I’m sure Carmack’s mathematical ability exceeds that of the average game developer (and certainly my own), but the AI field isn’t short of math whizzes.
As a professor once told me: IF you're lucky, after 10 years in academia, you get to be creative and come up with 4-5 ideas once every 5 years or so (when coming up with the suggested list of research for new phd students to do). Then you get to be devastated when no-one picks up any of your more creative ideas, and everyone picks the 10 non-creative ideas on the list because they don't want to risk their phd.
Is that just your gut feeling, as in typical "bright people doing amazing things, surely they would succeed doing x" (which ultimately means nothing, that's just PR speak), or are you saying that based on your own understanding of advanced mathematics and mathematical research from which you are assessing the mathematical work those people you talk about do?
A whole couple of years, eh? Wow, this AGI thing is taking forever!
He exposed the concept in this post: https://web.archive.org/web/20140719085135/http://www.altdev...
But it was not named asynchronous projection back then.
My personal impression is that John Carmack has the ability to organize concepts in a way that few people can. So even if he's pretty clueless about the topic now, I would expect him to reduce some maths papers to their essence in a way that nobody else did.
I mean also for Oculus, reprojection in a pixel shader seems like an obvious and easy solution in hindsight. But nobody had tried that before he did. Plenty of people (myself included) knew the math. But we all missed its application to the issue at hand.