AMD veröffentlichte kürzlich eine neue Version der Streaming-App Radeon ReLive für Nutzer der hauseigenen Grafikkarten, um SteamVR-Inhalte auf mobile sowie autarke VR-Brillen zu übertragen. Derzeit werden die Google Daydream, Lenovo Mirage Solo und HTC Vive Focus unterstützt. Ein Support für Oculus Go und Gear VR soll zeitnah folgen.
AMD Radeon ReLive – SteamVR-Streaming-Software für mobile VR-Brillen
Mit der App Radeon ReLive veröffentlicht AMD eine neue Möglichkeit zum Streamen von VR-Inhalten aus Steam auf mobile VR-Brillen. Das Feature ist Teil der neuen AMD Radeon Software Adrenalin 2019 für PC. Die Übertragung soll ohne spürbare Latenz und in hoher Qualität gewährleistet werden.
Derzeit werden folgende Grafikkarten von AMD unterstützt:
RX 470
RX 570
RX 480
RX 580
RX 590
RX Vega
Außerdem ist die Software aktuell ausschließlich mit Windows 10 kompatibel. Ein 5-GHz-WLAN-Router (802.11ac) ist ebenso empfehlenswert, um eine optimale Performance zu ermöglichen.
Zur Nutzung der neuen Funktion muss die neue App Radeon ReLive for VR auf der VR-Brille installiert werden. Daraufhin sollte sich automatisch eine Verbindung zwischen SteamVR und der Hardware herstellen. Weitere Informationen zur Installation finden sich hier.
Zu beachten sei jedoch, dass nur VR-Titel mit Gamepad-Steuerung auf der Vive Focus bzw. der Daydream spielbar sind. Die 3DoF-Controller der mobilen VR-Brillen bieten keine Möglichkeit zum vollständigen Raumtracking. Um eine 6DoF-VR-Erfahrung mit der neuen Streaming-Software zu erleben, müssen wir uns bis zum Release der Oculus Quest gedulden. Derzeit ist der Service mehr für das Streaming von VR-Filmen und -Erfahrungen geeignet.
Die Radeon ReLive For VR App ist kostenlos im Google PlayStore erhältlich. Ein Support für Oculus Go und Gear VR soll in naher Zukunft folgen.
Die PlayStation-VR-Brille überzeugt viele Nutzer-/innen mit seinem komfortablen Tragegefühls, welches dank des innovativen Designs der Kopfhalterung entsteht. Das Konstrukt überzeugte dermaßen, das Lenovo sich vermutlich stark bei der Entwicklung seiner Mirage Solo inspirieren lies. Die Ähnlichkeit der beiden VR-Brillen ist augenscheinlich vorhanden, was auch den Verantwortlichen von Sony nicht verborgen blieb. Anstatt einen Rechtsstreit anzuzetteln, reagiert der japanische Elektronikkonzern allerdings vorbildlich und handelte eine außergerichtliche Einigung aus: Sony Interactive Entertainment und Lenovo verkündeten in einer kürzlichen Presseerklärung die Lizenzierung des PSVR-Designs für die Mirage Solo für die nächsten zwei Jahre.
Sony Interactive Entertainment & Lenovo – Neue Partnerschaft lizenziert PSVR-Design-Nutzung für Mirage Solo
Sony und Lenovo kündigten gestern eine neue Partnerschaft zur Lizenzierung des VR-Brillen-Designs der PlayStation VR (PSVR) für die Mirage Solo an. Beide Unternehmen unterzeichneten die Vereinbarung für die Nutzung über zwei Jahre. Ein respektabler Schritt vonseiten Sony, denn die Ähnlichkeit der beiden Modelle ist mehr als offensichtlich:
PlayStation VR (PSVR)
Lenovo Mirage Solo
In einem Statement verkündet Riley Russel, Chief Legal Officer von SIE, die Beweggründe für diesen Entschluss:
“Wir freuen uns, Ihnen mitteilen zu können, dass wir das PSVR-Brillen-Design an Lenovo lizenziert haben. Das Industrie-Design der PSVR ist weithin angesehen, was das Ergebnis jahrelanger harter Arbeit unserer PlayStation-Ingeniere ist. Diese Vereinbarung mit Lenovo ist ein weiterer Beweis für die hohe Qualität des Designs der PSVR sowie für das Engagement von SIE, großartige Virtual-Reality-Erfahrungen zu schaffen und die VR-Industrie auch zukünftig mit unserer Unterstützung zu erweitern.”
