I have to disagree there. I've seen a few interviews with Carmack on this technology and it doesn't seem that he's fighting for "perfection". In the interviews he cites specific numbers he believes are necessary to achieve immersive VR. He's not aiming at an abstract concept of making it better and better, but rather minimum requirements (for example, 20ms input lag).
There have been plenty of VR devices in the past, and they have been huge letdowns because people hear VR and imagine that it's like seeing another reality. But it's never been immersive in the way people envisioned, and part of Carmack's research has been on pinning down the specific factors that drop immersion for these devices. They've already gotten 3D and peripheral vision nailed down pretty early on, but one of the key metrics he's looking for is input lag.
http://oculusrift-blog.com/john-carmacks-message-of-latency/682/
"Virtual reality (VR) is one of the most demanding human-in-the-loop applications from a latency standpoint. The latency between the physical movement of a userâ(TM)s head and updated photons from a head mounted display reaching their eyes is one of the most critical factors in providing a high quality experience. Human sensory systems can detect very small relative delays in parts of the visual or, especially, audio fields, but when absolute delays are below approximately 20 milliseconds they are generally imperceptible. Interactive 3D systems today typically have latencies that are several times that figure, but alternate configurations of the same hardware components can allow that target to be reached." -Carmack
Some highlights from that post:
" A total system latency of 50 milliseconds will feel responsive, but still noticeable laggy.
- 20 milliseconds or less will provide the minimum level of latency deemed acceptable."
"Actions that require simulation state changes, like flipping a switch or firing a weapon, still need to go through the full pipeline for 32 â" 48 milliseconds of latency based on what scan line the result winds up displaying on the screen, and translational information may not be completely faithfully represented below the 16 â" 32 milliseconds of the view bypass rendering, but the critical head orientation feedback can be provided in 2 â" 18 milliseconds on a 60 hz display. In conjunction with low latency sensors and displays, this will generally be perceived as immediate. Continuous time warping opens up the possibility of latencies below 3 milliseconds, which may cross largely unexplored thresholds in human / computer interactivity!"