chicagobob123 Posted January 18, 2018 Share Posted January 18, 2018 Ok I know this is broad topic but I am looking for a broad answer. I have a Samsung VR headset and even in this environment the experience is not as 3D as I would think. Which makes me wonder why? Everything in the distance looks flat and lots of times foreground looks like it pops out rather than melds in as with normal sight. I know you are shooting with one camera but duplicating the image and offsetting each eyes image by horizontal inches should give you realistic depth, right? Least not from what I can see. I was also wondering why there isn't something to separate the eye lenses in the unit. Maybe its just not needed.. Anyway its just a passing thought. Maybe someone can pass me to some reading material. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted January 18, 2018 Share Posted January 18, 2018 1 hour ago, chicagobob123 said: I was also wondering why there isn't something to separate the eye lenses in the unit. I'm not sure if you are referring to GearVR or Odyssey. For GearVR lensSeparationDistance is set using Default:https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/VR/babylon.vrCameraMetrics.ts#L47 I have an Odyssey as well. I have found some other demos with more 3D pop on Three.js. Did you find another site with more realistic depth? Otherwise make a PG and maybe we can try something. Also, you can distort your world to make it less flat, if you are referring to curvature of earth - ie: https://github.com/SvenFrankson/planet-builder-web Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted January 18, 2018 Author Share Posted January 18, 2018 1 hour ago, chicagobob123 said: Just look at the basics the Face Book HOME view in Gear VR. Its supposed to be a vast area right? Well it looks like a 2D/3D to me. That make any sense. Its an impression. I mean look out the a window on a sunny day. The depth outside is real while in a VR 3D space everything looks like its in a painting with other paintings placed on top. Maybe a color graduation lighting issue? Quote Link to comment Share on other sites More sharing options...
RaananW Posted January 18, 2018 Share Posted January 18, 2018 GearVR should be using the WebVR camera (and the WebVR standard) which actually provides us with the eye information and view/projection matrix. So, it should work right out of the box without any configuration needed on your side. What camera are you using? want to share a simple scene you think is flat? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted January 19, 2018 Share Posted January 19, 2018 @RaananW is correct there obviously when using gearvr with usb, which most people will be through Oculus Carmel or Samsung Internet. If you connect without usb (like cardboard) then you can tweak the VR metrics. Quote Link to comment Share on other sites More sharing options...
RaananW Posted January 19, 2018 Share Posted January 19, 2018 (insert "But Why" meme here) Wouldn't that be counterproductive? You bought such an expensive device and you turn it into a 3$ cardboard. WebVR is so much better than device orientation, especially due to the predefined variables. Use it as much as you can! brianzinn 1 Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted January 19, 2018 Author Share Posted January 19, 2018 I will have to create one for demo. Maybe on Saturday. All you need is some columns a ground with a sky box. Is there a sky texture available in playground, ground could be just gray. Quote Link to comment Share on other sites More sharing options...
RaananW Posted January 19, 2018 Share Posted January 19, 2018 Check the environment demo for skybox (technically - skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); ) Quote Link to comment Share on other sites More sharing options...
brianzinn Posted January 25, 2018 Share Posted January 25, 2018 On 18/01/2018 at 8:23 AM, chicagobob123 said: should give you realistic depth, right? I wonder if you are referring to perspective views. I've been reading through a great series - maybe this what you mean? https://webglfundamentals.org/webgl/lessons/webgl-3d-perspective.html Obviously babylon.js has perspective... But I'm not aware of a "fudgeFactor" built-in to change. Maybe there are settings on the camera? Quote Link to comment Share on other sites More sharing options...
dbawel Posted January 26, 2018 Share Posted January 26, 2018 The broad answer is that current 3D is a cheat on the eyes, and not natural since the screens are so close to the eyes. The big change will come with true 3D AR and VR - such as Magic Leap is building. This allows natural light to be projected directly onto the retina of your eyes. Until then, 3D kinda sucks. DB Quote Link to comment Share on other sites More sharing options...
brianzinn Posted January 26, 2018 Share Posted January 26, 2018 Just went to a VR talk. Here's a slide from the presentation; I think he said it was from Mike Alger who has done research on this area. Lots of info on his website. adam and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
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