Und auch Yao Li, Vice President von Lenovo Consumer Tablets and Smart Devices Product and Business Management, findet herzliche Worte über die unerwartete Kooperation:
“Lenovo freut sich sehr über die Partnerschaft mit Sony. Die Vorrangstellung des PSVR-Designs ist offensichtlich. Diese Vereinbarung wird es uns ermöglichen, gemeinsam die Attraktivität des rasant wachsenden VR-Bereichs deutlich zu steigern und ist zudem ein hervorragendes Beispiel dafür, wie große Verbrauchermarken in der VR-Branche zusammenarbeiten können, um den VR-Markt für seine Konsumenten nachhaltig zu verbessern.”
Launched right on the heels of the Oculus Go earlier this summer, the Lenovo Mirage Solo, the company’s standalone Daydream headset, is currently selling for an $80 discount off the original $400 price tag on Amazon US.
In our review of the Mirage Solo, we cited some initial issues with the system’s lack of truly compelling content, as the 6DOF headset and 3DOF controller left something to be desired in delivering the sort of immersive (albeit lower-spec) content we’re used to on 6DOF PC headsets such as Oculus Rift, HTC Vive, and Windows VR headsets. There is an inherent comfort-factor in having 6DOF headtracking however, as you naturally make minute adjustments to your head and neck position, and it’s certainly nice being able to toss it in a bag, leaving your smartphone in your pocket where it belongs. You can check out more in Road to VR’sin-depth review of Mirage Solo here.
While the $320 price tag may tempt some, there’s also a few used Mirage Solos in ‘very good’ condition, selling for around $280—something ultimately more reasonable than the $400 launch price.
Lenovo launched its Mirage Solo standalone headset back in May, featuring inside-out tracking and support for the Daydream software platform. At the time it was somewhat disappointing that this advanced headset only came with a three degrees-of-freedom (3DoF) controller, limiting the interaction users could have. Recently though, Google has revealed work on experimental 6DoF controllers as well as several other advances for the virtual reality (VR) platform.
6DoF controllers allow for much more natural interaction in a virtual space – just like in the real world – so Google has begun adding APIs to support positional controller tracking alongside designing a ‘system uses machine learning and off-the-shelf parts to accurately estimate the 3D position and orientation of the controllers,’ states the blog. These new prototype controllers are already in the hands of several developers to begin testing with more to be included soon.
Those cameras on the front of the Lenovo Mirage Solo have a number of use cases beside the WorldSense inside-out tracking. The latest being a see through mode for the headset, allowing users to see the world around them. Particularly good for seeing where you are in the world without taking the headset off, the mode has even greater potential when considering augmented reality (AR) prototyping.
The combination of WorldSense and AR gives developers similar versatility to mobile, with users being able to see and know where they are whilst interacting with digital objects, for example interior design.
Experimental app using objects from Poly, see-through mode and 6DoF Controllers to design a space. Image Credit: Google
Last on the list of experimental features Google has been developing is the introduction to open any smartphone Android app on a Daydream device. This will allow owners to use their favourite videogames, tools and apps in VR. To make this possible for developers to add Daydream VR support into their existing 2D applications Google re-used existing 2D interfaces for Chrome Browser Sync, settings and more to provide the browsing experience.
US developers can apply for the experimental 6DoF controller developer kit here. As for See-through mode and Android Apps in VR, developers will be able to get their hands on them soon. For further updates keep reading VRFocus.
Google is making it easy to play ping pong whilst wearing the Lenovo Mirage Solo headset, whether you’re in VR or not.
Alongside today’s announcement of a pair of experimental six degrees of freedom (6DOF) controllers for the standalone Daydream headset, Google also introduced a new pass-through camera system that will be coming to developers soon. The feature uses the Solo’s built-in cameras to show the real world on your display, much like we’ve seen with smartphone-powered headsets such as Gear VR. Unlike Gear, though, Google is using Solo’s tracking features to create convincing depth perception, so you can see the world as it truly is.
But there’s another feature that’s being added on top of this; AR support. When it pass-through mode, users will be able to summon virtual images and project them in the real world, essentially making the Mirage Solo a Magic Leap or HoloLens. A similar feature was recently revealed for HTC’s new Vive Pro, too.
