Google Cardboard not rendering right? - Google Cardboard

Hi, I've got a galaxy a5 2017 and for some reason the Google cardboard app (and all other cardboard apps) render weird. I made a screen capture so you can see.
https://youtu.be/dEFa3qdIuhg

May b something related to zoom or display dpi level

Same issue, although not that heavy, on my Samsung S7, but only on some apps.
Maybe we could merge threads and wait for suggestions?
https://forum.xda-developers.com/mobile-vr/cardboard/horizontally-misaligned-images-s7-t3734725
Please note that I do not change any option when switching from a game to another, but some work properly, some do not.

yea

I think I found the solution: check the screen settings of your phone.
On my S7 I have 3 choices:
HD (1280x720)
FHD (1920x1080)
WQHD (2560x1440)
Cardboard works properly only with last one.

Related

DJI GO app problem

Hi guys,
For those who do not use this app - it is used with DJI company drones. I have Phantom 3 standard version.
When drone broadcast live video view to my phone I see it all messy with purple and green lines (see picture attached).
In photo mode it happen only when I set 16:9 aspect ratio. It works well on 4:3.
Video recording mode is only in 16:9 so I always see this messy view. As far as I understand, my cell phone does not support 16:9 aspect ratio.
Tried to question DJI support, but they told me this is problem with my galaxy SIII I9300.
Do you have any ideas how to solve this problem? Would custom rom or kernel help with it? Or maybe there is a fix ?
I use stock 4.3 android.
Sorry for my bad English,
and thanks in advance.
topnoch said:
Hi guys,
For those who do not use this app - it is used with DJI company drones. I have Phantom 3 standard version.
When drone broadcast live video view to my phone I see it all messy with purple and green lines (see picture attached).
In photo mode it happen only when I set 16:9 aspect ratio. It works well on 4:3.
Video recording mode is only in 16:9 so I always see this messy view. As far as I understand, my cell phone does not support 16:9 aspect ratio.
Tried to question DJI support, but they told me this is problem with my galaxy SIII I9300.
Do you have any ideas how to solve this problem? Would custom rom or kernel help with it? Or maybe there is a fix ?
I use stock 4.3 android.
Sorry for my bad English,
and thanks in advance.
Click to expand...
Click to collapse
Hello, As DJI updates there GO app more devices start to become less compatible, This issue is also known to happen when aircraft and app firmware are mismatched. They have a list of devices i just copied this from DJI's website
Android Version v2.8.0.
Requires Android 4.1.2 or later.Compatible with Samsung tabs 705c, Samsung S6, Samsung S5, Samsung NOTE4, Samsung NOTE3, Google Nexus 9, Google Nexus 7 II, Ascend Mate7, Huawei P8 Max, Huawei Mate 8, Nubia Z7 mini, Sony Xperia Z3, MI 3, MI PAD, Smartisan T1.
from my experience you can cnange ROMS on some devices and have this work, My experience was it made the the app run way better but this is not always the case, for instance I just loaded a fresh new CM 13 Rom on my Droid razr XT912, the Rom is super clean of bloatware and is supper fast, I enabled USB debugging but when I connect the RC (DJI remote controller) to the Phone. I don't get the USB debugging authorization box so in my case the ROM upgrade did not help I tried two versions of the ROM something is not right with the That version of the ROM on that specific device, I was able to load (CM 12 on an HP 21 Slate tablet) and have had really good luck with it. I say try it and if it don't work go back back stock. I'm asking around because I want this issue Fixed :silly:

Considering a Note 4 instead of S7 - few questions

I've been a long time S5 Duos user and love it but it's starting to show its age now. So I've gone and bought an S7 online and am totally underwhelmed by it after expecting it to be a major step forward. I just wasn't prepared for how fragile it felt, the ridiculous curved screen edges (it wasn't an Edge) so a glass screen protectors won't fit, how little Touch Wiz has moved on, how (too) small it felt, the lack of auto redial, the lack of apps (WhatsApp, Facebook, Twitter etc) shown on the always-on display, the slightly shrunken status bar depth with smaller icons (ahhh, my eyes!), the almost imperceptible improvement in the screen. It does have some positives but not enough to keep so onto eBay it goes.
This has brought me to consider the Note 4 as a more suitable upgrade but I have a few questions on the Note 4 to check I'm doing the right thing. Does the Note 4 have:
- auto redial facility baked in? (not via a 3rd party app)
- 60fps video recording in 720 and/or 1080?
- Optical image stabilisation for videos?
- hold-finger-on (normal) fingerprint reader? (rather than swipe as the S5)
- a totally flat screen that a tempered glass screen protector will fully fit? i.e. not 90% coverage of the S7.
- 24hrs of battery life with normal usage?
- the ability to add priority senders in the native SMS app that show up at the top of the messages screen?
- speed/smoothness increase over the S5?
- has received an Android M 6.0 OTA update? Not interested in rooting.
Any help at all much very appreciated.
1 yes
2 yes
3 yes
4 its swipe like s5
5 it has 2.5d arc screen curve
6 more than 24 hours if you optimize it
7 yes, its able
8 much smoother
9 yes and with many patches
If you are familar with the SGS5's user experience then the Note 4 is more or less them same. Except the Note 4 has the S-Pen, which comes with additional features and has a 2.5D display.

Galaxy S7 Daydream / android.hardware.sensor.hifi_sensors support

I have checked the android.hardware.sensor.hifi_sensors support on the Galaxy S7 with the latest official Android 7 beta and it's there:
FeatureInfo{10031f9 android.hardware.sensor.hifi_sensors v=0 fl=0x0}
So it looks like as the hardware could support Daydream but it is also possible that this flag is reported incorrectly due to the beta status of Android 7.
I have already installed the Daydream APKs and the Google VR services from apkmirror and the app crashes when I try to start the VR mode.
Code:
final PackageManager packageManager = this.getPackageManager();
final FeatureInfo[] featuresList = packageManager.getSystemAvailableFeatures();
for(FeatureInfo featureInfo: featuresList){
if(featureInfo.name != null && featureInfo.name.equals("android.hardware.sensor.hifi_sensors"));
{
Log.d(this.getClass().getSimpleName(),featureInfo.toString());
}
}
YouTube Vr reports incompatible device:
Could somebody remove this check? In the background it looks like it is working.
How is daydream different from gear vr?
Sent from my SM-G930F using Tapatalk
takerhbk said:
How is daydream different from gear vr?
Sent from my SM-G930F using Tapatalk
Click to expand...
Click to collapse
GearVR has extra sensors on the visor, Daydream uses only the sensors available on the phone.
I got it working after modifiying the /system/etc/permissions/handheld_core_hardware.xml as stated in this thread https://www.reddit.com/r/Android/comments/5hno6u/got_daydream_to_work_on_my_5x_might_work_on_other/
Some stuff is working, but the AAA+ games like Need for Speed either get stuck at the loading screen or immediately crash.
I just need Bluetooth joypad to work. Not got another phone to use as controller.
takerhbk said:
How is daydream different from gear vr?
Sent from my SM-G930F using Tapatalk
Click to expand...
Click to collapse
I was surprisingly underwhelmed by the daydream view. It performs in ever metric right between the cardboard and the Gear VR.
The daydream drifts constantly the gear VR doesn't at all.
The daydream's FOV is a strict right angle while the Gear VR is 96 - 100°depending on the phone.
The daydream can't keep up with rapid head turns and you notice obvious black edges creeping inward toward your turn, the gear VR has flawless time warping no matter how rapidly you turn back and forth. I suspect the design of the daydream i.e. It's missing 3rd strap is meant to discourage you from turning your head too fast lest it fly off.
The day dream has lower resolution on the regular pixel but the same resolution with more SDE on the XL.
There is a ton of light bleed under the daydream view unit itself whereas the Gear VR is completely flush against your face.
The daydream doesn't have any adjustable lenses so if it doesn't work for you there's nothing you can do. The gear be has fully adjustable lenses and is designed to fit glasses. With the lenses being adjustable however you don't even need your glasses.
Although the daydream api support 3D binaural sound the pixel can't handle it and just collapses everything to stereo. Things are either to your sides or sound like they're in front of you even while behind you. There's no impression of anything above or below. Distant objects are played at a lower volume, closet at a high volume. On the Gear VR, it uses Samsung pro audio to create a completely convincing 3 dimensional sound field where you can not only hear all around you, where things behind you actually sound like they are, but above and below you too. It also processes doppler effect filtering so that objects far from you sound farther and not just softer.
The pixel also gets skin blistering hot after 30 minutes and will overheat not much longer after that. The Gear VR doesn't get phones nearly as hot and especially with the S7 with its vapor cooling system you can play through an entire charge and it'll only get a little above room temperature.
The daydream also crashes or fails to load at all pretty often as you can see from reviews. In my test the pixel would randomly reboot between changing titles at least once every 4 or times.
On the plus side the controller is fun and does add more possibilities. But unfortunately the controller and the headset both drift all the time and often in opposite directions. You have to press and hold the home button to re-center it a lot more often than is comfortable. If it wasn't for the controller the daydream would have no chance at all. It feels much more like a tech demo and isn't anywhere nearly as refined as the gear vr.
The gear VR also annihilates it in quality and quantity in terms of content.
It may seem like I'm being really hard on the daydream but for something as pricey as the gear vr it's really disappointing and annoying. If you try it you'll see exactly what I mean.
If I was coming from cardboard I'd be impressed but it's practically unplayable coming from the gear vr.
If anything it just demonstrates what a marvel of a piece of tech the gear vr really is, while even being 3 years older and performing on older hardware.

