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Gear VR setup with ray tracking


brianzinn
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I'm trying to get my phone (S8) working like the video in this post, which has head and ray tracking in BabylonJS:

That PG is: http://playground.babylonjs.com/#ASDZLT#24.  I have an S8 and Gear VR and I am unable to get ray tracking and 3D head tracking working at the same time.  What I have tried:

Disabling Gear VR service (using Package Disabler)

1.  Opening the PG with a web browser, but I have no controller.  In Samsung Internet (normal or beta) or Chrome browser the head tracking works great, but no controller.

Enabling Gear VR service opens oculus and I have tried these 2 options:

1. Opening Oculus browser.  Have 2D scene (so side by side screens).  Don't see any options for 3D.

2. Opening Samsung Browser in Oculus.  Opens and controller works in 2D (with side-by-side screens), while head tracking doesn't.  Switching to 3D Side-by-side wasn't 3D.

 

I updated the firmware on my controller.  Not sure what I am missing.  Thanks.

 

 

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The controller works with the gamepad camera (http://www.babylonjs.com/demos/mansion/), so I figure that I can get that going.  Let's just leave the controller out for now.

Head tracking works, but the scene is blurry in 3D (double vision).  This page (https://mozvr.com/webvr-demos/demos/vihart/monkeys.html) does work, so it shows at a minimum that my phone is setup correctly to view 3D on a webpage.  The playground from my first post is blurry as well (http://playground.babylonjs.com/#ASDZLT#24).  Actually, it's the same with google cardboard (different phone) - it works on the mozvr size, but the babylonjs demos are blurry/double-vision, so quite possibly I am doing something wrong.

Anyway, if anybody has a gear VR and has a babylonJS page working in 3D not-blurry then I would be interested in hearing about how.   Thanks.

 

 

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Thanks for the feedback. If it's blurry with us and not on the Moz demo, maybe it's because they're not using the same HMD parameters as us. In our case, we're taking the value returned by the device or default values, it could come from there. 

I'd like also to have a better support for Gear VR and Daydream but don't have any hardware to work on for now. 

 

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OK.  It would be interesting to make a demo for adjusting the HMD parameters (using GUI sliders).  What parameters do we need to change to support different devices? Each cardboard is different - it is the QR code that adjusts HMD parameters.

Also, for which device do the defaults work on?

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