming.
01:21:05.000 I'm going to largely cut myself off from the internet.
01:21:09.000 I used to do this by literally flying to another state.
01:21:12.000 My wife would set up some – like fly me to Florida or something and just get off and go to a hotel near the airport.
01:21:18.000 So I'm not around anybody or anything that I would distract myself with.
01:21:23.000 Lately, I would wind up doing it more locally, but that's still something that – I would worry as I got older, or I'm doing more of this, I'm involved with strategy and management.
01:21:34.000 Well, can I not do that as well as I used to?
01:21:37.000 But in the last couple of years, I would go and take off, and I quickly slip back into that, where after a day of adjustment, then I'm back in.
01:21:45.000 It's like, all right, here's my 13 hours in the day, and here I am plowing through a bunch of things.
01:21:50.000 Yeah.
01:21:50.000 So you would just go by yourself and you wouldn't get weirded out by that?
01:21:53.000 You don't get lonely?
01:21:54.000 No, I like to think that, you know, sometimes I want to pull on that thread a little bit and say, well, how would I do in a snowed-in cabin someplace?
01:22:03.000 You know, would I get cabin fever or something?
01:22:06.000 And I'm pretty confident that, I mean, a week's just not that long of a time.
01:22:10.000 I mean, who knows if it was a month or longer than that.
01:22:14.000 I'm not sure.
01:22:14.000 I've never run that experiment.
01:22:16.000 But a week of doing that and then coming back and seeing my family, that's pretty great.
01:22:22.000 I did that just a little over a month ago for this year, and I got to really kind of deep dive doing a bunch of artificial intelligence-related work stuff that I was poking at.
01:22:35.000 And it really makes me smile, that sense of like, okay, I can dive in and the sense of learning new things, not just necessarily grinding on projects.
01:22:44.000 I mean, it's great to just be productive and say, wow, I just crossed off these 10 things off the to-do list.
01:22:49.000 But diving into newer fields that I'm not an expert on and learning what all the other brilliant people in the world have been kind of codifying and getting the aha moments of going through that.
01:23:00.000 Yeah, it's amazing.
01:23:01.000 There's so many things to work on.
01:23:03.000 Well, it's interesting because you're so pragmatic about your time and you have a realistic understanding of your own physical limitations as well as what you actually enjoy doing.
01:23:15.000 You know, that you actually enjoy diving into this work and getting this done.
01:23:20.000 I mean, so many people are tortured by their work.
01:23:22.000 They do it, but they don't like it.
01:23:24.000 It's just something they have to do.
01:23:26.000 So it's very refreshing seeing someone who, even though you have this really unusual job and you have this really unusual task that you're trying to do, it's essentially designed for you or you're designed for it.
01:23:40.000 And there are clear decisions that you make where the majority of technical people at some point decide to make the pivot into some kind of management level, whether it's being a startup CEO or just taking a VP position somewhere and managing other people.
01:23:57.000 And there's good reasons for that.
01:23:58.000 I mean, an argument that I would have with myself about how I'd seen The transition from these very low-level programming tools, writing in assembly language, to writing in higher-level languages, to using application frameworks.
01:24:11.000 At some level, you say, well, the next level of productivity-enhancing program development is to work with people.
01:24:17.000 Instead of writing the code yourself, you find the team and you tell them what to work on.
01:24:22.000 That's the way most of the world runs, that type of groups and teams and hierarchies that makes the world go round.
01:24:29.000 But it's not what I want to do.
01:24:31.000 I don't want to be the one doing that.
01:24:33.000 And in many ways, that's selfish, where at some point, if I said, if I'm all about the project, if I'm all about saying that I want to change the world in this way by bringing this product into existence, I should just suck it up and learn how to manage people and make that happen.
01:24:48.000 But it is selfishness that keeps me saying, it's like, no, I dearly love building the things myself.
01:24:54.000 I don't want to step away from that, even if it would be more effective.
01:24:58.000 I know that even if you go and do that, so I could be maybe super effective for a couple years at that, but then my skills atrophy and the world moves on and I'm no longer at the cutting edge of those different things and eventually I'm giving bad advice to the people that I'm managing or at least not current and optimal advice.
01:25:14.000 So I'm at peace with that.
01:25:16.000 I do sometimes look at...
01:25:20.000 I think Mark Zuckerberg made a very conscious decision that he's going to learn to be a top-notch CEO. He was a programmer, but he decided to largely step away from that and says he's going to learn how to manage a company well.
01:25:34.000 You know, in many ways, while Elon still keeps his hands dirty in engineering to some degree, most of what he does is make his empire of companies, you know, run.
01:25:43.000 And that's a lot of work.
01:25:45.000 And I think that, I mean, I think he misses it to some degree.
01:25:48.000 I had one time talking with him, he had a little bit of a kind of a wistful thought about talking about the early days of programming things.
01:25:55.000 And I am willing to, I'm willing to To make that trade where I would rather continue to do the things that I dearly love and maybe that keeps me from going to the next level.
01:26:07.000 Maybe it prevents me from becoming a billionaire and I'm okay with that.
01:26:11.000 But maybe I do come across some next great thing that can productize in some way like that.
01:26:17.000 Well, it seems like you have to have a very specific personality to do that, and you have that personality.
01:26:23.000 For me on the outside, when I look at people making games, I've been a fan of games for a long time, and one of the things that's fascinated me is when a game starts building, When it starts, when the process of creating a game starts,
01:26:39.000 there's this insane amount of work that has to get done in a relatively short period of time.
01:26:45.000 I get anxiety thinking about other people making games, and I don't even make games.
01:26:50.000 There's been a few like Duke Nukem, right?
01:26:53.000 It was vaporware for the longest time.
01:26:56.000 People were like, when is this going to come out?
01:26:59.000 Daikatana was one of them.
01:27:00.000 I mean, it was a very hyped-up game.
01:27:03.000 Everybody was super excited.
01:27:04.000 It took a long time for it to actually come to development.
01:27:07.000 It was actually a pretty fun game when it came out, but I would get anxiety thinking about this, like, my God, how much work is involved in these things?
01:27:15.000 Making games is really, really hard, and this is kind of an interesting thing, seeing the culture at Facebook, where you've got the big tech titans with the Facebook, Google, Apple, Microsoft, all that, and You get a lot of people that roll right into that out of college,
01:27:31.000 and some of the people that have been in some of the other industries, they do look at it and it's like, oh, everybody is – they have it so good at these big tech companies where they really are – everybody is taken care of incredibly well.
01:27:45.000 They get all the different perks, and then you look at the game industry where it doesn't pay as well.
01:27:53.000 There's less job security, and they work you a lot harder.
01:27:58.000 But they have – and it's kind of a – there is the problem of the fact that when you have an industry – and this has been the way for artists forever, artists and musicians, where if you've got something that people are passionate about and want to be involved at in, I'm – Supply and demand works its way,
01:28:15.000 and you wind up in a situation where, yeah, they don't have to be paid as much.
01:28:18.000 But the other side of that is it allows products that otherwise couldn't exist to exist.
01:28:23.000 By people working at that level in a way that maybe couldn't be sustained in other industries, there are probably many of the greatest things that were ever made in gaming were only possible by people throwing themselves at that level at it.
01:28:36.000 And there's some serious debate about it.
01:28:39.000 Some people despise that about the industry that nobody should work that hard.
01:28:43.000 And there are people that think there literally should be laws that should prevent people from working that hard.
01:28:49.000 And I always have to argue against that where there is a power to obsession and being able to absolutely obsess over something and throw your life's work.
01:29:00.000 Instead of work-life balance, it's your life's work.
01:29:03.000 And everybody will point back.
01:29:05.000 It's like, well, yeah, that worked great for you.
01:29:07.000 You were a founder of a company.
01:29:09.000 You were in a position where you got to make your own decisions.
01:29:12.000 But is that okay to say for the 19-year-old out of a game dev program that's being overworked for it?
01:29:18.000 And I have to always be aware that my view into the industry is very colored by, obviously, my experiences.
01:29:25.000 I never actually worked inside of one of the big EA or Activision studios.
01:29:38.000 I think it's great when people throw themselves at it beyond the point of what even other people think is reasonable.
01:29:45.000 They have free will.
01:29:46.000 They've chosen to do that.
01:29:47.000 And if that's what they think is going to help them get close to their goals, I'm not going to try to make that impossible for them.
01:29:55.000 I think what people are concerned about, though, is a company forcing an employee to work massive hours.
01:30:02.000 And that, well, hey, I want to work in video games.
01:30:05.000 I'm very passionate about working in video games, but I want a life.
01:30:07.000 I want to be able to work eight hours a day, which seems to be a reasonable amount, and then go on about with my life.
01:30:14.000 But you can't really do that if you're in a game development, can you?
01:30:19.000 So again, my experience isn't the experience of everyone else, but we had – so Michael Abrash, who was my right hand in the Quake days, he came from – He came from Microsoft, and he had a family.
01:30:33.000 He had a wife and daughter, and he would work a reasonably normal schedule most of the time.
01:30:39.000 But he was awesome, so of course we were happy to have him.
01:30:41.000 It's not like anybody was browbeating Michael.
