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Showing results for tags 'Oculus'.
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We'd like to present you with another game that we created to showcase the codeless VR capabilities of Verge3D for Blender. Understandably, it is Xmas-themed, so you might put on your VR headset such as Oculus Quest right now (can works without VR too). Pick up a snowball gun and fend off those sneaky snowmen that pop up in the woods! Launch the game in your Oculus or desktop browser: Click here to launch Oculus controls: stick on either controller – walk/strafe, grip on either controller – pick up the snowball gun, trigger button on either controller – shoot. Desktop controls: WASD – walk/strafe, Shift – run, Space – jump, LMB – shoot. We wish you great holidays and a Happy New Year! Enjoy!
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Hello. Let's brainstorm a bit. We can have our HTML5 games on phones using Cordova. But how to do the same for the Oculus Quest 1 & 2 standalone (which runs Android too)? I haven't tried it but i guess Cordova would make the games run in 2D mode but we would want it to force VR mode somehow so players don't have to do that. Interesting links i found so far: BabylonJS native with future Android export: https://www.babylonjs.com/native/ General discussion: https://www.reddit.com/r/WebVR/comments/dd8ah6/how_to_publish_webvr_games_as_native_apps/ Native WebXR browser: https://exokit.org => https://github.com/exokitxr/exokit (looks abandoned, no update since April 2020) Regards nora
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In short, does Phaser have a VR game mode? Well, I'm looking to develop VR games, either played with headset or turning your phone. In the past I used Aframe to do some simple 'look around and spot stuff' kinda games with panorama (hdri) sky images. I want to take the advantage of real game engine like Phaser which includes physics, score or time tracking etc.. so I don't have to write everything from scratch. Any ideas? Thanks everyone! I'm new here and this is my first post on this forum
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- vr
- virtual reality
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What would be the best way to detect for WebVR support in the browser (Firefox Nightly/Chromium with Oculus)? Ideally I would like to detect for it before I load up my scene and create the necessary cameras.
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Hello, As I work closely with acompany who is building some of the very first VR and primarily AR games for new AR display devices, I thought I might provide a word of caution for anyone developing VR and AR games. Oculus sales are dramatically down from what they projected, and have dramatically altered their sales projections for the future. Internally I can tell you that they don't expect to come close to their sales and licensing projections, and expect that they will take a huge loss overall in 2016 and 2017 is looking very poor. I'm writing this as you might know that I have not been a huge proponent of Oculus since I know their technology well as they based it upon my old company's technology EmersionST as the founder was a PA there. Although, I have to say that he was and is a very talented artist and person, and has built Oculus into as good of a product as was possible considering his personal background. So I wanted to caution anyone who might be developing games/content for the Oculus, and counting on sales from users of this specific device. A good friend of mine sold his company to Sony 3 years ago, and they are pushing hard with fantastic game titles for the Playstation VR display upon release - where Oculus will not be able to compete with content or in display quality. And all other VR and AR amnufacturers - especially Sony and Microsoft - have a far better product with greater functionality as well as content - not to mention the compatability of Xbox and Playstation. And specifically, Microsoft's Hololens is in my opinion the very best VR - and more importantly - AR experience prior to the retina projector head-mounted displays due to hit the market by 2018 (according to the deepest secret inner circles of trust.) This doesn't mean that you shouldn't be developing for Oculus, but to mke certain that your content is also compatible with Vive and all other VR displays - which fortunately should be the case if using babylon.js - as it's simply a camera change - and I have advised checking out the gamepad.js API as it is a universal script which has more features than you might ever consider using, and solves any controller issues we might have, not to mention full backwards compatability - and will save you tons of time in controller detections, unique user setup, etc. So for me personally, I'm developing content for Oculus (GearVR specifically) as it is providing me with invaluable experience for when VR and more specifically AR really takes off - which will happen next year. I just wanted to provide my own personal insight for those who might be developing games and/or content for Oculus and Vive - and relying on the potential for a return on revenue from all of your