Finally, the company is now officially recognizing a feature we’ve long spoken about; Android app support. Users will soon be able to bring any app into the virtual world via a virtual screen. When the Solo released earlier this year this aspect was somewhat hidden within the kit’s UI, but it’s good to see it getting more official support now.
While Google says developers will be able to get their hands on these features soon, there’s no word on what a wider consumer rollout will look like. Will developers be able to make premium AR apps for sale on Mirage Solo, for example? Hopefully we’ll find out more at the company’s upcoming Made by Google event, which takes place early next month.
If you look deeply into recent VR announcements, past the high-level spec changes and aesthetic considerations, you’ll notice an important developing trend: Headset makers are actively trying to make VR easier for new users to experience — quickly.
Over the past year, many VR companies have pivoted either fully or partially to embrace the technology’s potential in public spaces. Notable software developers have shifted to making location-specific games where headsets get passed from person to person. Oculus has started to donate Rift and Go headsets to promote mass VR use in public museums and schools, while developing a screen-sharing feature so experienced Go users can guide new headset wearers. And HTC has been working similar on content-streaming features for its standalone Vive Focus.
Another big example came this morning with Acer’s announcement of OJO 500, a Windows Mixed Reality headset that superficially shares most features with an earlier model. But now OJO 500 is “designed to be pulled apart,” notably including a detachable headstrap. While this makes cleaning and storage easier, the broader reason for the change is to support “family or business scenarios where a single device may be shared among multiple users.”
Acer and other VR headset makers have realized that new VR users are getting bored waiting for their first experiences. In public spaces, people have been spending too much time waiting in lines before they can actually use devices, turning initial enthusiasm into disenchantment. In some cases, just getting the headset on and adjusted is the key holdup. OJO 500’s detachable headstrap means that the next person in line could be handed a second headstrap, and finish most of the fitting process before the current user ends her session.
One of the arguably unfortunate consequences of this “easier setup” process is that some hardware makers are going to move away from fully engrossing components to ones that are easier to get on and off. Acer’s already doing this with OJO 500. At first, this will mean over-ear and in-ear headphones give way to loose on-ear and near-ear speakers. But it’s also going to mean more flip-up screens and less tight seals with your face and eyes.
Solving the hardware issues is only a piece of the puzzle. For some of the PC-dependent headsets, the software setup process remains annoyingly long. Even with headsets and controllers that were already set up, I’ve seen public VR demo stations at Microsoft Stores where first-time users witness driver errors and hiccups in selecting Windows apps. There are no such problems on Sony’s PlayStation VR platform, but I have yet to see a PSVR demo station in any local store — the benefits of Sony’s straightforward setup experience only become apparent once you’ve purchased the hardware.
All of the major VR headset makers appear to understand that their devices have to become simpler to use or they risk alienating prospective customers. Whether one views their latest moves as obvious evolutionary steps or necessary responses to an existential threat depends on your perspective on VR as a whole. VR naysayers are certain that the technology is dying, while manufacturers and optimists are seeing slow but steady growth of an undeniably transformative technology.
I’m personally all for changes that make VR easier for more new users to enjoy, unless they compromise the comfort or immersion of experienced users. Given recent trends, my biggest concern is that future VR gear will start shipping with “ready for museum” earphones and detachable components by default, requiring users to make post-purchase customizations to optimize their immersion — possibly necessitating additional parts.
Ideally, VR hardware makers will realize that what’s good for five- or ten-minute sessions on public demo hardware isn’t ideal for products used exclusively and repeatedly by one person, then figure out a way to satisfy both demo users and owners. A solution that’s designed and shipped specifically for home use, but customizable for public use at an institution’s greater expense, strikes me as the right compromise going forward.
Eine neue Partnerschaft zwischen Google und Labster sorgt zukünftig für den Zugang zu virtuellen Laboren für MINT-Student/innen und Schüler/innen per Daydreamoder Lenovo Mirage Solo. Die VR-Lerneinrichtungen sind mit dem nötigen Equipment für Biologie, Chemie und weitere naturwissenschaftliche Fächer ausgestattet und ermöglichen somit das Sammeln von Praxiserfahrung für die Lernenden.