01:30:44.000 It's like, oh, why aren't you staying past midnight with us here?
01:30:47.000 Everybody was aware of his contribution and value.
01:30:51.000 Now, that may not be the case in some of the companies today, but I suspect that if all a person's peers know that they're doing spectacular work and they say, I'm out of here at five, if they're actually doing valuable work, I don't find it that credible that the companies are going to get rid of people doing great work just because they're not spending 60 hours a week.
01:31:15.000 But do they give you a requirement, like you're required to work 12 hours a day?
01:31:20.000 Is that reasonable?
01:31:21.000 Does that happen?
01:31:22.000 No.
01:31:23.000 Again, I'm not involved in the HR departments of all these companies, but the ones that I have been familiar with or that I've known people doing that, largely they come back and say, these people are choosing to do this.
01:31:35.000 And the rejoinder is it's like, oh, it's a toxic culture that makes people want to choose to do that.
01:31:40.000 But I definitely don't buy into that sort of social engineering level of things.
01:31:45.000 It's like if they're doing it, they agree that they'll wave the flag and say, I am doing this because I care so much about this.
01:31:52.000 I don't think that's a problem.
01:31:55.000 Now, when you look at the future of games, and we were talking about first-person shooters, and we're talking about Oculus.
01:32:03.000 Do you envision a time where there'll be something where you maybe have a unidirectional treadmill or something along those lines and you'll have a standalone unit in your home with some sort of a gun that's very accurate where you can actually reload it and you can get physical exercise while you're running around in this virtual quake-type environment?
01:32:27.000 So yeah, the Ready Player One vision, that's a real thing, that omnidirectional treadmill.
01:32:32.000 But you come into all of these...
01:32:33.000 Have you used one?
01:32:34.000 You know, I actually haven't played on one of those.
01:32:36.000 I've played on somebody's early prototype of one, but I haven't seen the very latest stages of things.
01:32:41.000 But that's another one of those things.
01:32:43.000 I wouldn't put money into that because the joy of VR is the fact that it's like this little thing.
01:32:48.000 You just pick it up and carry it around.
01:32:49.000 As soon as you're building material things around it, you've kind of defeated some of the purpose of VR. And...
01:32:57.000 I think there's this niche for things like location-based entertainment where you go and do things like The Void where you have the physical gun.
01:33:04.000 You pick up the stormtrooper gun.
01:33:06.000 You go through a physical door.
01:33:08.000 But I don't think that's mass market.
01:33:10.000 But it is a real problem, the idea of locomotion and how you move around in VR without getting sick.
01:33:16.000 And the omnidirectional treadmill does sort of allow you to run in the different directions.
01:33:20.000 But in terms of getting...
01:33:35.000 I'm doing my game playing while I'm doing some of my exercise regimen and it works out great.
01:33:41.000 Well, boxing, the boxing virtual reality games are really incredible.
01:33:45.000 And you really do get a great workout.
01:33:48.000 The only problem is the knuckles are in the wrong position.
01:33:51.000 Like when you're holding the handles and you're throwing punches, even if you turn your knuckles over, the gloves kind of come out like this.
01:34:00.000 You kind of have to twist your hand sideways.
01:34:02.000 Yeah, my problem with the boxing games is they also are a tremendous exercise.
01:34:06.000 You get in there and you run through the drills and get in there and you're feeling really kind of worked over at the end of it.
01:34:13.000 But from a purely interaction tactical level, I am… Right.
01:34:43.000 That seems to work pretty well when you slice through something, you get a little sense of like, oh, I've kind of cut through it, but it doesn't give you that kind of impact sense.
01:34:51.000 And I've suggested that we only have small motors, small batteries, so you can't put really hefty things, force feedbacks.
01:34:58.000 But I've suggested that there might be something if you were winding up a spring in some way there, that a very sharp pop of feedback could give you that sense where there's a lot of sort of kinesiology things where a little hit in some way will almost make you retract your hand.
01:35:13.000 And I kind of hand wavy suggest that boxing games might really benefit from something like that.
01:35:19.000 So you throw the punch and you feel a pop in the palm of your hand.
01:35:22.000 And that gives a much better sense of you've actually connected for something.
01:35:26.000 Well, I think a great solution would actually be a real boxing glove with more internals because, first of all, it would aid in your exercise because it would be heavy.
01:35:35.000 Like, if you could get an 18-ounce boxing glove and as you're moving, you're pushing that weight in the air, you really get a great workout that way.
01:35:43.000 Yeah, sometimes my son and I will take out and strap-on weights on our shoulders or on our arms for a beat saver.
01:35:48.000 Oh, wow.
01:35:49.000 That really does make you think, if you've got five-pound weights there, you're really thinking about not flicking, but finding the optimal looping pattern that goes through everything.
01:35:56.000 That's got to be great for our industry.
01:35:57.000 Yeah, good shoulders especially, keeping them up like that.
01:36:01.000 Yeah, the boxing thing would be great, and you have plenty of room inside that glove to put some sort of a haptic feedback system, so that as you did make contact with the thing, it gave you a sense of it in your hand.
01:36:14.000 The other thing I was thinking of in terms of martial arts is that I know you have a background in martial arts, grappling martial arts, right?
01:36:21.000 Yeah, judo.
01:36:23.000 That wouldn't be so good for that unless you had some sort of a working dummy that was programmed that I think could be possible.
01:36:32.000 Yeah, I actually made a pitch that what I would like to see from a martial arts standpoint there is immersive instructionals.
01:36:38.000 When you set up the modern cameras right for the 180 stereo VR, it does give you this extra sense of depth that for a lot of things, if you're looking at instructional, sometimes it's a little hard to see exactly where the hands are in the different areas.
01:36:53.000 I think that there's some value for a lot of training aspects for virtual reality.
01:36:58.000 In fact, that's like Walmart's, you're doing a ton of work with that.
01:37:00.000 And there are a lot of companies that I am...
01:37:03.000 One of the side effects of that, of putting a VR headset on is you are forced to pay attention, where if you're a company like Walmart training people, you expect most people wind up having their phone out, they're not paying attention, but...
01:37:14.000 Put them inside the headset.
01:37:16.000 It's almost the clockwork orange stretching the eyes out.
01:37:19.000 They have no choice but to pay attention.
01:37:20.000 But if it's important and you're training them for something that matters, this is what you want.
01:37:25.000 But when I was thinking about things like...
01:37:30.000 I remember watching some judo instructionals for things and like male Olympian level stuff.
01:37:35.000 It just goes by so fast.
01:37:37.000 You just blink and it's gone.
01:37:39.000 But a lot of things that I did in VR for some of the video stuff was giving you this almost superpower sense of time where you freeze frame and then being able to like slowly frame forward, frame back, jog forward.
01:37:50.000 And when you've got an immersive sense here, that really feels like an interesting godlike power.
01:37:54.000 Like you're sitting here, you're just like, stop time.
01:37:57.000 Step, step, step.
01:37:58.000 Roll back.
01:37:59.000 Look closely at it.
01:38:00.000 You know, run forward.
01:38:01.000 And almost anything physical that you want to train people to do is going to have some benefits for things like that.
01:38:07.000 And that's something that we're still just really at the early days of exploring that for making a difference for people's training.
01:38:14.000 Yeah, I think sparring.
01:38:15.000 You could have something that would throw strikes at you, and you could move away from those strikes and hit it, leg kick it, do things along those lines.
01:38:25.000 The problem would be that you're not hitting anything.
01:38:28.000 That's the only problem.
01:38:29.000 Yeah, but there's certainly some valuable things you could do there.
01:38:32.000 And I have a friend that has a stick fighting background.
01:38:34.000 When I showed him Beat Saber, he was like, oh, immediately you have to do some stick training thing for this.
01:38:39.000 And yeah, clearly, even if you're not hitting things there, but that sense of getting the motion, figuring out how to move around, the situational awareness, and there's probably some things to do there.
01:38:48.000 It is a stretch to imagine some kind of a head-mounted display involved in actual grappling in any way.
01:38:54.000 That's the big stretch.
01:38:55.000 Yeah.
01:38:55.000 Yeah, because also you would have the thing...
01:38:58.000 The only thing I was thinking is you could have like a dummy, like a robot mechanized dummy that has crude movement, but does understand it can throw punches and kicks and it's programmed and you could kind of spar with this thing in a virtual world and that thing also connects to the system so it understands where you are and understands what you're doing.
01:39:21.000 Martial arts robots punching people.
01:39:23.000 Yes.
01:39:23.000 That could go poorly.
01:39:24.000 It could go very poorly.
01:39:25.000 Yeah it could go very poorly.
01:39:27.000 But it could also be awesome.
01:39:28.000 But you could imagine perhaps, again, the augmented reality systems that we have today are finding most of their value in training.
01:39:34.000 And it's for people like jet engine mechanics.
01:39:36.000 But you could imagine scenarios like that where you're training something like martial arts where it's looking through and it's not making you a fully simulated thing.
01:39:45.000 But even if you're working through a drill with someone, if it's basically drawing the outline of your arm goes here, your leg goes over here, again, training is one of the value areas that is working out.
