Follow Slashdot blog updates by subscribing to our blog RSS feed

 



Forgot your password?
typodupeerror
×
Google

Google Releases Improved Cardboard SDK and Adds Street View (blogspot.com) 20

An anonymous reader writes: Google announced that its Cardboard VR app is now available in 39 languages and 100 countries for both iOS and Android. "With more than 15 million installs of Cardboard apps from Google Play, we're excited to bring VR to even more people around the world," Google Software Engineer Brandon Wuest wrote in a blog post. You can also now explore Google Street View in Cardboard with the Street View app.
This discussion has been archived. No new comments can be posted.

Google Releases Improved Cardboard SDK and Adds Street View

Comments Filter:
  • How does the quality compare?

    Has anyone actually tried this and compared with say the Oculus Rift ?

    I know "cheap" VR is giving VR a "bad rep", but what are the actual quantitative differences?

    • by rwa2 ( 4391 ) * on Monday October 12, 2015 @06:49PM (#50714321) Homepage Journal

      Had a demo from one of the Oculus devs this weekend.

      It's a tough call. They're both very immersive, and I'd even go so far as to say that if I didn't know what to look for, I wouldn't be able to pick out the differences qualitatively. I wouldn't go so far as to say the "cheap" VR is giving VR a bad rep, though, you can get your rocks off either way. It will be more of a challenge with the smartphone-based VR, but it's "good enough".

      All of my panoramic and photosphere shots are available on my Nexus 5, and it's pretty amazing to revisit those places in Google Cardboard, even though it's not even stereoscopic 3D. The best 3D app I've seen so far is the Titans of Space [google.com] , but a couple of the other demos are cute enough to be interesting. It's definitely quite usable and much more compelling than experiencing this content without Cardboard. Everyone I've shown it to is pretty amazed.

      That said, the Oculus Rift experience is very cool, and you can really appreciate the extra fidelity. I did the Gears of War slow-mo teaser and The Hobbit dragon liar, and the increased resolution and head tracking does make it much more immersive. You can crouch down behind things, and bob and weave your head and try to "eat" bits of debris floating around in space. People are definitely going to get hurt, since they really get to use their head as a controller. This feature is amazing, and the "hard core" crowd will definitely build Oculus setups for themselves, but I don't think it will go mainstream for some time. There were a few times I wandered out of range of the hi-fidelity IR head tracking camera, and I barely noticed other than the quick jolt I get when going in and out of its view. I think the accelerometer sensors on board the Oculus and the Smartphone-based VR are decent enough. I didn't spend a whole lot of time in it, but I didn't experience any vertigo... I don't experience any vertigo with Cardboard either. I think people are either able to adjust or they aren't... sure maybe the Oculus induces less headaches after prolonged use because of the better head tracking and latency, but I don't think it'll be that huge of a difference for people who are predispositioned to get nauseated or no. There also seems to be focus issues that will confound people who don't bother to position the Oculus on their heads just right... there was a lot of fussing around for everyone to adjust all the straps just right, whereas Cardboard is much easier to just hold up to your face and go and share (maybe with those removable forehead strips to absorb facial oils)

      The dev also had a nice Samsung VR headset. It was a bit nicer than Cardboard and had the little trackpad on the side, but it didn't add considerably to the enjoyment. The $15 Cardboard is good enough on the low end to experience most of what's out there. I see people using lots of Cardboard for shared VR experiences for the whole family... I don't know many people who have multiple beefy gaming PCs, but just about everyone and their dog has a half-decent smartphone.

      That said, I'm certainly going to get an Oculus setup when they come out, because I'm that kind of guy (but not enough of that kind of guy to get the DK2). I'll probably also have to upgrade my elderly Geforce 560Ti before then, though, so it's going to set me back plenty. In the meantime, by all means get a $15 Cardboard to go with your current smartphone. Plenty of decent content is already there, and more is always on the way. It's a great time for VR no matter what your equipment.

      • Thanks for the mini review! It's been ~2 years since I've tried the Oculus so interested to hear how it compares with the Google Cardboard.

        I'm still waiting to see if VR takes off (it has been that way for 20 years; the main problems are still problems, although less so). I have my doubts if it will get the mass consensus. Hoping, but "wait-and-see."

        > but I didn't experience any vertigo.

        Hmm, that's interesting. I've been gaming since the early 80's and never get vertigo. I did with the Oculus within

    • Re: (Score:2, Offtopic)

      by FatdogHaiku ( 978357 )

      I know "cheap" VR is giving VR a "bad rep", but what are the actual quantitative differences?

      Slight horizontal misalignment due to fatter wallet?

    • This doesn't compare, just like many of the other bad VR sets it doesn't tackle the two biggest and hardest problems, motion blur, and input lag.

      Motion blur will give you a headache and the input lag completely ruins immersion.
    • by Anonymous Coward

      One way in which Cardboard actually beats Occulus Rift is that it's wireless. This means you can stand in a room and have full 360 degree freedom without strangling yourself with a cable.

      Quality wise, I guess it depends what phone you stick in the cardboard. I found my old Nexus 4 is pretty good. I tried a Sony (don't know the model) and it was much more laggy.

    • by DrXym ( 126579 )
      The experience is quite reasonable if you have a high resolution display. Head tracking is good and a modern phone has a enough power to deliver some impressive demos. The biggest issue is there is very limited interaction - there is a "button" on the side (basically a rubber band attached to an nfc chip) but otherwise interaction is performed by pointing your head at some timer activated control and waiting long enough for it to trigger.

      Perhaps the biggest issue is that cardboard demonstrates how shallow

  • Am I the only one who read "Google" then immediately read "Ads [for] Cardboard"?

    #signofthetimes

  • Every time I see the words "Google Cardboard", I think of a cell phone mounted on a cardboard, that people can wear on their heads. I can't help thinking of something made of actual cardboard, whereas English is not even my first language!

Think of it! With VLSI we can pack 100 ENIACs in 1 sq. cm.!

Working...