What playtesting your #AR game in public spaces looks like to people who have no idea what you’re doing #TBT #augmentedreality #mixedreality #ARKit #iOS #gamedev #indiedev #FPS #botnetpic.twitter.com/9UnrlS6vF9
As in image detection? I've considered it. ARKit has a form of it built in but that requires the images to be known to the app at build. A lot of these features are potential future updates, focussing on keeping v1 as simple as possible. So easy to want to chuck everything at it
üç durum yasası sepetlemek üzünç arkıt
The company is taking a “quality-first” approach in regards to their standalone headset.
As we grow closer to the release of the Oculus Quest, creators are already underway developing a new helping of games and experiences capable of harnessing the standalone devices 6DoF capabilities and inside-out tracking. With the latest addition to their VR ecosystem, Oculus is taking notes from previous releases on both the Oculus Rift and Oculus Go to ensure that only high-quality, AAA content makes its way to the Quest.
As a result, the company will be implementing a stricter application system for developers in order to better gauge the quality of their potential releases.
“High-quality, innovative titles tend to be expensive to build, and developers need confidence that they are shipping into an ecosystem that will generate a return on investment,” states Oculus in an official release. “We’ve set a high bar for content quality on Quest, higher than we’ve ever enforced before, in order to build a platform where everyone has confidence in the quality of the titles they’re buying and developers know that their investments have a strong chance of success.”
Before creators can even access the store submission process and non-public development resources, they’ll need to provide Oculus with a concept document outlining the details of their project for Oculus to review.
“We’re looking for evidence of quality and probable market success, and alignment to our Oculus Developer Content Guidelines. The concept submission process is a chance for developers to show us not only how cool their title will be, but also to explain how it will resonate with the Quest audience.”
Oculus claims this revamped application process is designed to better inform creators whether or not they’ll receive the go-ahead while still in the early stages of development; hopefully saving developers valuable time and money. An official form for submitting projects will be available via the Oculus Development Center later this March. Of course an accepted application by no means ensures that your final product will ultimately be accepted, so you’ll want to be sure your game or experience is as polished as possible.
As with the Rift and Go, developers can register a Oculus Developer Organization account to begin development the day Quest launches in-stores. However, the application process for the Oculus Rift and Oculus Go will remain the same for the time being.
With a majority of competing VR platforms embracing a general “open-arms” approach towards developer content, it’s nice to see Oculus taking a stricter stance in terms of the quality of content they offer their users.
Similar to the endless wave of half-baked smartphone applications, it’s fair to say that VR is currently being hindered by an onslaught of poorly made experiences that turn more people away from the technology than they attract. By developing a well-curated catalogue of quality experiences, the Quest has an opportunity to build a platform consisting of only the very best that VR has to offer.
The post Oculus Quest Will Require A Higher Standard Of Content From Developers appeared first on VRScout.
I used the controller with great success for months on a project. After coming back to the project after a 4 month hiatus I have found that the controller will suddenly drop off and quit responding.
If I suspend my program and rerun it, it will work again for some time and give out again at some random time.
I have spent all day going over my code and it seems correct. I cant...
Hololens Controller Dropoff
So it is possible to change the functionality of the buttons on the headset on the Lenovo Mirage? This is meant for Location Based Entertainment, so we don't need the volume buttons on the headset.
US retail giant Walmart is selling a range of ultra low price VR headsets.
Like most other PC VR headsets they connect to your PC via HDMI and USB. But unlike other PC VR headsets, they do not feature 6DoF positional tracking. That means you can rotate your head, but not move around.
The cheaper models run at 60Hz, whereas the $45 model is claimed to run at 90Hz. They all use cheap, small lenses so don’t expect a wide sweet spot or good sharpness.
All three models come with a USB gamepad, so in theory you can play any SteamVR game which doesn’t require tracked controllers- as long as your PC is capable.
Two models of the standalone headset are listed. One uses a 1080p screen for 960×1080 per eye, the other has the same 1280×1440 per eye resolution as Oculus Go.
They’re powered by a low end chipset from 2014. That makes them significantly less powerful than other standalones. Stunningly, the GPU in the chipset is actually an overclocked variant of that used on the iPhone 4S back in 2011. If you think normal mobile VR graphics are bad, you probably don’t want to use these headsets.
You control the headsets with buttons built onto the top. Or if that gets tedious, you can pick up a remote for $20 extra.
You Get What You Pay For
While we haven’t tried them ourselves yet it’s hard to recommend buying these headsets given their likely quality. They’re a great example of how low the price of VR could get if too many compromises are made.
Hopefully people who do buy them realize that they don’t represent what VR truly has to offer.
The post Walmart Is Selling A $30 SteamVR Headset And $80 Standalone appeared first on UploadVR.
Much like convenient smart home assistants, Cubit & Plott bring everything into one hub. Streamline measurements and creativity in your augmented reality layout, then introduce it to real space with Cubit. Now, where's that new art going? #LetsPlott http://bit.ly/PlottOnTwitter pic.twitter.com/TwBKfQhkUm
Writing for ZDNet, David Gewirtz imagines a future heavily informed by AI and AR: https://www.zdnet.com/article/reality-shock-the-fakeworld-future-of-ubiquitous-ar/ … #augmentedreality #artificialintelligence
Use your mobile design skills to build an # AR prototype using @sketchapp and @invision. Torch turns any designer into an #AugmentedReality designer without a steep learning curve. Walk through these easy steps to start #3D prototyping with @blackmaas https://www.torch.app/blog/an-end-to-end-ar-prototyping-workflow-using-torch-sketch-and-invision …pic.twitter.com/OcF9P31xjv