01:39:55.000 Yeah, visualization is very important in martial arts.
01:39:58.000 I mean, shadowboxing is already a huge part of a striker's learning.
01:40:04.000 Like, learning how to visualize, and that's what they're doing.
01:40:07.000 That's what they're supposed to do, and when you see a good fighter shadowboxing, they're sort of recreating these movements.
01:40:12.000 If you had a virtual reality headset, and you had an actual opponent in front of you, I think it would be way more lifelike, and actually way more beneficial.
01:40:22.000 Yeah.
01:40:40.000 It seems to me that something like The Void, which is really fun to do, you could see in the future, as technology improves, having Quake-like competitions in some sort of enormous warehouse environment with other players.
01:40:55.000 I think?
01:41:18.000 And it was amazingly cool.
01:41:20.000 And everybody's like, well, when do we get to play with this?
01:41:21.000 And this was all held together with duct tape sort of experience.
01:41:24.000 That's a lot of hard work to turn it real.
01:41:27.000 But this warehouse scale stuff, there are a number of companies that are trying to do this with various bits of technology.
01:41:37.000 You know, where you could set up people are crouching behind real things in their virtual headset.
01:41:41.000 This is all kind of zombie Western themed stuff.
01:41:43.000 And they can put their hand on real things there, they can move around, draw a bead on people.
01:41:48.000 And then you've got another person there with a tablet, which is a window into the virtual world.
01:41:53.000 So they could look at that and see the whole, the way it's all drawn in style, the way the people are rendered inside it.
01:41:59.000 So there is, yeah, this is again, the amazing stuff you can do outside of your home, where you get the VR stuff that you wind up doing inside your home, and then you figure out what things can you do if you're willing to set up a dedicated play space.
01:42:11.000 And yeah, this is people not moving around too much.
01:42:14.000 It's mostly kind of a cover based thing.
01:42:16.000 But there are companies that have people kind of charging around in pads, you know, with a virtual world that they can skin in all sorts of different ways.
01:42:25.000 And that's, it's all exciting.
01:42:27.000 So we're getting an image of what it looks like to the people that are playing it.
01:42:31.000 And as things get more and more accurate in terms of what you're seeing and more realistic, you could conceivably be jumping up and down on boxes and running up ladders and things along those lines and actually doing it in the virtual world as well as in the real world.
01:42:47.000 Yeah.
01:42:47.000 So right now, like if you've done the void, you can tell there's like a little gap between reality and you wouldn't want to do like a diving grab at a ladder rung.
01:42:54.000 But you can see that there are things we need to fix to get there, but that's all possible.
01:43:00.000 There's no can't be done sort of thing there.
01:43:02.000 And eventually you won't even need to be holding a controller.
01:43:05.000 It'll be able to track your whole body just from cameras and work all the kind of computer vision magic out from that.
01:43:11.000 And you will then be able to set up these wonderful skinned virtual environments.
01:43:16.000 Yeah.
01:43:16.000 Yeah, that's why I was thinking like e-sports in terms of like an actual sports sport, like e-sports in terms of like doing something on a soccer field with a bunch of people with virtual reality and they're playing some sort of horrific nightmare,
01:43:31.000 dystopian environment, zombie game, like whatever, you know, fill in the blank with your imagination.
01:43:37.000 Yeah, that's totally going to be here.
01:43:39.000 Wow.
01:43:40.000 How far away are we from that?
01:43:43.000 So a lot of it depends on kind of company plans where we don't have – people pester us about the technical hooks for things like this.
01:43:51.000 And the people that are doing it themselves, like The Void, they put their own tracking technology on top of it because ours isn't set up publicly in a way that they can do that.
01:43:59.000 So it's a lot of work for people to do it.
01:44:02.000 We will eventually commercialize it so that you can set things up more easily out of the box.
01:44:07.000 I am – But a lot of these then become entrepreneurial business plans of like, okay, who's going to go raise the tens of millions of dollars to set up and do it right?
01:44:16.000 But it's on the cusp of being – it's not a technical problem now.
01:44:20.000 It's not a technical impossibility.
01:44:22.000 No new research really needs to be done.
01:44:24.000 But there's still lots of challenges to work out.
01:44:26.000 So it's more about figuring out if you can get the business plan to close, you can make the technology work.
01:44:32.000 How do you have time to do other things?
01:44:35.000 How did you get involved in grappling?
01:44:37.000 How do you have time to turbocharge Ferraris?
01:44:39.000 Where do you come up with the extra time to do all those other things?
01:44:43.000 So I like to tell people that one of my pitches is you should always get enough sleep.
01:44:48.000 I do not work well.
01:44:49.000 Like I said, I can't work more than 13 hours.
01:44:51.000 If I don't get eight hours of sleep, I also start falling down.
01:44:55.000 But there's a lot of hours left in the week after your eight hours of sleep there.
01:45:00.000 On the martial arts side, it is kind of interesting where I wrestled in junior high and I did sort of Midwest YMCA judo back then.
01:45:08.000 I wasn't any kind of a phenom.
01:45:09.000 I was sort of a second place finisher for most of it, but it was still weird enough that the school geek was pretty good at that type of stuff.
01:45:17.000 I messed up my knees a little bit doing that, and in retrospect, I wish I had pushed on a little bit more with that, where in recent years, I sort of try to challenge the wrestler ethos, the embrace the grind to people, where it's just like discipline is something I was always obsessed,
01:45:33.000 but I could have done with a little more discipline when I was younger, and I probably would have been better off if I had kind of stuck through some of the wrestling side of things.
01:45:44.000 But I got back into it in my 30s where it was kind of something I'm just, again, one of the between projects.
01:45:49.000 Well, what interesting thing do I want to take a look at?
01:45:52.000 And I looked up some of the local judo places.
01:45:55.000 And it was interesting where the place that I wound up was called Becerra Judo.
01:45:59.000 And I had come again from Midwest YMCA Judo, which is just kind of, you know, you go and you learn your moves and it's not that serious.
01:46:07.000 But this was a...
01:46:09.000 You know, he was a Cuban Olympian and it's still judo's mostly kids.
01:46:12.000 You get mostly kind of teenage kids coming in.
01:46:15.000 But I go in there and he's just yelling at the kids and berating them.
01:46:18.000 It's like, get up, grab the gi and all this stuff.
01:46:21.000 Much more serious training environment.
01:46:24.000 But I got in there and it's like, hey, I did wrestling and judo back when I was a teenager, 20 years ago at that point.
01:46:30.000 But I got on the mat, rolled, and I had enough kind of wrestler instinct memories that I'd go down, I'd base out, and then the guy would roll me over and armbar me like three times in a row because early teens, YMCA didn't teach you the armbars or anything.
01:46:45.000 I'm But that was enough.
01:46:47.000 It's like, hey, I was having a good time with that.
01:46:48.000 And so I did what I always do on something.
01:46:50.000 I studied.
01:46:51.000 I went and said, well, okay, let's learn these arm bars and things.
01:46:56.000 And I got the instructionals and the tapes and started working my way back through that and got pretty good at that.
01:47:03.000 And then my wife for Christmas one year got me a year of private lessons with Carlos Machado.
01:47:09.000 Oh, wow.
01:47:10.000 Yeah.
01:47:11.000 Yeah.
01:47:11.000 And that was where it certainly took me up several levels.
01:47:15.000 I was in a situation where I had Armadillo Aerospace, my rocketry company at the time.
01:47:20.000 We had enough space, so I had a whole bunch of mats set out there.
01:47:24.000 And I would work with Carlos and one of the other guys there on Saturdays.
01:47:30.000 He really tuned me up where I had a really good straight arm bar.
01:47:34.000 That was my go-to move for everything.
01:47:36.000 And against most of the judo people, most of them wouldn't know what hit them on that.
01:47:41.000 I would just be able to get that over and over again.
01:47:44.000 And there was a period there where I had...
01:47:47.000 I'd go mix it up at the club on one day, and then I had judo with one of my coaches another day, and then Carlos on Saturday.
01:47:55.000 There was a period there where I was pretty dangerous, although I never did work out proper flow, just the way to just roll effortlessly.
01:48:05.000 I was always a very tense, aggressive grappler.
01:48:10.000 An interesting thing about that where, you know, you know from rolling with any of the really good guys, like rolling with Carlos, it's always happy, fun, he's smiling, and you always think you should be able to do something but just actually can't.
01:48:23.000 But in contrast with that, one time when I went to Japan, I stopped in at the Kodokan, you know, the home of Judo, kind of the ancestral land of Judo.
01:48:31.000 And, you know, it's funny where talking with a friend about that, that also did some judo, where you'd think that that should be like going to the Jedi temple.
01:48:39.000 It should be this majestic thing, but it looks like an old middle school when you go there until you actually get out onto the mats there.
01:48:45.000 But I remember I did some rolling with an old judo guy, you know, gray-haired guy practicing his English with me.
01:48:51.000 And it was shocking how different it was versus rolling with Carlos, where still he was way, way better than me.
01:49:11.000 Yes, they're playing.
01:49:16.000 Yeah.
01:49:16.000 Yeah, jiu-jitsu is very famous for playing.