Google und Labster – VR-Labore für MINT-Student/innen mit Google Daydream und Lenovo Mirage Solo
Google veröffentlicht gemeinsam mit Labster über 30 virtuelle Labore für Schüler/innen und Student/innen von naturwissenschaftlichen Fächern. So soll es den Lernenden zukünftig ermöglicht werden, innerhalb der interaktiven und immersiven Laboratorien Praxiserfahrung zu sammeln, ohne zwangsweise auf die Einrichtungen der Schule bzw. Universität angewiesen zu sein.
Eine praktische Idee, denn in vielen MINT-Fächern wie beispielsweise Chemie sind diese oftmals limitiert, da eine Vielzahl von Student/innen gleichzeitig in die Laboreinrichtungen muss, um zu üben und gegebenenfalls Stunden zu sammeln. Für Studierende von Fernuniversitäten ist es schlichtweg unmöglich.
Die virtuellen Ebenbilder sollen laut Entwickler/innen das neuste Equipment besitzen und dadurch realistische Experimente gewährleisten. So sind nicht nur die typischen Vorgehensweisen in der Praxis trainierbar, sondern es stehen zusätzlich diverse Simulationen zur Verfügung. Dadurch ist es möglich, auf molekularer Ebene Atome und DNA-Stränge zu analysieren und nach Belieben zu verändern.
Zusätzlich offenbart die VR-App ein personalisiertes Review, um den Nutzer/innen Feedback über ihr Lernverhalten zu geben. Dadurch wird erläutert, welche Theorien, Konzepte oder Techniken gegebenenfalls noch einmal vertieft werden müssen.
Zwar hat Lenovo mit der Mirage Solo eine VR-Brille auf den Markt gebracht, welche autark arbeitet und durch Positional Tracking Bewegungsfreiheit bietet, doch den Controller ignoriert die smarte Brille aktuell noch und daran wird sich laut Google wohl auch nichts ändern.
Keine 6DOF Controller für die Mirage Solo
Die Mirage Solo wird mit einem 3DOF Controller verkauft, was bedeutet, dass der Controller zwar seine Ausrichtung an die Brille übermittelt, aber seine Position im Raum wird nicht erkannt. Dementsprechend sind Spiele mit Bewegungssteuerung nicht wirklich möglich, obwohl die Brille Kameras an der Frontseite besitzt, welche theoretisch auch für die Erkennung eines Controllers verwendet werden könnten. Zudem arbeitet Google auch an einer optischen Erkennung über Computer Vision, jedoch glaubt Clay Bavor, Head of VR & AR bei Google, dass diese Technologie nicht mehr für die Mirage Solo zur Verfügung gestellt werden könne. Laut Bavor werden wir in der Zukunft jedoch nicht nur mit Controllern spielen, sondern wir werden unseren kompletten Körper benutzen. Also auch unsere Arme, Augen und unsere Hände.
An der Entscheidung festzuhalten, einen 3DOF Controller zu verwenden, ist vermutlich die Software nicht unbeteiligt. Aktuell gibt es für Android (Daydream) keine Spiele, welche eine Eingabe mit Bewegungssteuerung erlauben. Würde die Mirage Solo solche Controller jedoch verwenden, wäre sie kein Produkt mehr für Konsumenten, sondern sie wäre nur für Entwickler verügbar.
When the Oculus Rift debuted a few days before the HTC Vive in 2016, the Facebook headset cost less, was missing important features and offered less freedom to move as you like.
Yet Rift was the more comfortable headset overall and many people bought it with the expectation that Facebook would follow through and eventually close some of those feature gaps.
The Oculus Go standalone headset is in much the same position as Rift was when it launched, but this time it is competing not just against HTC and its more expensive Focus standalone, but also it is in stores alongside the first standalone Daydream headset powered by Google’s WorldSense tracking technology. I haven’t had significant time with Focus, so this piece instead compares Lenovo Mirage Solo to Oculus Go.
Overview
Oculus Go feels lighter, fits more comfortably and includes the larger, more robust VR content library in comparison with Mirage Solo. I’d estimate there are roughly hundreds of decently constructed virtual worlds available on Oculus Go while there are only dozens on Mirage Solo. From these pools of ‘decent’ content, there are much fewer high quality worlds you’ll want to show friends or revisit repeatedly. You also need a good Wi-Fi connection to watch a plethora of content from YouTube at its highest resolution on the Mirage Solo.
