VR hardware and
development
Casper Fabricius
Immersion FTW
About me
• 16 years of experience as a software developer
• FreelanceVR developer with Immersion FTW (immersionftw.com)
• Specialized in Unity and web basedVR solutions
• Special interest inVR for education
HowVR lenses work
Hardware available today
Google Cardboard &
“plastic cardboards” From kr. 30
+ smartphone
Google Expeditions
Samsung GearVR
kr. 900
+ Samsung
Galaxy phone
Labster Forensics Lab
Oculus Rift
€699
+ powerful
Windows PC
Apollo 11VR Experience
HTCVive
€899
+ powerful
Windows PC
GoogleTilt Brush
Room-scaleVR can be very immersive
Cardboard GearVR Rift Vive
Pros • No cables
• Works with any
smartphone
• Cheap
• No cables
• Decent
performance
• High performance
• High comfort
• High performance
• Motion
controllers
• Room-scale
Cons • Low performance
• Low immersion
• Closed app
ecosystem
• Requires specific
phone
• Cables
• Requires powerful
PC
(Same as Rift)
Hardware on the horizon
PlayStationVR
October 2016
€399
+ PS4 and
PS camera
OculusTouch
Second half of 2016
$199?
Important technologies forVR
• 3D audio headphones
• Motion controllers for mobile
• Depth and room scale for
mobile
• GalvanicVestibular
Stimulation
• Eye tracking
• Haptic feedback
• Threadmills
• Full-body motion tracking
• 3D scanning
Building virtual reality solutions
VR & game development
• Browsers can render hardware-accelerated 3D fast using WebGL – also on
mobile phones.
• WebVR makes browsers able to render virtual reality experiences, which
works great especially forCardboard.
• A special version of Chrome or Firefox is required to use WebVR with Rift or
Vive, but this is not the case for mobile phones.
VR & web development
Things to consider when buildingVR
• It’s harder to buildVR for mobile due to performance constraints.
• Native apps are not always the solution: WebVR can be a great for
lightweight VR experiences on Google Cardboard.
• The long approval time for iOS apps can make fast iterations impossible.
• GearVR is also a walled garden that requires approval of your app.
• Native apps for Rift andVive can be freely distributed, but Steam and
Oculus Store are still the place to be if you want to sell.
Thank you
@fabricius
www.immersionftw.com

VR hardware & development