Showing posts with label oculus quest. Show all posts
Showing posts with label oculus quest. Show all posts

27 October 2021

WebXR Wars

Interesting piece in Immersive Web Weekly on the "rift" between the Oculus/Chrome implementation of WebXR and the Firefox/HTC/others version. 


Today XR headset makers face a tough choice among immersive browsers: invest a considerable number of people to maintain a custom Google Chromium-based browser with great WebXR support (as Facebook does for the Quest) or port a Mozilla Gecko-based browser like Firefox Reality and deal with XR support that hasn't changed in any substantial way since Mozilla's Mixed Reality team was laid off more than a year ago.

Last week Shen Ye followed the path of the Pico team in revealing that HTC's new Vive Flow headset will ship with Firefox Reality and Stan Larroque also announced in a YouTube livestream that the Lynx team is working on a Firefox Reality port for their headset.

HTC, Lynx, Pico and Mozilla do not intend, as far as I can tell, to update Gecko's WebXR implementation. The divergence between Chromium- and Gecko-based browsers has already fragmented the fetal immersive web, forcing developers to choose between supporting only one browser engine or writing what is effectively two separate rending and input handling paths for their code. If we want a healthy and open immersive web then this must change.

(editor's note for transparency: I was the original product manager for Firefox Reality but left Mozilla before the layoffs. I have donated to the Mozilla Foundation for more than a decade and continue to do so but have no equity or other financial ties.)


We've bumped into this at Daden when looking at using Pico for a potential project. Pretty typical of the industry, agree a new standard and then immediately split it in two!

19 February 2021

A Tale of Two Venues - AI/SF and Wrestling in VR!

 


Last night I attended a fascinating discussion on put on Science Fiction, Tech, and Games by GamesBeat/VentureBeat. It touched on loads of topics of interest like AI, Virtual Sentience, Digital Immortality and whether NPCs should have free will (shades of a recent Richard Bartle talk). What matters for this post though is that although the event was streamed on Zoom I attended it in the beta of Oculus Venues in VR.

I went to the Oculus Quest2 launch event in an earlier Beta, and it was OK but very basic, just move your avatar to a row of cinema seats and sit there. So what has changed?

You start with an avatar design session in your own room (not much choice of anything, but just enough to minimise identikit avatars), and then some very basic movement and interaction instruction. There is a very nice menu UI on your inside wrist which opens up to give you access to the main tools. You can navigate either by a local teleport method (move a circle to where you want to go) or free physical/joystick-based movement.

When you leave the room and new space loads and you enter the Venues atrium.


There's space for I think about 8 "suites", 4 down each side. I don't know how shared this is. My venue had the poster outside and declared  38 attendees.


Entering the suite another space loads. I say "suite" as there is a ground level space and a balcony space, both looking out to a big 2D screen where the Zoom relay was - 3 talking head webcams.

Now as an event experience it was pretty poor. The difference between the 3D/avatar us a 2D/video them is big. I know you might pick up less nuances if they were avatars but at least it would feel more like a seminar than a cinema. And if you were on Zoom you could ask questions by chat, but there was no chat facility in VR (and without a Bluetooth keyboard typing questions would be a pain). Also the lack of chat meant that there was no side channel between the attending avatars - amplifying points, sharing links, getting to know each other. If someone tried to talk to you it just got in the way of the presentation - just as in the physical world. I know I keep saying it but c.2010 Second Life events felt far better.

Unfortunately the Venues screenshot camera doesn't show the video content!

The other big issue were my co-attendees. I know I'm the only person on the ground level who was there from beginning to end. Maybe a handful of others were there for 20mins plus. I'd say peak occupancy was a dozen, more often half that. Most of the people though were there to play and have fun, several were kids (mics on whole time, talking over the presenters etc), and were just having a laugh. Imaging trying to attend a seminar whilst a group of tweens charges through. Luckily at least one group decided to "take the party upstairs" and when I checked in at the end the balcony certainly seemed busier - but that was after the talk finished.

So not convinced.

On my way out I decided to check out the other suites. Only one was in use with 24hr Wrestling. Same layout. But a couple of big differences.

First, the video was 360 style, in fact I think it was even stereoscopic, so it really did feel like you were ringside watching the fight. It filled the whole of the space in front of you, and had a real sense of depth.

Second, as there was no commentary as such, it was just the fight, all the avatars chatting, shouting and fooling around with the cameras and confetti was all appropriate for the event - everyone was ringside!

The Wrestling crowd - not that you can tell with no video!


So I hadn't expected that a Wrestling event would beat an SF/Tech/Games event as a good demo of using VR for events - but it did. Just goes you need to think about the complete experience when looking at how to use VR (and immersive 3D) for different kinds of events.






23 May 2019

Oculus Quest - First Impressions



We’ve just taken delivery of our first Oculus Quest. This could actually be the “breakthrough” VR headset we’ve all be waiting for. Like last year’s Oculus Go it’s a completely self-contained device – no slipping in your phone, no wires to connect to a big expensive PC, it’s just the headset. You use your ordinary phone to control what software is loaded on it – but that just Wifi connects when you want to make a change. The big step up from the Go though is that the Quest has 6 degrees of freedom tracking – this means that not only does it track you as you look around, up and down, it also tracks you as you peer forwards, lean back – or even walk around the room. It does all this through hidden cameras in the headset which “map” the room in 3D (similar to the Hololens), and then track your movement within it – so no need for those Oculus desk sensors or Vive tripods. Graphically it looks fine unless you’re a real purist, and it takes ordinary glasses better than previous models.


Of course the proof will come when we use it for more than games, and the team is already hard at work getting it hooked up to Trainingscapes and Fieldscapes. One key question is how well it works when you have multiple users, each with a Quest headset, in the same room – all not only not trying to bump into other people but also not confusing the tracking. Another potential issue is any hurdles on getting Trainingscapes onto the Quest store – but that should keep us busy over the summer!

For clients Oculus Quest really could be the best solution out there. Slip-in phone devices have never been popular outside of schools, and PC+headset solutions have been too expensive and too cumbersome to deploy. But with Quest you could easily have a box of 6 or 12, turn up at a site or office, hand them out and let training commence!