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tomtm

Forum Replies Created

Viewing 15 posts - 61 through 75 (of 83 total)
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  • in reply to: VR walking up some stairs, falliung down a hole #70423
    tomtm
    Customer

    Hi tomtm,

    you can use collision meshes to implement such things. See the Virtual Reality demo where a collision mesh restricts the movement inside the room. You can use more complex meshes for stairs and holes.

    Hi Yuri

    I tried to modify the collision object in this scene, made some stairs, but I still could
    walk through, The limit when the collision object ends works.
    But going up or falling down doesn’t happen.
    Do I need to extend in the puzzle?

    in reply to: VR Tutorial for Meta Quest 3 Setup #70422
    tomtm
    Customer

    Did you test this https://v3d.net/k94? What FPS it shows?

    1680 x 1760 show’s in the tool.

    That’s too low resolution. It gives you blurry experience in VR. You should test with at least 2064 x 2208. Actually, for the best, monitor-like picture, the resolution should be 2700 x 2700 for Quest 2 and 3000 x 3000 for Quest 3.

    What is the trick with the collison, that the camera goes up the stairs?
    Is there a addition in the raytrace puzzles?

    Read this topic to the end

    VR Controller Navigation (Quest 2)

    <iframe class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; clip: rect(1px, 1px, 1px, 1px);” title=”“VR Controller Navigation (Quest 2)” — Soft8Soft” src=”https://www.soft8soft.com/topic/vr-controller-navigation-quest-2/embed/#?secret=SXmV0tDZ93#?secret=oXaqu4KgOj&#8221; data-secret=”oXaqu4KgOj” width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    Where could I change the resolution?
    The specs for MQ 3 is 2064 x 2208 pixels per eye.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70398
    tomtm
    Customer

    Mst of the time I have 90 fps

    What resolution per eye? EB W and EB H values in OVR Metrics Tool.

    Did you make the changes?

    Yes, I reworked and optimized the original demo.

    Also you can test FPS in the original demo with VR mode added.
    Use this link https://v3d.net/k94 (not from the Asset Store)

    EW B / EW H
    1680 x 1760 show’s in the tool.

    What is the trick with the collison, that the camera goes up the stairs?
    Is there a addition in the raytrace puzzles?

    in reply to: VR Tutorial for Meta Quest 3 Setup #70391
    tomtm
    Customer

    Both tries were wrong ))) You tested the original demo with no VR support.

    Open your browser, type in v3d.net/ec5 and you will see this

    Yes, the second link worked as VR, looks very cool.
    Did you make the changes? Or where do you have the VR- Version?

    Mst of the time I have 90 fps, biggest dip is at 79 fps.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70387
    tomtm
    Customer

    Do you launch those apps from the App Manager instead of typing given links in the browser?

    Do you launch those apps from the App Manager instead of typing given links in the browser?

    I tried both from the „Store“ in the App Manager or if I uploaded it and used the link after upload.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70385
    tomtm
    Customer

    Seems you really like overquoting )))

    Does this demo https://v3d.net/qef work for you in VR? :scratch:

    It show me only the footprints icon like on a PC Webbrowser.

    Actually, those footprint icons are visible only on mobile paltforms (iOS/Android), not on PC. Your browser is detected as a phone browser like Chrome or Firefox :scratch:

    Yes, this works properly.
    This sample has also VR Puzzles in the project.
    The Snowball and the Industrial Robots Samples also works.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70382
    tomtm
    Customer

    It’s not a VR Scene

    Really? :scratch: Actually, it’s a working VR demo (at least on Quest 2) with 6DOF controls and collision detection.

    <iframe loading=”lazy” title=”First Person Camera VR demo” width=”640″ height=”360″ src=”https://www.youtube.com/embed/-VRS852ddjE?feature=oembed&#8221; frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>

    Have no idea why it’s not working for you :unsure:

    Very strange, I don’t get the Enter VR Button. I can’t access VR like you can with Meta Quest 3. It show me only the footprints icon like on a PC Webbrowser.
    So it looks like there is something different in MQ2 and MQ3.

    But I can’t see any VR Puzzle elements in this project, so how can it work in VR?

    Maybe someone can confirm this?

    • This reply was modified 10 months, 1 week ago by tomtm.
    in reply to: VR Tutorial for Meta Quest 3 Setup #70380
    tomtm
    Customer

    Check this demo https://v3d.net/ec5 and see FPS at the very begining.

