Move like a pedestrian in a semi-medieval town, reconstructed from videos taken by a helmet-held 360 camera, whose trajectory is about 1km long.
Right controller:
- Rotate on the left or right by using the joystick
- Update the vertical offset (up or down) by using the joystick
- Choose a location and teleport to it by using the virtual laser pointer
- Teleport by using the index trigger only if the laser is green (not red)
Left controller:
- Move continuously by using the joystick
- Switch pannel and map by using the grip/hand trigger
- If both map and pannel are disabled, switch between rendering modes (texturing or normal colors) by pressing the index trigger
- The map shows the cloud of mesh vertices and the user location
- If the pannel is enabled, switch between constrained and unconstrained motions by pressing the index trigger
- The constrained motion controls your height above the ground
- The pannel shows information about the 3D model and the selected motion.
comfort | ⦾ Not rated |
age rating | 0+ Everyone |
website | maximelhuillier.fr |
developer | Maxime Lhuillier |
publisher | Unity 2019.4 |
connection | Internet not required |
app version | 0.1 |
languages | English |
Ignore the fact that the geometry is terrible (still impressive for something that came from a video). This app DOES NOT DISPLAY IN STEREOSCOPIC 3D. Yes, the model is 3D, but the image gets mapped to a sphere around you (like Google Street View) and then every eye gets the same image. You can walk around, but it doesn't feel immersive at all and you get dizzy very easily.
Why have a VR app with 3D models that does not get displayed in 3D?
Headset movement is magnified, so that when you move your head 1 cm to your left, you would see it moving several times that to your left. This makes the vision disorienting/uncomfortable and almost no better than a flat display. Controller pointer's pointing angle is also magnified, making it unintuitive. Otherwise, this would be an enjoyable experience.