01:49:19.000 My instructor is his brother, John Druck.
01:49:21.000 Yeah.
01:49:21.000 You said you messed your knees up.
01:49:23.000 How did – what did you do?
01:49:24.000 So, of course, back then I had tweaked my knees in some way where it wasn't bad enough that I had – maybe at the time I should have had surgery, but I did and I had a little – Jiu-jitsu training?
01:49:33.000 No, this was actually back in wrestling and one in judo when I was a teenager.
01:49:37.000 And so that's why I've still got these little stick legs because I could never lift heavy weights because my knees gave me problems.
01:49:44.000 So I wound up with strong upper body and really nothing on the legs.
01:49:48.000 Did you get your knees MRI'd?
01:49:50.000 I never did.
01:49:51.000 Again, this was back in the 80s.
01:49:53.000 How does a guy like you not embrace MRIs?
01:49:55.000 Well, so again, this was the 80s back then.
01:49:56.000 They didn't have MRIs back then?
01:49:57.000 Yeah, they did, but it's like, you know, I was not, you know, it was teenage me back then.
01:50:02.000 And it was like, okay, my knees hurt a little bit.
01:50:05.000 No, so by the time I was in my 30s, they generally felt okay.
01:50:08.000 So that was when I decided I'm going to go back into judo.
01:50:11.000 And it's been alright for quite a while.
01:50:33.000 There was a new kid that came in and I could tell he was probably here because his dad thought he should toughen up a little bit.
01:50:39.000 A very not forceful person.
01:50:42.000 And when he found out who I was, he said, what is someone like you doing here?
01:50:48.000 And it just didn't compute for him that somebody that was a technical, kind of brainy sort of person would appreciate my kind of rolling at a judo club.
01:50:58.000 And And I probably agree with his father that there is a value to getting people into a sense where they felt the physicality of it.
01:51:08.000 They've had to push as hard as they can and maybe not get through and learn that, find the extents of what you can and can't do and what the limits of your body are.
01:51:17.000 And I think that's good for almost everybody to get that at some level.
01:51:20.000 I mean, even if you don't care about the competition and the winning, but kind of knowing what's possible and the different limits there I think is valuable.
01:51:28.000 Yeah.
01:51:28.000 I agree wholeheartedly and I love the fact that you got into it because I would like to encourage so many more people to experience that there's many things going on simultaneously.
01:51:40.000 There's the technical aspects of the various moves.
01:51:42.000 You have to understand the points of leverage and how to get to a superior position.
01:51:47.000 There's also the physical exertion aspect where you're managing your body's resources and you have a finite amount of energy and you can't burn it all out quickly.
01:51:57.000 So there's this sort of management game that you're playing.
01:52:00.000 And then on top of it, it's like you have to be able to be uncomfortable.
01:52:06.000 You have to be able to put yourself in a good state of mind while you're uncomfortable.
01:52:11.000 And so many of those lessons learned from that are applicable to everyday life.
01:52:16.000 And they give you a higher threshold for discomfort, a higher threshold for Pushing through obstacles and understanding boundaries and how to overcome them and how to increase your physical engine, how to strengthen your meat vehicle.
01:52:33.000 Yeah, that whole lesson about sometimes you're the hammer and sometimes you're the nail.
01:52:37.000 And a lot of people do go through much of their life without ever really internalizing that where it's always a participation trophy or whatever.
01:52:46.000 But it's like sometimes you get your ass kicked and you can come back stronger after.
01:52:51.000 Yes.
01:52:51.000 It's good for you.
01:52:52.000 It's actually good for you.
01:52:54.000 And it's an amazing camaraderie, particularly grappling.
01:52:57.000 I found that grappling, the camaraderie, is much nicer than striking.
01:53:02.000 I came from a striking background because the thing about striking, oh, there is a camaraderie, a deep camaraderie with people that you would go and compete with.
01:53:09.000 You're hurting each other.
01:53:11.000 Yeah.
01:53:11.000 Whereas in grappling, you're not really hurting each other the same way.
01:53:15.000 And you can kind of do it full blast.
01:53:16.000 And you appreciate each other because iron truly does sharpen iron.
01:53:20.000 Yeah.
01:53:20.000 I mean, there are so many times I remember just driving back from judo where I just have a big smile on my face just thinking that was really great.
01:53:28.000 Now, it's like the judo club was in a little bit of a sketchier area of town.
01:53:32.000 So my wife was always like, you can never drive your Ferraris to judo practice.
01:53:36.000 Yeah.
01:53:37.000 So, how did you get involved with turbocharging Ferraris?
01:53:41.000 Because that's a no-no in the Ferrari world, right?
01:53:44.000 Yeah, it definitely is.
01:53:45.000 The Porsche world, they sort of always encouraged modifications of the cars, even from the early days.
01:53:50.000 People have hot-rodded Porsches, but when you fuck around with a Ferrari, people get really upset at you.
01:53:56.000 So my path through the cars is interesting, where as a younger kid, I was not a car guy.
01:54:02.000 I had a stepbrother with the Lamborghini posters and all of that, and I just did not care.
01:54:06.000 I was all about computers.
01:54:07.000 I knew what I wanted.
01:54:09.000 I would much rather have a new Apple than I look at a Porsche or something like that.
01:54:15.000 And my first car was this very boring Volkswagen Jetta.
01:54:18.000 It's like, hey, it drives me around.
01:54:20.000 I was just fine.
01:54:21.000 Somebody ran into it, and looking around for the next car, My uncle-in-law or something, I worked on cars and he had an old British MGB in his garage.
01:54:35.000 You're familiar with British sports cars.
01:54:38.000 In many ways, they're just terrible, terrible cars, but I fell in love with it.
01:54:41.000 It was just beautiful.
01:54:44.000 And I started, I had to learn all about cars at that point, because the clutch master cylinder broke the very first day that I had it, and just everything's breaking all the time.
01:54:52.000 And it's a pathetic, weak little engine, but you're like, oh, I can make it a little bit faster by doing some of these different things.
01:54:58.000 And I went through the, like many other things that I've had in my life, I go through sort of this larval learning stage where I start reading the Hot Rod magazines and graduate to Circle Track or something.
01:55:08.000 And again, this is Midwest, you know, Missouri, where I grew up.
01:55:11.000 So I learn all the basic ins and outs of the cars there.
01:55:15.000 And then I go on.
01:55:17.000 I started software and start getting successful.
01:55:19.000 And I do the sort of natural upgrade from an MGB after it gearbox eats itself.
01:55:25.000 I buy a Miata, which is sort of the modern slick version of a British sports car.
01:55:29.000 And that was going along okay for me.
01:55:32.000 I enjoyed it.
01:55:33.000 But almost on a whim one time, I went into the Ferrari dealership in Dallas.
01:55:38.000 And here I am at...
01:55:40.000 So it was like Wolfenstein days.
01:55:42.000 So I guess I was 20 years old or something.
01:55:45.000 And I'm in a t-shirt and ripped jeans.
01:55:48.000 And I walk into the Ferrari dealership and say, kind of, sell me a Ferrari.
01:55:51.000 And they humored me.
01:55:53.000 And I kind of walked around.
01:55:55.000 We looked at the different things.
01:55:56.000 And a lot of the Ferraris at that time in the early 90s...
01:56:01.000 I am, you know, 348s and Mondiales.
01:56:03.000 I didn't really like all that much, but one of the ones in the back garage, they had a Ferrari 328, which is kind of the fancier version of the Magnum PI car from the earlier days.
01:56:14.000 And I thought it was just the most beautiful car.
01:56:16.000 I am, you know, this is, I really wanted to get it.
01:56:19.000 And when I wound up buying it, it was interesting because the salesman gave me a little bit of a talk where he said, you know, if someone in the Corvette pulls up next to you and kind of revs their engine, just kind of hang your hand out the window like you got a thousand horsepower under the hood.
01:56:34.000 And that It didn't sit well with me.
01:56:56.000 I think?
01:57:12.000 They were all basically horrified.
01:57:14.000 Like, you just don't do this to a Ferrari.
01:57:16.000 And like, the only suggestion that came out was, oh, we can put an Italian tubi exhaust on it.
01:57:21.000 And that'll, you know, make it sound better.
01:57:22.000 And maybe it's good for a couple horsepower or something.
01:57:25.000 Those are things that people largely do for the aesthetics, whether it's oral or visual with it.
01:57:31.000 And that's not a big move.
01:57:33.000 And right about that time, John Romero at the office had picked up – there was a copy of Turbo Magazine back in the day.
01:57:40.000 And there was an article about an old replica kind of race car done by a local company in Dallas called Norwood Autosport or Norwood Autocraft.
01:57:51.000 And I thought, well, he's right here.
01:57:52.000 I'll call him up.
01:57:53.000 And so I call him up.
01:57:54.000 I get Bob Norwood on the phone and I start going through my pitch.
01:57:57.000 I've got a 328. I'd like it to be a little faster.
01:58:00.000 What do you think we can...
01:58:01.000 And before I could even finish, he said, we'll put a turbo on it.
01:58:03.000 Like, yeah, now we're talking.
01:58:06.000 And that was the beginning of kind of all the science project experiments.