Go also includes a convenient Web browser that’s easily accessible all the time. This makes it possible to access websites like Slack, Twitter and Facebook for quick check ins between visits to worlds, or you can reset the view of the browser so it is on the ceiling and you can browse the Web in bed. This browser also makes it easy to access interesting Web-based experiments and WebVR worlds.
Overall, this means that as it ships today with features made obvious to the end user, for $250 there are more things you can do with a 64GB Oculus Go than with a $400 Mirage Solo and the same amount of included storage. While I believe Oculus Go remains the better buy for most people, after spending more time with Mirage Solo and accessing some of its hidden features — including a version of the Chrome browser -— I see there will be a subset of buyers who will find the increased expense for Solo more than worth it.
Here’s a deeper look at how Mirage Solo works and how it compares to the less technically capable Go headset. I am continuing to test the headset and will provide updates to this post and others comparing the headsets as I learn more.
Cross Purposes
Both Oculus Go and Mirage Solo use Android as the underpinnings of their operating systems. But only Mirage Solo is listed as having compatibility with the Google Play Store.
This means that — out of the box — Mirage Solo is compatible with the vast library of content on the Google Play Store. I’ve successfully tested apps like Amazon Prime Video and ComiXology on the headset, including downloading content locally for offline viewing. The apps appear to float in mid-air one at a time, and you can point at them with the controller to simulate the touch of your finger.
Both the Amazon Prime Video and ComiXology apps work on the Lenovo Mirage Solo. Here’s a look at a comic book in VR with 6dof. pic.twitter.com/ZKmzXWmJ6e
For someone willing to go through the extra steps to access their apps this way, Android app integration may be a system-seller for Mirage Solo. Hopefully Google improves this feature so you can resize and place the apps wherever you like.
Take Your Life In Your Hands And Be Free
There is a very simple way of accessing a hidden developer menu on the Mirage Solo. This menu enables helpful features like the ability to take screenshots and record video. The menu can also be used to disable safety boundaries.
It is extremely dangerous to deactivate the boundaries. The Mirage Solo utilizes Google’s WorldSense tracking technology to make regular seated body movement more comfortable. You can lean around fine but even a half step in any direction and you encounter the software-imposed limit.
The default size of the space appears carefully designed for standing and seated use, and to provide maximum safety in those two specific use cases. The tracking — which depends on the outward-facing cameras — is fantastic in these scenarios. But by default the boundary of the space seems to be less than a meter wide. It is not adjustable. You can, however, turn the boundary off completely from that secret menu.
There are a number of times I can recall where my blindness to the real world would’ve led me to smash my head into my dining room table if the world didn’t didn’t fade to black when I went too far. It doesn’t feel good when the fade-out happens, but in the grand scheme of things this is better than hitting your head on something.
This tight limit also obscures the robustness of Google’s tracking technology. Some of the content you can experience with it — including art exhibitions in an app like BLVRD — can provide a fantastic sense of presence when leaning up close to the art. In other virtual worlds, though, right when you feel so enraptured by the world that you try to see it from an extreme angle, is invariably when the boundary appears to remind you not to feel so inquisitive.
The moment I erased the boundary I started to see incredible potential in the Daydream platform Google is building on top of Android. During my journey covering VR headsets there are certain demos I find more memorable. There was my first duct-taped demo from Oculus co-founder Brendan Iribe, Titans of Space in an Oculus Rift HD prototype, Lucky’s Tale on a DK2, The Blu in the HTC Vive developer kit, Oculus Medium with Touch, or Santa Cruz with controllers at OC4. Now there’s the moment I took a consumer standalone headset and basically set up a giant virtual Android TV between my dining room and kitchen. And then, with the safety features turned off, I hit play on Guardians Of The Galaxy Vol. 2 from my existing Amazon library and started dancing to the music.
Audio works fine in VR but Daydream doesn’t record it, so I manually added it back. This is the standard Amazon Prime Video Android app playing on a Daydream Standalone with 6dof head movement. cc @jank0pic.twitter.com/xDkqrhPqcn
Not only is this Amazon app not accessible on Go, it also wouldn’t have been comfortable to do something as simple as dancing in VR. I started moving closer to the TV. My wife saw her husband leaning over and grinning at the air between rooms. I was maybe six inches from the virtual TV and smiling during a moment of almost complete presence. This is the moment when I decided Mirage Solo was worth the extra $150 for certain buyers — especially some developers and early adopters. Mirage Solo especially makes more sense compared with Oculus Go for buyers less interested in distance-destroying social apps (though there are some still available) and more interested in that enhanced comfort, as well as in privately interacting with their Android library projected onto a virtual big screen TV.
