The Quest 3 VR headset is an impressive piece of hardware. It is also not open; not in the way most of us understand the word. One consequence of this is the inability in general for developers or users to directly access the feed of the two color cameras on the front of the headset. However, [Hugh Hou] shares a method of doing exactly this to capture 3D video on the Quest 3 headset for later playback on different devices.
There are a few steps to the process and it involves enabling developer mode on the hardware then using ADB (Android Debug Bridge) commands to enable the necessary functionality, but it’s nothing the average curious hacker can’t handle. The directions are written out in the video’s description, along with a few handy links. (The video is embedded below just under the page break, but view it on YouTube to access the description and all the info in it.)
He also provides some excellent guidance on practical things like how to capture stable shots, editing the videos, and injecting the necessary metadata for optimal playback on different platforms, including hassle-free uploading to a service like YouTube. [Hugh] is no stranger to this kind of video and camera handling and really knows his stuff, and it’s great to see someone provide detailed instructions.
This kind of 3D video comes down to recording two different views, one for each eye. There’s another way to approach 3D video, however: light fields are also within reach of enterprising hackers, and while they need more hardware they yield far more compelling results.
[PyottDesign] recently wrapped up a personal project to create himself a custom AR/VR headset that could function as an AR (augmented reality) platform, and make it easier to develop new applications in a headset that could do everything he needed. He succeeded wonderfully, and published a video showcase of the finished project.
Getting a headset with the features he wanted wasn’t possible by buying off the shelf, so he accomplished his goals with a skillful custom repackaging of a Quest 2 VR headset, integrating a Stereolabs Zed Mini stereo camera (aimed at mixed reality applications) and an Ultraleap IR 170 hand tracking module. These hardware modules have tons of software support and are not very big, but when sticking something onto a human face, every millimeter and gram counts.
The Quest 2 wireless VR headsetby Oculus was recently released, and improves on the one-and-a-half year old Quest mainly in terms of computing power and screen resolution. But Oculus is owned by Facebook, a fact that Facebook is increasingly keen on making very clear. The emerging scene is one that looks familiar: a successful hardware device, and a manufacturer that wants to keep users in a walled garden while fully controlling how the device can be used. Oculus started out very differently, but the writing has been on the wall for a while. Rooting and jailbreaking the Quest 2 seems inevitable, but what will happen then? Continue reading “As Facebook Tightens Their Grip On VR, Jailbreaking Looks More Likely”→
It’s official: smartphone-based VR is dead. The two big players in this space were Samsung Gear VR (powered by Oculus, which is owned by Facebook) and Google Daydream. Both have called it quits, with Google omitting support from their newer phones and Oculus confirming that the Gear VR has reached the end of its road. Things aren’t entirely shut down quite yet, but when it does it will sure leave a lot of empty headsets laying around. These things exist in the millions, but did anyone really use phone-based VR? Are any of you sad to see it go?
In case you’re unfamiliar with phone-based VR, this is how it works: the user drops their smartphone into a headset, puts it on their head, and optionally uses a wireless controller to interact with things. The smartphone takes care of tracking motion and displaying 3D content while the headset itself takes care of the optics and holds everything in front of the user’s eyeballs. On the low end was Google Cardboard and on the higher end was Daydream and Gear VR. It works, and is both cheap and portable, so what happened?
In short, phone-based VR had constraints that limited just how far it could go when it came to delivering a VR experience, and these constraints kept it from being viable in the long run. Here are some of the reasons smartphone-based VR hit the end of the road: Continue reading “Ask Hackaday: Is Anyone Sad Phone VR Is Dead?”→