Daydream VR

Any news about VR?
I've used daydream with booth normal Pixel an the higher resolution XL and can live with just HD.
Skickat från min SM-G950F via Tapatalk
dondavis007 said:
Any news about VR?
I've used daydream with booth normal Pixel an the higher resolution XL and can live with just HD.
Skickat från min SM-G950F via Tapatalk
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Click to collapse
All I hear is that OP5 won't have daydream just because the screen is IPS-LCD, not AMOLED like Pixel or Pixel XL. Daydream only enable by Google when the phone use 2K AMOLED screen. IPS-LCD won't get any even it has the same resolution.
So, probably OP5 won't feature any Daydream.
No amoled? Are you sure? Are they going to sell a much more expensive handset with no amoled? That would be a huge mistake! I'm really willing to buy one, but with no amoled I won't do it!
mamatgiler94 said:
... because the screen is IPS-LCD, not AMOLED ...
Click to expand...
Click to collapse
That's the first time I've read any source claim that the screen wouldn't be AMOLED, so what's your source? Whether the phone has QHD seems to be in grave doubt though. Next week and all will be revealed.
mamatgiler94 said:
All I hear is that OP5 won't have daydream just because the screen is IPS-LCD, not AMOLED like Pixel or Pixel XL. Daydream only enable by Google when the phone use 2K AMOLED screen. IPS-LCD won't get any even it has the same resolution.
So, probably OP5 won't feature any Daydream.
Click to expand...
Click to collapse
The OP5 will definitely have an AMOLED, dont worry
It will be an amoled, it might just be 1080p tho...
It will most probably have the same screen as Oppo R11 which is a 5.5" Full HD AMOLED. I'm so very disappointed. This OP3 screen is horrible in VR -- it's slow, the pixels are huge, there's the glow that shouldn't be there...
It has 401 pixels per inch, which a bit lower than HTC Vive & Oculus Rift at 455.63 PPI which both felt way too pixelated for me when I tried them. I returned the Vive for that reason, VR content was not enjoyable at all. Samsung Gear VR with the S8 is more acceptable and with that I can see the stuff on screen better and I don't have to go very close to the objects like with Vive & Rift & OP3. The new Pixels should have 2K+ screens AND be faster to meet the Daydream specs, so I'll personally just wait for those and go test when they come out...
These HMD's for Windows Mixed Reality have screens that have much more usable PPI at 704.66: http://www.tomshardware.com/news/acer-hp-windows-mixed-reality-dev-kits,34389.html
1440x1440 resolution, 2.89" size, 90 hz refresh rate..they're most probably LCD, though, not AMOLED, so it remains to be seen how good they are for VR/AR/MR.
TL;DR: If the OP5 had a 2K screen it would have 33% better pixel density which would vastly improve VR usage over 1080p. Better to wait for the new Pixels if you're like me and would love to use mobile VR
Hey guys, Does anyone know about the Daydream support for OP 5? Before it was just speculations, now the phone has launched does anyone have any update regarding this topic? I have searched the net but no one has mentioned anything about VR. Infact no one has covered this point in their review etc.
Thanks!
sunnyhj said:
Hey guys, Does anyone know about the Daydream support for OP 5? Before it was just speculations, now the phone has launched does anyone have any update regarding this topic? I have searched the net but no one has mentioned anything about VR. Infact no one has covered this point in their review etc.
Click to expand...
Click to collapse
No one covered because there is no official support. Officially the OP5 is not compatible with Daydream, and OP does not sound interested. It is unknown (at least to me) if this phone covers one of the requirements: a surface temperature sensor. Since the main purpose of the OP line is to provide best processor/memory for less price, is likely that this sensor is absent.
That being said, there is a thread about how to force a rooted OP3T to support Daydream. Should be the same with OP5.

