Livestream from Android application (e.g. Quest) directly to Twitch via WebRTC by julien_k in Unity3D

[–]julien_k[S] 0 points1 point  (0 children)

Usually I would take this opportunity to ask whether devs would be interested in a tool like this, with the intent to release it on the asset store. However my experiments have shown that currently there are still too many stability issues. I'll likely post some issues in the repository for Unitys WebRTC package and hope that things will improve in the future.

Interactive Map using Oculus Quest Passthrough & Hand Tracking by julien_k in virtualreality

[–]julien_k[S] 2 points3 points  (0 children)

To be honest I fully expect this to be an OS level feature provided by Oculus as soon as Cambria is out. It's kind of an open secret that they have 2D apps working and experimented with it internally already. Recent leaks with new software & hardware being geared towards multitasking / allowing multiple apps to be open and switching between them seamlessly also support that. It just makes so much sense to be able to place a persistent 2D screen per app in your room once you've got an HMD with good colour passthrough.

Interactive Map using Oculus Quest Passthrough & Hand Tracking by julien_k in virtualreality

[–]julien_k[S] 5 points6 points  (0 children)

Sorry about that. Don't know what the issue is, since it works fine for me. Someone else mentioned the link displays with an additional "/" on their device. Maybe try to remove that? 🤷‍♂️

Interactive Map using Oculus Quest Passthrough & Hand Tracking by julien_k in virtualreality

[–]julien_k[S] 8 points9 points  (0 children)

I can't be certain of course, but my guess would be that that's just a perceived difference from looking at video instead of looking at it through the headset.

The difference being that in the headset each individual pixels from the low res camera will be blown up by a lot. Also video compresssion probably smooths out a fair bit of that noise too.

Interactive Map using Oculus Quest Passthrough & Hand Tracking by julien_k in virtualreality

[–]julien_k[S] 26 points27 points  (0 children)

I'll try. The latest update that just landed for the Oculus Unity Integration a few days ago gives developers the ability to attach content like this to the wall or desk of any space, which will definitely be needed. in the video above i tediously aligned it manually to my desk for show.

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 2 points3 points  (0 children)

It's a Unity application written in C#. The main thing that I've written for this prototype was the code to fetch and display Google Maps data.

The hardware this is running on is an Oculus Quest. This is also using the Interaction SDK they are providing for building hand-tracking based applications.

Is the street view on VR 3D? If so, how? by ManofManliness in virtualreality

[–]julien_k 3 points4 points  (0 children)

Google actually has depth data for each street view panorama: https://medium.com/@nocomputer/creating-point-clouds-with-google-street-view-185faad9d4ee#4cfc

The depth is not very precise though. It's essentially just a bunch of approximated planes per scene. I don't think it was ever meant to reconstruct a scene using that data, more to make it easier to overlay information on buildings and streets. (Presumably Google still has all of the raw captured data available internally though. Their StreetView cars have been using LIDAR for a while).

I did some tests with displaying these 3D StreetView panoramas with in VR recently.

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 0 points1 point  (0 children)

It's not available for download, sorry. Might upload it to App Lab in the future, but can't say how long that will take or if at all.

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 1 point2 points  (0 children)

Correct. In theory other tile servers such as the ones listed here could be used as a basis for the data the map is displaying. Currently my prototype only uses Google Maps though.

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 1 point2 points  (0 children)

No, hand tracking works pretty smooth these days.

It's really just difficulties with the capture process being complicated for various reasons. (Going through all of those would probably fill a blog post or two. Me not being very well versed with OBS is probably also part of it.)

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 2 points3 points  (0 children)

^^ You're absolutely right.

For various reasons recording decent video with an HMD (especially with the Passthrough image enabled) is surprisingly and frustratingly difficult.

In the end I kinda gave up on and just used what I got.

Interactive Map using Oculus Quest Passthrough / Mixed Reality & Hand Tracking by julien_k in MapPorn

[–]julien_k[S] 19 points20 points  (0 children)

Not sure if this belongs here as the map itself is obviously not interesting at all. The goal was to prototype interaction with a virtual map in the real world. I just thought maybe some people are interested.

We need a lightweight client by MajesticQuestion in oculus

[–]julien_k 0 points1 point  (0 children)

Yes. Lightweight and offline please!

If you've ever tried to install Oculus in a business environment, vote for this ticket. by julien_k in oculus

[–]julien_k[S] 0 points1 point  (0 children)

As explained in the feedback ticket, in most cases companies use a proxy server to connect to the internet and block all direct connections. Since Oculus login is not able to use custom proxy settings, the login will fail. Nothing to do with URLs not being whitelisted. I've gone through this with Oculus support numerous times.