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my biggest issues with mobile vr

my biggest issues with mobile vr

by iamwarrior99 on Feb 17th, 2015 01:58 AM

mobile vr is awesome, but most, not all but most games have that horrible drift. Some games have calibration options. The cmour theater app is a great example of this. But even that doesn't last. eon reality apps, occupation vr, zombiestan don't have that awful drift. They seem to have figured out how to correct this issue. which most makes most mobile vr apps practically unplayable. my other big issue is right thumb stick compatibility. Being able to play vr games sitting down is very comfortable. 4 rooms, fibrums zombie shooter, halls of fear are great examples of right thumb stick controls. if there is drift, at least being able to control turning can help adjust orientation. vr is making huge strides, but when I try to introduce people to vr the mobile platforms they have to contantly turn their head which isnt a good way to demo vr.

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Re: my biggest issues with mobile vr

by 3Andron3icus3 on Feb 17th, 2015 15:47 PM

What phone do you use? That can make a huge difference. I use an LG G3 and experience little to no drift related issues unless it's a particularly buggy app (experimental or beta). I've heard that, depending on the phone, moving or removing the magnet switch can help stop drift.

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Re: my biggest issues with mobile vr

by iamwarrior99 on Feb 18th, 2015 21:54 PM

I have a galaxy s5 it also did that with my s3. some app run with no drift. so it has to be more than just the phone

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Re: my biggest issues with mobile vr

by iamwarrior99 on Feb 25th, 2015 20:00 PM

I've found a way to fix the drift issue. I had to calibrate the gyro on my phone.using the test screen built in my phone. Everything works great now. I can really enjoy mobile vr now. if anyone is having the same problem I can tell you how to fix it.

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Re: my biggest issues with mobile vr

by Nessicha on Nov 14th, 2023 17:27 PM

The biggest issues with mobile VR include limited processing power, a relatively small content library compared to PC-based VR platforms, potential motion sickness, tracking limitations, and the risk of overheating. To address these challenges, users can opt for high-performance smartphones, gradually build tolerance to motion sickness, and be mindful of the types of experiences they choose. As technology continues to advance, we can expect improvements in mobile VR that address these issues and enhance the overall user experience.In facing any other mobile issue we can go to the td {border: 1px solid #cccccc;}br {mso-data-placement:same-cell;}[size=2][font=Arial]mobile phone repair near me and resolve problem.[/font][/size]





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