Your thoughts on the new Razer smartphone with 120 fps LCD 1440p display for VR use

Hey everyone
There is a new phone called Razer which claims 120hz refresh rate on its LCD display released a month ago now. This feels like an exciting new phone to get as a VR fan. I am assuming being LCD, it has an RGB type matrix with 3 sub-pixels making this the most superior display for reducing SDE (Side Door Effect) than any other display including Rift/Vive/PSVR apart from Xperia Z5 and XZ Premium phones (4k RGB displays) and some LG phones with 1440p LCD displays.
So potentially, google cardboard VR games and apps could be more immersive than on any other phone because of the combination of very high refresh rate for smooth motion and reducing motion blur/sickness and high sub-pixel density for reducing SDE. That excites me. I already enjoy google VR apps with hardly any SDE on my Sony Xperia Z5 Premium 4k RGb display phone but there is noticeable motion blur when turning my head quickly. I also have a PSVR that 1080p RGB OLED display with higher sub pixel density than GearVR/Rift/Vive, but what makes PSVR smash mobile VR out of the park is the 120hz refresh rate on its display. I play all sorts of fast action games in it and never suffer motion sickness...its incredible.
So for Razer phone to have 120hz refresh rate is bloody exciting and could take us one step closer to that of the PSVR 120hz or Vive/Occulus 90hz experiences. Of course what would still be lacking is room space position tracking unless you use the Trinus VR with PC and cameras to play Steam VR games which is a tricky thing to fully achieve.
But reality check. Apps and games have to be specifically developed to support 120hz. Most games and apps today are coded to max at 60fps. But that's still cool. Even if apps lock at 60hz, which most OLED phones and Samsung phones with Gear VR achieves, the Razor will still have a better motion and display experience due to the higher sub-pixel density than OLED phones. At least in theory.
So, if any of you have bought the Razer, do please let us know your thoughts and if you have have tested VR games and apps on it. Do current VR games/apps look and play better with this phone? Or is it a crushing disappointment for VR?
Also interesting in hearing about the experience from anybody that has bought one.

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