Vive Tracker Powers Google Daydream Wireless Room Scale Hack

Vive Tracker Powers Google Daydream Wireless Room Scale Hack

Back at CES we met a small creative studio with some big technical plans for the HTC Vive’s upcoming Tracker peripheral.

The team’s name was Master of Shapes, and they were one of the groups that HTC had gathered to showcase some of the many applications for the new device. Specifically, they made a technical demonstration for makeshift local multiplayer VR, called Cover Me. The tracker was attached to a phone, which itself was attached to a gun peripheral, allowing someone to look into a VR user’s world and help them out by shooting enemies. The potential for multiplayer was huge, but it also showcased how the Tracker could be used to make smartphone-based headsets positionally tracked.

At the time, Master of Shapes said that was “fully doable”. Now? It’s been done.

 The team today posted a look at its experiments attaching the Tracker to Google’s Daydream View, a device that doesn’t positionally track a user’s head movements. With a 3D printed mount, the Tracker is stuck on the front of the headset and tracked by the same base stations that track the Vive itself. The team’s work on Cover Me meant it had already figured out how to translate the Tracker’s positional data to Android phones, thus it was quickly able to make a true mobile room scale VR experience.

In the blog, Creative Director Adam Amaral noted that the experience wasn’t as solid as the traditional Vive setup and, since there are no Daydream games that have implemented positional tracking tech, the team used its demo for Cover Me instead.

“I will say the daydream with added room scale is pretty awesome,” Amaral wrote. “There is something really cool about having no tether and sharper resolution.”

The concept is purely experimental, but Master of Shapes plans to keep on with the experimentation. Speaking to UploadVR, Amaral said the team was also going to look at attaching the device to Daydream’s remote controller, which currently offers tracking in only a few directions. In theory, adding the Tracker to the device could make it a fully tracked device akin to Vive’s own wands. He also teased that the company has been using the Tracker with a phone supported by Google’s Tango 3D mapping tech too.

This could also turn Cover Me itself from a game in which one player is in VR, and one is using a phone, to two players being fully in VR. People with both a Vive and a smartphone-based headset could experience new types of VR content.

We’re not sure how viable the concept is in the market, but it’s still a fascinating concept. The Vive Tracker is expected to release in Q2, and there are plenty of developers that want to get their hands on it.

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The 2017 Lumiere Awards: Google and Dear Angelica Win Big

The 2017 Lumiere Awards: Google and Dear Angelica Win Big

Tonight in Hollywood, California the Lumiere Awards were held at Warner Brothers Studios. These awards honor the year’s best in “cutting edge content and technology achievement.” This year, virtual and augmented reality were well represented throughout the ceremony. Check out this list of tonight’s biggest VR/AR winners.

Cher Wang – HTC Vive

AIS-VR Society President Jim Chabin and actress Maria Bello honored the CEO of HTC with the Sir Charles Wheatstone Award for exemplifying exceptional forward movement in the VR Sciences. HTC is the maker of the Vive VR headset, a monumental achievement in optics, controls and 3D positional tracking for VR.

Google Earth VR

Longtime Hollywood environmental activist, Ed Begley Jr. presented Google Earth VR with the Century Award  for VR in service of environmental enrichment. Google Earth VR turns much of the world into a digital playground that you can fly or teleport around in immersive 3D space. From standing on top of the Empire State Building, to swooping into the Grand Canyon, Google Earth VR could certainly inspire anyone to protect the beauty of our planet.

Ghostbusters 

The Ghostbusters VR Experience won Best VR live action experience. This is a VR installation put on by Sony Pictures Entertainment and The Void in New York City.

Dear Angelica

The recently released jaw-dropper from Oculus Studios won tonight’s Lumiere for Best VR Animated Experience. Dear Angelica was created using the new Oculus art program, Quill and the results are simply astonishing. Bring your Kleenex for this one.

Invisible 

Doug Liman, 30 Ninjas, Condé Nast, Jaunt VR and Samsung won tonight’s Best 360 Series award for Invisible.

Nomads: Sea Gypsies

It was inevitable that Felix and Paul would end up on this list. The groundbreaking 360 video studio won the Best 360 Live Action award for this masterful work that gives viewers “an encounter with the Sama-Bajau people who have lived on the sea along the coasts of Borneo for centuries.”

The Click Effect

Best VR Documentary went to this piece of undersea VR journalism.

Branded Experience

The aptly named 360 Tour of the Shinola Factory with Luke Wilson won Best Branded VR experience.

Music

The beautiful string symphonies of Joshua Bell VR earned Sony PlayStation and Vicom Inc. the nod for Best VR Music Video.

