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Messages - Ruud van Reenen

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16
Beta / Re: CRASH Oculus Go
« on: December 12, 2019, 15:15:00 »
My bad, the version that supports custom images is 1.1.270 which isn't beta.
I can update the Beta release channel with a new version tomorrow, with support for custom hotspot images.

17
Beta / Re: CRASH Oculus Go
« on: December 12, 2019, 14:12:40 »
Crash confirmed, it's an out of memory error.

Apparently the 95Mb MP3 file (background sound, 1 hour) is too much for the app to handle. This is because the MP3 file has to be loaded into memory completely before playing (it's not streaming audio). In memory the MP3 file is uncompressed and the size is a lot bigger than 95Mb. If you can replace this file with an MP3 file of a few Mb (few minutes) the tour shouldn't crash anymore.

This beta version (1.1.269) supports custom hotspot images, but the images that you are using (arrows) have a resolution of approximately 6300x3400 pixels. When loading three of these the memory of the Oculus fills up really quick and they take a long time to load. I've reduced them to a texture of 512 pixels high or wide (large enough for the displayed size) and they load quickly now.  I'll send you the resized arrows so you can replace them.



18
Beta / Re: CRASH Oculus Go
« on: December 12, 2019, 13:29:35 »
Thanks, I'll take a look at the files.


19
Beta / Re: CRASH Oculus Go
« on: December 12, 2019, 13:08:11 »
Hi,

Can you provide some details about the panorama that is loaded when the crash occurs? Does it contain 360 video or regular video or audio, is it a monoscopic or stereoscopic panorama?

Could you share the output this is happening with? If so, please send it to info@vrtourviewer.com using https://wetransfer.com. Then I can try to reproduce the issue here.

Is this happening with a Beta version of VR Tourviewer? Can you tell me the version number?


20
Thanks for sharing the files, I've had a look at the tour.

Single node stereo panoramas (images) are not supported yet in the released version of VR Tourviewer. This will be available in the upcoming update of VR Tourviewer.

The explanation here with the _tb in filename is only for the use of stereoscopic 360 video, not for images.

The current version of VR Tourviewer supports stereoscopic panoramas created in Pano2VR by using one panorama for each eye:

Ie: node1 is for the left eye of panorama A, node2 is for the right eye panorama A, node3 is for the left eye of panorama B, etc. Then you can add the User Data ‘stereo’ tag and watch your tour in stereo. Note that you have to copy hotspots to the right eye panorama as well and link them to the right eye nodes for them to show up in both eyes. 


21
Could you share (part of) your tour so i can see what's happening?
You can send it using WeTransfer to info@vrtourviewer.com

22
Support / General Discussion / Re: Video Issue
« on: November 25, 2019, 16:00:50 »
I don't have a workaround for the current version unfortunately.
I'm working on a solution for the next update of VR Tourviewer for Rift.

If you want to test a beta version, please send me an email at info@vrtourviewer.com

23
Support / General Discussion / Re: Video popup
« on: November 14, 2019, 18:15:44 »
I've changed the way the images and videos with pop out normal and pop out 100% work in VR Tourviewer so it better matches the Pano2VR browser look and feel, including the smooth move/scale/rotation.
Will be available in the next beta.

Thanks for reporting!

24
Issue found and fixed for the next Beta version.
It turned out the Z rotation of the image was applied on the wrong axis.

25
Support / General Discussion / Re: Video popup
« on: November 13, 2019, 18:53:03 »
The 'popout normal' is intended to only rotate towards the user, but the 100% popup should be smaller than the entire screen. Is this in the beta version on the Oculus Go?

26
Thanks for the clear example, I'll look into it.

27
Support / General Discussion / Re: Video Issue
« on: November 05, 2019, 22:01:15 »
I've looked into it and this appears to be an issue with the plugin that handles the video in Windows and MacOS versions of VR Tourviewer.

I've contacted the developer to see how this can be fixed. I'll post here when I have more info.

28
Note that if you want to use patches with correct stereo depth, you will need to create a separate patch for each eye.
To add these you would have to use the 'old fashioned' way of creating a stereo tour, by creating a node for each eye.

Ie:
- node 1 is panorama A, left eye
- node 2 is panorama A, right eye
- node 3 is panorama B, left eye
- node 4 is panorama B, right eye, etc. etc.

For the browser, you would then have to choose the cardboard HTML template, and edit the properties to check 'Nodes are stereo pairs'.
For VR Tourviewer you will need to add a 'stereo' User Data Tag, so the app knows this tour uses stereo pairs.

As long as the patch doesn't include items that are relatively close to the camera (and will have a large 'stereo separation') you can get away with using a monoscopic patch.

29
Hi,

I've been able to reproduce the issue.
Apparently the video spere that is used to project the 360 video on has a mapping that is shifted about 2.35 degrees. This will be fixed in the next update of VR Tourviewer.

30
Support / General Discussion / Re: Video Issue
« on: October 28, 2019, 21:27:25 »
Hi Kirk,

Could you share the video so I can have a look? You can send it using WeTransfer to info@vrtourviewer.com
Which VR device are you using?

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