01:58:11.000 What does a 328 have standard horsepower?
01:58:14.000 I think in the best, probably the European trim, it was probably around 300 horsepower.
01:58:19.000 And what did you get it up to with the turbocharger?
01:58:21.000 So we went through a number of steps of this.
01:58:23.000 And this is all swapping out all the computer electronics, different turbos.
01:58:28.000 And eventually I melted the engine in it when it was at, like, 500 or so.
01:58:34.000 I went through a long history of melting many pistons in the different cars.
01:58:39.000 But that wound up being this decade-long set of interesting experiments there.
01:58:44.000 That was my gateway drug into working on this.
01:58:47.000 And we're like, okay, we've made all this power in this system.
01:58:51.000 We know it's kind of at the limits of a lot of things in the chassis.
01:58:54.000 After we melted the engine there, we tuned it back down a little bit.
01:58:57.000 That's the way so many engineering things wind up going.
01:58:59.000 You go it until it breaks, then you dial it back a little bit and you stay there.
01:59:03.000 It must have been radically fast for a 328. It's very light, right?
01:59:07.000 Yes.
01:59:07.000 What is the curb weight?
01:59:09.000 Well, it's not super light.
01:59:10.000 I think it was like 3200 pounds.
01:59:12.000 But yeah, you could really feel it rear back when you went into it.
01:59:16.000 And at high speed, it's a little bit darty if you start getting up in 150 plus miles an hour for that.
01:59:22.000 Fairly narrow tires.
01:59:22.000 So we thought, well, what's the next level?
01:59:24.000 Where do we go from here?
01:59:25.000 So he had done a twin-turbo job on a Testarossa before, which is a much wider car.
01:59:32.000 Stock, they would go 180, 190 miles an hour with a normal Ferrari trim.
01:59:37.000 And it was a bigger 5-liter flat 12, so there's a lot more possibility for doing things there.
01:59:43.000 So I got a Testarossa.
01:59:46.000 And we said, all right, we're going to do the twin-turbo job with intercoolers, with the new engine management systems.
01:59:53.000 And we went through this long string of upgrades through this, which generally was like, okay, we melted the pistons, we broke the input shaft all these times.
02:00:03.000 But at its top form, in peak, I still have the dyno sheet for it.
02:00:07.000 It was like 1,009 horsepower at the rear wheels.
02:00:10.000 None of this crank horsepower talk.
02:00:12.000 This was over 1,000 horsepower at the rear wheels.
02:00:16.000 Amazing.
02:00:16.000 That sounds ridiculous.
02:00:18.000 What is standard horsepower with those?
02:00:20.000 It was like 380 or something.
02:00:22.000 Oh my God.
02:00:23.000 So it was a huge, huge difference.
02:00:25.000 And you had all these things like, you know, it couldn't launch like a dragster.
02:00:28.000 Ferrari gear shifts are really gears in a blender sort of thing.
02:00:32.000 And you've got a dog leg first.
02:00:33.000 So it would not do a really fast zero to 60. But if you were on the highway and you could just downshift to fourth, you could go from 50 to 150 faster than anybody's business.
02:00:45.000 It was with that much horsepower and...
02:00:47.000 I would run down super bikes.
02:00:49.000 It would just be faster than anybody.
02:00:52.000 It was shockingly fast.
02:00:53.000 How did it handle?
02:00:55.000 Really pretty well.
02:00:56.000 So we had bigger tires, some stiffer suspension on it.
02:00:59.000 It was not designed to be a super track car.
02:01:02.000 I had taken all of my Ferraris to the tracks, but I had no pretensions about being any kind of an SCCA champion or anything.
02:01:08.000 But I could move them around the tracks reasonably well.
02:01:11.000 But the main thing about this was this just ungodly amount of power.
02:01:15.000 It was this see Jesus effect when somebody takes a ride in it.
02:01:20.000 You're like, okay, we're going.
02:01:21.000 You ready for this?
02:01:22.000 And you have enough space.
02:01:23.000 And for all of those years at id Software, our building was positioned off of this.
02:01:29.000 We had this long highway access road that led down to it.
02:01:32.000 And I mostly, more often than not, I was working kind of night owl hours.
02:01:36.000 And this car was so loud and kind of obnoxious in retrospect.
02:01:41.000 But I am...
02:01:42.000 I had this personal drag strip basically every day when I would go there, and everybody in the building could tell.
02:01:47.000 It's like, oh, John's coming, which was sort of the signal.
02:01:49.000 Better get to work and look busy by the time he gets up here.
02:01:53.000 But it was, especially in the early days before we got some traction control dialed in, it could get really squirrely just because when the boost would come up fast enough on there, it would tend to throw the car a little bit sideways, and I'm happy that I can look back and say I never spun a car on one of the big cars on the streets.
02:02:11.000 I did spin my little MGB when I was learning how to drive as a teenager, but I never did that with the big Ferraris on public roads, although there was one time at the Motorsports Ranch when I pitched my F50 through the infield, just spinning it around over and over, and we're like, well, there's the world's most expensive lawnmower.
02:02:29.000 Now, what did you do with those cars?
02:02:32.000 So the first one, the 328, I gave away for the Red Annihilation Tournament.
02:02:37.000 So that was – Thresh won that one.
02:02:39.000 Does he still have that, do you think?
02:02:40.000 So no, he wound up – there were some pictures of that going around recently where it was a little bit weird, sketchy, because it was a turbocharged.
02:02:49.000 It really wasn't technically legal in Dallas most of the time.
02:02:53.000 We would make it legal sometimes, but much of the time it probably wouldn't have passed an emissions test and it really wouldn't have passed a California emissions test.
02:03:01.000 So he wound up using it as he had it sort of in the lobby of his company for a while as kind of a conversation piece.
02:03:09.000 Yeah.
02:03:09.000 He did, I think, eventually wound up selling it.
02:03:11.000 I think I got a message from someone last year that still had it, so it's still functional at this point, which is saying something because it had an early, almost one-off Haltech engine control system that probably no one can do anything to right now, and you'd probably have to completely replace it if something went wrong with it.
02:03:28.000 The Testarossa, we eventually detuned it a little bit down to 600 or 700 horsepower or something, and somebody bought it from me.
02:03:37.000 And I felt he might have been buying more car than he should have at that point.
02:03:43.000 Well, because it's going to break again.
02:03:45.000 It's going to have problems.
02:03:47.000 You know, he wanted it and I think that he got some great satisfaction out of it.
02:03:51.000 But I know it broke again on him later and I think he had to get rid of it.
02:03:56.000 You know, after that, then I had a Ferrari F40, which is a beautiful, beautiful car.
02:04:01.000 And that was the only car that I didn't really modify.
02:04:04.000 I am...
02:04:05.000 All we did was turn the wastegate and lock that off.
02:04:08.000 So it was making all basically race trim F40 there.
02:04:11.000 And the F40 is an interesting car in that it has...
02:04:13.000 In those early days, the turbos weren't nearly what they are right now.
02:04:18.000 It was a small engine, 2.8 liter, because it was specced for racing.
02:04:21.000 It really was sort of a race car.
02:04:23.000 And if you didn't wring its neck, it was a pretty slow car.
02:04:26.000 If you just like idled it off, it felt like a Honda Civic.
02:04:29.000 It was terrible at the low end.
02:04:31.000 You had to really rev it up and slip the clutch out, get it up on boost.
02:04:36.000 But it was a great car because it was like this amazing race car that you're driving around on the road.
02:04:42.000 That was still where it didn't even have internal door handles.
02:04:44.000 It had a little pull cord inside there, which led to the point where there was one time I was getting it valet parked, and you could tell the valet that had to go get the car for me is like, this is, okay, highlight of the week.
02:04:55.000 He gets to go drive a Ferrari F40, and he pulls it up, and he can't figure out how to open the door.
02:05:00.000 So all of his friends, you know, everyone else working with him are just kind of looking at him, and I had to come over and tell him how to get it out.
02:05:06.000 So that went from the highlight to like the worst day of his time there.
02:05:11.000 Wow.
02:05:11.000 Do you still do that?
02:05:13.000 Do you still have cars like that?
02:05:14.000 So, no.
02:05:15.000 Right now, I am all about the Tesla, where I have a P100D, and I think it's the best car I've ever owned by far.
02:05:22.000 So I've gone through all of these hyper-exotics, and I love my Tesla.
02:05:26.000 I have the same, and it's as fast as anything.
02:05:29.000 It's the fastest car I've ever driven in my life.
02:05:31.000 So, compared to my supercars there, the Tesla is much quicker off the start, which...
02:05:57.000 Stunning.
02:06:20.000 It's amazing.
02:06:26.000 Well, the stunning acceleration is so confusing to people.
02:06:32.000 My wife hates it.
02:06:33.000 I've had people in my car and I go, you ready for this?
02:06:36.000 And I stomp the gas and then just go, Jesus!
02:06:39.000 Yeah.
02:06:39.000 Because it doesn't seem real.
02:06:41.000 It doesn't seem like a car that looks like a nice four-door sedan should be able to do that.
02:06:47.000 Yeah.
