For those out of the loop: Google has gradually shut down and in some cases, open sourced their VR projects (Daydream, Mirage, VR180, Seurat, etc) over the last 6-12 months to be more focused on their mobile AR projects (ARCore, Google Streetview AR, Lens, etc). A sad day for VR.
Google Open-Sources Cardboard
131–140 of 182 posts
Re: Google Open-Sources Cardboard
#132For what it is, Cardboard is pretty cool technology that opens up the VR world to a lot of people that would never be able to afford the high end equipment needed for real VR. I had a couple of cheap Cardboard viewers and then upgraded to the Samsung VR goggles which are also surprisingly good for the money.The Samsung/Oculus partnership seems to still be strong, for now at least.
Gear VR doesn't support Note 10 and there's rumors that their partnership has ended.
The VR industry is moving past mobile VR because it has trouble with user retention. Oculus can abandon Gear VR and Samsung to focus on their own VR solutions from Go to Quest to Rift.
Samsung then is still working on their standalone headset and possibly a next generation Windows Mixed Reality headset
Re: Google Open-Sources Cardboard
#133Earlier quoted context omitted.
They do have several software projects: blocks, poly, tilt brush. I also believe they have various VR divisions. Don’t count them out yet- my take is that the Oculus Quest put the nail in the coffin for ‘phone based’ VR (cheap and solid with controllers/and soon hand tracking is just a better product) and most investment going forward will probably be diverted in that direction (whether it be competing hardware produ…
Has the Quest been a successful product?
Quest is the first VR product that actually has the potential for mainstream success. Phone VR is tedious to use and PC VR provides a good experience but is expensive and only a small percentage of adults want a gaming tower PC in their homes in 2019.
Re: Google Open-Sources Cardboard
#134I spent $69 on a Daydream headset a month or so ago just to play with it, only to find out it didn't work with my phone. I kept it just in case. Then Google cancelled it. It'd be nice if they opened up that code as well...
VR isn't really about the 3D effect it's about having your head and hands tracked in a 3D space and what can come from that level of interaction. Daydream never really offered this and after using a decent amount of VR I find that the most important part of the experience.
Re: Google Open-Sources Cardboard
#135For those out of the loop: Google has gradually shut down and in some cases, open sourced their VR projects (Daydream, Mirage, VR180, Seurat, etc) over the last 6-12 months to be more focused on their mobile AR projects (ARCore, Google Streetview AR, Lens, etc). A sad day for VR.
I mean not a sad day for VR. Google is just being Google and thinking that XR is a tech problem. It’s not. The XR gap is in content, not developers, and not tech. Any VR play should be throwing money at creatives, not devs or APIs or frameworks.
Re: Google Open-Sources Cardboard
#136I spent $69 on a Daydream headset a month or so ago just to play with it, only to find out it didn't work with my phone. I kept it just in case. Then Google cancelled it. It'd be nice if they opened up that code as well...
I purchased a Moto Z³, because I though it was daydream compatible only to find out Moto Z didn't mean the Moto Z line of phones, it meant a specific old model. Still waiting on a VR headset for it. The screen on my phone is leagues better than the one they put on the Oculus Go I am using.
Re: Google Open-Sources Cardboard
#137Earlier quoted context omitted.
Oh, /r/Vive and /r/oculus are dumpster fires. I don't know /r/PSVR, but considering what I know of reddit and what passes for "culture" amongst gamers, I expect it's much the same. Very, very few actual developers in those boards.
The question of VR motion sickness is not something you want to ask developers, but actual users.
More concretely, there are a number of different artifacts of current VR systems that will cause different side effects, depending on how long you expose yourself to them. Unfortunately, the common vernacular lumps all of those issues under the title of "simulator sickness". While simulator sickness is a well-known problem, it is by far not the only one, and if you're experiencing nausea or discomfort during a VR experience, you should not just assume it's "simulator sickness" and try to "power through".
IPD mismatch is your eye telling you things are at a different distance from where they feel when grabbing or traveling to them. In AR, this can make 3D objects look like they are swimming, yet also remaining stationary, which is disconcerting but ultimately not a big deal. In VR, it can make you feel kind of dizzy, a bit like you're swimming, because the effect is very similar to viewing things through water, or a glass of high refractive index. If you've ever had to switch between contacts and thick glasses, then yes, it is trainable.
Some people find bad depth cues to be nausea inducing. There is evidence that the brain weights different depth cues more or less strongly depending on one's overall hormonal balance. People with higher testosterone levels judge depth through motion. People with higher estrogen levels judge depth through relative object size and shadowing. This isn't just "men vs. women" as there are any number of reasons your endocrine system could be off the normal distribution, but it is why a lot of women feel very uneasy immediately upon putting on a headset and why men tend to not like monoscopic 360 content. The effect is so strong for some women that I've never seen anyone even attempt to power through it. The best solution is to stop using that particular app and start using one with better graphics.
But most importantly, low framerate can cause a violent, persistent nausea and headaches, within seconds. "simulator sickness" on the other hand, takes extended exposure to develop. Higher framerates are always better, but 75Hz seems to cover about ~85% of people, 90Hz seems to cover ~95% of people A VR experience, and 120Hz covers ~99%, which at that point is actually better numbers than people going to the movies watching action movies. This is one of the reasons I found it so disappointing that the Oculus Quest was set to 72Hz; we should be going up, not down. If the application you are using is not running a very high framerate, you're in for an extremely bad time, with it only getting worse the more you expose yourself to it. You absolutely must not try to power through low framerate.
So this is why I say "don't try to power through sim sickness". It might not be sim sickness. Take breaks whenever you feel bad. Whatever "VR legs" are, if it's just the proprioception or IPD mismatch, you'll eventually get there even if you don't "power through". But there are plenty of other issues that you should definitely not try to "power through".
Re: Google Open-Sources Cardboard
#138Earlier quoted context omitted.
Oh, /r/Vive and /r/oculus are dumpster fires. I don't know /r/PSVR, but considering what I know of reddit and what passes for "culture" amongst gamers, I expect it's much the same. Very, very few actual developers in those boards.
Yes but a lot of users with real world experience. "Getting your VR legs" is definitely a real thing.
Re: Google Open-Sources Cardboard
#139Earlier quoted context omitted.
> I've read you're supposed to just power through and eventually you get used to it Wheeeeere did you read that?! I've been in the VR industry for the last 6 years and everyone I know vehemently recommends against doing that.
It's called, “getting your VR legs”, akin to sea legs. It worked for me, at least. As an extreme example, I can now play as a character in a space suit, twirling and spinning around for hours, without getting motion sickness. I also regularly play rally racing games where I'm constantly subjected to bumps and jumps, and don't notice it at all. This was after around 100 hours of VR, I think. Actually I've found the ex…
Re: Google Open-Sources Cardboard
#140Earlier quoted context omitted.
flat-screen AR on phones and tablets, absolutely. It's just about impossible to design a good experience that takes advantage of the technology without too much compromise. Headsets, I think the current devices are just a preview. I'm skeptical that transparent displays are strictly necessary for AR headsets, and I have seen some industry speculation that the HoloLens 2 is probably at the limit of what can be done wi…
> so we need to either shift to pass-through-camera displays or invent a whole new display technology. Did you miss the recent Five Tilt Kikstarter?[1] It is a new display technology, that I'm eager to try next summer if they manage to deliver. It needs a reflective screen somewhere in the room, so it won't work as mobile; but for anything room based (games, teaching and office stuff) it gets a lot of bullent points…