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Youtube 360 videos
#1
Is there a place for app suggestions or idea submissions? Please let me know. 

Are there any plans to attach functionality to Youtube videos? Or even locally saved videos.

I would imagine tying play speed to your device making many Youtube 360 and 180 3D trails very usable. You slow down your pedaling the video slows down just like you do with Explorer.

Thank you.
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#2
(02-23-2020, 12:54 PM)Outcome Wrote: Is there a place for app suggestions or idea submissions? Please let me know. 

Are there any plans to attach functionality to Youtube videos? Or even locally saved videos.

I would imagine tying play speed to your device making many Youtube 360 and 180 3D trails very usable. You slow down your pedaling the video slows down just like you do with Explorer.

Thank you.


It wouldn't be hard to make such an app with our free Unity SDK!  As for making it ourselves, our biggest concern would be making people sick.  Consider this video

https://www.youtube.com/watch?v=l6DPb0szIXM

If you don't control your own rotation in VR, and rotate your head in some part to keep in sync with your inner ears, it's very easy to cross the simulation sickness threshold.  All our games have those controls like that, even Explorer which we we could autosteer.  Those controls are also in our SDK for developers, but can overriden by accessing the crank sensor and thumb controller directly.
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#3
(02-23-2020, 01:31 PM)emalafeew Wrote:
(02-23-2020, 12:54 PM)Outcome Wrote: Is there a place for app suggestions or idea submissions? Please let me know. 

Are there any plans to attach functionality to Youtube videos? Or even locally saved videos.

I would imagine tying play speed to your device making many Youtube 360 and 180 3D trails very usable. You slow down your pedaling the video slows down just like you do with Explorer.

Thank you.


It wouldn't be hard to make such an app with our free Unity SDK!  As for making it ourselves, our biggest concern would be making people sick.  Consider this video

https://www.youtube.com/watch?v=l6DPb0szIXM

If you don't control your own rotation in VR, and rotate your head in some part to keep in sync with your inner ears, it's very easy to cross the simulation sickness threshold.  All our games have those controls for that reason, even in games we could autosteer like Explorer.  Those controls are also in our SDK for developers, but they can override by accessing the crank sensor and thumb controller directly.

That video is more of a POV video. I am referring to a video more like the one below. This is is a 360 VR video so you do have control of your own rotation.
https://www.youtube.com/watch?v=jl4Mqz-NFYQ&t=990s

You mention a Unity SDK from you. Where would I find information for this? But your concerns are definitely valid because at some point most video do have flinch or something for a second but I think if we can live with Explorer glitches we can live with the flinches. Keep in mind I would definitely not use it on a video like the one you referred to where you have zero control. 

In any case I'd like to take a look at the SDK. Are there enough resources to put whatever we create to work on our Quest? That ultimately is the goal. Also does it allow sharing?
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#4
Disregard found the resource just above in the important threads.

Thanks.
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#5
Great! Happy to help with it on this thread.
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