The ACM SIGGRAPH blog covers computer graphics research, animation, visual effects, and emerging technologies.
HN commenters link it for background on graphics topics like mesh shaders and light-field video, and for retrospectives on past emerging technology work.
Saving you a click... since I, for one, had no idea who Tim Sweeney was.
"Timothy Dean Sweeney (born 1970)[4] is an American video game programmer, businessman and conservationist, known as the founder and CEO of Epic Games and as the creator of the Unreal Engine, a game development platform."
https://en.wikipedia.org/wiki/Tim_Sweeney_%28game_developer%29
"Tune in to hear Tim Sweeney (founder and CEO, Epic Games) during his SIGGRAPH 2019 Talk, “THRIVE: Foundational Principles & Technologies for the Metaverse.” You’ll hear Sweeney posit the state of the games industry, the rise of creator-centric and social gaming, what the “metaverse” really is, and what it will take to build the medium on a larger scale."
https://blog.siggraph.org/2019/10/siggraph-spotlight-episode-30-tim-sweeney-and-the-metaverse.html/
He was very vocal years back when Microsoft was trying to pull off with UWP - https://www.gamesindustry.biz/articles/2016-03-04-tim-sweeney-blasts-microsofts-aggressive-new-uwp-initiative - That is too much to go in to here, but I would recommend reading about it if you are concerned about being able to do things like load the software you want on to Windows.
Tim Sweeney is thinking years ahead of most other people. In the case of Google and Apple, I suspect what he is actually concerned about is these two companies have control over a VR/AR/XR "metaverse" platform. There are hours of audio and transcripts about him talking about this as well.
https://blog.siggraph.org/2019/10/siggraph-spotlight-episode-30-tim-sweeney-and-the-metaverse.html/
https://www.youtube.com/watch?v=h6ClJxjuRvw
For the duration of the microsaccade, you're blind. So if something changes onscreen it's much harder to see.
IIRC people have used small orientation changes during microsaccades for redirected walking in VR. You feel like you're walking straight but you're actually curving back on yourself.
Edit: I think that was just detecting full-on saccades but a microsaccade version would be smoother and harder to detect.
Source: https://blog.siggraph.org/2018/05/challenge-accepted-infinite-walking-in-vr.html/
The capture and compression part might be related to this Google Research:
https://augmentedperception.github.io/deepviewvideo/
Interview about the SIGGRAPH paper here: https://blog.siggraph.org/2020/08/how-google-is-making-streamable-light-field-video-a-reality.html/
Some people at MIT media lab were working on similar stuff 20 years ago.
Paper: https://dl.acm.org/doi/10.1145/765891.766108
Other info: https://blog.siggraph.org/2021/02/a-look-back-at-past-emerging-technologies-submission-youre-in-control.html/
I'm not a graphics programmer, but I found this article helpful for understanding the history and background behind mesh shaders: https://blog.siggraph.org/2021/04/mesh-shaders-release-the-intrinsic-power-of-a-gpu.html/