gearvr – As Seen Through PeriVision https://www.perivision.net/wordpress An Mobile centric blog ... Full of Tech goodness Sat, 16 Sep 2017 03:02:08 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.5 4666035 View 2D Android apps in VR with PhoneCast – S8 only https://www.perivision.net/wordpress/2017/09/view-2d-android-apps-in-vr-with-phonecast-s8-only/ https://www.perivision.net/wordpress/2017/09/view-2d-android-apps-in-vr-with-phonecast-s8-only/#respond Fri, 15 Sep 2017 15:08:56 +0000 http://www.perivision.net/wordpress/?p=10051 Read More]]> Here is something I have been waiting for, the ability to use my 2D Android applications and 2D games in VR.  The way it works is a 2D window is provided in your VR environment.  Within that window you can run Android apps!  Sweet Right? This GearVR App is call PhoneCast which is already out there.  Currently the applications you can use have to be white-listed.  However, all of the current apps are video streaming services, something that does not really interest me.  However, I got to test a new version that has a ‘labs’ area where instead of white listing apps, certain apps are ‘black listed’.  That means there are certain apps that are not allowed to run, but the rest are up to the user.  So of course, some apps may work, some may not.  That is why its called ‘Labs’ my friends.  The everyday apps seems to work fine, email, google photos, PowerPoint.  Typing with the keyboard was not fun, but this is to be expected.  I will say looking at PowerPoint is way better with the large display then using my phone.  As much as I like productivity apps, I really wanted to try a few games.

  • Quick note.  Look likes it US phones only running the Qualcomm chip for now.

Some games seemed to have a glitch the first time I would try them.  I tried Fallout Shelter first.  Did not load the first time, but worked fine after that.  Not sure what the story is here. Same with Pokemon Go. Did not work the first time, then works fine.  However,  it locks to portrait and when using AR, the camera does not display correctly.  I turned AR off and it was fine after that. few other games seemed locked to one view port or another, but that was not too much of an issue after I got used to it.  I would make the window a bit smaller for portrait games, larger for landscape.

I then tried Monument Valley, a favorite of mine.  This took 3 tried, but again, seems to work after that.  That game play was even nicer with the view port set to the largest setting despite portrait mode.  I have it smaller in my screenshot.  It took a little bit of effort to get used to the controller, but I got it down soon enough.  I do not like this screenshot that much, but for some reason, screen capture and video capture are iffy with PhoneCast.  There is a video of this at the bottom of the post as well.

What was really cool was trying ARCore apps in PhoneCast.  It ‘mostly’ works, and when I say mostly, that is because the viewport is not locked to the head. If you check out the video below you will see what I mean.  Still, VERY cool! I tried the first ARCore app that was released, ‘Atom Visualizer‘ from Signal Garden.   I contacted the good people involved in this project and made a request, we’ll see how it goes.  If they can lock the view port, this would be really fun!  Have a look for the video at the bottom of this post.

Here is a Pro tip for you.  The controller takes a bit of time to get used to, so don’t get put off.  Keep working at it.  BTW, there is not pinch to zoom.  Something I found out on Fallout Shelter.  Hopefully they will find a work around.  I suggested they should map something on the controller for zooming and zoom around the center view.  That could take some work though.

So there you go!  Enjoy.

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Controllers for mobile VR will become standard. Thanks Daydream! https://www.perivision.net/wordpress/2016/11/controllers-for-mobile-vr-will-become-standard-thanks-daydream/ https://www.perivision.net/wordpress/2016/11/controllers-for-mobile-vr-will-become-standard-thanks-daydream/#respond Thu, 24 Nov 2016 21:49:32 +0000 http://www.perivision.net/wordpress/?p=10009 Read More]]> google-standard-controllerAlthough Google Cardboard, Samsung GearVR and the numerous copy cats have basically assumed the user will not have a controller, with exception to some GearVR titles that require a gamepad, the basic UI of most VR apps rely on gaze control or the track-pad on seen on the GearVR. And for a first try at VR, the trackpad was not the worst idea in the world.  It was cheap to make, there is no set up, nothing to charge and you will not lose it. All good points.  So good in fact, that I really hope future GearVR headsets keep the pad.  However, for immersion, UI/UX and general VR happiness, you really need a controller… and a controller you can see in the VR world.