hard work. Again, this is simply my own personal opinion, however, I'm affiliated with a very high profile retina projection display company, as well as the premiere content creator for this device - not to mention a best friend who is a key administrtor and engineer at Sony SCE. Thus as I read more and more developer's posts asking questions on a much higher level for the development of games for Oculus, Vive, etc., I am concerned that there might be considerable work currently being done (or considered) to develop content for such devices, which I personally don't believe there would be any possibility of a reasonable (or even un-reasonable) return on investment for the developer at this time or in the near future. Once Playstation and Hololens are released, Oculus is practically over - in every industry study. I wrote a similar answer to a post about a year ago to let developers on this site know that my sources clearly told me that even in 2015, Zuckerburg was extremely unhappy about his purchase of Oculus - as well as concerned about the potential damage the device can produce on the human eye. Now more than a year later, Zuckerburg has all but distanced himself from Oculus with the exception of his contractual obligations to his investment company. I hope those of you who read this at the time heeded the warning, but this has now come home to roost, and Oculus is already scrambling their marketting, PR, and advertizing teams to try and salvage whatever they can to minimize losses. They're even running discounts on hardware and software even though the product is practically brand new for the consumer models release. The good news is that all of the experience developers are gaining right now using these devices will be invaluable for fiture devices - as working in VR and AR is a very different world in which to create as a developer. Google cardboard would be my choice if I wanted to learn the ins and outs of VR and AR. And there will be loads of jobs for any developer for Playstation and Hololens in the very near future. And for the retina projectors - it's all relative, as 80% of the current development experience will be invaluable, and these devices will change the world as we know it - which those who know me on this forum knows I've been preaching this for a couple of years now. They just can't yet grasp how dramatically these devices will change the world as we know it almost overnight. Also, take a look at the new projectors which will be released next year which project 180 to 360 degrees in a room (immersis as an example) - as these are really cool as well. Not to mention the highly secretive film surfaces (materials to stick on walls) and electrically reactive paint which turns any room into a virtual space. Obviously, we'll not worry about these things yet, and continue to make great content using this fantastic framework called babylon.js. But for personal reasons I'm also using this framework as I know it will not become obsolete, but in the future will also be a serious player in the VR and AR space - even in the realm of retina projection displays. I just wanted to make certain that I try and provide the community with what I'm aware of uniquely, and that I hope you don't - or haven't decided to place your bets on Oculus - as so many companies already have and are already regretting it. I was in so many meetings last year where I was called in to consult on whether an investment group should invest in a VR company for the now released VR devices. And I advised against investment for VR on the currently released devices in almost every case, and was ignored in almost every case. However, I recently began receiving somewhat desperate emails from several of the investors asking what I believe the future might hold, as their latest projections now show them taking a very big loss. But for you and I, we're all in a very good place right now; and if you're new to babylon.js, you DEFINATELY made the right choice. Sorry to rain on anyone's parade, and I truly do not like to be the bearer of any bad news. However, I just received the most depressing email I've received in a while from a former collegue and invester in VR, and his regrets are beyond what I might have imagined - as he and his company bet highly on the current state and the future progress of VR in the coming year. So I thought it wise to at least remind my friends what I've been warning - but more importantly, what is now unfortunately coming to pass. Although VR and AR looks to have an amazing future for us all. Just not quite yet. Cheers, DB
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Hi, i have a webVrFreeCamera that correctly follows Oculus tracking and orientation, i can't get video output on Oculus. The demos on MozVR are written in THREE.js and they have a button that enables vr mode. They works fine. How can i get the same behaviour in Babylon.js?
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Hi, i'm trying to integrate the Oculus Rift in my Babylon project. I have defined a WebVrFreeCamera just like the example showed here: http://www.babylonjs-playground.com/#1A9DEF I cant see anything on the oculus. The device is the DK2 version and the SDK is the 0.8.