Tilt Brush

The two-time Academy-award winning director Robert Stromberg presented the award for Best VR Experience to Google’s Tilt Brush. Tilt Brush is a tool for artistic creation that has become one of the most recognizable VR experiences and led to some truly beautiful creations.

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Field in View: Valve, Facebook, Microsoft, Google, Sony – Who Believes What’s Best For VR?

Field in View: Valve, Facebook, Microsoft, Google, Sony – Who Believes What’s Best For VR?

I think it’s time to get things in order a little. To my mind, there are now five major companies publicly involved in the development of the VR ecosystem. Not just headsets, but the development, sale and distribution of content, and how they believe those processes will most benefit both themselves and the industry. Understanding what each is doing for VR is getting increasingly more complicated by the day.

Between Sony’s PlayStation VR, Google’s Daydream, Microsoft’s Windows Holographic, Facebook’s Oculus, and Valve’s SteamVR, we don’t just have different tech specs but different philosophies that will continue to seperate each of them as 2017 goes on and may ultimately decide who truly leads the industry in the years to come. Each will likely come under examination in a few weeks’ time at the Game Developers Conference, so let’s set the record straight on each approach right now.

Sony

As wonderful a headset as PSVR is, Sony’s approach to VR is probably the most incidental, not that that’s necessarily a bad thing. In comparison to its higher-end PC rivals, PSVR offers a limited VR experience with its single tracking camera but excels as an entry-level headset that doesn’t require people to transform a room in their house. It seemingly believes the compromises that it makes in a VR experience are worth it; many of PSVR’s biggest games are experienced with a DualShock 4 gamepad and ports of games like Job Simulator have been adapted to accommodate the tracking.

In terms of ecosystem, PSVR has adopted a similar approach to the PS4 that it works with. The company publishes exclusive content from first-parties like RIGS, arranges either full or timed exclusive VR games like the recent VR support for Resident Evil 7, and welcomes both big publishers and independent developers to work on its platform, though with added processes to launch on the PlayStation Store. The optimization needed to bring PC games to PSVR combined with the added method of getting onto the Store means games often come to the headset later than they do Rift or Vive.

Google

Though Oculus and Samsung’s Gear VR might have had a significant headstart, Google’s mobile VR ecosystem, Daydream is poised to lead the smartphone charge in the coming months. Google wants to essentially create the Android of VR by building on top of that exact operating system. It’s working with companies like Huawei and Samsung itself to create handsets that support Daydream with all the same functionality that its own Pixel phone offers. In theory, if the approach is successful, many thousands of people will be walking around with Daydream phones in the years to come.

To fuel its ecosystem right now, Google lined up a range of exclusive content with other developers, but the company itself is not developing exclusively; Google Earth and Tilt Brush are both available on the HTC Vive and may come to other devices in the future. While the company’s tactics aren’t as often discussed as PC VR right now, they’re bound to be just as important as mobile VR grows in prominence over the years.

Microsoft

Microsoft probably has the most curious approach to a VR ecosystem right now, simply because we don’t know all that much about it. The company believes that the Holographic operating system it’s developing, seemingly part of Windows 10 itself, could be the main OS for immersive headsets; not just VR but HoloLens too. To help prove that faster than it will take to get HoloLens to the consumer market, it’s teaming with the likes of Dell and Lenovo to make new VR headsets.

Those devices are launching later this year, but we know very little how they’ll exist alongside SteamVR and Oculus Home. Microsoft claims its devices don’t need high-powered PCs and its inside-out tracking trumps the external sensors for Rift and Vive. If it can convince consumers of that, then it could make a major play for VR dominance. The question is what that possible future would mean for other devices.

Facebook

Over the past year no one has come under fire for their approach to a VR ecosystem quite as much as Facebook’s Oculus. The Rift launched in March of 2016 and with it a dedicated Home app where people buy games and connect online. Home does not sell content that’s compatible with other headsets and Oculus has lined up a lot of exclusive content to help sway people to buy its headset over others.

Rift’s tracking technology is entirely proprietary, which puts it at odds with Valve’s SteamVR which currently powers the HTC Vive and will, in the future, fuel other headsets too. If Facebook’s headset becomes the best-selling VR device then it will be definitively controlled by Facebook itself. There are many advantages to the singular approach in terms of simplicity, but its the fears over that control that have many people worried about the company’s policies. Whether those concerns are unfounded or not will be one of VR’s biggest stories for the next few years.

Valve

In SteamVR and OpenVR Valve is heavily pushing an open ecosystem that it thinks is exactly what the tech needs to thrive. Just this week Valve has expressed its disdain for exclusive software, and this year’s CES was peppered with headsets that utilized SteamVR. Companies like HTC are bringing new gadgets into the ecosystem like the Vive tracker that allow developers to experiment with VR in ways that they couldn’t on other platforms.