    It’s not a VR Scene, but if I start it in the Meta Webbrowser it runs always on 90 fps.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70378
    tomtm
    Customer

    Thank you.
    I’ll definitely give that a go. Early tests of Verge3D output for VR and MR on Quest 3 have been quite promising.

    I did run into an issue with lighting though and a strange error with blown out lights and strange shadows.
    Maybe it’s best to bake everything.

    This tool will help me compare.

    There is a light bug in verge3d, if the light Intensity is animated, the lights are a way too bright.
    Otherwise, I find look and performance with verge3d and Meta Quest 3 impressive.
    The FPS Counter really helps to optimize the scene.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70356
    tomtm
    Customer

    Hi,

    Tip for all newbies in VR development with Meta Quest 3 and Verge3D

    For optimization reasons, you can check the fps/cpu/gpu usage of your Meta Quest 3
    with the app OVR Metrics Tool available in the Meta Quest Store.
    It’s an overlay graphics and it’s very handy to see what’s going on in your scene.

    in reply to: Verge3D 4.6 pre1 available! #70343
    tomtm
    Customer

    AR apps work good on Meta Quest 2 with no refactoring at all. Provided you use the latest Meta Quest Browser. What’s the difference with Quest 3? Just color cameras for MR.

    <iframe loading=”lazy” title=”AR on Quest 2″ width=”640″ height=”360″ src=”https://www.youtube.com/embed/xWFfdp0Ikk4?feature=oembed&#8221; frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>

    Hi,
    with Meta Quest 3 it’s not working… the elements are at wrong places.

    Thanks for testing
    Tom

    in reply to: Verge3D 4.6 pre1 available! #70342
    tomtm
    Customer

    May I ask you, if the AR-Reality Sample is working with your Meta Quest 3 Headset?

    Hi,
    Unfortunately, AR and VR behave very differently in Puzzles, while Oculus provides a “mixed” experience. We need to make some refactoring in Puzzles and the engine to support this device properly. I’m going to add this task to our TODO list and assign it a somewhat higher priority.

    Hi,
    would be very cool to get AR with Meta Quest 3 and verge3d to run.
    Meta Quest 3 is the headset at the moment and with verge3d I already could
    make some impressive Test-VR-Worlds with cool interactions.
    I’m completey newbie to VR and it was very handy to work with puzzle.
    I think it’s very cool, to have a framework for both conventional 3D sites and VR.

    VR & AR will come more and more with the advances in headset technology.

    Thanks
    Tom

    in reply to: Verge3D 4.6 pre1 available! #70307
    tomtm
    Customer

    Bingo!
    I was really glad to see that you considered the PWA. Which is fantastic.
    We definitely know where in industry the compatibility of verge published scenes for windows & mac was of a boring hurdle of compilation.
    PWA will be the efficient way now to have it cross platform easily. That makes sense.

    One thing I guess, it will also help VR headset to take advantage.
    Especially I feel with Quest3 like headset, it will be easy to use PWA effectively instead of starting the headset & wait for loading the WebVR content to show / demonstrate.
    We were finding it challenging to keep the Web3D content loaded & we use to keep headset in sleep mode till demonstration to avoid reloading challenge.
    Now this should be no more a problem ! Hope I am correct.

    May I ask you, if the AR-Reality Sample is working with your Meta Quest 3 Headset?
    I have Verge3d 4.5 installed but the AR Sample doesn’t work, I can’t place the character.
    The only thing I see is the move around button, which appears much too close
    to the eyes.

    I checked other AR Samples on the web, which are working.

    Thanks Tom

    • This reply was modified 10 months, 1 week ago by tomtm.
    • This reply was modified 10 months, 1 week ago by tomtm.
    in reply to: VR Tutorial for Meta Quest 3 Setup #70300
    tomtm
    Customer

    ok, it’s strange, because the walk around button is also “too close” in the headset.
    Maybe there is something different in the Meta 3 headset.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70291
    tomtm
    Customer

    I tested on Quest 2. And yes, I can see the Farmer model and place it on the floor.

    The only thing I see is the blue “Walk Around” Message.

    Try in other rooms with different floors. Your camera can’t detect the floor surface.

    Hmm, it can detect the floor without any problems, but I can’t see the farmer.
    There is also just one controller active.
    All other VR samples work with the headset without any problems.

    Maybe someone could test on Meta Quest 3?

    Thanks Tom

Viewing 15 posts - 61 through 75 (of 83 total)