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simon64

Trainee

  • "simon64" started this thread

Posts: 43

Location: uk

Occupation: architectural illustrator

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Wednesday, December 2nd 2020, 3:27pm

oculus browser

a year or so ago the oculus go browser stopped working with VR. Klaus then wrote a fix as follows:
<events webvr_onentervr="set(display.framebufferscale,0.9); delayedcall(0.1, tween(display.framebufferscale,1.0); );" />


This worked fine for a while but now once again VR has stopped working in my Oculus Go browser, no doubt because of another oculus update.
I understand the latest krpano version has sorted all the oculus problems out now but is there any way to fix my existing tour (built in version 1.19-pr16) by adding some fix scripting anywhere or maybe by replacing some of the js files for newer ones ??
Perhaps this has something to do with WebVR - WebXR ?
I'm dreading to have to go back and rebuild the entire tour using the latest krpano version. *cry*


this is the tour in question. Works fine on the desktop still.
https://www.historyrebuilt.com/wp-conten…illvr/tour.html

please help !

This post has been edited 4 times, last edit by "simon64" (Dec 2nd 2020, 4:27pm)


simon64

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Posts: 43

Location: uk

Occupation: architectural illustrator

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Wednesday, December 2nd 2020, 6:07pm

no problem.

i've just copied the entire tour contents to a newly built vtour made in the new version and it works again.

phew !

andrew22222

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Location: Australia

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Thursday, December 3rd 2020, 5:40am

Hey I want the job of the guy that's stood next to the water wheel with his pipe *g*

Great tour. What software did you do all your 3d in? Looks like a fair bit of work.


Andrew

simon64

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Location: uk

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Thursday, December 3rd 2020, 8:39am

Hey I want the job of the guy that's stood next to the water wheel with his pipe *g*

Great tour. What software did you do all your 3d in? Looks like a fair bit of work.


Andrew
Thanks Andrew.
Yes it did take some time to build. I made it in 3dmax, rendered in stereoscopic using Vray.
It was tricky to decide on the output render size : keeping the scenes as sharp as possible in VR whilst retaining smooth movement and transitions around the tour.
I think next time i may try a lower resolution as the graphics do drag a bit in the oculus and i'm not sure if i found the optimal output size for the devices graphics capabilities.

Anyway i like the new version krpano VR mode, now with a proper pointer for navigation, it's a lot better than before.