Carmack&#x27;s critiques are interesting for what they don&#x27;t say. There&#x27;s very little about how VR interacts with the gameplay.
VR doesn&#x27;t seem to have been exploited much in these first person shooters.  They seem to have standard game mechanics.<p>One could have a VR game where you&#x27;re being followed, and have to keep looking behind you to try to spot your tails. But when you look back, your tails notice if you;re too obvious or look too long, and take evasive action or swap with a different tail. None of the mentioned games seem to tie where you look with game mechanics like that.<p>The detailed discussions of aliasing vs stereo vision would apply to any 3D display.  Any artifact that&#x27;s different for each eye is really annoying.  Also, why did someone release a 30FPS VR anything?  There are arguments over minimal acceptable frame rate in VR, but the numbers are around 100FPS and this is well known.<p>Menus in VR suck. No surprise there. It probably would have been better to ship the thing with a game controller, so the user could use the controls without looking at them.<p>Carmack seems to like a dark world.  Grey borders good, white clouds bad. Whether that&#x27;s his Doom bias or a problem with the Oculus Rift isn&#x27;t clear.  In GTA V, you can climb a mountain and see the whole game world, clouds and all.  That should look good in VR.  If it doesn&#x27;t, the current headgear has a problem.