A presentation about the various available VR headsets and the different tools and methodologies in developing for them. The session was delivered at the first Imisi3D AR/VR community meetup in Lagos, Nigeria.
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VR Devices and Methods of Development
1. VR DEVICES AND METHODS
OF DEVELOPMENT
Oluwaseye Ayinla
Independent Game Developer
oluwaseyeayinla@gmail.com
2. About Me
Independent Game Developer
A Computer Science degree from Redeemer’s University
Games Software Development Masters degree from Sheffield Hallam
University
Unity certified developer
Worked for two pioneer gaming studios in Nigeria (Kuluya & Gamsole)
Strong interest in mixed reality (AR + VR)
3. Types of VR Devices
Tethered Headset
Requires a wired connection to an external system with strong computational power
Must run at least 90fps for immersion
Expensive and heavier
Rotational (head), positional, motion, eye and room scale tracking
Mobile Headset
Requires a wireless connection to a VR compatible mobile device
Must run at least 60fps to minimise nausea and motion sickness
Cheaper and lighter without the mobile device slotted in
Only rotational (head) and/or positional tracking
5. Oculus Rift
USB 3.0 connection
1080 by 1200 resolution per eye
90GHz refresh rate
110 degrees field of view (FOV)
Motion and external visual positioning sensors
Oculus Touch and Xbox One controllers
PC hardware platform
Oculus software platform
PC SDK & Unity, Unreal engine
$600
6. HTC Vive
HDMI, USB 3.0 connection
1080 by 1200 resolution per eye
90GHz refresh rate
110 degrees field of view
Motion, camera and external visual positioning sensors
HTC Vive motion controllers
PC hardware platform
Steam VR software platform
Viveport PC SDK, Unity & Unreal engine
$800
7. Sony PlayStation VR
HDMI, USB 2.0 connection
960 by 1080 resolution per eye
120GHz refresh rate
100 degrees field of view
Motion and external visual positioning sensors
Dual shock 4 and PlayStation move controls
PlayStation 4 hardware platform
PlayStation 4 software platform
PS4 VR SDK, Unity & Unreal engine
$400
8. OSVR
USB 3.0 connection
1080 by 1200 resolution per eye
100GHz refresh rate
100 degrees field of view
Motion and external visual positioning sensors
OSVR controllers and gloves
PC hardware platform
OSVR HDK
C++ SDK, Unity, & Unreal engine
$400
9. Fove VR
HDMI, USB 3.0 and 2.0 connections
1280 by 1440 resolution per eye
70GHz refresh rate
100 degrees field of view
Positional and eye tracking sensors
Gaze controls
PC hardware platform
Fove software platform
C++ SDK, Unity, Unreal, & Xenko game engines
$600
10. Star VR
USB 2.0 and 3.0 connections
2560 by 1440 resolution per eye
Unknown refresh rate
210 degrees field of view
Motion, positional and eye tracking sensors
Gaze and STAR aim controls (shotgun)
Location based hybrid setups
11. Google Daydream
No connections required
Resolution is native to phone
60GHz refresh rate
No specified field of view
Head motion & positional sensors
Handheld remote control
Google Daydream VR hardware
Android 7.0 Nougat
Google VR SDK, Unity & Unreal engine
$80
12. Samsung Gear VR
USB 2.0 and 3.0 connections
Resolution is native to phone
Refresh rate is native to phone
101 degrees field of view
Head motion and positional sensors
Handheld remote, gamepad, and touchpad on headset
Samsung Gear VR powered by Oculus
Android software platform
Mobile SDK, Unity & Unreal engine
$100 - $130
13. Cell Phone VR / Cardboard
No connections required
Resolution is native to phone
Refresh rate is native to phone
Field of view <= 98 degrees
Head motion sensors
Magnetised trigger
VR compatible phones
Cardboard SDK
Google VR SDK, Unity & Unreal engine
$5 - $60
14. View-Master
No connections required
Resolution is native to phone
Refresh rate is native to phone
100 degrees field of view
Head motion sensors
Nostalgic focus wheel control
VR compatible phones
Cardboard SDK
$40
16. Unity
Free version with all available features
In built VR SDKs (Cardboard, Daydream, Oculus, PlayStation VR & Open VR)
out of the box
Has plugin support for all other VR headsets
Choice of scripting language
Playtest even without an headset
Editor in VR Mode
Tons of examples and tutorials
Plenty of asset store resources
Tilt Brush, Eagle Flight and Job Simulator were made with Unity
18. Unreal
Free development license including source code
Visual scripting system for non coders (Blueprint)
Templates and learning resources
Asset marketplace
Supports all major VR platforms and provides plugins for others
Build VR in VR
Robo Recall and Batman Arkham VR were made with Unreal
20. More Game Engine Tools
Xenko Game Engine – supports fove headset and C# 7.0
https://xenko.com/
Cry Engine – royalty free with bleeding edge graphics
https://www.cryengine.com/
Lumberyard Game Engine – twitch integrations and aws cloud
https://aws.amazon.com/lumberyard/
Wave Engine – totally free (no royalties and licenses)
https://waveengine.net/
Fabric Engine – develop using a Windows, Linux or OS X
http://fabricengine.com/
21. Native SDK
Requires programming ability
Java, JavaScript, C#, C++ etc..
