New WebVR, Please explain-

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mbb
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New WebVR, Please explain-

Post by mbb » Tue Mar 05, 2019 9:57 pm

I've output my VR Tour as normally and I have the "VR-Enabled" output box selected.

I have a "VR button" in my skin set to toggle to VR Mode.

Next, when going to the tour's URL using the Oculus Go browser, the regular desktop tour loads in the browser but I can not pan it with the hand control (pointer), which I should be able to do. Buttons in the skin work though, so after selecting the VR button to switch to VR Mode, the tour expands to fill the whole view as one would expect.

There is no "gaze cursor" but I can use my hand pointer to click on node hotspots.

So what is exactly going on here?

Where are the tour node icons and style coming from? Where do I change these? (example- the text for the node icon needs to not be a full width box with white background)

Resolution of the VR tour viewed on the GO is lower than it should be, thus the image looks poorer than it should. Where can I bump the resolution of those WebVR pano output files?

There is a whole page of WebVR instructions in the documentation but because of using various terms interchangeably, it makes everything not as clear as it should be. Example- "cardboard" is not the same as Oculus Go, which the documentation seems to indicate. That documentation also mentions nothing as to why whatever default WebVR mode I seem to have fallen into *seems* to be "working" to a certain extent on my GO, even though I did not do any of the things in that separate documentation?

Am I able to create a thumbnail menu for use within WebVR mode on the GO?

Thanks

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Hopki
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Re: New WebVR, Please explain-

Post by Hopki » Tue Mar 05, 2019 11:02 pm

Hi,
At the moment when WebVR is being used you cannot use the hand controller to move the pano when not in WebVR mode so to speak.
When you click the VR button and enter WebVR mode you use the hand controller to select the hotspots.

The hotspots are pre defined like most WebVR applications, so not custom skin.

What we also do which is unique as far as I know is use the controllers thumbnail pad to rotate the pano.
This is useful if your sitting and only have 180º side to side view.
You can also tap the thumb pad to toggle the size of the hotspots to give a more visual hit to where that are in the pano.

Resolution, we know about this and will be addressed.
Regards,
Hopki

mbb
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Re: New WebVR, Please explain-

Post by mbb » Wed Mar 06, 2019 5:47 am

At the moment when WebVR is being used you cannot use the hand controller to move the pano when not in WebVR mode so to speak
I am taking about loading and viewing the regular desktop tour through the Oculus Go browser, which is not WebVR. Everything about the tour works in the browser, skin, buttons, floorplan etc *except* I cannot pan using the cursor. This should be fixed.
The hotspots are pre defined like most WebVR applications, so not custom skin.
Other VR pano players for WebVR such as krpano and 3dvista both allow you to specify what image should be used as the node hotspot. So I do not know what you mean by "most WebVR applications". Your current default of a faded ball image does not work very well in circumstances where it blends in too much with the background. Additionally, having a single hotspot image (ie: a colored arrow or ring) means more efficient loading because there is only a single image.
What we also do which is unique as far as I know is use the controllers thumbnail pad to rotate the pano.
Yes this is indeed a nice aspect. However, it should move in the opposite direction than it currently does in order to be more intuitive. The panning should also be smoother if possible.
You can also tap the thumb pad to toggle the size of the hotspots to give a more visual hit to where that are in the pano.
I don't think a user is going to know to do this without being told as such. I know I sure didn't. I would prefer to set the hotspot size explicitly. Currently it is too small. Especially when viewed for cardboard viewing on a high resolution phone screen (which won't have a thumb button).
Resolution, we know about this and will be addressed.
Good to hear!

mbb
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Re: New WebVR, Please explain-

Post by mbb » Wed Mar 06, 2019 6:03 am

Would also like to mention that a way of viewing a thumbnail menu is sorely needed. Some of my tours can get to a size where going to a certain panorama specifically is required, rather than having to "step through" a series to get there.

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thomas
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Re: New WebVR, Please explain-

Post by thomas » Wed Mar 06, 2019 10:14 am

As said, this is the first beta to get some feedback, and for sure not the final version.
I find the stare navigation awful, but if the VR headset has no hand controller, then it falls back to stare. You can even take out the battery from your Go hand controller (same goes for the Rift/Vive/Daydream/Gear VR controllers), and it will dynamically switch to stare, and after the battery is in, you have the controller again.
We will add more customizations to the next betas but for now, you can change the style of the hotspot text box in the output settings (except for the border-radius).

Screenshot 2019-03-06 10.06.03.png
Screenshot 2019-03-06 10.06.03.png (32.46 KiB) Viewed 712 times
MfG, Thomas

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thomas
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Re: New WebVR, Please explain-

Post by thomas » Wed Mar 06, 2019 10:19 am

mbb wrote:
Wed Mar 06, 2019 5:47 am
I am taking about loading and viewing the regular desktop tour through the Oculus Go browser, which is not WebVR. Everything about the tour works in the browser, skin, buttons, floorplan etc *except* I cannot pan using the cursor. This should be fixed.
This is a tricky problem, as this works as soon as I connect the debug USB connection. I have no idea, why this breaks, but we are aware of if it, and I will try to find a solution.
MfG, Thomas

mbb
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Re: New WebVR, Please explain-

Post by mbb » Wed Mar 06, 2019 12:22 pm

I find the stare navigation awful, but if the VR headset has no hand controller, then it falls back to stare. You can even take out the battery from your Go hand controller (same goes for the Rift/Vive/Daydream/Gear VR controllers), and it will dynamically switch to stare, and after the battery is in, you have the controller again.
yes I don't care for stare navigation either, with the GO's controller, I would much rather point. So I was very pleased to see that the controller worked on the Go. I was also pleasantly surprised, before I saw your message, to see that it defaulted to stare navigation when I loaded it on my android phone.

I have my first tours up now for my client utilizing P2VR's new HMD WebVR capabilities. Overall, I would say that it went very smoothly and was fairly "automatic" which is a great start. Not having a thumbnail menu is really the biggest issue at the moment. Fortunately these few first tours I've put up are small.

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Re: New WebVR, Please explain-

Post by Vistaramic » Wed Mar 06, 2019 4:13 pm

FYI - I've noticed that the tours run better on Firefox VR over the standard Oculus Browser. Any viewing issues might not be Pano2VR.

mbb
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Re: New WebVR, Please explain-

Post by mbb » Wed Mar 06, 2019 11:04 pm

krpano tours work fine in the Oculus browser, so one would assume that Pano2VR *should* work as well no? Note, that I am not referring to WebVR in this case, but viewing a regular VR Tour in it's web browser.

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