01-15-2016 10:39 PM
01-16-2016 07:10 AM
01-16-2016 09:58 AM
"thealgorithm" wrote:
The Gear VR has its own sensors which operate at a far higher resolution than the one in the phone. Also the touchpad and buttons are on the side which are all connected via usb when inserting the phone into the device.
The software also operates at a low level enabling low persistence and less latency
01-16-2016 10:24 AM
"FMAVcanada" wrote:"thealgorithm" wrote:
The Gear VR has its own sensors which operate at a far higher resolution than the one in the phone. Also the touchpad and buttons are on the side which are all connected via usb when inserting the phone into the device.
The software also operates at a low level enabling low persistence and less latency
What "sensors"?
Accelerometers? Magnetometer? Barometer? IR?
01-16-2016 10:39 AM
"FMAVcanada" wrote:"thealgorithm" wrote:
The Gear VR has its own sensors which operate at a far higher resolution than the one in the phone. Also the touchpad and buttons are on the side which are all connected via usb when inserting the phone into the device.
The software also operates at a low level enabling low persistence and less latency
What "sensors"?
Accelerometers? Magnetometer? Barometer? IR?
01-17-2016 03:44 PM
"mduffor" wrote:"FMAVcanada" wrote:"thealgorithm" wrote:
The Gear VR has its own sensors which operate at a far higher resolution than the one in the phone. Also the touchpad and buttons are on the side which are all connected via usb when inserting the phone into the device.
The software also operates at a low level enabling low persistence and less latency
What "sensors"?
Accelerometers? Magnetometer? Barometer? IR?
The GearVR has the same IMU (Inertial Measurement Unit) as the Rift, which is accurate and sampled at a much higher rate than the one in your phone. The higher sample rate allows them to have more numbers to work with for a given time step in order to throw out and/or smooth out noisy values. I believe there is a compass in there as well to help with drift correction. (So yes, accelerometers and magnetometers are used). I don't believe there is a need for barometers, IR, altimeters, thermometers, etc. I don't know if there is an internal gyroscope or not.)
Additionally, the GearVR has a proximity sensor to detect when the unit is on your face (something is near the inside surface), a back button (mapped to the key event type AKEYCODE_BACK), and a touchpad (mapped to the motion event with source AINPUT_SOURCE_MOUSE).
The Cardboard apps have chunkier movement because they are using the phone's IMU which runs at a much lower sample rate and may or may not correct for drift all that much, lack the kernel modifications which allows the GearVR apps to run uninterrupted and at a higher priority than Android apps are normally allowed, and the ability to set CPU and GPU performance levels to only spend battery and heat where and when you need it. The GearVR apps also have Time Warp to keep the motion-to-photon time lower, as opposed to something like the Vive which just tries to predict when the per-frame refreshes take place.
This may help with some of the low level details: http://msl.cs.uiuc.edu/~lavalle/papers/ ... tAnt14.pdf
Cheers,
mduffor
01-19-2016 12:57 PM
"FMAVcanada" wrote:
Thanks for the details mduffor! Very informative and helpful answer. This explains a lot of the differences in performance between Cardboards and Gear VR.
I assume HMD's such as the Zeiss VR One will function much like a generic Cardboard HMD. Does anyone know for sure?
11-21-2016 10:11 PM