02:06:47.000 So that launch is definitely really something, but I am compared to, like, if you're already moving, the old Testarossa with 1,000 horsepower was a very different beast, where that Jesus sense that you get at the very beginning, it's that magnified, extended for quite a while as you're running up through 150 miles an hour or so.
02:07:07.000 But yeah, I'm signed up for the next Roadster.
02:07:11.000 When is that supposed to come out?
02:07:12.000 So...
02:07:14.000 You know, I wouldn't put too much, you know, they'll probably slip.
02:07:17.000 You know, Tesla is like, you know, like game companies and so much of the other stuff.
02:07:22.000 I think they were saying it might be, I don't want to mistake, we should probably look it up here, but I'm on the list, it's going to get here as soon as it can, and I want the rocket boost edition also with the extra compressed gas tanks.
02:07:32.000 Yeah, what is that going to do?
02:07:34.000 What does that extra rocket boost thing do?
02:07:35.000 So the idea is that cars with this much power are completely traction limited, especially at launch where you have no aerodynamic forces.
02:07:43.000 So you could have infinite horsepower and you're not going to get off the line to 30 miles an hour any faster than what the P100 will do given these same amount of tires.
02:07:54.000 So there's a few things that you could do with that.
02:07:56.000 You can be like a rocket.
02:07:57.000 You can throw something out the back so you need no traction at all.
02:08:00.000 Rockets don't require traction.
02:08:03.000 They don't require air.
02:08:04.000 They can work in space.
02:08:05.000 So most rockets, of course, have all sorts of propellants you really don't generally want to be around that are either cryogenic or toxic or generally problematic.
02:08:15.000 But the idea here is that For SpaceX, they've developed a lot of these really cutting-edge, state-of-the-art compressed gas tanks, which are the same types of things you use for compressed gas vehicle tanks, except much higher, much more mass efficient.
02:08:29.000 So the idea is you just fill them with air, pump them up, and it's like an enormous balloon.
02:08:33.000 You know, you let go of the balloon, it flies around the room.
02:08:36.000 Well, when you've got 10,000 psi of air in, you put a rocket nozzle on it, and essentially you just open the valve.
02:08:43.000 And it can push you forward with an almost arbitrary amount of thrust.
02:08:47.000 The amount of thrust is only determined by how big the throat of the rocket nozzle is, which means that sometimes you see these industrial accidents where if like the end of a compressed gas tank falls off, so it's got a hole like this big and all of the gas is coming out of there.
02:09:01.000 It all blows out in a very short amount of time, but that can launch those bottles really high into the air through walls.
02:09:08.000 It's limited only by how big of an outlet you want to get it.
02:09:11.000 I don't know what they're speccing this as for how much they can do, but there's an interesting thing about that where you can have it just throw the thrust completely horizontally, but I suspect it would be slightly better if they angle it up a little bit so you get a little bit of downforce.
02:09:25.000 So you can both steer better.
02:09:27.000 But in the early things, especially on the Roadster, you've got more torque available from the electric motor than you have traction.
02:09:33.000 So you would wind up with net best acceleration by a little bit of downforce.
02:09:37.000 So the engine can actually throw all of its power at it from the electric motor.
02:09:42.000 And then all the rest of it is horizontal thrust.
02:09:44.000 Now, ideally, of course, you would gimbal it and then you could start moving it around and vary your downforce and thrust.
02:09:49.000 And you could take this all the way where you put them on all four corners and you could bunny hop your car.
02:09:56.000 That's not spec for the current vehicle, but you could take that exact same system, put more of them on there, and you could control that.
02:10:03.000 All the work that I was doing in rocketry started out with these computer-controlled rocket vehicles that would use the rockets and steer them under control, and they could sit up there and hover.
02:10:13.000 Kind of right in front of you, move around, translate, and land.
02:10:15.000 And you could totally do that on a car.
02:10:17.000 You wouldn't be able to do it for very long, but the idea of being able to make sort of a Batmobile leap or something to be able to get away, get over something, that is plausible and would be interesting to do.
02:10:29.000 Wow.
02:10:29.000 How far do you think you could travel?
02:10:31.000 So it totally depends on how much propellant.
02:10:33.000 In this case, cold gas doesn't give you very much.
02:10:36.000 So no, it would not be flying car.
02:10:38.000 But that's why I'm saying you could make a hopping car.
02:10:40.000 You could make something that takes a leap, has enough propellant to be able to do a steady descent.
02:10:44.000 So it's an impulse up, and then it decelerates so you're not wrecking and lets the suspension take the rest of it at the end.
02:10:51.000 And somebody should do that.
02:10:52.000 That's something that the world should be able to see that happening.
02:10:55.000 So similar to what they're doing currently with jetpacks where they have a very short window of time where they can apply the thrusters.
02:11:19.000 The great thing about that is it's one liquid, monopropellant as opposed to bipropellant, where you need liquid oxygen and kerosene.
02:11:25.000 So it's just one liquid, and essentially you just spray it through this special mesh of catalyst, and it decomposes to really hot steam and lots of it.
02:11:34.000 So it's the easiest rocket in the world to make.
02:11:36.000 Maintaining the catalyst is a problem, but fundamentally you need a tank pressurized up and a valve that opens to kind of go through that.
02:11:43.000 So they would make these things where they would have a couple nozzles and they could slowly open the throttle and let them up and you'd see the people kind of hovering around.
02:11:52.000 And what's important about this is that is completely unstable.
02:11:56.000 There is no sense of kind of stability that you get, even on a helicopter, which is very unstable.
02:12:02.000 You still have a big spinning mass and it's got some directional stability.
02:12:05.000 If you're flying on rocket thrust alone, you can flip end over end trivially.
02:12:10.000 So the people that did these, they were like stuntmen people that were used to doing this, and still almost everybody wound up breaking legs, having problems like this, because they could only last for about 30 seconds, usually about 20 seconds.
02:12:24.000 You have this backpack full of, maybe you're carrying 50, 60 pounds of propellant, and all that gets you is 20 seconds of flight time.
02:12:32.000 So they would plan out all of these things.
02:12:34.000 It's like, all right, we're going to fly into the Olympic Stadium or whatever as this very short...
02:12:38.000 It's an arc from here coming down to here because you just do not have much time to loiter around and try to fix things.
02:12:44.000 What makes the modern jetpacks that people are working on so much better than that is the way a jet works is instead of like a rocket where everything that it's throwing out the nozzle is stored in a tank, jets work by using the air as for oxygen, which is the bulk of what you wind up consuming.
02:13:01.000 We're good to go.
02:13:22.000 We're good to go.
02:13:41.000 There was one time we were flying at an Oklahoma airfield and we had this, you know, kind of good old boy reporter coming out there and we flew this rocket through this trajectory.
02:13:50.000 It was for the Lunar Lander Challenge.
02:13:52.000 It was like, well, there's something you don't see every day.
02:13:56.000 And it was this very shocking thing about this giant 2,000 pound rocket just kind of picking up and moving over.
02:14:05.000 I think we're good to go.
02:14:26.000 And you could do that with the rocket engines or the jet engines or something like that, and they could be doing movie-style Iron Man stuff as soon as you're willing to let the computer trust that it's going to do the right thing.
02:14:37.000 But that's the key difference where we were able to make amazing progress for what we were doing because we were willing to build and destroy a couple vehicles a year, and I was very proud of that for a long time.
02:14:50.000 At least eight or nine years, we built and destroyed two rocket vehicles each year.
02:14:54.000 We learned something, built another one, and, you know, threw it away.
02:14:57.000 And these were, you know, fairly expensive.
02:14:59.000 They would cost us, you know, later ones in the, you know, hundred-something thousand dollars, and you have to know that you're building it.
02:15:05.000 It's going to turn into a smoking pile of wreckage at some point.
02:15:09.000 You know, the vehicle will be expended in the learning process.
02:15:12.000 But what's made the drones so much better is all of these people that do these university teams doing control dynamics, they have a closet full of drone wreckage because the drones are so amazingly cheap that you just have these commoditized parts.
02:15:26.000 You put them together.
02:15:27.000 They try something.
02:15:27.000 We crashed another drone, tossed it in the closet, grabbed another one out.
02:15:31.000 And that's a real lesson about pace of the acceleration that you can get by reducing the time to experiment.
02:15:39.000 Are you done with the rocket world?
02:15:41.000 So I used to think about it a lot more, even after I was kind of out of it, where getting out of rockets, my wife is wiser than I am in many ways, where she had put a kind of a limit.
02:15:54.000 We had, this is John's crazy rocket money, and you are not going to bankrupt the family by pursuing rocket dreams.
02:16:03.000 And I was doing it part-time, and eventually we got to the point where We had one year where we had an operating profit for a little aerospace company we were working for.
02:16:13.000 We were doing some NASA and Air Force and Rocket Racing League.
02:16:17.000 That was great.
02:16:18.000 These manned rocket planes we built that they got to fly around and have some racing with.
02:16:22.000 Some stuff that I was very proud of, but I am...
02:16:25.000 We reached a point where there's this trap that a lot of companies like that can get into, and I saw a number of them in it, where you go into this thinking that we're going to change the world, we're going to do this massive thing, we want to colonize space, all of this, but you get stuck in this area where, all right,
02:16:41.000 there are opportunities for us.
