Has Cenariovr considered releasing the desktop version?
November 19, 2021 12:00 AM
I'm a Chinese user. I've been using this software for a year, and I always feel good. However, due to the large number of videos uploaded on the network, it will be very slow to use, which will affect the production efficiency. What is a good solution?
Solutions (2)
A few things here. If you use the native CenarioVR App for your headset, there are many advantages, including downloading of all content before playing (which will resolve all lagging issues), managing user logins and content updates, as well as tracking scenario results and providing xAPI analytics. There are native Apps available for the following platforms:
• iOS
• Android
• Samsung Gear VR
• Oculus Go
• Oculus Quest
• Oculus Rift/Rift S
• HTC Vive Focus
• HTC Vive/VivePro – on the VivePort store, not the Steam store
• Pico Neo
• Pico G2/G24K
For all of these headsets, the CenarioVR App should be available on the appropriate store for each. We also have downloadable APK's for other headsets which utilize common VR SDK's such as the Wave SDK supported by the Vive Focus and many other generic headsets:
https://public.cenariovr.com/builds/Wave/CenarioVR.apk
For WebXR support, full use of the controllers is currently available for the Oculus browser on the Quest/Rift line of headsets, and very soon we will have controller support for Firefox Reality (version 12+) which should cover the rest of the headsets on the list. This will give you full use of controllers while running in the Web browser of the headset.
Are you using more 4K video rather than HD (1920x1080) video. There is a huge difference in network bandwidth requirement between the two. Perhaps in scenes where there is not as much movement, you could substitute lower bandwidth/resolution videos. Also, I'm not familiar with the content, but are there some scenes that an image could be used rather than a video? Again, very big difference in bandwidth requirements.
How are you distributing your content to your users? Is it via "in-country" web links that would offer quicker response times?
Discussion (4)
Are you using more 4K video rather than HD (1920x1080) video. There is a huge difference in network bandwidth requirement between the two. Perhaps in scenes where there is not as much movement, you could substitute lower bandwidth/resolution videos. Also, I'm not familiar with the content, but are there some scenes that an image could be used rather than a video? Again, very big difference in bandwidth requirements.
How are you distributing your content to your users? Is it via "in-country" web links that would offer quicker response times?
Another question that bothers me is, how should I deploy my WebVR access so that I can use the gamepad of the VR headset? I have seen a video of using a gamepad on the CenarioVR website. We have tested many methods without success, and now we can only use gaze as the selection function.
Hi John, I mean when I did my CenarioVR job, the network speed is very low to visit CenarioVr.com,if we have a desktop version like Lectora, it will be no problem.
BTW, we use 1920x960 video format, it is lower quality, looks some mosaic.
A few things here. If you use the native CenarioVR App for your headset, there are many advantages, including downloading of all content before playing (which will resolve all lagging issues), managing user logins and content updates, as well as tracking scenario results and providing xAPI analytics. There are native Apps available for the following platforms:
• iOS
• Android
• Samsung Gear VR
• Oculus Go
• Oculus Quest
• Oculus Rift/Rift S
• HTC Vive Focus
• HTC Vive/VivePro – on the VivePort store, not the Steam store
• Pico Neo
• Pico G2/G24K
For all of these headsets, the CenarioVR App should be available on the appropriate store for each. We also have downloadable APK's for other headsets which utilize common VR SDK's such as the Wave SDK supported by the Vive Focus and many other generic headsets:
https://public.cenariovr.com/builds/Wave/CenarioVR.apk
For WebXR support, full use of the controllers is currently available for the Oculus browser on the Quest/Rift line of headsets, and very soon we will have controller support for Firefox Reality (version 12+) which should cover the rest of the headsets on the list. This will give you full use of controllers while running in the Web browser of the headset.