Might require a headset to playtest
Less bugs because of native support
Allows high performance VR experiences
Unavailable cross platform development
22. Tools for Non-Programmers
Insta VR - 360 Panoramas, Drag and Drop, Multiple VR platforms
http://www.instavr.co/
Vizor – VR on the Web, Drag and Drop
https://vizor.io/
A-frame – HTML based, Multiple VR platforms
https://aframe.io/
ENTiTi – Both AR and VR authoring
https://www.wakingapp.com/
Eon Creator – Drag and drop tool for AR/VR
https://www.eonreality.com/eon-creator/
23. Hardware Tools
Hand Input Devices
World Grounded Input Devices
Non-Tracked Handheld Controllers
Tracked Handheld controllers
Hand Worn Devices
Bare Hand Input
Non-Hand Input Devices
Eye Tracking
Microphones
Feet Tracking
Full Body Tracking
Other body parts
24. Hardware Tools Demonstrations
Bare Hand Input
Eye Tracking
Hand Worn Devices
Tracked handheld
controllers
Non-tracked
handheld
controllers
Mobile limits you in to stationary positions while you look around in 360 degrees
Tethered reduces the latency (delay between frames) which minimises nausea
Oculus Rift has handheld touch controls and camera sensors | Gear VR is powered by Oculus and only works with Samsung phones
HTC Vice has handheld controls and light house sensors | Daydream only works with google phones like pixel
Playstation VR works with the PS4 and needs handheld controls and camera | Cellphone VR works with most VR compatible phones
RAZR OSVR is open source and recommends Vuzi iWear | View-master is the nostalgic eye-side lever with mobile support
Fove uses eye tracking not head motion
Windows 10 VR needs no base stations to track motion / space
Mildly expensive
Great quality and controls
Handheld “Touch” controls and camera sensors
Need a decent gaming OC to run software
Expensive
Handheld controls and lighthouse sensors
Requires a decent gaming PC
Slightly expensive
Requires the PlayStation 4 console
Needs an external camera and may require handheld “Move” controls
Open source
Can work for consumers but Vuzix iWear is recommended
Can be unofficially used with Rift content
Popular in Asia (Japan & Korea) – Sword Art Online
Uses eye tracking and not head motions
Has its own platform and also works with STEAM
I think its is crazily expensive (no word on price)
Hybrid location based setup
Not consumer focused but instead business to business (B2B)
Only works with Daydream ready phones like pixel
Very comfortable
Works with cardboard apps
Works with Samsung Galaxy phones
Powered by Oculus
Moderate price
Can also run google cardboard apps
App based and works with Android and iOS phones
Inexpensive
Doesn’t need a PC or gaming console (untethered)
Cheap and durable
Uses view master reels (cardboard disks) and can also run cardboard apps
Clamp mechanism to neatly place mobile phone in
Who has Unity experience?
Who has Unity experience?
Xenko is free until the 31st of July
Focus on design
Easy to use
Visual Programming
Content Arrangement
Joystick – Devices fixed in real world |
Xbox or Dual shock controllers – Devices held in hands but not tracked in 3D (remotes) | Pupil – Eye tracking
Vive controllers or Oculus Touch – Physical device with tracking inside
Cyberglove – no line of sight issues with hand and finger gestures | Prior VR – wearable suit or multiple cameras or sensors
Leap motion – using technology to recognise hand input | Pedestrian – walking and running
Joystick – Devices fixed in real world |
Xbox or Dual shock controllers – Devices held in hands but not tracked in 3D (remotes) | Pupil – Eye tracking
Vive controllers or Oculus Touch – Physical device with tracking inside
Cyberglove – no line of sight issues with hand and finger gestures | Prior VR – wearable suit or multiple cameras or sensors
Leap motion – using technology to recognise hand input | Pedestrian – walking and running