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Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

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Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#3
Should I be surprised that this doesn't work with Google's own Daydream? I would have assumed support for that before Vive and Rift. I'm assuming there are technical limitations to doing this on Daydream but is it just not doable at all on it? Is the control not precise enough or do you need two?

Edit: Okay thanks for the clarification! I guess I wouldn't be surprised if Google has it working internally on their own standalone Daydream hardware.

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#4

Should I be surprised that this doesn't work with Google's own Daydream? I would have assumed support for that before Vive and Rift. I'm assuming there are technical limitations to doing this on Daydream but is it just not doable at all on it? Is the control not precise enough or do you need two? Edit: Okay thanks for the clarification! I guess I wouldn't be surprised if Google has it working internally on their own…

vive and rift are accurately positioned in space while daydream has just an approximation from the gyro and a lot less inputs. So yeah, basically just not doable on this platform and similar ones like samsung's

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#5

Should I be surprised that this doesn't work with Google's own Daydream? I would have assumed support for that before Vive and Rift. I'm assuming there are technical limitations to doing this on Daydream but is it just not doable at all on it? Is the control not precise enough or do you need two? Edit: Okay thanks for the clarification! I guess I wouldn't be surprised if Google has it working internally on their own…

Performance aside, Daydream does not have 6DOF.

There's a bunch of hacks you can do around 3DOF, but the experience would be severely crippled without 3D tracked controllers.

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#6
post #5

Should I be surprised that this doesn't work with Google's own Daydream? I would have assumed support for that before Vive and Rift. I'm assuming there are technical limitations to doing this on Daydream but is it just not doable at all on it? Is the control not precise enough or do you need two? Edit: Okay thanks for the clarification! I guess I wouldn't be surprised if Google has it working internally on their own…

Performance aside, Daydream does not have 6DOF. There's a bunch of hacks you can do around 3DOF, but the experience would be severely crippled without 3D tracked controllers.

once 6DOF technology gets more advanced and more distribution, is there any use case or niche for 3DOF where it is actually the better solution?

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#7
I've been testing this tool this afternoon.

It's surprisingly powerful. The scale-shifting means it's very easy to work on something at toy soldier scale, and then shift it to be an epic hall or similar. And being able to immediately visualise the space you've created in VR, without having to work on a 2D screen then throw a headset on, is a major improvement on current VR authoring.

(I'm the developer of Left-Hand Path, a VR RPG that's been in production for a year or so, and so have authored rather a lot of VR content.)

Blocks is obviously not trying to be a pro modeling tool, but it might still end up being useful for some professional applications. And it certainly shows just how powerful a pro modeling tool in VR could be.

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#8
post #5

Earlier quoted context omitted.

Performance aside, Daydream does not have 6DOF. There's a bunch of hacks you can do around 3DOF, but the experience would be severely crippled without 3D tracked controllers.

once 6DOF technology gets more advanced and more distribution, is there any use case or niche for 3DOF where it is actually the better solution?

As far as UI goes I can see it being a keyboard to your mouse. Some UIs like menus are actually easier to design and interact with in a 3DOF plane.

But as far as hardware goes 3DOF is just a stepping stone; we only use it because it's easier to make. Once good, efficient 6DOF is available we can pull 3DOF out of it whenever we need to.

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#9
post #5

Earlier quoted context omitted.

Performance aside, Daydream does not have 6DOF. There's a bunch of hacks you can do around 3DOF, but the experience would be severely crippled without 3D tracked controllers.

once 6DOF technology gets more advanced and more distribution, is there any use case or niche for 3DOF where it is actually the better solution?

Other than cost to produce, not really and you can always ignore position or rotational tracking to drop down from six to three which will likely be the default when losing tracking from an inside out system.

Re: Google VR Blocks: A Free 3D Modeling Tool for HTC Vive and Oculus Rift

#10

Should I be surprised that this doesn't work with Google's own Daydream? I would have assumed support for that before Vive and Rift. I'm assuming there are technical limitations to doing this on Daydream but is it just not doable at all on it? Is the control not precise enough or do you need two? Edit: Okay thanks for the clarification! I guess I wouldn't be surprised if Google has it working internally on their own…

When Google releases a 6DOF standalone or mobile Daydream they will port all of their desktop PC VR apps to mobile. We're close to this, as the standalone Daydream hardware (mobile Vive) has 6DOF inside out headtracking, even though it lacks a 6DOF controller required for all VR content creation apps. For now, mobile devices don't have the input and tracking capabilities to provide a good modeling experience.
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