Second Screen Viewing
Chromecast integration continues to provide seamless second-screen viewing on Mirage Solo. A similar feature is in the works for Oculus Go, but its inclusion with Daydream may also be a system seller for some because it makes showing friends and family VR experiences much easier.
Life in VR by the BBC elicited a squeals of joy from my family, and both Wonderglade and Virtual Virtual Reality can be fun with the whole family able to share in those journeys watching the TV. One family member swooned over the cute otters in the Life app, while another laid down and enjoyed the virtual California sunshine and birds flying overhead. It was incredibly gratifying to finally show my family that kind of freedom and joy in a standalone VR headset after so many years struggling with tracking equipment, PCs, and phones while writing about the potential of this technology. It felt good to finally see a glimpse in my own home of a standalone headset which is starting to fulfill the promise of VR as new computing platform.
Bottom Line
I was initially unimpressed with the Mirage Solo as a consumer product. Chrome and other Android apps were seemingly absent and the WorldSense-capable content library leaves much to be desired. But after discovering the possibilities of its hidden features, I’ve realized Google didn’t drop the ball with Solo so much as force an evolution of Android into the wild before some of its more compelling features could be finalized. So Google hid some of those incomplete features in a menu and Lenovo shipped the headset as close to Oculus Go as possible.
I don’t believe either Mirage Solo or Oculus Go is going to see extensive use on par with a cell phone or laptop. Both headsets have a limit in how useful or immersive they can be, and that’s set primarily because of the pointer-only hand interaction of a 3dof controller. Also, Mirage Solo has a rigid headband that makes it more more difficult to take places. Nevertheless, either headset could realistically take over some tasks occupied by an iPad or tablet while offering some exhilarating worlds to visit too.
I could now see myself recommending either headset to early adopters who understand the headsets are good only for limited entertainment-focused use cases, and my advice will likely mimic that which I gave people trying to chooe between Vive and Rift. There’s a lot to consider, and you have to understand the ways in which each headset might be used. If you’re highly susceptible to simulator sickness or plan to show VR to lots of other people, Mirage Solo might have the edge. But for many potential buyers, getting a hands-on demo of each headset is advised before making the call.
One of the most intriguing hidden features of the first Daydream standalone headset — the Lenovo Mirage Solo — is its ability to play normal Android apps in a flat 2D window.
You can even interact with the apps using the simple Daydream pointer controller to ‘touch’ a virtual touchscreen for app interaction. If you have a compatible USB-C dongle, you could even hook up a wired keyboard. Here’s what PUBG looks like:
We haven’t successfully tested a gamepad yet. Also, though the 2D Netflix app appears to support downloads on the go, at the time of this testing DRM restrictions appear to keep those videos from playing properly.
It takes a few steps to get this up and running, and the apps don’t appear in your library when you’re done. You have to launch the apps by going to a settings menu and selecting a link for the app’s Play Store store listing. You can launch the app from that page.
Here’s what you need to do to enjoy Android apps on a Daydream standalone:
1: Visit Play.google.com in a browser and log into the same Google account that is also logged into the Daydream standalone.
2. Search for the app you want.
3. Buy/Install the app and select the listing for “Lenovo” from the menu.
4. The Daydream headset should start downloading the app (assuming it is connected to Wi-Fi). You can check the status by putting on the headset and pressing the bottom button on the Daydream controller.
5. You can also check the download status in detail by clicking on it. Once the app is downloaded, you need to go to your settings from this same menu. Click the icon in the top right corner — it looks like a gear.
Click “all settings”.
Make sure you remember how you got to “Apps & notifications” because you’ll be visiting this menu a lot to a.) grant app permissions and b.) open your apps.
If you have a lot of apps click “see all” apps
If you need to grant the app permissions, do so first. Then click on the app you want to launch.
Swipe down on the pad to get to “App details” and that’ll open up the Google Play store page.
Click the “open” button and enjoy your Android library in VR.