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Zzzilly

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Posts posted by Zzzilly

  1. On 3/23/2020 at 3:01 PM, VibrantNebula said:

    @pbbbbb This generally wouldn't be kosher with developers presently. When they develop a VR game - they're generally targeting a known level of performance and reproduction quality - MR quality on current HMDs throws that out the window. That's a huge reason why VR content is progressing faster than MR/AR - you can control for more factors which impact your reproduction quality.

    The latency of pass-through is currently high enough that it would bother most people if used long-term; as hardware improves, you'll likely see this type of MR become more commonplace.

     

     

    Enable room view with translucent pass-through and ensure "show camera at room edge" is turned on

    The latency can be an issue when a scene is busy but this translucent pass-through is a great trick to supplement with the SRWorks pass-through. It's good to realize that this can be adjusted with the Vive SR_HMD Camera Shifter script. Thanks for pointing this out. The translucent pass-through is misaligned vertically - a stereo no-no.  SRWorks aside, is there a way to shift vertically?

     

    On 3/28/2020 at 4:45 PM, Dario said:

    Just want to emphasize that stereo seperation / ipd can be handled with SRWorks and that we include an overlay example. Yes, this has to be included in your app  and is not a 3rd party overlay solution for all existing apps, but you can definitely experiment with more AR/MR features until a universal overlay solution is available.

     

  2. Hello, The SDK is a real boost. It's unfortunate that cost and perceived convenience has taken attention from the Vive Pro. The stereo passthrough camera offers a great potential for AR , there is still nothing that touches it for this. AR with the Vive Pro is a lot more appealing than what can be done with a handheld mono device. There doesn't seem to be much discussion around techniques for triggering animations using the cameras. Has anyone had success using image triggers to situate animations moving or in place? If so, what is the approach? It would seem that it could come from the SRWorks SDK but what is the approach?  Is there anyone working on this?

     

    @Daniel_Y

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