Dive Board



Re: Dive SDK claims to have fixed drift, but it's a lie

Re: Dive SDK claims to have fixed drift, but it's a lie

by maskedmous on Jul 2nd, 2015 13:51 PM

Dive 2.1.1 ~ 2.1.5 seems to be having issues with the correction that is used.
If you replicate the old drift issue lets say you move slowly to the left or right then at 30° or 60° you stop and rapidly move back to the position you started
it'll then try to 'correct' itself by "drifting" back to the position.
and due to this correction you can't rlly move around anymore because it'll then focus on that one point.

so "play the drift" and then there will be drift again to a fixed position it seems.
it'll just try to focus on a single position even if you look away from it it'll just focus back to that point.. which makes me dizzy because it is moving without my head moving.

tip: try to replicate this with a cardboard rather than to move with your hands
Sorry if it is a highjack of the post but its a drifting / correction issue

maskedmous

Posts: 7

Joined: 29.05.2015


Re: Dive SDK claims to have fixed drift, but it's a lie

by Torben on Jul 3rd, 2015 09:41 AM

Hi!

I assume 2.1.5 did not fix the correction issue for you? May I ask, which phone you used for testing?

Torben

Posts: 63

Joined: 26.03.2014

dive-owner


Re: Dive SDK claims to have fixed drift, but it's a lie

by maskedmous on Jul 7th, 2015 09:12 AM

the galaxy S6 and a Nexus 6

maskedmous

Posts: 7

Joined: 29.05.2015


Re: Dive SDK claims to have fixed drift, but it's a lie

by maskedmous on Aug 4th, 2015 12:09 PM

"Torben" wrote:
Hi!

I assume 2.1.5 did not fix the correction issue for you? May I ask, which phone you used for testing?



Is there any progress on your end because it is quite troublesome for our products.
I've seen you use your hands in the video but you really should use a cardboard, when we used hands to rotate the device it didn't show drift that quickly.
There were cases where it did but we didn't record it at that moment.
When we used a cardboard well with that we got the best drifting results.
So my suggestion is to use a cardboard when you test the SDK rather than your hands because none is going to use it without cardboard or other kind of VR holder.

We've tried using SDK 2.1.1 & 2.1.5 but didn't see any improvement there.
We've replicated the issue using a google cardboard by turning around 360°
then slowly look left, look right just like a normal person would look around.
Then it showed up drift which we recorded (not the movement though).

http://we.tl/PvzyoVR6NP
(if the link is down tell me and i'll re-upload it)

we hope this issue can be solved because it is quite a bother having drift
Also having drift correction as a public boolean would be nice so the user can turn it off if needed or wanted

maskedmous

Posts: 7

Joined: 29.05.2015


Re: Dive SDK claims to have fixed drift, but it's a lie

by Murcho on Aug 12th, 2015 08:47 AM

I'd like to add our experience with the SDK versions.

We were using 2.1.3 and doing most of our testing on the Nexus 5, and there was some drift which was annoying, but it wasn't the end of the world. I updated to 2.1.5 and our app became totally unusable. The drift started going all over the place, which made targeting objects with your gaze incredibly difficult, not to mention the feeling ill results.

I've rolled back to 2.1.3 for now. I think this is the superior version for the moment, however I didn't get hold of 2.1.4 for testing.

Murcho

Posts: 1

Joined: 12.08.2015


Re: Dive SDK claims to have fixed drift, but it's a lie

by andregm3 on Aug 22nd, 2015 10:25 AM

This VR Cinema App has fixed DRIFT issue on my Galaxy Note 4: you must choose GYRO ONLY on the menu
Anyone else ?

https://play.google.com/store/apps/deta ... y.vrplayer

andregm3

Posts: 12

Joined: 16.10.2014


Re: Dive SDK claims to have fixed drift, but it's a lie

by maskedmous on Sep 3rd, 2015 09:37 AM

My guess is is that it is correcting itself with gyro+accelerometer which in the cardboard is not accurate because of the magnet influencing the results of the accelerometer.
I think the VR One SDK works in a similar way but with less drift.
Would be nice to finally have a fix for this in the dive plugin as well.
should be a boolean toggle-able to correct drift or not and whether what to use to correct drift (gyro only or gyro + accelerometer)
since the google cardboard v2 doesn't have a magnet anymore the accelerometer is not influenced by magnetic force anymore.

atleast this is all theoretical I don't know if it is really programmed like that but if it is i'd like some more booleans so that the user can figure out what is best for his VR experience instead of drift drift drift and dizzyness.

maskedmous

Posts: 7

Joined: 29.05.2015


Re: Re: Dive SDK claims to have fixed drift, but it's a lie

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wood

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