02:16:42.000 We can get government contracts to do various work.
02:16:46.000 There's work we can do for NASA and Department of Defense.
02:16:49.000 And you tell yourself that, well, we'll do this and we'll be using their money to fund the real dream of the rocket ships that we want to build.
02:16:56.000 But I've never seen it work out like that.
02:16:59.000 You wind up kind of stuck in this drip feed of you can get a few new contracts and you can keep the lights on.
02:17:06.000 And the government does this really largely intentionally where they say it's good for the United States to have...
02:17:12.000 Some level of grassroots aerospace companies, these small technology companies.
02:17:16.000 It actually covers a whole bunch of material science and lots of different things.
02:17:19.000 It's good to have these small companies exist.
02:17:22.000 So the government doles out this drip feed of contracts where you can keep your researchers and engineers kind of working, putting some things together.
02:17:31.000 And it was a fork in the road there.
02:17:33.000 We could have gone down that path, but decided that, no, we were going to try one more year.
02:17:39.000 I'll put the money into it.
02:17:40.000 We're going to go for it.
02:17:41.000 It's like suborbital or bust.
02:17:43.000 I'm getting the 100-kilometer reusable vehicles.
02:17:47.000 And we didn't quite make it.
02:17:49.000 We got to 92 kilometers.
02:17:51.000 And out in space, some lovely pictures of the flare of the sun and I think we're good to go.
02:18:17.000 But one of my biggest lessons from that is I don't think I can do a proper job splitting my focus part-time between different things because I was still full-on on id Software and doing the gaming.
02:18:29.000 I was like 40 hours at id and 20 hours at Armadillo.
02:18:33.000 I just wasn't able to give it the focus that it needed.
02:18:37.000 I don't know how Elon can have five companies that he's involved in to some degree.
02:18:42.000 I think that me personally, I need to have some level of focus.
02:18:46.000 So I was saying if I go back into it, I want to do it full time.
02:18:49.000 I have my crazy ideas for things that I'd like to try in rocketry.
02:18:55.000 But largely, I think SpaceX is doing an amazing job.
02:18:59.000 It is, again, things sneak up on people.
02:19:02.000 They don't notice the world changing around them.
02:19:04.000 But this was the science fiction future that we wanted in the 50s and 60s.
02:19:09.000 We have a billionaire that's gone out and built the world's best rocket ship that wants to go to Mars.
02:19:14.000 I think we're good to go.
02:19:32.000 So I think SpaceX is doing a great job.
02:19:35.000 Elon invited me by and he actually had me sit in in one of their engineering meetings and I'm just throwing out random ideas to the people there.
02:19:43.000 I know they'd be happy to have me working with them in some way, but I'd be just another principal engineer in some way.
02:19:51.000 I'm much more interested in being the crazy plan C in some way.
02:19:55.000 And if I thought there really needed to be a crazy plan C, I have my ideas for Scary mixed monopropellant rockets that might be super cheap in some ways, might blow up horribly.
02:20:07.000 But it turns out that there are now a number of companies.
02:20:10.000 It's shocking now that there's another company like Rocket Lab that's been successfully launching things into orbit.
02:20:15.000 And we almost haven't noticed and remarked about it, where this is something that, again, prior to SpaceX, space launch was the domain of a half dozen national governments.
02:20:26.000 And now we have a few small companies.
02:20:29.000 SpaceX isn't small anymore, but we have a few companies that have just gone and done that.
02:20:33.000 And that's pretty great.
02:20:35.000 So I am tempted to go back in.
02:20:38.000 I have ideas that I'd like to try, but I think it's in good enough hands right now.
02:20:44.000 But it's always a possibility in the future.
02:20:47.000 What is Jeff Bezos' company trying to do?
02:20:50.000 They're emulating SpaceX in some sort of a way, right?
02:20:52.000 So yeah, Blue Origin was – like all three of these have origins back in similar periods of time.
02:21:00.000 Like at the very start of Armadillo when we had just our very crudest things, Elon and one of his first guys came down, visited us in Dallas and we talked about rockets and everything.
02:21:09.000 Then Bezos came in somewhat later, initially very, very secretive.
02:21:14.000 And also very conservative where in their logo they've got a turtle basically and it was more or less saying we're going to take our time and do this.
02:21:23.000 And I did always think that was the wrong direction where that's a real hazard where you have a billionaire backer that says take your time.
02:21:32.000 Unlike SpaceX where SpaceX was burning through all of Elon's money, Elon had A large fraction of his fortune invested in this and he was down to the last point where they blew up three rockets.
02:21:45.000 It's like this one's got to make it or they're just not going to be able to get by.
02:21:49.000 That's a very, very different work environment than, hey, we've got a blank check.
02:21:55.000 We can take our time.
02:21:56.000 We can do all of this.
02:21:58.000 And I know every time something goes wrong for SpaceX, every time, you know, they have an explosion or a landing failure, so many people are ready to jump on them, but that's what's allowed them to make these really truly remarkable advances.
02:22:11.000 So the turtle approach is just not conducive to rocket.
02:22:14.000 So they've cranked it up more recently.
02:22:17.000 They've gotten serious about building full-scale stuff.
02:22:19.000 So they sort of built the suborbital vehicle that I was on track to build.
02:22:23.000 It goes up to 100 kilometers, talk about space tourism, carry people up.
02:22:28.000 I do the little ride.
02:22:29.000 Have you ever taken one of the zero-g airplane rides?
02:22:31.000 No.
02:22:32.000 You should.
02:22:32.000 It's interesting.
02:22:33.000 This would be the – you go do that and you get these little kind of parabolas of 20 seconds or so of weightlessness where you can float around or you can get simulated Martian or lunar gravity.
02:22:45.000 The idea of the suborbital space tourism would be that you go up there to 100 kilometers and plummet down and you've got about five minutes of zero gravity floating around with space outside and And that's the idea that that would be this remarkable experience.
02:23:01.000 And we had a bunch of companies that were sort of targeting this as the direction that there's not much market for small satellite, these tiny microsat payloads.
02:23:11.000 How do you close the business?
02:23:12.000 The pitch was always that, well, if we have this reliable, people want to do this.
02:23:17.000 We would call them like self-loading carbon payloads.
02:23:19.000 People will want to go in.
02:23:21.000 I think?
02:23:43.000 All of these little scrappy companies that didn't necessarily have much business know-how or things like $100,000 sounds about right for the price for a sub-world tourism.
02:23:52.000 It's a nice round number.
02:23:53.000 But Virgin came in, Richard Branson and all, it's like, the price is $200,000.
02:23:58.000 And everybody still signed up with him.
02:24:23.000 That's tangenting off here again, but that's another one of the life lessons where I used to be known about the catch line, it'll be done when it's done.
02:24:30.000 When will Doom ship?
02:24:32.000 When it's done.
02:24:33.000 When will Quake ship?
02:24:33.000 When it's done.
02:24:35.000 And it felt good saying that in terms of That was sort of being rebellious about we don't have any publisher that's going to force us to be out in time for their quarterly earnings.
02:24:44.000 We're going to make sure we ship the game when it's actually done.
02:24:48.000 But the aspects of seeing with a little bit more perspective now, it's like if you're talking slipping a quarter, slipping six months, yeah, great.
02:24:56.000 That's definitely fine.
02:24:57.000 But when you're talking about slipping years, when years go by, the world changes around you in a way that Being a kind of totalitarian about it'll only ship when it's done, I largely recant from that now, where with a little bit more perspective,
02:25:13.000 time has a physicality that you may not appreciate.
02:25:16.000 And I have the two big reads on that.
02:25:18.000 I am seeing some of, like, Virgin Galactic.
02:25:21.000 They're never going to make that money back.
02:25:22.000 They're looking into satellite launch for things now.
02:25:24.000 But even the last big game that I worked on at Eid, which was Rage, I'm We spent six years on that game.
02:25:32.000 And we went into that.
02:25:35.000 It was using flashy new technology, which there's some other life lessons about that.
02:25:40.000 But we had an E3 where we were game of show at E3. You know, we kept on.
02:25:46.000 It didn't quite ship.
02:25:47.000 And by the time it got out, the world had changed around us.
02:25:50.000 You know, the technology decisions that were made for some earlier systems weren't necessarily the right thing for the very latest ones.
02:25:57.000 We now had Call of Duty and Battlefield coming out as these joggernauts that we were competing with.
02:26:02.000 And I look back as one of those real decisions, I think we should have done whatever it would have taken to ship that two years earlier, be less ambitious with some of the technologies, and get it out earlier.
02:26:14.000 And I can even make reasonable cases for going back to the earliest games like Quake, where Quake was the first really traumatic game to ship internally, where we're still only talking like two-year developments, but at the time it felt really long, and we had a All sorts of internal strife for things because we were trying to do so many things.
02:26:33.000 It was, you know, six degree of freedom rendering, modding, internet-based game servers, you know, three to six models, and it was a lot of stuff.
02:26:44.000 And I later looked back and said, you know, we could have done half of those things in a Super Doom and shipped it earlier and then done the other half even better on a game coming in later.
