Android Question real VR (VR-glass needed)

MasterGy

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Hello !
I started a VR game with OpenGL viewer. I'm studying it for now. It would be a good idea, an opinion. The program starts, the display is divided into 2 parts. Put the phone in the VR glasses and put it on your head! It is sharp at about half the distance of the objects. I hope you can feel the spatial effect. What you look at is what you see. (gyro+accelerometer+magnetic, NO 'ORIENTATION')
(later I'll add that you should focus on what you're looking at), animation is more.
The field is new to me, and I would like to receive meaningful help if someone has dealt with something similar.
 

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scsjc

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Longtime User
Hello !
I started a VR game with OpenGL viewer. I'm studying it for now. It would be a good idea, an opinion. The program starts, the display is divided into 2 parts. Put the phone in the VR glasses and put it on your head! It is sharp at about half the distance of the objects. I hope you can feel the spatial effect. What you look at is what you see. (gyro+accelerometer+magnetic, NO 'ORIENTATION')
(later I'll add that you should focus on what you're looking at), animation is more.
The field is new to me, and I would like to receive meaningful help if someone has dealt with something similar.
Hi @MasterGy,

I’m very interested in any VR option that can work similarly to the Google VR library, just to move inside an image with head tracking.

I’ve seen your post and it caught my attention, since right now I don’t know if it’s even possible to find Google VR compiled with 64-bit support. Have you made any progress in your OpenGL VR viewer (or something similar) that could be used as an alternative to Google VR ?

Thanks in advance!
 
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MasterGy

Member
Licensed User
Hi @MasterGy,

I’m very interested in any VR option that can work similarly to the Google VR library, just to move inside an image with head tracking.

I’ve seen your post and it caught my attention, since right now I don’t know if it’s even possible to find Google VR compiled with 64-bit support. Have you made any progress in your OpenGL VR viewer (or something similar) that could be used as an alternative to Google VR ?

Thanks in advance!
Hi!

Yes, I managed to use it in 3 games. I calculate the yaw/roll/pitch angles from the phone's orientation (accelerometer+gyroscope).

And the display is 2 opengl windows, or a raytracing canvas surface (this is slow, a lot of calculations).

Which solution are you interested in? I send partial works privately.

you can download ,its VR also.https://www.b4x.com/android/forum/threads/bouncing-ball-vr-raytracing.164032/
 
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scsjc

Well-Known Member
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Longtime User
Hi!

Yes, I managed to use it in 3 games. I calculate the yaw/roll/pitch angles from the phone's orientation (accelerometer+gyroscope).

And the display is 2 opengl windows, or a raytracing canvas surface (this is slow, a lot of calculations).

Which solution are you interested in? I send partial works privately.

you can download ,its VR also.https://www.b4x.com/android/forum/threads/bouncing-ball-vr-raytracing.164032/
Hi @MasterGy, thanks for your response.

I'm currently working on a project that requires fluid motion of a static image, similar to what I already achieve with the Google VR library. This library works wonders for detecting motion and also rendering the image smoothly on screen.

The problem is that I haven't been able to get Google VR to work in 64-bit, which means I can't publish on the Play Store. Because of this, I'm exploring other options like the one you showed in your example. I've tried it, but so far I don't get the same level of control as with Google VR: motion detection, device orientation tracking, and, most importantly, real-time rendering of the static image are much weaker.

My app is basically a virtual shooting range for training, where I draw targets and the shooter uses the phone screen to aim and hit accurately.

Do you think your solution could be adapted to something like this?
 
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MasterGy

Member
Licensed User
Hi @MasterGy, thanks for your response.

I'm currently working on a project that requires fluid motion of a static image, similar to what I already achieve with the Google VR library. This library works wonders for detecting motion and also rendering the image smoothly on screen.

The problem is that I haven't been able to get Google VR to work in 64-bit, which means I can't publish on the Play Store. Because of this, I'm exploring other options like the one you showed in your example. I've tried it, but so far I don't get the same level of control as with Google VR: motion detection, device orientation tracking, and, most importantly, real-time rendering of the static image are much weaker.

My app is basically a virtual shooting range for training, where I draw targets and the shooter uses the phone screen to aim and hit accurately.

Do you think your solution could be adapted to something like this?
Can you show me a screenshot so I can see what you mean?
 
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MasterGy

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I asked chatgpt what is this "google vr". Yes, there is no 64-bit version of it. And that is a problem with the release.
chatgpt offers some alternative solutions on github.
As for the display, my solution is not good, the whole thing should be rewritten on an opengl basis.
But your only problem is that it does not detect head movement nicely?
The SUB that I wrote is slow to detect head movement? Because this can be helped. There are some constant values that handle the smoothing. You can set them.
 
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scsjc

Well-Known Member
Licensed User
Longtime User
I asked chatgpt what is this "google vr". Yes, there is no 64-bit version of it. And that is a problem with the release.
chatgpt offers some alternative solutions on github.
As for the display, my solution is not good, the whole thing should be rewritten on an opengl basis.
But your only problem is that it does not detect head movement nicely?
The SUB that I wrote is slow to detect head movement? Because this can be helped. There are some constant values that handle the smoothing. You can set them.

Yes, I tried it but it’s not good enough for my case. The precision I get with GoogleVR for head movements is unique – I tested many options but I can’t reach the same fine level of detection. For my project (a training app where precision really matters), I need it to be that accurate.

I’ve also been digging everywhere (with help from our friend ChatGPT of course 😊) and managed to plug in the 4 AAR files from the latest GoogleVR version, and they do work with 64-bit. The problem seems to be the wrapper library itself.

I opened a thread here: https://www.b4x.com/android/forum/t...64-bit-support-–-any-help.168538/post-1032962 – maybe if the original author @warwound who made the wrapper can confirm something, we could finally solve it.
 
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