As pioneers of room scale technology, Valve wants VR to be an uncompromising experience. It was the first to offer a headset that you can walk around a tracked space with. That means its tech is expensive and likely inaccessible to many people right now, but the company envisions a future in which its ecosystem becomes increasingly viable in the home space.

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Google Brings VR to the Web on Chrome for Daydream

Access to virtual reality (VR) content is getting easier and easier, with multiple head-mounted displays (HMDs) now available and a wealth of apps and services now supporting the medium. Today Google has announced WebVR support on Chrome for use with Daydream View and Daydream-ready smartphones like Pixel or ZTE’s Axon 7.

This update will allow users to surf the web and when they find a VR experience they want to view, simply pop their device into the headset to enjoy the immersive experience. Even if they don’t have the headset they’ll be able to view and control it using their finger.

Sketchfab - Webvr - spacedome

While there’s not masses of WebVR content available Google has highlighted some of the best to get users started. For those interested in architecture, celebrity homes, museums and more there’s Matterport.  Award-winning content creator Within has a mixture of documentaries, short films and other 360-degree experiences. Or for user generated 3D models and scenes there’s Sketchfab. Utilising the Daydream remote for a range of gameplay option is the WebVR Lab from PlayCanvas. Or checkout the Bear 71 interactive documentary, produced by the National Film Board of Canada, which blurs the lines between the wild world and the wired one.

WebVR is set to be a big part of VR’s future, enabling views ways to explore content. Other companies working on WebVR applications include Oculus with its Carmel browser. Supporting both Rift and Gear VR, Oculus launched a developer preview for the mobile headset back in December, available as a Gallery app on the Oculus Store.

For all the latest WebVR and Daydream news, keep reading VRFocus.

WebVR Officially Launches on Chrome for Android with Daydream Support

Experimental builds of Chrome for Android have seen ongoing development of WebVR functionality, but today is a major milestone as WebVR comes to the stable branch of Chrome on Android—that’s the same version that everyone on Android sees in Google’s Play Store and the same version that’s been installed between 1 and 5 billion times. Now those with a Daydream supported phone and headset can step into virtual reality experiences directly through the browser.

WebVR’s massive potential is that it allows VR experiences to be hosted and run directly from the web, just like any other website. That means high accessibility and easy navigability, allowing VR users to traverse from one VR experience to the next without installing individual apps for each experience—imagine if you had to install a different app to visit every website; the web would not be nearly as useful without being able to jump from one hyperlink to the next, quickly and seamlessly.

Major industry players like Firefox, Google, Oculus, and Microsoft are on board with WebVR, and Chrome’s stable branch update now with WebVR built-in is a huge step for what these companies hope will one day become an official W3C web standard.

Today, anyone who updates or installs Chrome on their Android device will now have WebVR functionality built in, allowing those with Daydream compatible phones and headsets to pull VR directly from the web.

within-webvrVR video company Within has created a WebVR-ready video player which lets you navigate and watch their library of 360 degree videos with your Daydream headset and controller. If you don’t have a Daydream headset, the website flawlessly falls back to a layout that works with a mouse on desktop or a touchscreen on a smartphone. It’s the WebVR vision incarnate—a single website that’s accessible all the way from the most basic flat screen to immersive VR headsets.

More WebVR-enabled Example Sites:

Now, that said, there’s still work to be done on WebVR before it achieves its true potential. First, Daydream is presently the only supported headset for Chrome on Android (though Google says Cardboard support is on the way). And while other browser makers have committed to making WebVR part of their web stack, WebVR support in most browsers (including Chrome on desktop) is still under development, and it will take some time before anyone installing Chrome, FireFox, or Internet Explorer on desktop will simply be able to pop on their headset and jump into VR websites. But it’s on the way.

WebVR also has to contend with the challenge of browser-based performance compared to native apps, which have for a long time had the upper hand. And while browsers have made major strides in the 3D rendering performance department in the last few years, there’s still more to do.

SEE ALSO
Google Shows HTC Vive Running at 90 FPS in Chrome with WebVR

While the Within WebVR website works impressively well from a conceptual standpoint, the graphics are clearly not as sharp and the performance not yet as smooth as a native app counterpart for Daydream. However, those working behind the scenes on WebVR tell me they believe they’ll be able to reach near-parity in visual quality for many types of apps (though maybe not the latest and greatest AAA VR title).

This is a (big) first step for VR on Chrome. Google is also in the process of developing a ‘VR Shell’ to make legacy websites browsable in VR too.

The post WebVR Officially Launches on Chrome for Android with Daydream Support appeared first on Road to VR.