02:26:54.000 And I still roll that over in my mind sometimes where I love Quake and I love Doom.
02:27:00.000 I think all of those were...
02:27:01.000 Doom, I think, was the optimal game to ship at the optimal time.
02:27:05.000 Quake was challenging and painful enough that maybe we could have done some things slightly better there.
02:27:12.000 Popping a couple off the stack there, too.
02:27:14.000 Back to Blue Origin.
02:27:16.000 I think they spent a lot more time than they needed to in that kind of turtle mode, but now they're building big, serious things.
02:27:23.000 I think they've probably abandoned the space tourism stuff.
02:27:26.000 They flew their thing.
02:27:27.000 It's like it looks good enough that some people could get in, but right now it's interesting when you go from the game of $200,000 self-loading carbon payloads to billion-dollar NASA contracts, and it drives your engineering in different ways.
02:27:42.000 So I think they're now saying we don't want SpaceX to run off and take it all for themselves, and they're scrambling a little bit to bring their architectures to bear there.
02:27:51.000 Well, that's got to be beneficial to everybody, right?
02:27:53.000 To have all these billion-dollar companies, particularly Bezos with his unlimited bank account, competing.
02:27:59.000 And for all of us to watch these commercial space ventures take place, it's really, really interesting.
02:28:07.000 So I do think that space is one of those things that you can make all the hard analytic arguments about, okay, we've got communication satellites and all the stuff that Elon is doing with the low-altitude satellite communication networks.
02:28:22.000 These are big, important things that may be incredibly valuable.
02:28:27.000 All of us that have done this at that level do really believe deeply at some level that we do want humanity to not be tied to the Earth.
02:28:36.000 We want to be a multi-planet or at least space habitat species where there's this sense that the world is discretized now.
02:28:46.000 When you have GPS, and it's kind of a weird thing, when you can look at GPS with the numbers read out to all of this and say, you are exactly here within a meter.
02:28:55.000 You can map the whole world and lay a texture over it.
02:28:58.000 In some ways, it squeezed some of the magic out of the world.
02:29:01.000 The lost city of El Dorado is probably not hiding in some place that has just had canopy cover for all of this because we could turn it into a grid and walk through all of it if we need to.
02:29:11.000 And it leads some people to a more fatalistic attitude than they should have about the limits of growth, the limits of resources that, you know, we need to dial back our ambitions because the world is only so big and there's too many people in it.
02:29:25.000 And I think they're wrong even on the single Earth case, that there are so many resources here that people do not even appreciate.
02:29:31.000 But I think once you step outside of the Earth and once you do have people on the Moon and Mars and that are doing things there, I think?
02:29:58.000 You get on the next transport there.
02:30:00.000 And this is the good old-fashioned future of sort of the 50s and 60s, the Robert Heinlein science fiction world of the future, you know, the strong-jawed engineers building the spacefaring world.
02:30:12.000 And I realize I'm conscious of the fact that I have a foot in both camps here where, you know, I'm building VR, which is kind of the stuck in the matrix sort of thing, the dystopian modern science fiction future.
02:30:24.000 But a large part of me does still kind of hanker for this old sense of like, no, the possibilities are unlimited.
02:30:30.000 Technology will save us.
02:30:32.000 We can get there.
02:30:33.000 It's a matter of engineering.
02:30:34.000 We can build what we want.
02:30:36.000 We've never been in a better position before.
02:30:38.000 There are smarter people in the world today than there ever have been.
02:30:42.000 It's unlimited.
02:30:44.000 It's not this limited world that we're stuck in.
02:30:47.000 We can colonize Mars.
02:30:48.000 We can colonize the moon.
02:30:50.000 We can make space stations.
02:30:52.000 The fact that we now have idealistic billionaires building this, that we don't have to go ahead and necessarily wrangle the votes in Ohio for the NASA station in Houston or whatever, I think it's a fantastic thing.
02:31:05.000 I agree.
02:31:06.000 Do you have a long-term vision in terms of what you're trying to do with virtual reality and Oculus?
02:31:13.000 So I do and it's something that some people read this the wrong way and react incorrectly to it where I've said that my pitch for VR is that the promise of VR is it's to make the world as you want it where people do not have It is not possible on earth to be able to give everybody all that they would want.
02:31:36.000 Not everybody can have Richard Branson's private island.
02:31:39.000 There's just not enough islands in the world to give them to people.
02:31:42.000 But even on a much more mundane level, not everyone can have a mansion of a house.
02:31:47.000 Not everyone can even necessarily have a home theater room.
02:31:51.000 And these are things that we can simulate to some degree in virtual reality.
02:32:13.000 But most of the people in the world aren't in that position.
02:32:16.000 Most of the people in the world live in relatively clamped quarters that are not what they would choose to be if they had unlimited resources.
02:32:23.000 And the technology curves for these things are – this is $400 now.
02:32:28.000 We have an earlier one that's $200 that's less capable.
02:32:31.000 But these follow the cell phone price curves in many ways.
02:32:35.000 We have $25 cell phones in India now that are smartphones that do a lot of these things.
02:32:41.000 The technology curve, Moore's Law may be crapping out in terms of absolute performance, but we've still got a lot of price performance that we can drive out of these things, and we can have virtual reality devices that can get cheap enough that lots and lots of people will be able to have these,
02:32:57.000 and we can make better and better software, and it can be a better world in many ways.
02:33:02.000 Now, people – everybody points towards – like there's this piece of art that goes around the internet of this sort of dystopian kid in the corner drooling with glass goggles on with rainbow pictures on them, and it's a terrible-looking place.
02:33:15.000 And people say it's like, oh, this is the world you're trying to build.
02:33:18.000 People plugged into virtual reality that ignore the world around them.
02:33:22.000 And of course, the first rejoinder to that is, well, is his life really better if he takes them off and he's in this horrible place there?
02:33:28.000 But more concretely, like, I just came from, in Dallas, it's 100 degrees this week there.
02:33:35.000 We change the world around us in all that we do.
02:33:37.000 We live in air conditioning, and people nowadays don't generally go, oh, you're not experiencing the world around you because of your air conditioning.
02:33:44.000 You should be out there really experiencing the world.
02:33:47.000 No, that is what human beings do is we, you know, we bend the world to our will.
02:33:52.000 And I think that a virtual reality that lets people do things that would not be possible in the world, or it comes down to it, not economical.
02:34:00.000 And a lot of people react negatively to any talk about economics, but it is resource allocation.
02:34:06.000 I am, you know, you have to make decisions about where things go.
02:34:10.000 And I think that economically, we can deliver more value to a lot of people in this virtual sense.
02:34:17.000 We're at the very earliest stage of it right now with the experiences that we have and the things you can do and how long you want to keep it on.
02:34:23.000 But there is a path to this comfortable thing that you can wear for hours at a time.
02:34:28.000 Maybe you spend your entire workday working in it.
02:34:31.000 Maybe your time after coming home is putting it on.
02:34:33.000 Right now, you can watch TV with someone else in virtual reality, which is this mundane thing, but you can have your sister or somebody that's across the country, and you can meet in a virtual space, look over and see each other.
02:34:48.000 And, you know, watch something on TV. Like, all activities that do not require an actual tactile physical thing can eventually be subsumed in this, where there are a lot of things that do require the tactile stuff.
02:35:00.000 You're not going to be replacing food with virtual reality anytime soon.
02:35:04.000 But a surprising amount of things that people value are these largely audiovisual things.
02:35:09.000 It's the decoration.
02:35:10.000 The museum that you walk through, you're not fondling the individual things there.
02:35:14.000 You're experiencing things in a way that could, with a good enough virtual reality experience, be replicated there without the travel, without the lines, without the crowds.
02:35:23.000 You could have it private to yourself.
02:35:25.000 And there's so many things like this.
02:35:27.000 It's not everything.
02:35:28.000 It's two of your senses simulated fairly well.
02:35:31.000 But we can do an enormous amount with this.
02:35:36.000 Internally, I'm almost a broken record in the company.
02:35:38.000 Most people are tired of hearing me harp about this, but it's all about user value.
02:35:42.000 What I care about building things.
02:35:44.000 As an engineer, the whole point is to bring value to the world.
02:35:48.000 And I think that virtual reality can bring a lot of value.
02:35:52.000 Not there yet.
02:35:52.000 We're in very early days of there are certain niches of people today that can get a great value out of this.
02:35:58.000 I don't pretend that this is something that everyone in the world can benefit from today, but we're inching our way up towards that.
02:36:05.000 And that's how the world gets better, is by building technologies and distributing to the people so that they have something better than they would have had if that didn't exist.
02:36:14.000 John Carmack, thank you for being you.
02:36:16.000 Thank you.
02:36:17.000 And thank you for everything you've done.
02:36:18.000 Thanks for being here.
02:36:19.000 It's an honor.
02:36:20.000 I'm glad we finally got to do it.
02:36:21.000 And I really appreciate you.
02:36:22.000 All right.
02:36:23.000 Great being here.
02:36:23.000 Thanks.
02:36:23.000 Thank you.
02:36:24.000 Bye, everybody.