Author Topic: Gear VR - Spherical camera / resolution  (Read 3473 times)

2016-05-17, 12:49:08

Geezer

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Hi,

Does anyone know what is the ideal resolution for this format?
With vray you have cubemaps with 1.5K x 9K resolution and during rendereing it correts to 1.5k x 18K because of the offset.

I rendered a 6K x 6K image to test the VR feature of Corona but some parts read strange while the offset value is correct (6.5cm) just like in vray.
Any idea?

Cheers,

2016-05-17, 14:48:06
Reply #1

Ocularcentric

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I've been using 6144x6144 (for GearVR tests) or 8192x8192 (for CV1 and Vive tests). Working in multiples of 1024; I think I picked up this habit from IrisVR early beta or from a GearVR tutorial that claimed there was some downsampling happening for large images and therefore multiples of 1024 would perform better.

Have a read through this guide if you haven't already - sorry for the publisher....but good VR information that gets to the point is hard to find...

https://labs.chaosgroup.com/index.php/portfolio/guide-to-virtual-reality-2/
http://www.chaosgroup.com/public_images/VRguide_v1.pdf

For eye separation I have been using 63.5mm - but I guess it's time to get measured. Check you eye height settings carefully, make sure camera target is level with camera etc etc. For "Converge Eyes" always disabled. Everything I have read recently have said that there is no place for toe-in in VR...

Hope there is something useful in that for you.

2016-05-18, 11:56:54
Reply #2

Geezer

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Thank you ;)
I will update the topic as soon as I can run proper tests again.

2016-05-18, 14:16:46
Reply #3

Ocularcentric

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Just following up on my post: Found a reference to the 1024px multiples advice I gave.... https://developers.google.com/cardboard/vrview#supported_formats

Note, this is advice for maximum compatibility on web browsers etc. and might not be an issue for your applications but its worth recording here.

Quote:
Image Specifications

    VR view images can be stored as png, jpeg, or gif. We recommend you use jpeg for improved compression.

    For maximum compatibility and performance, image dimensions should be powers of two (e.g. 2048 or 4096).

    Mono images should be 2:1 aspect ratio (e.g. 4096 x 2048).

    Stereo images should be 1:1 aspect ratio (e.g. 4096 x 4096).   <<<Note again for web and you'll want to go higher for 8196x8196 say....>>>

Video Specifications

    VR view videos should be stored as mp4s encoded with h264.  <<<note Vray guide suggests that h264 compression (and other high-compression formats) introduce too much artifact which exposes seams. Less of an issue for equirectangular image format that cubemap but still something to think about. Anyone else want to offer some animation/video advice?>>>

    Mono videos should be 2:1 aspect ratio.

    Stereo videos should be 1:1 aspect ratio.

    Some older devices cannot decode video larger than 1080p (1920x1080). If maximum compatibility and quality is a priority, we recommend that users provide both a monoscopic 1920x1080 video and a stereo video at 2048x2048 or higher.