For Single resolution output (recommended): In HTML Output ‘Image’ use ‘Single Res’, for optimal results use a Cube Face Size of 1536 or 2048px (first image below).The content of that folder can then be copied to the storage folder on your VR device. If you already have a ggpkg file, you can rename the. You can generate the necessary HTML5 output files and folders with the normal.ggt or cardboard.ggt HTML templates in the Pano2VR HTML output settings. VR Tourviewer doesn’t support *.ggpkg (Garden Gnome Package) files.If you want to keep your current tour output settings, you can add a second HTML output and keep separate settings for web output and VR output. When copying your tour, this can be a difference of 30 seconds versus over an hour to copy a simple tour. ![]() This creates only 6 images per panorama (or 12 for stereo) and copies MUCH faster to your VR device than a ‘Multi Res’ tour, which can contain thousands of files and includes resolutions that won’t be used by VR Tourviewer. For Oculus Quest 2, Pico G2 4K and Pico Neo 2 a CFS of 2048 pixels is recommended.įor efficient use of storage space and a much shorter time to transfer files to your VR device, it’s recommended to use ‘Single Res’ output. So with a CFS of 1536, the number of pixels horizontally (complete panorama width) will be 4*1536 = 6144.įor a CFS of 2048 the number of pixels horizontally will be 8192. Note that the Cube Face Size (CFS) sets the resolution of one face of the 6 faces of the cube that is used to map the panorama on. There’s improvement in visual quality when using 2048 pixels, but 1536 provides almost 40% faster loading. "Vibrate the controller" is now a single command that works for all devices, it might look something like OpenVR.VibrateController(), and no matter what controller you have it will just work.VR Tourviewer can display any tour with HTML5 output from Pano2VR.īut for optimal viewing in VR Tourviewer, you can use the following settings, where a width and height of 1536 or 2048 pixels is recommended, both for single resolution and multi resolution output. They assume you have some OpenVR-compatible device, and write their application such that it works with this abstract headset. Now, application & game developers don't have to worry about what specific headset or set of controllers you have. This creation is called an implementation of OpenVR, or OpenVR runtime - e.g. That means, they fill in the "how to do it" part, unique to their respective hardware. ![]() They say: "this is what you should do" - but not "how to do it".Īny hardware manufacturer is encouraged to implement these header files. Header files include some code, but they're pretty barebones. The Oculus Runtime then talks directly to the HMD and tracking system. Oculus only have one API, for games & software to talk to THING, which in this case is the Oculus Runtime. This is different from how the Oculus API works. When you use the Rift (or any other HMD) with SteamVR, tracking, sensor fusion, etc, needs to be performed by the other HMD drivers, and SteamVR is basically acting as a lowest-common-featureset protocol translator. All that occurs inside SteamVR, which has the Vive & Lighthouse drivers rolled into it. ![]() For the Vive, that second API, between THING and a driver(s), does not exist. Why is this important? Because SteamVR behaves differently with the Vive & Lighthouse than with any other HMD. The driver, not SteamVR itself, handles the business of sending images to the HMD, and trackig any tracked objects, including processing any optical or magnetic tracking data performing Sensor Fusion, etc. But it's actually two APIs: one for games (and other applications) to talk to THING, and one for THING to talk to the driver for a HMD or other device. OpenVR is an API to allow software to talk to other software. OpenVR is not a piece of software in itself.
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