kinnik

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  • kinnik
    Participant

    @loxai After further testing I’ve found two problems:

    1 – as mentioned early, my app freezes / crashes often. I’ve paid more attention to it and found that it only crashes on the android side. The frame rate quickly begins to drop until it grinds to a halt and often it then crashes the app. The PC server app continues to run without error (the server log shows nothing). I’m not sure what to try next. I may try regular streaming with Tridef and see if the issue is repeatable. Any other suggestions / requests?

    2 – When I run SteamVR and set the headtracking orientation (by pressing 4) it always sets the orientation 90 degrees left from steamVRs center position. Ei, I look forward with my HMD, press 4, and SteamVR sets me to be looking 90 degrees left from center in any game or the “grey world” orientation screen. Is there a way for me to adjust this somehow?

    in reply to: Bad video performance since Android 6.0 #5436
    kinnik
    Participant

    I’m also getting quite poor delivery rates now that I’m updated to Android 6.0.1. I theorize that maybe it’s because I’m now using the external SD card for internal memory? It’s strange to see the capture rate being at 60+ fps but the delivery rate being below 10-15fps… Even with the quality and resolution setting on bare minimum I’m seeing major slowdowns every min or so.

    @Loxia, do you have any ideas? Must I try reformatting my sd to external?


    @Capmalo
    : is your TrinusVR app stored on the SD card? Are you also seeing the delivery rate to be much worse then the capture rate?

    • This reply was modified 6 years, 4 months ago by kinnik.
    • This reply was modified 6 years, 4 months ago by kinnik.
    • This reply was modified 6 years, 4 months ago by kinnik.
    • This reply was modified 6 years, 4 months ago by kinnik.
    kinnik
    Participant

    I’ll bump this. As much as I do like the Unity API (OMG the performance is so much better!) I’m thinking OSVR / openVR / SteamVR are going to be the main players in VR forward. This will both allow people to get proper stereoscopic working without shelling out 50$+ for Tridef (a seemingly dying company) AND get head-tracking working with games supporting the openVR protocol.

    I guess there’s not much point to this until we actually start seeing games for SteamVR tho… :/ I guess I just really hope TrinusVR might keep VR accessible to poor gamers like me! 1000$ CAD for the rift or 10$ for Trinus. Hmmm. 😉

    in reply to: Using z axis #4575
    kinnik
    Participant

    You mean positional tracking? Rotational headtracking includes yaw, pitch and roll. Positional tracking does x, y, z. Rotational tracking is done via your phones gyroscope, positional tracking requires a web camera capable of high fps and ideally a set of infrared LEDs mounted to your head. Look up TrackIR / FreeTrack to learn about different ways to do headtracking. TrinusVR supports all of this but will require some setup.

    Also, positional tracking is NOT supported in most games (I think only a small handful) and unlike rotational (yaw, pitch. Not roll) you can’t just emulate it with the mouse.

Viewing 4 posts - 1 through 4 (of 4 total)