For those of you who have yet to try the Daydream, its mostly a really nice Cardboard with a higher spec phone for better rendering and head-tracking.  (I talk about this in my previous post)  But what is really different, and IMOP better, is the controller. Its not the design of the controller is all that great, its the fact that its there! Having this sense of presence both from the haptics of my hand as well as my head movement greatly improves immersion and enjoyment.  The presence of a controller my not seem like a big deal, but it is.

What is really great about the Google Daydream is the commitment of a controller.  When you buy a headset, it comes with one.  Thus app devs can always rely on the fact a controller will be there. This certainty is what we are missing today.  And Samsung and other other headset makers can take cue and make it a requirement for their systems as well.  Unfortunately, as I understand it the Daydream controller will NOT work on other systems, but look for others to fill this market.

Also coming is the mobile stand-alone headset.  I do not expect to see anything beyond POC at CES2017, but I fully expect that towards the end of 2017, we should see a few come out.  These devices will have controllers as well, allowing devs to leverage previous work on the Daydream and GearVR systems into the new stand alone systems.

Also watch for 6DOF controllers as well..  This will be a bit harder to crack.  🙂

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Daydream vs GearVR https://www.perivision.net/wordpress/2016/11/daydream-vs-gearvr/ https://www.perivision.net/wordpress/2016/11/daydream-vs-gearvr/#respond Wed, 23 Nov 2016 18:59:40 +0000 http://www.perivision.net/wordpress/?p=10003 Read More]]> daydream-gearvrThere has been a number of posts comparing the Google Daydream VR experience to the Samsung GearVR.  I have been using both for a while now and think I can offer a pretty good evaluation.

When I first tried the Daydream I had the same response most people had.  It was small, attractive and felt great. I really like the tactile feel of it, better then the hard plastic GearVR.  My only complaint was the field of view.  However, now that I have spent a good deal of time in it, my opinion has changed somewhat. When I first tried it the strap was VERY tight, however, that kept light bleed to a min and I never really felt the weight.  However, the next time I tried it, the tight strap started to really bother me, so I loosed it. That made it far more comfortable, but then light bleed was pretty substantial.  The fit also felt a little less complete and instead felt a bit top-heavy.  Once you get into the task you are doing, a game for example, the light bleed ‘sometimes’ goes away.  What I mean here is when I’m deep into doing something in the game, I do not noticed, but at transition or other points in the game where I’m not deeply focused, the light bleed comes back to my attention. Same with the fit.  When I’m in the middle of something, I do not notice, but at transition, I cannot help but feel like the headset it resting on my forehead and not comfortably across the face.

Now to the phone.  The head tracking at the beginning feels just as good as the gear. I have to really pay attention to notice any lag. However, for whatever reason, the phone heats up very quickly. The hotter the phone gets, the slower the system becomes.  Then you can feel the head tracking slow down just a bit.  Enough that if you are standing, you can start to get motion sick.

Now here is where the Daydream is great, and its nothing to do with the headset or the phone. It’s the hand controller.  The hand controller is a simple 3DOF motion tracked device but what this does is greatly enhance immersion because you can ‘see’ you hand movements in the environment and allow you to interact with object more naturally.  So far I have not seen an amazing implementation, but give it time.  This simple controller works very well, yes it drifts but centering is not a big deal.  I really wish the GearVR came with one. I fully expect someone at sometime is going to write a driver to allow the Daydream controller to work on the GearVR if Samsung or Oculus does not make one themselves. As simple as this is, the knowledge that ALL Daydream devices will have this controller gives developers confidence to design their apps with this support.

An issue with Daydream, which I also have with the Gear is drift.  As the phone heats up it tends to drift, typically to the left.  Seems like this is just a limitation of the internal compass for now.  I’m sure they will fix it in the future.

So my final assessment:  I would buy the Daydream for a casual user, but stick with the GearVR for anyone else. A key point however is that the daydream does not need to compete with the GearVR, its needs to be a friendly, accessible device that anyone can use.  And for Google, this seem like exactly the market they are after, so despite my complaints, I think Google nailed this one spot on.

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