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Hello, I have a project to build in short time which must support the stereoscopic display using a Samsung Galaxy S6 phone paired with the Samsung Gear VR. I recall that last year I was in a dialog with several developers on this forum including @JCPalmer and @Deltakosh where it appeared we were considering currently stopping full support of the Oculus camera specifically and moving to a more generic stereoscopic camera which could be modified to support most any VR headset using the stereoscopic BJS camera. I don't recall where we ended up, and if/how BJS continued support of the Oculus camera, but I quickly need to build a reasonably simple VFX project for multiple mobile devices (including Sony and other Android tablets, as well as IOS and Ipad) and to also identify the Samsung S6 and switch to a stereoscopic camera which supports the Oculus stereoscopic format. I'm also fine with building two different scenes - one for most mobile devices, and a seperate scene for the support of the Galaxy S6 paired with the Gear VR. Can anyone provide a code example which renders and displays stereo video on the S6 attached to the Gear VR; as well as what properties are available in the camera to deliver the best stereo imagery to the Gear VR? I know in our post discussions we covered all of the essential settings for a generic stereo camera such as covergence, divergence, parallax, interaxial seperation, etc., but don't recall defining any settings specific to the Oculus camera and the necessary rendering settings in support of their stereo format. If anyone has a sample scene and/or the camera code which has been tested and working with the Gear VR, this would assist me a great deal - as I won't need to spend the time once again discovering what works best for the Oculus (Gear VR) stereo display - and can focus all of my time on the scene - as I have a tight schedule to produce a series of stereo effects and controls as a proof of concept to show that babylon.js is capable of rendering everything the client has spec-ed out for the test, and to demonstrate that babylon.js is the best choice for the framework to support both 2D and stereo cameras for future projects - and specifically Oculus at this time since they are currently working directly with Samsung. Also, any assistance with supporting the Samsung Gear VR bluetooth controller would be highly appriciated, as this is the other additional spec which I must deliver in a scene which works for most any mobile device (no problem there) and the Oculus camera for the Gear VR and controller. I hve no previous experience using the Ger VR controller, and won't receive the S6, Ger VR, and controller until Thursday - and have a presentation scheduled for this Monday - not my call, but I don't see where there should be any problems other than my inexperience with actually rendering to the Gear VR and using their bluetooth controller. As always, thanks for any help and/or examples you might provide. Oh yeah - and please "wish me luck." DB
- 33 replies
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- samsung galaxy s6
- gear vr
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Hello everybody I am curious if you are able to view babylon with this device (samsung gear vr headset): http://www.samsung.com/global/microsite/gearvr/gearvr_features.html it uses your phone and I dont know if you can access the web browser with the device anybody have any experience with it?
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So, Oculus finally released their release date for the release of the Oculus Rift release. And, it's a 3 month window - they just say first quarter 2016. Does anybody care anymore? I certainly don't, and why wait for the release of a crappy outdated VR goggle display? The display has been in developer's hands now for most of this year. I just don't get it - but I suppose when you receive 2 Billion "with a capital B" dollars from Zuckerberg, you really don't have to do anything else. And there will be much better displays released this year - in 2015. Don't wait for Oculus and don't give them your money as they have a plenty a dollars - and it will be outdated when it's FINALLY released. Did I say release enough times? Dare I say "Magic Leap?"
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Hi, I'm new on this forum so i don't know if this topic is necessary. I work with occulusCamera and i can't understand why my texture apply inside my sphere create this kind of artefact on the right eye. An exemple with the fourth tutorial: http://www.babylonjs-playground.com/#HRUB5#1 This distorsion is visible only in specific angle of view, so move around to understand the topic. I think it's a problem in rendering algorithm but i don't know where or how to fix it. I hope you can help me. Sorry if my english is bad ^^, it's not my native language.
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Is possible to add this feature to the camera? Example: http://acko.net/files/threestrap/vr.html Regards, Nicholls