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Well, this has turned into an ongoing side project I added some very basic support for GearVR to babylonJS a few weeks back (http://www.html5gamedevs.com/topic/35003-basic-gearvr-controller-support-and-wifi-debugging/). My next goal was to create a 3d model and to add that model to the BabylonJS GearVR controller. Then I would fix the controller position to the hand (webVR specifies left/right) and try to improve that VR experience. Yay - sounds super easy. Knowing absolutely ZERO about how to get a physical object into a 3d model, I asked a friend who has some gadgets if I could use his scanner. Apparently it's a good scanner for bigger objects like cars - we set the software to 1mm accuracy. He said black and shiney objects didn't scan well, so I made a mixture of Isopropyl Alcohol and baby powder that I sprayed on the Gear VR. What can I say it was a learning experience and I ended up with a controller that smells like a baby.... don't try everything you read on the internet, but I think that would work well on big objects that you don't need to touch afterwards. They had a special spray they used there too for scanning metal. Anyway, here is the Gear VR 3d model scan output in a PG. I scanned top + bottom separately, so I just merged them approximately into a .obj file. I thought I could wing it in Blender with ratios/dimensions, but my skills are just not there (mostly for the trigger) and I will look for a different/better way! https://www.babylonjs-playground.com/#4XKSWJ So, unfortunately the results were, for me, mostly underwhelming, if you look at the PG. It was, however, a pretty fun thing to try out a scanner and see the results, so at least it was a success in those terms. I think fun factor really has to be considered First thing we had to do was calibrate the scanner by scanning a special plate. It was like a strobe-light disco! Next up, here is a scan in progress (this is the Daydream controller not GearVR). Those little circle stickers on the controller are used by the scanner and software as markers (like AR markers) for aligning/adding mesh vertices. The blocky squares are light from the scanner itself. The clear playing cards cases worked really well as a platform and did not show up in the scan. So, that was a fun learning experience and probably a way NOT to do it! There is another machine that I have access to that will build 3D models to within 1/10mm, so human hair accuracy. Here is a photo of that machine: That machine above will generate planes of thousands of data points with high accuracy. There is another machine downstairs from here that is 10x more accurate, but I don't imagine I will need that kind of accuracy as we need something low poly - if you're using a Gear VR you wouldn't even notice. The only thing is with the file generated from that image it would still take time and working through a program. The engineers there said it would take them a couple of hours, so I imagine it would take me way longer. So, my goal is still the same - create a CCO attribution 3d model that we can use in BabylonJS for Gear VR.
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hi everyone, I look through the forum to see if anyone has worked on a babylonJS example that involved the use of WebVRFreeCamera with Samsung GearVR(with their phone device attached to the gear mini usb), since GearVR's internet browser "Samsung Internet" has webvr supported. But what I found mostly are people suggested using VRDeviceOrientationCamera for GearVR instead, which is using mobile screen as the vr display. So my question is as stated in the title: is it possible to just create a WebVRFreeCamera in the BJS scene for webvr experience to be worked on GearVR? I also found this example which uses Three.js and the webvr api, which I tested on gearVR's samsung internet and it works, but I had never learned Three.js before and I am keen to continue working on a babylon.js scene instead.
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Hello Babylonians, I have had my GearVR for a while now using both the Samsung S6 and S7, and from the very beginning, the phone overheats within 15 - 20 minutes - making performance practically unusable. As a developer, this is a big problem, as my QA suffers due to the heavy load I need to place on the device for thorough testing. Although as a user, there is little fun in having to shut down every 15 minutes when this is just the time the action in most games becomes most intense, and the experience totally suffers at this point. So I began looking for solutions for this huge problem, and was able to discover a few "tricks" which I now have almost completely solved the overheating issue. I should start from the beginning, as the path to my final solution also might possibly help other developers and users in understanding the GearVR hardware much better in this regard. Firstly, this is not in anyway good for the device to get so hot that it overheats to the point of the CPU performance being so dramatically diminished, that the screen stutters and I begin to see HUGE artifacts in the render, as well as hugely poor sensor and generally all hardware performance. And to actually see this progressing rapidly from 30 fps and downward from there is a bit frightening; as I doubt the hardware will have a very long life under these conditions. So the first step I recommend is to install a CPU performance app (personally recommend "Performance Monitor Mini Pro" for any Android device. I recommend this app as it has TONS of features, and I'm able to customize the onscreen display and enable it at anytime to display a very small footprint of essential hardware performance properties. I prefer to display Memory Usage, CPU (and config) usage by percentage, Device temperature, and CPU performance averaging all available CPUs (the S6 and S7 are 8 processors averaging between 1200MHz and 1500MHz for most applications. These assist in devloping on any Android device for any application or game in addition to the invaluable use in VR development - due to the heavy resources required for speed and display performance. Once I installed this, I saw an average of 105 degrees F with the phone idle rise to 145+ degrees F in just a couple of minutes - depending on the game and other resources utilized during gameplay. So this got my attention very quickly. I won't go into the lengthy process of how I got to the rest of my personal optimization solutions, but regardless of the device you're using for development or even only as a gamer, I highly recommend the following (parts of this copied from other sites so I didn't have to re-type): Avoid charging during GearVR use, unless essential - and never use the quick charger that comes with the phones while plugged into the GearVR, as this heats up your phone much faster than a "standard" charger do not attach the rear cover for the GearVR unless you are outdoors - or have a Sun in your livingroom close all other apps Keep Wi-Fi off, or enable it if the game needs it turn Bluetooth on if you have a controller set Android Display, Screen Mode to Basic turn on Do Not Disturb in Gear VR set Gear VR brightness to the minimum comfortable setting (3 to 5 range on S6 or S7) turn Power Saving mode on only if the above isn't sufficient enough turn of GPS disable sync clear storage cache Using the GearVR with all of these changes together might be a bit overkill (and generally is,) however if you are developing using the GearVR, then I recommend all of the above steps to at least test hardware performance prior to releasing any game or graphic app to the public as an initial baseline benchmark. And I do this prior to the "secret" and best solution which I reveal below - since most any user other than you will probably not have figured out the next trick which solves the overheating problem - and overheating on all headsets is such a big problem that you should always test hardware performance under most conditions. And now for the single solution that will solve most any overheating issue and allow you to use your GearVR (as well as Cardboard, Vive, etc.) as long as you wish without worry. I highly recommend for anyone developing or using any of these repurposed devices - and this "secret" is to purchase any 3X5 Cold Gel Pack and attach it to the back of the phone after plugging the device into your GearVR or other headset. DO NOT use any adhesive or any other method to attach the Gel Pack to the phone, as this will defeat the solution by a large degree. Simply plug in your phone, and with the phone facing up place the Gel Pack on top and secure in place with your back cover. Thant's it! It solves any overheating issue, and I have played for over an hour at a time (although this will cause eye damage, headaches and vertigo anyway), so this is more than enough time before a break is needed. And if you are hard core enough or simply trying to beat that ONE hellish level before you give up, the Gel Packs are generally sold in packages of 5, which do the math - your battery will not last this long, and I don't personally recommend anything over an hour as there are real health issues to consider. So, I hope this helps, as if you aren't already experiencing this, you will find the overheating issue one of the biggest pains in the butt, as well as horribly bad for your hardware - and I personally don't want to replace my devices before their time, as well as running into serious performance problems that may appear as bugs in your scene. And I and others can tell you that once your device begins to overheat, performance is impacted to the point of the user experience turning very poor very fast. Cheers, DB