Google Brings Stable WebVR Support To Chrome on Daydream

Google Brings Stable WebVR Support To Chrome on Daydream

Late last month Google opened the doors to its Daydream mobile VR ecosystem up to developers, and now it’s doing the same for the web.

The tech giant today is releasing a stable build of WebVR support in the Chrome browser for Daydream compatible phones and headsets. That means when reaching a WebVR compatible page, you can slot your phone into a Daydream View — or Huawei’s upcoming headset — and view that content in VR, be it a 360-degree video or a full virtual experience.

You won’t need to download anything to access these experiences; they offer a quick way to jump into VR as naturally as you surf the web itself. You can jump into 360 YouTube videos with no need to access the Daydream app, for example.

To celebrate the launch, Google provided a few examples of where to find the best WebVR content so far. Check out Bear 71 for an interactive VR documentary, Matterport for a library of 360 photos and videos, Within for 360-degree movies, Sketchfab for user-created content and, interestingly, Playcanvas’ WebVR Lab, which appears to integrate the Daydream controller into an immersive experience.

The feature’s been a long time coming for Chrome, and it’s not finished yet; stable support for Cardboard and wider phone integration will be coming at a later date, and Chrome on Windows still only has experimental support at this point in time.

Google isn’t the only one pushing WebVR right now; Samsung is supporting the API with its internet browser for Gear VR, and Oculus is working on its very own browser, codenamed Carmel, that will work with both Gear VR and the Rift. While there’s still years of development ahead, eventually WebVR should grow to be a widely-available feature on a range of browsers and headsets. Last month we also reported on the reveal of a new tool from Google itself that would help optimize VR on the web.

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2016 wurden 6,3 Millionen Virtual Reality Headsets verkauft

Laut des US-Marktforschungsunternehmens Super Data sollen 2016 weltweit insgesamt 6,3 Millionen Virtual Reality Headseats verkauft worden sein. Sollten die Zahlen stimmen, müsste die wirtschaftliche Größenordnung innerhalb der Branche neu betrachtet werden. Allerdings halten sich die Unternehmen offiziell noch weitgehend mit Verkaufszahlen zurück.

Samsung verkaufte die meisten Virtual Reality Headsets

Super Datas Marktanalyse geht davon aus, dass 2016 allein 4,5 Millionen Einheiten von Samsungs Gear VR verkauft wurden. Auf dem zweiten Platz folgt Sonys Playstation VR Headset mit 750.000 verkauften Geräten. Auf den weiteren Rängen platzieren sich HTC (420.000 verkaufte Einheiten der HTC Vive), Google (260.000 verkaufte Einheiten der Google Daydream VR) und Oculus (240.000 verkaufte Einheiten der Oculus Rift).

Damit hat die HTC Vive einen klaren Vorsprung gegenüber Facebooks Tochterfirma Oculus, das als Unternehmen zudem eine saftige Strafe an die Holdinggesellschaft ZeniMax (u.a. Bethesda Softworks) zahlen muss. Laut der Analyse scheint Oculus aber zudem sowieso mehr den Fokus auf Spiele und soziale Anwendungen legen zu wollen, während die HTC Vive immer beliebter für Unternehmen und die B2B-Branche wird.

Sony wäre Marktführer im High-End-Bereich

Inwieweit die Zahlen tatsächlich aussagekräftig sind, ist fraglich. Denn die Unternehmen halten sich mit offiziellen Verkaufszahlen bis jetzt stark zurück. Eine Ausnahme bildet Samsung, das laut eigenen Angaben 2016 „mehr als fünf Millionen Gear VR Headsets“ verkaufte. Aber hier zeigt sich auch, dass die Zahlen von Super Datas Analyse und Samsungs Verkaufsreport zumindest auf dem Papier auseinandergehen.

Näher betrachtet ist der Branchenreport zudem wenig differenziert dargestellt. Schließlich werden die verschiedenen VR-Brillen in einen Topf geschmissen, was verkaufsanalytisch und wirtschaftlich wenig Sinn ergibt. Denn während High-End-Geräte wie die Oculus Rift oder die HTC Vive nicht unter einem Verkaufspreis von 600 Euro erhältlich sind, ist die Gear VR bereits ab 60 Euro zu haben. Laut Super Datas Verkaufsanalyse wäre damit aber Sony mit der Playstation VR und einem Verkaufspreis von ca. 400 Euro zumindest Marktführer im High-End-Preis-Segment. Samsung könnte aber auf die meisten verkauften Einheiten im Bereich Mobile VR zurückblicken.

Der Beitrag 2016 wurden 6,3 Millionen Virtual Reality Headsets verkauft zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!